Spawned Obelisks from Obelisks of Osiris are now also coded to keep going for a slightly longer period of time than normal if one of them prematurely makes contact with the opponent.

Spawned Obelisks from Obelisks of Osiris are now also coded to keep going for a slightly longer period of time than normal if one of them prematurely makes contact with the opponent.
"Poison-aura" supers like Ivy's and upcoming Omega Red's re-coded to function less like a periodically existing hitbox and a lot more like what you assume they do (slow continual health drain while in prox)
(No Omega's won't last anywhere near that long by time he's done)
Dr. Fate's done, here's the PV.
Light of Ishtar relatively unchanged, super pause tweaking and slight frame data adjustments aside.
Ankh Storm, aside from now also having an aerial version, has undergone adjustments to keep as intact as possible while lessening the severe swing in damage it could have.
Recovery on Obelisks of Osiris severely reduced, in attempt to among other things lean it more towards usable setplay tool.
Have also severely toned down the prox-guard range on it and projectiles from Jaduan Spears, similarly to changes made prior on Dorm.
Jaduan Spears now has 3 separate versions/placements depending on button strength; besides slightly less startup, spears themselves are now also spawned higher up enough that they shouldn't spawn directly inside any (grounded) character on the roster, and also now hit OTG.
The various Ankh Beam versions now more unified in both frame data and beam properties, as well as the usual for this project "making beams multi-hit" bit.
Ankh Bolt relatively unchanged, some adjustments to frame data aside. Still maintains horizontal air momentum to a degree, and now also has a 2-out-at-a-time limiter on air fireballs in place.
The Temptation of Tatsu
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