There are no balance changes in the current build of Last Round. Same game, just a chance to check out what the Danger zone stage has to offer. Due note that I said current build.
Some things;
Ayane's new hairstyle is awesome, I like it with her glasses and will be rocking that in my current cos 3.
3H+K as I said, launches on its bound hit on neutral hit, counter hit and threshold on the Dangerzone stage on blue tiles (bound hits are universal this way for all characters). PKK and H+KK both launch on blue tiles on neutral hit, launches higher in threshold. I did about 112 damage from 6K > PKK > 66KK4 BT 4P~K before knocking some off the ledge.
There wasn't a ton I could test since a lot of peole wanted to play, plus I was super stiff while testing things because you cannot change your button layout in the demo (I do not play on default layout). Something I think is cool but also stupid, is that you can knock someone off ledge onto the blue tiles, where you'll bounce up sky high for a bigger combo and knock them off the ledge in the process for stupid damage. You're essentially dealing 60-80% this way. There will be tons of stage kill combos this way.
I was able to knock someone off the ledge, get the high bounce from the blue tiles and follow up with 66KK4 BT4P~K off another ledge for about 80%.
The way dangerzone's blue tiles work, if you are knocked down into a hard knockdown or by strikes/throws that cause an explosion and you don't tech, you bounce up for another juggle. You can also cause this in situations where you're juggling someone with certain strings and you dont finish it and let them drop to the floor, they'll bounce up. I was able to do Ayane's BTPP2P free cancel and the player bounced up.
The walls in stage are also half walls, not full walls. In addition, if you are knocked into a wall and you don't tech up, you bounce up. However, this only happens if you didnt juggle off the explosive bounce beforehand. So you cannot set up an explosive combo, send someone into a wall and get another explosive bounce.
Each platform is also randomized everytime someone falls too, there are no patterns to what platform is next. Green tiles are normal floor tiles, blue tiles cause the explosive ground bounce explained above.
I like the dangerzone stage, Ayane can get silly on it and rack up stage oki into my actual oki. It also turns PKK into strong must-hold 50/50 because I get a free launcher if it hits. I think 4K actually bounces higher because of the explosive floor too.
Some things;
Ayane's new hairstyle is awesome, I like it with her glasses and will be rocking that in my current cos 3.
3H+K as I said, launches on its bound hit on neutral hit, counter hit and threshold on the Dangerzone stage on blue tiles (bound hits are universal this way for all characters). PKK and H+KK both launch on blue tiles on neutral hit, launches higher in threshold. I did about 112 damage from 6K > PKK > 66KK4 BT 4P~K before knocking some off the ledge.
There wasn't a ton I could test since a lot of peole wanted to play, plus I was super stiff while testing things because you cannot change your button layout in the demo (I do not play on default layout). Something I think is cool but also stupid, is that you can knock someone off ledge onto the blue tiles, where you'll bounce up sky high for a bigger combo and knock them off the ledge in the process for stupid damage. You're essentially dealing 60-80% this way. There will be tons of stage kill combos this way.
I was able to knock someone off the ledge, get the high bounce from the blue tiles and follow up with 66KK4 BT4P~K off another ledge for about 80%.
The way dangerzone's blue tiles work, if you are knocked down into a hard knockdown or by strikes/throws that cause an explosion and you don't tech, you bounce up for another juggle. You can also cause this in situations where you're juggling someone with certain strings and you dont finish it and let them drop to the floor, they'll bounce up. I was able to do Ayane's BTPP2P free cancel and the player bounced up.
The walls in stage are also half walls, not full walls. In addition, if you are knocked into a wall and you don't tech up, you bounce up. However, this only happens if you didnt juggle off the explosive bounce beforehand. So you cannot set up an explosive combo, send someone into a wall and get another explosive bounce.
Each platform is also randomized everytime someone falls too, there are no patterns to what platform is next. Green tiles are normal floor tiles, blue tiles cause the explosive ground bounce explained above.
I like the dangerzone stage, Ayane can get silly on it and rack up stage oki into my actual oki. It also turns PKK into strong must-hold 50/50 because I get a free launcher if it hits. I think 4K actually bounces higher because of the explosive floor too.