BURST SYSTEM OVERHAUL-New Burst Icon that also turns red when Not Over Yet is active.
-Burst now slowly regenerates overtime after use and does not fully regenerate between rounds.
-The rate of regeneration scales according to how much health has been lost.
-Burst meter is also gained on hit based on the amount of damage taken.
-When not over yet is active, the amount of meter gained is increased in both cases.
EXCEED ACCEL-Triggered by pressing Y+Z when Ultra Burst is active.
-While it doesn't deal as much damage as most Distortion Drives, it has minimal damage scaling.
-Does not cost meter, but will immediately end Ultra Burst after use.
-Cannot be Rapid Canceled.
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Becomes upgraded when Not Over Yet is active.-
Holding down Y+Z during an Ultra Guard Cancel will immediately follow up with the Exceed Accel after the animation finishes.-Hitting the opponent with an Exceed Accel will refill the Burst Gauge by 30% and will prevent the Burst Gauge from overheating.
OVERHEAT-Burst gauge becomes overheated either when Ultra Burst runs out or if the Exceed Accel or Astral Heat is unsuccessful.
-An overheated burst gauge won't be able to regenerate for a set amount of time and will cause the power meter to slowly drain throughout the duration.
-Overheat is immediately removed between rounds.
-Astral Heat will not be available during Overheat even if you manage to have enough meter for it.
NEGATIVE PENALTY-Performing too many consecutive back dashes or dodges will trigger a Negative Penalty, which immediately sets your meter and burst gauge to zero and puts you into overheat status.
-You will receive a warning before you get a Negative Penalty
-Moving toward and attacking the opponent will make the warning subside.
MISC-
Type Lumina style Super Jump. Heavier characters such as Blitztank have reduced distance on their super jumps. Triggered by tapping Down then Up in quick succession.
-A+B+Forward and A+B+Back are now macros for Double Tap Forward and Double Tap Backward respectively, Making instant air dashes easier to pull off.
-Significantly reduced knock back from a regular burst on block.
-Ultra Burst Cut-ins are no longer exclusive to the Persona cast.
-The base amount of time for Ultra Burst has been increased.
-Ultra Burst Timer will no longer increment during the initial Ultra Burst state.
-A successful Astral Heat will set the Burst Gauge to zero on the next round, assuming that the match isn't over.