Patch 1.29 – Polished (Eng. Version)

Posted on Actualizado enn

Hello everyone. I am writing to bring you One Piece Fighting Adventure Update 1.29. As many of you know, for a long time I have been trying to make it look as good as possible in each patch in order to give the game a final closure. This isn’t the last patch the game will have, but I’m starting to feel that time coming. My idea is to leave it in the most solid state possible, and I think that little by little I am reaching the point of the maximum that I can give.

The central idea of ​​this update has been to improve the damage scaling system. Projectile scaling was not working well and therefore projectile-based combo characters could do devastating damage compared to hit-based combos. On the other hand, the life of many characters has been increased with the aim that the rounds do not end in two touches with massive combo damage. In addition to that, several of the most forgotten characters that were clearly below the others have received many improvements.

Special thanks to Gub and MikeTheSikes for their testing, Hekset for every single input table bug he mentioned to me, and pretty much the entire Discord community for helping me improve the game.

Without further ado, let’s go with the details.

General Mechanics


Burst:

The maximum level reached between rounds will now be maintained.

  • If the Burst gauge fills to 100% and is not used, it will now remain at 100% between rounds.
  • In the event that 50% is exceeded but does not reach 100%, only 50% will be maintained.
  • And in case it does not reach 50%, none of the accumulated Burst bar will be kept.
    In addition, an issue that caused the Burst bar to not accumulate during command grabs was fixed.
    On the other hand, a problem that caused the Burst to not reject movements with invulnerability such as shoryus has been solved.

Team Tag Mode: Now the time of each round is increased in case of playing in a Tag team.
The timer itself will not mark more than the maximum time, but it will decrease at a slower rate for each team in play 50% slower.
Which means that if the two players are playing as a team, the total time of the round will be double that of a 1v1 fight.
And if they are playing 1v2 or 2v1, the actual time of each round will be 50% more than if they are playing 1v1.

Numerical Examples (20 Second Round):

  • 1v1: 20s
  • 1v2: 30s
  • 2v2: 40s

Scaling System:

  • Fixed an issue where projectile damage would not have scaling during combos.
  • Fixed an issue where scaling did not consider the hit starter.
  • Now the hit starter penalties look like this:
    – If you start the combo with a light standing hit, it will have 25% more scaling than if you start with a medium or heavy standing.
    – If you start the combo with a low hit, it will have 50% more scaling than if you start with a medium or heavy standing.
  • Supers: now they will have less scaling in case of hitting in combo (which means they will do more damage)


Landing Recover:

Until the previous patches the character regained control from frame 2 of the landing recover, in any situation.
Now landing recover will work differently depending on the situation the character comes from.

  • Offensive: in case of jumping forward, the landing recover will be 0 frames. This makes combos with Jump in easier.
  • Defensive: in case of jumping and falling keeping the direction behind (blocking), the landing recover will be 4 frames. This makes it easier for the opponent to punish during the landing.
  • Air Recover: in case of falling blocking after an air recover, the block during the landing is guaranteed and is unpunishable.

Roll Recover: Fixed an issue with Zoan-type characters where they could roll recover before hitting the ground (turning into human form), when they really shouldn’t be able to.

Normal Thows: almost all characters have a recovery reduction between 5 and 10 frames depending on the case so that they can confirm the normal throw more consistently.
Some characters like the zonners (Nami, Usopp, Wapol, Don Krieg, etc) have not received these buffs, to prevent characters that have a very strong ranged game from having a very good normal grab as well.

Air Dashes: They can now be canceled on normal hits in 8 frames, instead of having to wait until the end (16 frames).

Characters with zoan mode:

  • They will no longer charge power bar when transforming into a zoan or when they return to their human form.
  • Now everyone can cancel the transformation in specials, supers, and in any of the jumps.

Movelist: Many input errors have been corrected, especially in the Ikemen version. I want to apologize for all these mistakes. Thanks to the entire community and especially user Hekset, we have been able to detect many of them and improve the movelist. I hope that now less and easier to understand the movements.

Stages


– Mervellie Town: the visual effect of the corner of the pier was removed because it generated many problems (pushback, wallbounce, etc).

– Water Seven: Fixed a visual issue that caused a part of the stage to be crooked.
The soundtrack is changed for the OST «One Piece Pirate Warriors 4 – The City of Water Zeven».

 

 

Characters


Ace

  • Button A: now has 6 startup frames instead of 8.
  • Button C (ground and air): can no longer be canceled in specials or supers in wiff.
  • Rush Flames: now goes from doing 117 damage to 87.
  • Hotarubi: The base damage of the initial hit (melee) now goes from 60 points to 10. The activation now has a startup of 20 frames instead of 10. The explosion is no longer unblockable.
    There is now a visual feedback on Player 2 when it starts to activate. Can now be performed only once per combo.

Akainu

  • Life: now goes from 1000 points to 1050.
  • Button A: now has 9 startup frames instead of 12.
  • Button B: now has 12 startup frames instead of 14.
  • Button C (no charge): can now be canceled on the first hit (2f instead of 7f).
  • Jump button B: now has a startup of 13 frames instead of 15.
  • Body Meteorite: now has a 24 frame startup instead of 44. Also from frame 4 it now has super armor until startup.
    In case of canceling this move by any other special or super it will automatically turn around. No longer generates slow motion on ground impact.
  • Meigo: Now has a 12 frame startup instead of 24. It will now automatically fire a single larger projectile.
  • Pyroclastic Flow: now has a better launcher and has jump cancel on the last hit.
  • Inugami Guren (supe lvl1): the juggle is conditioned so that all hits hit more consistently.
    Max damage lowered from 300 to 240.
  • Kazan Bakuhatsu (super lvl3): now it comes out faster, stops being an overhead and has OTG properties (impacts the opponent on the ground).
    The maximum damage goes from 600 to 450 points.

Aokiji

  • Button A: it goes from doing 30 damage to 15.
  • Button B: it goes from doing 40 damage to 30.
  • Buttons A, B, C: now throw less at the opponent if they hit in the air.
  • Ice Ball: if the rival is less than the maximum distance, then it will come out on top of the rival.
    The projectile is no longer an overhead. Will now break the freeze on the opponent if hit while frozen.
  • Ice Time: Ice Mark can no longer be stacked again after being frozen during the same combo.
    No longer deals Freeze damage at start.
  • Blizzard Partisan (super lvl1): now deals 300 max damage, up from 420.
    Its damage is inconsistent by definition. On average it will deal 50% less damage than before.

Arlong

  • Button A: now has 6 startup frames instead of 9.
  • So Shark: Now it can be done in the air. It becomes a command grab and no longer a hitgrab.
    It now has less recover and will flip on the fall after hitting the ground (allowing it to land a midair super).
  • Tooth Gum: now it advances more and it is not necessary to hit to continue the rekka. It also has a final hit to make it more consistent to continue the combo.
    The first rekka is not punishable in block. The second yes, but with weak blows. And the third is full punishment.
  • Shark on Darts Diagonal (Air): in case of impact it will no longer be stuck in the ground.
  • Kiribachi Earthquake: Can now be performed in the air. It is now a hit grab that accommodates the opponent on the first hit. A final hit is incorporated to make the cancels more consistent.
    You will now have a faster starupt if you cancel another move. It no longer has OTG properties.
  • Shark Yabu Same (super lvl 2): ​​Fixed juggle issues

Boa Hankock

  • Button A: now has 6 startup frames instead of 8.
  • Amazon Combo (stopms): now produces hard knockdown.
  • Impossible Heart: Will no longer hit enemies that are in the air, and goes from 13 startup frames to 21.
    It will now have a 300 frame Cold Down regardless of whether it has hit or not.
  • Salome Assault: Now throws the opponent up less.
  • Rain Arrow: now it will have 25 startup frames if it is not done in combo, while if it is done in combo it will keep a startup of 17 frames.
    The area of ​​effect will now automatically advance forward, without being able to correct back where the arrows will land.
  • Perfume Femur (super lvl3): now travels more distance and has a startup of between 3 and 20 frames (depending on the distance the opponent is).
    Can now be performed while Boa is riding Salome.

Brook

  • Button A: now has 7 startup frames instead of 10.
  • Life: now goes from 850 points to 1000.
  • Button A (Air): now has a startup of 7 frames instead of 11.
  • Button C (Air): now has a startup of 16 frames instead of 14. It also has 21 active frames instead of 40.
  • Sky Walk: Now performed with the imput below B. It can now only be performed once per combo.
  • Guitar Bost: MOTION ERASED
  • Swallow Bond Avant (air): Now if cast in the air, it will be cast directly diagonally.
    Now knockdown, but can only be done once per combo.
  • Moon Dance: now has a landing penalty in case of hitting less than two hits or not hitting.
  • Hanauta Snchou (lvl 1): base damage reduced from 280 to 250, but combo scaling reduced.
    Attack Up: Now cast shadows that replicate your normal attack.
  • [NEW] Guitar Echoes (Super lvl1): Multiplies by 3 each of Brook’s hits. While in this state, he cannot use any bardic abilities.
    Guitar Echoes’ colddown works similarly to Doflamingo’s Black Knight: it has 600 frames of time, but this time is spent faster with each use.
  • Nemuri Uta Flanc (super lvl 2): ​​now moves faster forward and has more chance to connect.
    It is no longer unblockable, but it becomes overhead.


Buggy

  • Button C (all its variants): the frames with hurtbox are increased 6 frames during the start and 9 in the recovery.
  • Bara Bara Hinan: now has a lower hit ratio, 2 less damage per hit, and can only be performed once per combo.
    You now have jump cancel.
  • Bara Bara Festival (super lvl 1): can now be performed only once per combo.
  • Bara Bara Kuuchou Kirimomi Dai Circus (super lvl 1): Fixed an issue that caused it to not hit the opponent against the ground correctly.

Chopper

[Rumble Mode]

  • Botou Run B: now has jump cancel.
  • Button Run C: now advances more and has jump cancel.
  • Jump: now you will not lose your impulse to perform while running. It will also jump lower and descend faster.
  • Air Dash: Fixed an issue that caused him to have infinite air dash.

Crocodile

  • A air button: now has a 6 frame startup instead of 8, and its hitbox starts from the top.
  • C air button: now it has more hitstun and raises the opponent less. In exchange for that, it has a higher scale per hit.
  • Spada: Now it has more pushback, in order to guarantee the 3 hits of the projectile. In return it does 80 maximum damage instead of 110.
  • [NEW] Spada Air: can now be performed in the air. Can only be performed once per combo.
  • Hook Catch: now has 28 startup frames instead of 22. Increased forward hurtbox.
  • Sabers (small): now gives 3 hits and has a 6 frame startup instead of 2. Changes the way the juggle starts.
  • Salbes Air: now gives 3 hits instead of 2.
  • Sandstorm (super lvl 2): ​​Fixed a bug where the tornado would not clear if Crocodile was hit.
    It will now clear itself if hit. Base damage now goes from 400 to 357.

Don Krieg
– Vida: now goes from 1000 points to 950.

Doflamingo

  • Life: now goes from 950 points to 1000.
  • Button A: now has 6 startup frames instead of 8.
  • Itonoko: Now the base damage goes from 90 points to 60.
    It now produces hard knockdown and is super cancelable (only Overhit in this case).
    You will have 50% scaling penalty if you continue it.

Enel

  • Life: now goes from 900 points to 950.
  • Mjolnir: the consistency of the hits is improved, but the maximum damage is lowered from 148 to 90. Now it produces knockdown on the opponent.
  • Flying Assault: now has a final hit that makes it more consistent to continue combos with this move.
    In case of hitting that final hit, knockdown occurs.
  • Volt Rain: now it will only launch a thunder, but it will shockstate the opponent.
    It can only be performed once per combo.
  • Volt Vari: Now has startup from 23 frames to 18, and progresses faster.
    Can now only be performed once per combo.
  • Oku Volt Vari: now the base damage is changed from 158 points to 85. The hits are now more consistent and it has jump cancel.
  • Amaru (super lvl 2): ​​now has a 15 frame starup instead of 35.
    Now does 360 base damage instead of 462.

Eustass Kid
– Junk Absorb: The Junk Box will now be destroyed if the Kid is hit while the projectile returns.

Franky

  • Life: now goes from 1025 points to 1050.
  • Button A: now has a startup of 6 frames instead of 9.
  • Button down B: it is no longer a low blow, but it has less scaling.
  • Button C: is now a single hit that deals 45 damage and is jump cancellable.
  • [NEW] Down Button C: Has sweep characteristics
  • Fresh Fire: now has a final hit and is easier to confirm on jump cancel. Will no longer hit crouched enemies.
  • Strong Hitter: now hits higher. The canceled version comes out in 26 frames, while the raw version comes out in 32.
  • Coup de Poo: now does two hits in all versions to make it more easily confirmable.
  • Coup de Poo in Air: downward diagonal versions are now overhead.
  • Coup de Vent (super lvl1-2-3): Lvl 1 now does 235 damage instead of 250. Lvl 2 now does 310 instead of 335. And Lvl 3 now does 400 instead of 370.
  • [NEW] Coup de Vent (lvl1): Can now be performed in the air (LVL 1 ONLY).
  • Ultimate Hammer (superlvl1): now has two versions, a high one with A, and a frontal one with B.

Geeko Moriah

  • Back button B: now it has 26 startup frames instead of 18 and its hitbox is reduced. In return, it pushes the opponent further forward.
  • Kage Chainsaw: now has 30 frames of buffer to make the imput instead of 25.
  • Kage Spear: will now remain active as long as the B button is held down. Moria can move as normal.
    It will disappear in case Moria is damaged or enters a Block state.

Ivankov

  • Life: now goes from 950 points to 1000
  • Button A: now has 5 startup frames instead of 9.

Jabra

  • Life: now goes from 950 points to 1000.
  • [NEW] Down button B (in air): this button that throws the opponent to the ground and produces a hard knockdown has been added.
  • Button C: the activation of the Zoan mode, can now be canceled in any special or super of that mode at the same speed as normal hits (8 frames).
    It can also be canceled at any jump after 8 frames.

Jesus Burgess

  • Button B: no longer throws the opponent to the ground in case of impact in the air.
  • Olympus Over: now it will have 18 startup frames if performed in combo. In its raw version it will maintain the 39 startup frames.
    It now produces hard knockdown, but can only be performed once per combo (both ground and air versions).
  • Drop Kick: will now produce a wall bounce whether it hits in combo or raw.

Jinbei

  • Fishman Kohou: Fixed a problem that caused him to not give the second hit to small characters.
  • Tiger Shark Assault: Fixed a loop that could be performed with this move and supers.
  • Samehada Soutei: Now has a 5 frame startup instead of 11. Now it will only activate if Jinbei is hit from the front.
  • Jinbei Catch: now has a 20% scaling penalty if continued with super when hitting the ground.
  • Ippon Seoi: now has a 30% scaling penalty after hitting the wall.
  • Mizugokoro: the juggle behavior has been improved to make it easier to confirm a combo if the wave hits.
    On hit, now has 90 frames to recover. In case of not hitting it will have 120.
  • Same Gawara Sei Ken (super lvl 3): now goes from dealing a maximum damage in raw of 700 damage points (!!!!), to 480.

Jozu

  • Diamond Elbow: first hit goes from +8/+12 in block to -3/0 depending on the distance at which it hits. And the base damage from 80 to 60 damage points.
    The second hit with the B button becomes -6 in block, to -11. The second hit with the A button now has 24 startup frames, but does a hard knockdown and has less recovery.
  • Diamond Shield: now has 600 colddown frames (keeps 300 active frames if not broken).
  • Diamond Head Upper: now deals 140 base damage to 97.
  • Diamond Backbreaker (super lvl 1): Fixed an issue that caused hard knockdown to not work. You now have hard knockdown correctly.

Kaku

  • Life: now goes from 950 points to 1000.
  • Button C: the activation of the Zoan mode, can now be canceled in any special or super of that mode at the same speed as normal hits (8 frames).
    It can also be canceled at any jump after 8 frames.
  • Soru Attack: will now have 30 startup frames instead of 23 made in raw. In combo it will keep 23 startup frames.
    In case of not hitting with the rival, now it will have more landing recover.
  • Rankyaku Hakurai: the maximum damage is reduced from 140 damage points to 100. In addition, an error that produced knockdown on the opponent without hitting all the hits has been repaired.
  • Rankyaku Roudan: Now it will have less active frames in case of being blocked (both versions, normal and zoan).
    Can now be performed only once per combo.
  • Rankyaku Combo (super lvl 1): can now be performed in the air. Can only be performed once per combo.


Kalifa

  • Life: now goes from 900 points to 950.
  • Button A: now has 5 startup frames instead of 8
  • Button C: now does 45 base damage instead of 30. It also produces more hitstun.
  • Spicked Trap: consistency is repaired after landing the first hit.
    Now the track back will have 6 fewer frames to recover and will raise the opponent more in case of hitting him in the air.
  • Rankyaku: will now prevent recovery in the air after landing the first hit.
  • Spin Bubble Kicks: now advances faster at the start and slows down with each hit. Now has jump cancel on last hit.
  • Tidal Wave (ground): now has 15 more frames to recover, and performs more pushback on the opponent.
  • Tidal Wave (air): is no longer an overhead, and will be more consistent when giving 3 hits.

Kizaru

  • Button A: now deals 30 damage to 15. Now it has 3 more frames of hitstun on the first hit.
  • Button B: it goes from doing 40 damage to 30.
  • Button C (finish hit) now does 10 to 20 damage.
  • Flash Cut: now the first cut will have more pushback and a little more recover. The second cut will have more recover and less pushback.
  • Kick Beam: now has 10 more frames to recover and extends his hurtbox further forward. The beam will now deal 60 damage instead of 80.
    The ground explosion will no longer deal damage, it’s just a visual effect.
    A followup is added by pressing the B button when hitting the beam. This followup can be canceled in specials and supers.
  • Ama no Murakumo (super lvl 1): can now be performed in the air.
  • Yasakani no Magatama (super lvl 3): now goes from 630 maximum damage (!!!) to 400.

Kuro

  • Life: now goes from 800 points to 850.
  • Button A: now has 5 startup frames instead of 7
  • Now it has new and more consistent Palettes. (Thanks to Kalizon!)

Luffy

  • Gum Stomp: now if you cancel other hits you will advance further.
  • Bazooka: now it will have 8 recovery frames instead of 15 and more pushback. In exchange for that, combos will no longer be able to continue after this special.
    The charged version now does 100 damage instead of 70, and is positive in block.
  • Catch Rocketto Up: the hitbox is increased so that certain routes do not fail.
  • Pachinko: now takes 25 frames to cast instead of 50.
  • Gear Second: [NEW] Button down B.
  • Jet Bazooka: Fixed an issue that caused a loop with this move.
  • Jet Full Gatoringu (super lvl2): The input is changed to two rooms ahead A+B. (It didn’t make sense for Luffy to have charge supers when he doesn’t have other moves like that)
    now has 125 frames of recover instead of 250 (stands up at the same time as the opponent). Maximum damage changed from 400 to 350.
  • Giganto Jet Shell (Super lvl3): The imput is changed to two rooms ahead C.
  • Giganto Bazooka (Super lvl3): now has OTG properties (impacts the opponent on the ground).

Magellan

  • Button A: now has 7 startup frames instead of 11
  • Slide Splash: now it will have 21 startup frames in raw, but it will keep 11 startup frames in its canceled version.
    Both versions have less hitstun, more recover and more pushback in block.
  • Toxic Cloud (air): now it will come out faster in its version canceling other normals and lifts the opponent into the air a little less.
    Now it can only be performed once per combo.
  • Hydra: now produces knockdown.
  • Venom Road: now produces knockdown. Now if the Hydra trades against another projectile, Magellan will cut off its path.
  • Venom Geiser: now raises the opponent less so that it is more easily confirmable.

Marco

  • Phoenix Rush Kick: Removed the slow motion effect on impact, to make it easier to continue combos.
  • Saisei no Hono (super lvl 1): the slow motion effect at the beginning of the movement is removed, to prevent the opponent from missing imputs.

Miss Doublefingger

  • Life: now goes from 900 points to 1000.
  • Stinger Drill Front: will now push the opponent more on hit to give all hits more consistently.
  • Sewing Stinger: Now if the C button is held down, MissDF will follow to the ground to continue the combo or push.

Monkey D. Garp

  • Button A: now has 6 startup frames instead of 9
  • Love Fist: now has two versions, direct and loaded.
    Direct version (no charge): deals 50 damage, has 16 startup frames, and 15 recovery frames.
    Charged version: deals 90 damage, has 44 startup frames, and 7 recovery.
  • Gatoringu: Now does 90 base damage instead of 46.
  • Argentine Backbreaker: now does 60 damage instead of 90.
  • Rolling Cradle: now does 60 damage instead of 90.

Mr. 1 Daz Bones

  • Life: now goes from 1000 points to 1050.
  • Button A: now has 12 recovery frames instead of 19.
  • Button B: now has 14 recovery frames instead of 16.
  • Atomic Spurt: now it will be possible to cancel in back B, both in the canceled version and in the raw version.

Mr. 2 Bon Kure

  • Life: now goes from 900 points to 1000.
  • Button A: new animation. Now the blow is double.
  • [NEW] Back Button A: is an overhead. It can cancel other normals but loses its overhead properties.
  • Button down B: now moves a little more and has more hitbox forward.
  • Button C: now it is jump cancellable.
  • Douzo Okamai Knuckle: now does not lift off the ground to hit. If the A button is held down, Bon Kure will jump across the opponent’s position.
  • Bombardier: change the input to Forward, Back, Forward + C. It didn’t make sense to make a complex input for a special.
  • Ohikae na Fouette: can now be performed in the air.
  • Mane Mane No MI (Nami): Now has a 5 frame startup instead of 17. It becomes unblockable, but no longer hits airborne enemies.
    Can now only be performed once per combo. Now it has less recover.
  • Mane Mane No MI (Nami): Can now only be performed once per combo. Now it has less recover.

Mr. 3 Galdino

  • Button Down C: now does not propel Mr. 3 back.
  • Doru Doru Ken (Air): now produces Knockdown but can only be performed once per combo.
  • Candle Lock: in case of hitting the opponent it has 17 less frames to recover.
  • Candle Wall – Special Service: hitbox and hurtbox are increased further forward.
  • Doru Donut (super lvl 1): now has a 12 frame startup instead of 21.

Nami

  • Cyclone Tempo: The projectile will no longer hit back, if Nami is blocking or being hit.
  • Thunder (from Dark Cloud): now does 63 base damage to 77.
  • Nami Waver (super lvl 1): Now if it is done in a combo it will not jump back and will come out faster. If it is done raw, it will jump further back and take longer to come out.
    Changed imput to double quarter back and B button (214214B)
  • Thunderbolt Tempo (super lvl 2): ​​the damage of each thunder that hits is reduced, from 60 to 45.

Nico Robin

  • Life: now goes from 950 points to 1000.
  • Button A: now has 6 startup frames instead of 8
  • Button C: now the hitgrab projectile spams at 90 points away instead of 70.
  • Fleur Spores: will now have a 350 frame Cold Down regardless of whether it has hit or not.

Perona

  • Button B: due to an error, the cancels with this button were not performed correctly. Now it is corrected.
  • Yonbai no Negative Kouyeki: Ghosts can now be cast in 10 frames instead of 20. Quickly releasing the button will only cast 2 ghosts, but can be charged up to 4.
  • Hollow Mine: Will now be deleted if Perona blocks or gets hit.
  • Extra Hollow (super lvl 1): due to an error it could be performed more than once per combo. Now it can only be performed once like other supers.
  • Kumashi Fury (super lvl 1): now has 8 frames startup instead of 15.

Rob Lucci

  • Button A: now has 6 startup frames instead of 10.
  • Button C: the activation of the Zoan mode, can now be canceled in any special or super of that mode at the same speed as normal hits (8 frames).
    It can also be canceled at any jump after 8 frames.
  • Kieru: will now have 30 startup frames instead of 23 made in raw. In combo it will keep 23 startup frames.
    In case of not hitting with the rival, now it will have more landing recover.
  • Twist Claws: now it is possible to continue it with blows in the air in case of impact.
    Base damage reduced from 90 to 60. Can now only be performed once per combo.
  • Shingan Ultra Mandara (Super Lvl3): now the imput is a quarter forward and a half circle back with the A+B buttons.

Sanji

  • Button A: now has 5 startup frames instead of 7
  • Button C: the activation of the Diable Jamble mode, can now be canceled in any special of that mode at the same speed as normal hits (6 frames).
    It can also be canceled at any jump after 6 frames.
  • Mouton Shot: now it will impact faster if performed in combo and slower in raw.
  • Deuxième Haché: now it will not allow the recovery in the air in case of giving a hit before the auction.
  • Premier Haché: Same as above. It will also produce hardknockdown.
  • Concasse: now if it hits the ground, it will have 18 frames of landing recover.
    If the opponent blocks the impact on the ground he will have 39 frames of landing recover.

Sengoku

  • Life: now goes from 1050 points to 1100.
  • Button A: now has 6 startup frames instead of 9
  • Rush Palm: the first hit has less recover and more pushback (no longer punishable). You can continue to the second hit in block. The second hit advances further and has less block stun (now castible).
    Now throws the opponent less in juggle, which makes it more consistent to continue with aerial combos.
  • Vanishing Rush: Now gives one more hit and has less recover. Deals 101 damage up from 46. No longer invulnerable while advancing.
  • Abhaya Blessing: now in a command grab and not a hitgrab. Can no longer be blocked in midair.
  • Sacred Shield: Will now be erased if Sengoku is hit by physical hits.
  • Buster Call (super lvl 1): now deals 30% less damage (the total sum can vary between 200 and 300 points depending on how it hits).

Shanks

  • Button A: now has 6 startup frames instead of 9
  • Button B (crouch): no longer slides, but has a startup of 8 frames instead of 12.
  • Button A (jump): now has a startup of 5 frames out of 10. It has a better hitbox up and less hitxbox down and back.
    He no longer has so much facility for crossups.
  • Button B (jump): the animation is changed so that it has a more aggressive angle of attack and downwards.
    It is easier for crossups.
  • Button C: no longer produces knockdown on the opponent. In his PowUp version, he now has 12 recovery frames instead of 29.
  • Chaoz Slash: now has a followup Down A, which produces hardnockdown.
  • Red Hair Assault [REWORKED]: now has an initial assault before dashing.
    The followups will now be:
    Button A: Trust front (no change)
    Up A: Red Overhead.
    Button B: Red Slide (is a low)
    Back: Cancel the move with little recover. It is required to do so at the start of the round.
  • ShotGun: now the version that cancels other moves will have 16 startup frames, while the raw version will keep 29 startup frames.
  • ShotGun (Air): the version that cancels other moves will have 14 startup frames, while the raw version will keep 21 startup frames.
  • Heaven Splitter (super lvl1): now deals 220 damage instead of 250. The aerial version deals 200 damage instead of 230.
  • Haoshoku Haki (super lvl1): now has 4 startup frames instead of 24. Now deals 250 damage instead of 270.
    In its PowUp version it now deals 325 damage instead of 400.

Shiki

  • Life: now goes from 950 points to 1000.
  • Imperial Press: now has a 25% scaling penalty on hit.
    Shiki’s recover is reduced from 13 to 8 frames. In addition, he can now dash in the air at frame 2 (instead of 4).
  • Trust Kick: now produces knockdown, but can only be performed once per combo. Now it has more travel in the air.
  • Mountains Cataclism (super lvl3): now deals 425 max damage instead of 515.
    Projectiles will no longer hit the opponent if they are crouched.

Shirohige

  • Life: now goes from 1075 points to 1100.
  • Button down A: now has 13 hitstun frames instead of 10.
  • Button down B: now go further.
  • Bistornado: now performs the last hit automatically. Now it has more recover in block.
  • Trust Impale: now has 9 fewer frames to recover after the first hit. Now hits directly diagonally as 3rd hit (to avoid scaling issues).
  • White Charge: now it will not perform the second hit automatically, it is necessary to press the B button for the second hit.
    The first hit has less recover and more pushback in block. The second hit now has more recover and less pushback.
  • Naginata Rasetsu: now does 220 maximum damage instead of 250.

Smoker

  • Button A: now has 6 startup frames instead of 9
  • Standing B: now travels less distance, and has more hurtbox.
  • Run B (overhead): now has a startup of 22 frames instead of 16.
    Can no longer be canceled on normal hits with A and B buttons (can still be canceled on C button, specials and supers).
  • Button C (air): is no longer cancelable in wiff.
  • White Out High: now produces hard knockdown.
  • White Hunter: now has 6 recovery frames on hit (before it had 8), but has 12 recovery frames on non-hit.
  • Cloud Trap: Reduced scaling penalty from 50% to 25%.
    Now it has less hitbox and more hurtbox. Can now be performed only once per combo.
  • White Launcher: now with the B button he will dash forward that culminates in the first hit of the rekkas.
    If the button is held down for a while, Smoker will turn around to hit the opponent’s back.
  • White Vine: Fixed an issue that caused it to have full invul. It will now have invul only in the first 8 frames (like other shoryus).

Tashigi

  • Button A: now has 6 startup frames instead of 9
  • Button B,B (standing): now has 12 recovery frames instead of 16.
  • Button A (Air): greatly increases the hurtbox down and forward.
  • Tosho Slam: now has 19 frames of invulnerability to projectiles instead of 10.
  • Ichimonji: now if it is done in combo it will have a 16 frame startup instead of 28. In raw, it will remain 28 frames.
  • Honoka: now has jump cancel on hit.
  • Shigure Reflect: now deals 60 base damage instead of 10, increases its hit area, and moves forward a bit on hit.
    In addition, in case of hitting the opponent in the air, it will produce hard knockdown.

Trafalgar Law

  • Life: now goes from 950 points to 1000.
  • C Button: Can now cast the Room in 5 frames instead of 10. Holding the button down and then pressing the direction will also cancel the summon faster.
  • Button C (air): if pressed down, it will invoke the Room on the ground (diagonals included).
  • Spin Sheath: now hits standing enemies, but not crouched (previously it only hit the enemy if they were in the air).
    Returning Masamune’s scabbard will pull the opponent back towards Law. His forward hurtbox is increased.
    It is now super cancelable, but cannot be performed more than once per combo.
  • Mess (super lvl1): now it will produce 35 less frames of block stun (!!!!!). This will make it easier to punish.

Usopp

  • Diagonal button A: now has a startup of 19 frames instead of 14. It now has more pushback, less recover, and is no longer cancelable on any normal button.
  • Firebird Star (super lvl3): now comes out 10 frames faster and travels faster.
    now does a maximum damage of 423 instead of 523.

Vivi

  • Life: now goes from 900 points to 950.
  • Button B (stand, crouch, air): now does 35 base damage instead of 20.
  • Button C (Carue Attack): now does 30 base damage instead of 20.
  • Rush Slasher Combo: the 2nd part of the rekka, lifts the opponent less, so that it is easier to continue the combo in the air.

Wapol

  • Button A: now has 7 startup frames instead of 10
  • Button Down B: the hitbox is increased further forward and higher.
  • Vomit Toy: now the random toy spawns in 15 frames instead of 25.
  • Yukigeshou: now produces hard knockdown and can be performed in the air.
  • Double Cannon: now has 5 more active frames, which means they travel more distance before finishing.

Wipper

  • Life: now goes from 900 points to 950.
  • Button A: now has 6 startup frames instead of 8
  • Shandia Dunk: now the imput is fourth forward A, and not a shoryu.
    First Hit: Can now be canceled on other specials and supers.
    Second hit: now you can continue in the air with the B button.
    Third hit: Now produces hard knockdown.
  • Wavers Dive Kicks: if the first hit hits, the next 3 hits won’t have juggle check (thus the hits won’t be wiffed).
  • Impact Dial Discharge: now produces more stunblock and more knockback on block.

Zoro

  • Shishi Sonson (forward): will now produce 35 less frames of block stun (!!!!!). This will make it easier to punish.
  • Rashomon: now it travels more distance, comes out with more delay and is multihit. It no longer has OTG properties.
    Now does 50 base damage to 75.
  • San Zen Sekai (lvl2): lowered the base damage from 377 to 321.

DOWNLOAD FULL GAME


ONE PIECE FIGHTING ADVENTURE IKEMEN VERSION 

ONE PIECE FIGHTING ADVENTURE MUGEN (1280X720)

ONE PIECE FIGHTING ADVENTURE MUGEN (800X600)

DOWNLOAD PATCH 1.29


PATCH 1.29 for IKEMEN VERSION 

PATCH 1.29 for MUGEN (1280X720)

PATCH 1.29 for  MUGEN (800X600)

Deja un comentario