Since I do not have a PS3 I have a few questions;
How is 7P faring out as a viable option for CB? Are Lisa's BT transitions enough for a follow-up without SE?
I remember in the patch update notes there was mention of a BT transition for 9P (and it's variants), is this useful?
Lastly, is 66PP a string to be feared? I've seen that this only works in open stance, I find this extremely lame...
(On a side note I can't find anything on the update for the 360, any ideas when it'll be? I've scoured the forums....)
First off, love the Roxxy avatar! I take it you are team Rolaskatox?
On to your other questions, 7P is cool. The BT transitions are still the same, meaning the only one that is non SEable is still PP4. The new 3K4 misses out by one frame, being SE'able to 21 frames (7P is i20). I don't use it as much, since it is a bit slow, and some people can see it on reaction.
9PP and friends is still assy, still has the same high ass hitbox and whiffs often, but if you use it go into BT, you can get anywhere from +5-7 on block depending on how deep you land it.
66PP is, in my own opinion, also ass. I know others feel differently, which is of course more than okay
It is exactly the same as 1.02 except it can cause a limbo stun in open. Still slow, still unsafe, still a high punch starter. It also doesn't work on crouching opponents and low holders (or at least, is extremely unreliable), so there is no great reward against people that guess wrongly in anticipation of 66KK.
edit: okay, im trippin. it seems the crouching issue is fixed in 1.03a!
I think the 360 version comes out this month, so cross your fingers!
On to some bad news
The new 64 throw >>booty bump>>launch combo is NOT a guaranteed combo
An opponent can hold down and instead of getting the new "on-your-knees" stun, the booty bump will cause a "ass-in-the-air" stun, which is SE able. From there, they can hold whatever move you throw out at them. Lame.
TN can fix this by having the stun act the same against BT crouchers as well (don't even know why they added this new "ass-in-the-air" stun to begin with).
So be mindful when you use this move. The booty bump is still guaranteed. However, if you see the opponent get an "ass-in-the-air" stun, prepare to mix it up. I suppose you could land a mid if you know an opponent holds down after 64 throw, but then this move just becomes the 50/50 mess it was in 1.02.
And it's slower at i12 frames.
Another bad note: If you manage to land a carrera OH on a BT opponent, and they tech roll, you are left at -15.
It's like the animation gets cut short or something, so i think this is a glitch.
Some good news?
Not sure if this was the case in 1.02, but qcf P and Carrera P+K can be reduced to a -9 guard break (instead of -18), depending on how deep you land the move. You have to land it at the tip. Yeah, you're still in low throw punish territory, but its better than being at -18. Some people can get sitdown stuns with that much frame advantage, especially since you're considered crouching during recovery.
Also, 9K if used at a distance can become +0-2 depending on how deep it hits on block as well.
Going back to the 64throw>>booty bump combo: if you
do manage to get that "on-your-knees-stun" from the booty bump, KK becomes a natural combo and puts the opponent at critical threshold.
edit: more good news: CH PP and CH PK are now natural combos!