9P: Change the status at the end from standing to rising.
3K: Changed the hit effect on crouching normal hit. Advantage on block changed from -9F to -5F.
1K: Damage increased from 20 to 25.
BT PP: Advantage on normal hit decreased from -10F to -9F.
Wall 6T: No longer causes stage destruction.
Facing away from the wall 4T: No longer causes stage destruction.
Against back-turned and crouching opponent 2T: Damage of the third portion changed from 20 to 30.
All offensive holds: Grab distance extended 10cm.
EX P hold: Floor break caused during the second portion now instead of the first.
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this is the changes as far as we know, but changing small things can usually affect more things than intended or they just dont list every little thing so if we notice anything please post it here. for example:
,, ,
the rolling throw is now guaranteed on light weight characters, so i would suggest checking back on any combos where the opponent was able to tech that as that may no longer be the case. the more combos we can use the rolling throw the better because the distance it gives us allows us more control of the oki.
2T chain throw now does up to back breaker damage on hi-counter and speaking of :[H+P]: we have a problem. remember when you used to be able to do 2T afterwords? yeah DO NOT DO THAT. the opponent can not only still tech it, but they tech up DIRECTLY BEHIND YOU. ive noticed the tracking has gotten wonky on some of his stuff and this is one of them.
his wall game was buffed considerably. with the range increase on his OHs which has considerably helped the wall detection, and of course now that the wall no longer breaks from it you're able to keep that pressure in many more places. plus it gives you a good finishing option, once you feel they've had enough hit them into the obstacle.
we've unforuntaly lost the ability to cause a sitdown on neutral crouching opponent with , so you better start looking for good alternatives
and yeah i can really feel the range increase on his OHs especially the DDT. i think this can be used to catch techers better now....
that's about it from what i can tell let me know if you find anything else.
3K: Changed the hit effect on crouching normal hit. Advantage on block changed from -9F to -5F.
1K: Damage increased from 20 to 25.
BT PP: Advantage on normal hit decreased from -10F to -9F.
Wall 6T: No longer causes stage destruction.
Facing away from the wall 4T: No longer causes stage destruction.
Against back-turned and crouching opponent 2T: Damage of the third portion changed from 20 to 30.
All offensive holds: Grab distance extended 10cm.
EX P hold: Floor break caused during the second portion now instead of the first.
---------------------------------------------------------------------------------------------------------------------------------------------
this is the changes as far as we know, but changing small things can usually affect more things than intended or they just dont list every little thing so if we notice anything please post it here. for example:
,, ,
the rolling throw is now guaranteed on light weight characters, so i would suggest checking back on any combos where the opponent was able to tech that as that may no longer be the case. the more combos we can use the rolling throw the better because the distance it gives us allows us more control of the oki.
2T chain throw now does up to back breaker damage on hi-counter and speaking of :[H+P]: we have a problem. remember when you used to be able to do 2T afterwords? yeah DO NOT DO THAT. the opponent can not only still tech it, but they tech up DIRECTLY BEHIND YOU. ive noticed the tracking has gotten wonky on some of his stuff and this is one of them.
his wall game was buffed considerably. with the range increase on his OHs which has considerably helped the wall detection, and of course now that the wall no longer breaks from it you're able to keep that pressure in many more places. plus it gives you a good finishing option, once you feel they've had enough hit them into the obstacle.
we've unforuntaly lost the ability to cause a sitdown on neutral crouching opponent with , so you better start looking for good alternatives
and yeah i can really feel the range increase on his OHs especially the DDT. i think this can be used to catch techers better now....
that's about it from what i can tell let me know if you find anything else.
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