Stolen from 30 ninjas which in turn was stolen from dustloop. Seems they're kinda nerfing and buffing the right people, but it might end up being like CT Rachel>CS Rachel all over again from some characters. Either way, "tiers" are going to be drastically different now, with Tao losing her taunt loop and Makoto her parry loop.
Overall, I'm oddly pleased with the Tao changes as I'm a bit of a scrub. I never managed more than 3 reps of taunt loop and even then I fudged the end, the increase in health is very welcome and changing JB to a shorter Cat Spirit 2! will allow me to end air combos more reliably. I'm interested to see how they've changed her drive too.
REMEMBER THESE CHANGES ARE NOT FINAL!
So, did they nerf your duder?
Ragna:
5D on grounded opponents no longer floats.
3C can be ground teched.
5B>6A gatling is gone. Doesn’t combo normally either.
Inferno Divider no longer wall bounces unless you are in a corner where it wall bounces just enough to put them on the other side of you.
Belial Edge actually bounces higher, making it harder to combo afterward (a fast enough 5D will still combo though). Belial Edge>5D still works in the corner.
Belial Edge damage significantly reduced.
Gauntlet Hades causes Ranga to fall to the ground faster after execution. Cannot do follow-up kick low to the ground anymore for combo purposes.
2D is harder to combo from. Cannot be followed up by 2B.
Dead Spike hit on aerial opponents causes them to fly straight up.
Forward throw wall bounces.
Jin:
2C>5C gatling added. (cannot re-gatling into 2C)
B Musou causes knockdown.
Noel:
2C>5C gatling added. (cannot re-gatling into 2C)
j4D has been significantly sped up and now hits low.
5D invincibility frames have been reduced.
Overall damage increase.
jA hits high.
5B>2B gatling added.
6A starts up quicker.
6B on counter hit causes slide. Wind+Dash can be used for a follow up.
6B hit stun reduced, harder to combo afterward.
6B is now jump cancelable on block.
2C hit stun increased.
5C>C now causes slide.
Mid screen C Lobelia>3D>Sword Iris/Baden Baden Lilly combos.
In corner 5C>C>3C can be looped twice.
J2C hits high.
j2C can be cancelled into other attacks on landing.
j2C is cancellable and jump cancellable even on guard
Lobeilas come out even when hit in the middle of the animation.
Lobelias have increased recovery time.
George XIII can be repositioned and now operates off of a frog gauge.
Tempest Dhalia removed.
Wind gauge takes longer to recover.
Tager:
Atomic Collider has increased same move proration.
6A is now chargeable, with magnetic pull during charge time. Can be charged even when comboed into.
6A is no longer jump cancellable.
5D pulls magnetized opponents in more.
Tager’s hit collision box has gotten even smaller making him less of a huge target.
Taokaka:
jB is changed, now does a quick Cat Spirit 2 for 2 hits. Operates like Cat Spirit 2 from Calamity Trigger. Damage is low, but has decent hit stun and proration and a large hit box.
Old jB is now j2B.
Taunts now prorate 30%. Taunt loop no longer useful.
Drives all have increased recovery time when cancelled into a followup.
Drives hit stun increased.
Health has been increased.
Arakune:
Overall damage decrease.
Guarded drive moves add very little to curse gauge now.
Litchi:
Overall damage decrease.
Without her staff, 2B>5B gatling has been added.
Recalling staff during a dash makes it return quicker.
3C with staff now ground techable.
6A with staff cannot be followed up unless rapid cancelled.
6B with or without staff doesn’t wall bounce.
4D slides. Follow ups only possible in the corner.
4D can’t be canceled.
6D can’t be canceled.
2C now combos into 4D out of the corner, or 2D and Haku in the corner.
6D’s hit stun decreased.
jC without staff is now techable.
jCC second hit removed.
Can’t cancel moves into 41236D.
Tsubame Gaeshi’s (623D) second hit (falling staff) happens quicker. If it hits, 6C won’t follow-up.
All green can now be teched on air hit
New Litchi combo in a corner: 2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher.
Bang:
5B starts up slower.
2C starts up slower.
2B>5B gatling added. (cannot re-gatling into 2B)
Heavenly Phoenix no longer wall bounces.
3C is ground techable. 2363214C no longer follows up.
Ashura Distortion Drive now starts up much slower but is invincible until it activates.
Carl:
2B>5B gatling added. (cannot re-input 2B)
Untechable time on Nirvana’s moves have been shortened.
Nirvana’s gauge recovers slower.
Hakumen:
jD knockback increased.
jD can be special cancelled for follow-ups.
5D damage increased.
Winter’s Riposte damage increased.
Lambda:
Second hit of 5DD is slower.
All drive moves have increased time between startup animation and blade summoning.
Tsubaki:
5D now instantly charges one stock of the install gauge on startup, but charges very slowly if held down.
2D starts to charge slowly but increases charge speed quickly over time if held down. Has more recovery time at the end.
jD still charges at a flat rate. Charge speed has been increased.
5B damage increased.
6BB reaches further.
2BB>5BB gatlings added. (Cannot re-gatling into 2BB)
2C can be jump cancelled on guard.
2CC floats less. 2CC>5CC techable after the first 5C.
3C is ground techable.
236A start up time increased. Cannot be comboed into. Higher proration.
236C has increased invincibility on startup.
236236C has increased invincibility on start up.
214A and B no longer floats opponents.
214X has increased hit stun.
Hitstun decreased on 623A counter hit. Can no longer follow up.
22D no longer wall bounces except on counter hit. Can be comboed into a 236D mid-screen or into normals in the corner.
j236A has increased startup time. Can’t be comboed into.
j236C has increased landing lag.
Throw now causes slide, and the animation cannot be cancelled. 236D follows up after a throw in mid screen and can start a combo. In a corner, she can follow up normally.
It is easier to combo out of an air throw.
jCC > j236D > j214D combo hits. The orb from j236D hits an allows for combo follow up.
New combo, 2A > 5BB > 2BB > 5CC > 214A > 22C > 3C
Hazama:
Ouroboros start’s up slower and travels slower.
Ouroboros gauge takes longer to recover.
5B’s hit stun reduced. If 5B>3C is not inputted with incredibly fast timing it won’t combo.
3C now floats grounded opponents.
Makoto:
Parry cancel/loop removed.
5B starts up faster and can be jump cancelled on block.
Second hit of jCC removed.
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