I figured I'd go over my findings from last night against each enhancement. My comments in green.
- [NEW MOVE] added sidestep P+K.
This move is awesome. It should be used to interrupt an attack string. Never throw this out as a casual dodge. When it connects on the opponent, it leaves you at +5 regardless. This leaves you 3 options. 1. Frame trap if they like to press buttons. 2. GBoD follow up. That's ~96 damage together. Last night I landed it 80% of the time. The 20% miss rate is because Galen got wise to me doing it and started ducking. 3. Throw em.
- Changed sidestep speed.
If you haven't blown your load over this yet, what are you waiting for?
- 2_6P: shortened the input window for 6 (direction) when performed while crouching. This makes it easier to perform 6_P.
I personally didn't notice any change, mainly because I execute this move as .
- 2_6PP: changed disadvantage on guard from -6 to 0F.
Use this move to close distance. If it isn't blocked, hooray damage, if it is, you're at +0. Get to throwing those jabs or follow ups.
- 43P2 or 8P+K: fixed an issue that made it hit crouching opponents.
.
Please reference this sad face.
- 46P+K: changed damage from 25 to 32.
Your wake up kick destroyer. I'm still trying to nail down the timing of release to make this super reliable.
- 2_46P: changed damage from 30 to 35.
- P+K: changed to allow derivative followup moves even after a Critical Finish.
Use this. Use it a lot. Then learn how to shoulder ram follow up to force tech them up to continue the pressure.
- 466P+K: changed damage from 50 to 62.
Wa wa wee wow. At close hit, it's like 78 damage.
- 6KP: Increased re-launch height when hitting a juggled opponent.
I call bullshit on this. I saw no visible change.
- 214P+K: added sidestep tracking.
Finally have an answer to hyate and christie's shenanigans. Follow up with , , , , , for guaranteed results!
- H+KP: made it easier to hit juggled opponents.
This move is still non existent in my arsenal. I use more than this. And might I say, is only used when I want to land an insulting blow.
- 3H+KP466P+K: changed damage from 33 to 38.
- 2H+KPP: changed damage from 5, 10, 30 to 10, 18, 35.
The stun strength on this move has been boosted... A lot. If you want to utilize this in your strings for a wall splat, you'll need to use it early. It has to be your 3rd strike in the string less otherwise it will knock em off their feet.
- 2H+K: corrected the hit reaction on back-turned crouching hit.
Did not see this in action yet.
- Back turned P+K: changed startup from 13 to 11F.
Again, why have you not made hand relief to this yet?
- Back turned 2H+K: changed disadvantage on guard from -1 to -11.
Did not see this in action yet.
- Back turned 2P: changed to have the same performance as 3P+K.
It is what it says it is.
- Back turned 2K: changed disadvantage on guard from -11 to -9, corrected hit reaction on back-turned crouching hit.
Don't use this anyway, you should be using .
- 2T: fixed the long recovery of the grab motion.
Allows for faster attacks out of whiffed grabs.
- Sidestep P: changed startup from 33 to 29F.
- Sidestep K: changed hit reaction on Counter hit or higher to low spin stun.
This gets you a guaranteed . Mid weights allow you a force tech juggle. , , , , . If you want the damage, , ,
,
,
is a nice option.
- Fixed an issue that sometimes triggered H+KP from about the 3rd frame of H+K when buffering the H+KP input.
Yup, they sure did.