Mercenary
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Evolution Introduced
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Changes
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#64
Staff Master
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#29
Death Knight
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#36
Zorro
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November 12th, 2014
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Stage 1
- Added Jump Hold-Attack.
- 3-hit Z-shaped attack applying faint status (Similar to Weapon Skill).
- Rolling Speed (Dash Attack>Dash) increased.
Stage 2
- Changed Jump>Jump Attack (when hitting airborne opponents) from knockback to bounce status effect.
Stage 3
- Added a 3-meter Gauge.
- Charges while walking or running.
- Does not charge while airborne.
- Added elevation Jump Cancel to all basic attacks.
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#17
Kage Ninja
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#7
Robin Hood
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#4
Fire Mage
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#40
Gladiator
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#27
Wild Tiger
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#42
Pro Wrestler
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#18
Musketeer
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#14
Tao Warrior
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October 28th, 2015
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Stage 1
Stage 2
- Basics attacks hitbox increased.
- Dash Attack attack speed increased.
- Standing Hold-Attack knockback increased.
Stage 3
- Added Dragon-looking energy projectiles on all Hold-Attacks.
- Standing Hold-Attack releases forward.
- Dash Hold-Attack releases diagonally upward.
- Jump Hold-Attack releases diagonally downward.
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#33
Samurai
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#3
Western Cowboy
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January 20th, 2016
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Stage 1
- Basic Attack damage increased.
- Added a 3rd attack to standing basic attacks, knockback effect.
- Changed 2nd attack from knockback to flinch.
- Pass-through effect added to roll.
- Rope throw added to counter attack (Similar to Trinket Skill)[Guardbreaker].
- Captured state lasts 3 seconds.
- Aiming range increased.
- Projectile distance increased.
Stage 2
- Maximum ammo count increased (9 -> 15).
- Standing Hold-Attack Changes:
- After Quick aim, pressing attack again fires another shot (up to 5 shots) with flinch effect.
- After Full aim, pressing attack again fires another shot (up to 5 shots) with knockback effect [Guardbreaker].
- Added rolling after shooting mechanic.
- Added shooting directly after rolling mechanic.
- Requires aim position before performing roll.
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#25
Mighty Paladin
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#34
Running Back
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September 28th, 2016
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Stage 1
- Dash Hold-Attack changed to ball projectile.
- Jump Attack changed to ball projectile.
- Added a 2nd Attack to Dash Attack.
- Pressing Attack again throws ball projectile.
- Previous Jump Attack changed to jump Hold-Attack.
Stage 2
- Overall damage increased.
- Standing Hold-Attack stun changed to 3 seconds.
- Added Direction Change mechanic with Jump Attack and Jump Hold-Attack.
Stage 3
- Added a 2nd Attack to standing Hold-Attack, knockback effect.
- Added counterattack to Deflect.
- Hold-Attack hitbox increased.
- Weapon Skill Changes:
- Cooldown decreased.
- Added Groundhit.
- Added jump state cast.
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#23
Grim Reaper
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November 2nd, 2016
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Stage 1
- Hold-Attack changed from stand launcher to forward dash launcher and into a jumping state (Similar to Weapon Skill) [Guardbreaker].
- Can be performed while standing, running or jumping.
Stage 2
- 3rd attack of standing basic attacks changed from knockback to faint status.
- Damage of standing basic attacks, dash attacks and Hold-Attack increased.
- Weapon Skill activation speed increased.
- Weapon Skill Cooldown reduced.
Stage 3
- Added a 2-meter Gauge.
- Charges while walking or running.
- Does not charge while airborne.
- Added Teleport ability (Similar to Helmet Skill).
- Consumes 1 meter.
- Used by pressing Block after any basic attack or during a jump.
- Teleports to the backside of the nearest opponent.
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#51
Monkey King
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#20
Dark Shaman
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#13
Justice Defender
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#47
Unicorn Lancer
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#22
Treasure Hunter
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Stage 1
- Added rolling after basic attacks and shooting mechanic.
- Jump reload delay decreased.
- Added a counter by Block>Attack
Stage 2
- Overall damage increased.
- Standing Hold-Attack Changes:
- Range increased.
- Aiming Range increased.
- Added Physical Penetration mechanic to Hold-Attack projectile.
- Weapon Skill Changes:
- Cooldown decreased.
- Range increased.
- Knockback increased.
Stage 3
- Maximum ammo count increased (6 -> 8).
- Jump Reload ammo count increased (1 -> 2).
- Standing Hold-Attack Changes:
- Up to 3 shots.
- After Quick aim, pressing attack again fires another projectile with half-faint effect.
- After Full aim, pressing attack again fires another projectile with dizzy effect [Guardbreaker].
- Standing Hold-Attack projectile speed increased when fully aimed.
- Added an Attack to counter
- Melee attack applying half-faint status.
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#19
Taekwon Do Master
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April 12th, 2017
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Stage 1
- Changed 2nd attack of standing basic attacks from knockback to bounce status effect.
- Dash input added to standing and dash basic attacks.
- Kick attack applying faint status.
- Basic attacks hitbox increased.
Stage 2
- Overall damage increased.
- Added Dash Hold-Attack.
- Heavy down kick applying dizzy status.
- Basic attacks forward distance increased.
- Changed counter from Block>Attack to Deflect>Attack.
- Weapon Skill Cooldown decreased.
Stage 3
- Added a 1-meter Gauge (4-Second Cooldown).
- Added Evasion ability.
- Consumes meter.
- Used by pressing dash input while hitstunned/flinched/fainted to roll away.
- Pressing Attack after Evasion performs the same attack of Dash Hold-Attack.
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#1
Iron Knight
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June 7th, 2018
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Stage 1
- Weapon Skill changes:
- Full invincibility frames for the duration of the skill.
- Added Groundrecovery mechanic.
- 1st and 2nd hits changed to flinches, 3rd hit changed to faint status.
- Changed Jump Hold-Attack against airborne opponents from knockback to bounce status.
- Changed Dash Attack from half-faint to dizzy status.
Stage 2
- Removed block reset (Infinite Blocking).
Stage 3
- Added a 60-meter Gauge.
- Fills up by attacking, blocking, or taking damage.
- Added Mini Hold-Attack.
- Hitting blocking opponents applies dizzy stattus Dizzy status.
- Added dash cancel to standing basic attacks, block, and counter attack.
- Changed counter from Block>Attack to Deflect>Attack.
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#6
Savage Berserker
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#78
Zhuge Liang
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Stage 1
- All basic attacks projectiles speed and distance travel increased.
- Added projectile to dash input.
- Jump attack projectile speed and knockback increased.
- Added Jump Hold-Attack.
- Ground slam applying whirlwind elevation status [Groundhit].
- Changed 3rd standing basic attack from knockdown to dizzy status.
Stage 2
- Added Standing Hold-Attack (Similar to Weapon Skill)
- Releasing Hold-Attack places a tornado's initial spawn point, pressing Attack again releases the tornado towards the end point selected.
- Applies whirldwind status followed by falldown.
- Weapon Skill damage, travel distance and cooldown increased.
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#24
Lightning Mage
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#10
Infantry
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#70
Barbarian
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#68
Zhao Yun
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#15
Wild Boxer
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#38
Necromancer
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#65
Witch
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#45
Hawkeye
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#61
Gatogacha
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#67
King Arthur
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July 4th, 2018
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Stage 1
- Basic Attacks damage slightly increased.
- Added Air Dash attack, applying Bounce status.
- Dash Hold-Attack forward distance increased.
Stage 2
- Mini Hold-Attack 1-meter projectile Changes:
- Size of projectile greatly increased.
- Number of hits of projectile increased (1 -> 2).
- Hold-Attack 2-meter projectile Changes:
- Size of projectile greatly increased.
- While Standing: Horizontal and Vertical knockback increased.
- Jump Hold-Attack makes Arthur enter jump state if projectile hit is successful.
- Added dash input while blocking.
- Slightly advance forward, attacking with shield.
- Applying Flinch status.
- Gauge Changes:
- Gauge slightly increases when attacking a blocking opponent.
- Gauge increase value from hitting opponents slightly increased.
- Weapon Skill Changes:
- Range increased.
- Cooldown time slightly reduced.
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#21
Smile Joker
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August 1st, 2018
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Stage 1
- Added Jump cancel mechanic to Dash Attack.
- Forward distance of Dash Attack increased.
- Forward distance travel of Dash Hold-Attack increased.
- Added a second Jump Attack.
- Added Jump Hold-Attack.
- Frontflip hammer attack applying Bounce status on opponents.
- Player re-enters Jump state on hit. [Can be repeated up to 3 times]
- Added counter Block>Attack. [Similar to Dash Attack, no Jump cancel]
Stage 2
- Added Jump>Block input.
- Holds a balloon to glide downward.
- Speed does not affect gliding speed.
- Capable of attacking after gliding.
- Added Mini Hold-Attack.
- Same multi-hit hammering attack previously executed by Attack>Attack>Hold-Attack.
- Added Guardbreak mechanic to Hold-Attack.
- Added Hold-Jump input.
- Summons a rotating balloon.
- Pressing Jump cancels the balloon.
- Pressing Attack advances forward grabbing an opponent, attaching the balloon to the opponent to send them floating upwards (Similar to Trinket Skill).
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#72
D'artagnan
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August 29th, 2018
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Stage 1
- Hold-Attack>Attack Changes:
- Overall damage slightly increased.
- Forward distance increased.
- Changed from half-faint>knockback to half-faint>faint.
Stage 2
- Jump>Dash vertical hitbox slightly increased.
- Added Hold-Attack>Jump:
- Jump input is an uppercut launcher [Groundhit with slight knockback].
- Added Hold-Attack>Attack>Attack:
- After third attack, another dash is possible.
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