5PBUFF
Decreased forward hurtbox.
Not a particularly noticable change. I was essentially just making it more similar to 5P from Xrd.
5KBUFF
Increased larger hitbox close to Bedman?.
Allows 5K to hit low-profile attacks, such as Sol's Night Raid Vortex or I-No's Stroke the Big Tree. Unfortunately it still trades with low-profile attacks with hitboxes, such as Ky's Stun Dipper.
f.SBUFF
Recovery : 17f > 18f
Attack Level : 2 > 3
On-Block : -9 > -7
On-Hit : -6 > -4
These changes are almost entirely to make 2H a better gatling. It now combos from farther away, only failing at the very tip. It is also almost always a true blockstring now, so no more reversals out of your corner pressure!
2SBUFF
Startup : 12f > 13f
Recovery : 22f > 27f
On-Block : -11 > -16
On-Hit : -8 > -13
Now vacuums on contact.
Slightly increased launch height on air hit.
2S is the most obviously changed attack: it vacuums now! This opens up quite a bit, mainly in tandem with the !S changes. Outside of being a great combo tool, the vacuum also helps to fight FD during corner pressure and ensures that 2H always connects at any range.
2HBUFF
Attack Level : 2 x4, 3 > 2 x4, 4
Slightly increased launch height of final hit.
On-Block : -15 > -13
Technically improves the situation on block, but the main point is a very very minor improvement to advantage when cancelling into other attacks and/or errors on block. For example, cancelling into 214P with !S stocked can now result in a frametrap. Cancelling into 214K is now only -6!
The vertical launch is mainly just to help combo into 214P!S, but comes with a fun side effect where hitting 2H(5) only can now combo into 236H.
2DBUFF
Increased vertical launch.
Slightly decreased horizontal launch.
On-Hit : HKD+47 > HKD+51
This is exclusively meant to help combo into 214P!S, especially at further ranges.
6PBUFF
On Counterhit:
Massively decreased horizontal launch.
Slightly increased vertical launch.
Makes the CH 6P > 236H combo way more consistent. It should basically always connect unless 6P hit an extended hurtbox.
6HBUFF
On Counterhit:
Decreased groundbounce gravity.
Not super impactful, but CH 6H is now capable of comboing into 236[H] with proper timing.
j.SBUFF
Increased forward hitbox using follow-up hitboxes.
Brings back the old range, but only during combos. Mainly useful for picking up after far counterhits, such as 5H, 236H, or 6S.
j.DBUFF
Decreased horizontal blowback.
Very slightly increased vertical launch on last hit.
The j.D > 2K link is now 100% consistent. This was genuinely like a 1% increase or something, I have no idea why ArcSys didn't just do this when they changed j.D. At around superjump height j.D now combos into c.S on normal hit, but realistically this should never come up.
Call 4BA [236P]BUFF
Close Hit :
Attack Level : 2 > 3
Added 10f Rolling Tumble
Slightly decreased horizontal launch.
On-Block : -11 > -7
On-Hit : KD+13 > KD+18
The close hit is now a somewhat decent blockstring ender, and the rolling tumble makes error chains into !H slightly easier.
Error 6E !PBUFF
en!P :
Clash Level : 2 > 3
Gives en!P a little bit more of a use by letting it clash with stronger projectiles.
The original intent here was to target Nago's Zarameyuki, but that has two hits so it doesn't help regardless. Oh well.
Call 4B3 [236S]BUFF
Expanded lower hitbox backwards.
This was originally intended to allow j.D to combo into 236S on crossup, but it simply doesn't do that. Instead, this becomes a really weird crossup tool by going right above the opponent's head. It doesn't crossup between the multihits due to the built-in crossup protection, but the first hit is a good mixup. In the corner for example, a neutral jump into 236S will hit same side, but a forward jump will hit crossup.
Error 6E !SBUFF
All Versions :
Startup : 15f [21f] > 10f [16f]
Added 10f Rolling Tumble
Slightly increased spawn position forwards.
!S :
On-Hit : KD +81 [KD +73] > KD +90 [KD +77]
en!S :
Increased launch height slightly
On-Hit : KD +89 [KD +81] > KD +98 [KD +85]
13C!S :
On-Hit : HKD +130 [HKD +122] > HKD +159 [HKD +146]
This is the true star of the show. !S is now a useful combo extender, and a gateway into getting Malfunction enders whenever it is stocked. The faster startup lets it combo from way more, such as 2H or 2D, and the rolling tumble ensures that it can be comboed out of fairly easily. The best option is usually 2S > 2H > 236H, though the 236H is dependent on prior gravity scaling.
As a side effect of these changes, 236[S] > 214P!S > 236[S] > 214P!S... is now an infinite combo during Call 13C. This isn't especially useful as it just ends up donating resources to the opponent, but at the very least it is burst safe and guaranteed to break the wall.
Call 4B9 (Malfunction) [236H]BUFF
236H :
Guard Crush : 34f > 35f
On-Block : +3 > +4
236{H} :
Guard Crush : 40f > 43f
On-Block : +9 > +12
236[H] :
Guard Crush : 46f > 51f
On-Block : +15 > +20
Improved the guard crush to give more reward when charged, due to how slow and risky it is.
Error 6E !HBUFF
!H :
Guard Crush : 23f > 25f
On-Block : +38 > +40
!{H} :
Guard Crush : 29f > 35f
On-Block : +44 > +50
![H] :
Guard Crush : 35f > 45f
On-Block : +50 > +60
en!H :
Guard Crush : 35f > 45f
On-Block : +50 > +60
13C!H :
Guard Crush : 49f > 55f
On-Block : +64 > +70
Restored a bit of the old guard crush duration, but not fully. Mainly makes a difference at higher charge levels. 13C!H does not need this change whatsoever but it makes the progression of + frames visually pleasing so I did it anyway.
Call 0x$0.20 [214P]BUFF
Air Version :
Recovery : 40f > 30f
Bedman? starts falling sooner when used in the air.
Reverted the recovery nerf.
Call 0x$1.00 [214K]BUFF
Recovery : 35f > 24f
Bedman? starts falling sooner when used in the air.
No longer enhances errors.
Fully reverted to the old version, with the enhancing being moved to a different special entirely (214S).
Call 4CCNeutral
Startup : 9+4 > 12+1
This has no purpose, I just wanted to try to work around superfreezes as they are really confusing in the code.
Counter BlitzANIMATION
Initial Pose : Call 0x$0.20 > Respect A
First Attack : 5D > 2H(5)
Third Attack : 2H(5) > Wild Assault
This is what I predicted Bedman's Counter Blitz to be before they release... and then we got the one actually in the game. Which makes no sense, as everyone else got to use their Wild Assault animation as the finisher. And guess what? It looks way better this way. Not sure why they ever went with what they did.
6SNEW MOVE
Added.
Startup : 18f
Active : 2f
Recovery : 35f
On-Block : -18
On-Hit : HKD+56
Damage : 70
Wallbounces anywhere, Wallsticks in the corner on CH
Can't be cancelled into specials.
A brand new attack that sort of functions as an alternative to 5H? It's a big disjointed slap using the animation from Wild Assault (but without the movement). It has insane pushback so it will never be punishable despite the worse framedata, but it also will never combo on normal hit even in the corner. Does high damage, so this is your new best wallbreak button after a 236H.
6S really shines on counterhit, in which the opponent is flung far into the wall before slowly floating downwards. Plenty of time to run up and start a j.S ladder, similar to a far-hit CH 5H. In the corner this bounce is replaced with a very long wallstick (which is a mechanic not usually present in Strive, but previously present in Xrd). This allows for a combo into 236[H], and an easy combo into wallbreak.
Unfortunately I was unable to figure out how to code in proration, so 6S combos do absolutely massive damage. Even just 6S > OTG 6S does over 100 damage!
Call 0x$0.50 [214S]NEW MOVE
Added.
Recovery : 35f
Enhances errors.
2.0's 214K, unchanged except for the fact that it no longer delays the error. This means that a well timed 214S can enhance the error right as it comes out, somewhat skipping the previously needed setup time while sacrificing advantage on hit.