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Moy_X7

[CP] Jin Final Changes (Use the General thread to discuss, this thread is for the sole purpose of gathering info)

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System Changes

Overdrive: "Frost End" (A+B+C+D)

Jin is able to freeze the opponent more than once per string if he uses Yukianesa slashes (5C, 2C, 6C, j.C, j.2C, Fubuki, Rehyou, Hizansen) and Ice Blades. Jin is invulnerable during the OD start-up.

Crush Trigger (A+B)

Jin grabs his scabbard for a while and quickly unsheathes Yukianesa. As all other Crush Trigger moves, it costs 25 Heat to use, Guard Crushes on block and can be used to extend combos. Seems to have a very long start-up and the move can be "charged". CT > 6C works.


New Moves

Hizansen/j.214C:

1000 Damage/P1 90/P2 92

Jin slashes diagonally downward and makes the opponent slide on the ground on hit. This move seems to halt Jin's decent and it seems like it will serve as a potential anti-anti-air tool. It has a lot of recovery which makes it impossible to follow-up with a combo. It seems like it will be the aerial combo finisher in this game since the j.236X series have been removed. This move does NOT count as an overhead.

Hizangeki/j.214D:

1184 Damage/P1 85 (1st hit)/P1 99 (2nd hit)/P2 94

EX Hizansen, 2-hit move, it costs 25 Heat to use. The first hit of Hizangeki has a small hit-box that seems to hit slightly above Jin and freezes the opponent, while the 2nd hit causes the opponent to slide which allows for a follow-up combo. The 2nd hit of this move counts as an overhead and it has a 22F start-up. The 2nd hit ground bounces during OD.

Aerial Ice Arrow:

800 Minimum Damage

Jin shoots an ice arrow using CSE j.236A's angle and trajectory.


Changes to Existing Moves

Normals

  • 6A: Causes hard knockdown on an airborne opponent but it cannot be followed up, think of it as CSII 6A. More frame advantage on hit.
  • 2C: Has gained the ability to jump cancel on block again. Lost its FC properties. Head attribute I-frames start on frame 9.
  • 5B: Has lost its ability to jump cancel on block and it's -6 on block now.
  • 5C: 5C > Rising j.2C combos are no longer possible.
  • 6C: Lost its dash cancel property. It now launches almost as high and as far as CSII's 6C, which means that 5C > 6C > 2D on crouching opponents is guaranteed to work. 6C > 214B only works near and in the corner. 6C > 6B gatling added, 6C > 6B combos in the corner.
  • j.C: More untechable time on CH.


    Drives

    • All Drives get a P2 of 92 during OD and have more frame advantage and longer freeze duration during OD.
    • 5D is now a FC and it's -9 on block now.
    • 2D is +3 on block now.


      Specials

      236X Series

      • 236A/j.236A: 236A is the same as before. j.236A is now what used to be j.236C in CSE (horizontal path Ice Blade).
      • 236B/j.236B: Removed from the game.
      • 236C/j.236C: Removed from the game.
      • 236D/j.236D: 236D can now be "charged". 236D flies at CSE's 236B's speed while 236[D] flies at CSE 236D speed. j.236D no longer fires 3 Ice Blades, instead it fires CSE's 236D using CSE's j.236A angle. The regular version of 236D is negative on block, whereas the 236[D] version is positive. Both 236D and 236[D] can be dash canceled.


        214X Series

        • j.214A/B/C/D have been removed from the game. The new aerial combo finisher is now Hizansen (j.214C).
        • 214A: Command removed, this move is now 214B.
        • 214B: The first hit of 214B hits low. 214B is what used to be 214A in CSE. By pushing the C button after 214B, you'll get the 2nd hit of the original Ice Car. You'll now get both hits of 214B to combo, no matter how heavily prorated the combo may be.
        • 214C: 214C and j.214C have been removed from the game. j.214C is now the motion for the new move, Hizansen.
        • 214D: You can now choose whether to use the 2nd hit of 214D or not by pushing the C button after the first hit. That which means a higher combo potential mid-screen. The 2nd hit of 214D wall sticks in the corner. 214D causes an anywhere wall bounce during OD.
        • j.214D: j.214D has been removed from the game, j.214D is now the motion for the new move, Hizangeki.



        623X Series:

        [*]623A: Command removed, this move is now used by inputting the 623B motion. [*]623B: This is now what used to be 623A in CSE. Which basically means that 623B has been removed from the game. This move has head I-frames starting on frame 4. [*]623C: This move can now be followed-up with 5C without the need to dash-in on CH. This move is now a SMP move. [*]623D: The first hit is a SMP move. P1 reduced from 90 to 70. The 2nd hit launches the opponent during OD.




        Sekkajin

        [*]Sekkajin's command is now 22C. Sekkajin hits 4 times very rapidly and causes a stagger instead of launching the opponent. You'll have to spend 25 Heat in order to use its follow-up by pushing the D button. [*]The Sekkajin follow-up uses Yukikaze's attack animation and launches the opponent after Jin sheathes his sword. You can go into an air combo after Jin sheathes his sword and launches the opponent. You get additional damage during OD. [*]Sekkajin blows back airborne opponents and causes a wall bounce in the corner. [*]Sekkajin can only be used at a specific range from the opponent; if you're too far from the opponent, Jin will just sheathe his sword and Sekkajin will not activate.



        Distortion Drives


        [*]Ice Wave: This move receives an automatic follow-up when used during OD. The follow-up is similar to Jin's AH. [*]Ice Arrow: 1000 minimum damage [*]Yukikaze: Damage reduced from 3K to 2.6K. More damage and a new animation during OD.



        Proration Changes from CSE to CP

        [TABLE=CLASS: GRID, ALIGN: LEFT]

        [/TH]
        2A
        2B
        2C
        2D


        P1
        80 > 100
        80 > 90
        80
        80 > 90


        P2
        82 > 75
        86 > 85
        89
        80 > 82

        [/TABLE]

        [TABLE=CLASS: GRID, ALIGN: LEFT]


        5A
        5B
        5C
        5D


        P1
        80 > 100
        90 > 100
        90 > 100
        80 > 100


        P2
        82 > 75
        86 > 85
        85 > 89
        80 > 82

        [/TABLE]

        [TABLE=CLASS: GRID, ALIGN: LEFT]


        3C


        P1
        100 > 95


        P2
        84 > 89

        [/TABLE]

        [TABLE=CLASS: GRID, ALIGN: LEFT]


        6A
        6B
        6C
        6D


        P1
        80
        100
        100
        100


        P2
        92
        92
        90 > 94
        80 > 82

        [/TABLE]

        [TABLE=CLASS: GRID, ALIGN: LEFT]


        j.A
        j.B
        j.C
        j.2C
        j.D


        P1
        90
        90
        70 > 90
        90
        100 > 90


        P2
        82 > 75
        86 > 85
        89
        89
        95 > 89

        [/TABLE]

        [TABLE=CLASS: GRID, ALIGN: LEFT]


        Throw


        P1
        90 > 100


        P2
        55 > 60

        [/TABLE]

        [TABLE=CLASS: GRID, ALIGN: LEFT]


        236A
        j.236A (old j.236C)
        623B
        623C
        214B
        22C Sekkajin


        P1
        90
        80 > 90
        60 > 80
        50 > 60
        80 > 95
        100 > 95


        P2
        89
        90 > 92
        92 > 82
        92 > 82
        90 > 92
        95 > 89

        [/TABLE]

        [TABLE=CLASS: GRID, ALIGN: LEFT]


        [TH]236D
        j.236D
        623D (both hits)
        214D
        214D~C


        P1
        90 > 85
        90 > 85
        90 > 70
        80 > 85
        80 > 85


        P2
        87 > 82
        90 > 82
        92
        90 > 92
        80 > 92

        [/TABLE]


        Raw CP Damage/Proration List

        同技乗算補正=same move proration

        5A 300 100%75%
        5B 350、250 100%85%(once)
        5C 710 100%89%
        5D 800 100%82%

        2A 300 100%75%
        2B 500 90%85%
        2C 720 80%89%
        2D 720 90%82%

        JA 300 90%75%
        JB 540 90%85%
        JC 700 90%89%
        J2C 700 90%89%
        JD 740 90%82%

        6A 680 80%92%
        6B 690 100%92%
        3C 650 95%89%
        6C 920 100%94%
        6D 810 100%82%

        forward throw 投げ1400(0+0+1400)100%100%、60%
        back throw 4投げ1400(0+1400)100%60%
        air throw 空投げ1400(0+1400)100%60%
        ct クラッシュトリガー1000※80%100%キャラ
        guard cancel カウンターアサルト0??
        green burst ブレイクバースト(青)0??

        ground ice sword 氷翔剣500 90%89%
        air ice sword 空中 氷翔剣600 90%92%
        fubuki 吹雪800 80%82%※同技乗算補正
        rehhyou 裂氷1100 60%82%※同技乗算補正霧槍
        ice car霧槍尖晶斬780 95%92%※同技乗算補正
        follow up追加200??※固定200ダメージ※同技乗算補正
        hizansen 氷斬閃1000※90%92%※同技乗算補正
        sekka 雪華塵220 95%89%*(once)※同技乗算補正
        followup 追加?(?+?)??
        ex ice sword 氷翔撃(地)800×385%82%
        air ex ice sword 氷翔撃(空)800×3全85%82%
        hirensou both hits 氷連双1196(700+1100)70%92%※同技乗算補正
        hirensou 2nd hit max charge 氷連双 2段目(最大溜め)1100 70%92%スライドダウン
        ex ice car 霧槍 突晶撃640 85%92%※同技乗算補正
        follow up 追加900 85%92%
        hizangeki 氷斬撃1184(300+1500)85%99%、94%※同技乗算補正
        hiyoku 氷翼月鳴2368*(?+?+?)??※下限ダメージ*1000↑*(?+?+?)
        air hiyoku 空中 氷翼月鳴2368*(?+?+?)??下限ダメージ 800↑(?+?+?)
        touga 凍牙氷刃?×n??飛び道具※下限ダメージ ?×n
        yukikaze 虚空刃 雪風3060(100+3700)100%100%、60%(50)
        asstroll 煉獄氷夜即死--


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ex kj slides down on hit

ground fubuki untech time more like ex jin's b fubuki without the freeze

doesnt seem to be possible to do really low tk kj, stuck in recovery until you land

oh it looks like hes not gay for ragna anymore lol

2b jump cancellable on hit and block again

b ice car 1st hit is a low, charged ver is a ice car and wallbounds

ex ice car wallsticks

5B JUMP CANCEL REMOVED ggwp

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hmm new corner combos actually do dmg o_O

5b>5c>3c>214b max charge>2a>5c>6c>6d>iad j.2c>j.c>5b>5c>3c>214b max charge = around 3.7k

throw>214b whiff>5b>5c>3c>214b max charge>2a>5c>2c>623c = around 2.7k

midscreen: 5b>5c>sekka>d followup>5c>air combo = around 3.5k

kj hits mid......but they fly pretty far diagonally down

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stuff from mixi jin community i think

5A:変わらず。発生も6Fのままっぽい。投げキャン可(ヒット・ガード問わず) no change. startup looks like its still 6 frames. throw cancellable(hit or blocked)

5B:変わらず。5B>2B確認。2段目投げキャン可(ヒット・ガード問わず) no charge. 5b>2b confirmed. 2nd hit throw cancellable(hit or blocked)

5C:変わらず。5C>2C確認(立ち食らいに連続ヒット) no change. 5c>2c confirmed(standing hit comboed)

5D:変わらず。dc可。5C>5D連続ヒット。ゲージ使用技でキャンセル可。 no change. dash cancellable. 5c>5d combos. special cancellable.(guess the other dude was on crack saying 5c>5d didnt combo)

2A:変わらず。対空性能は未確認。投げキャン可(ヒット・ガード問わず) no change. anti air usability unconfirmed. throw cancellable(hit or blocked)

2B:jc復活(ヒット・ガード問わず)。使用感は変わらず。2B>5B確認。jump cancellable(hit or blocked). usage unchanged. 2b>5b confirmed.

2C:変わらず。jcはヒット時のみ。2C>5C不可。2C>6B確認。頭無敵は未確認。fcも未確認。no change. jump cancellable only on hit. 2c>5c not possible. 2c>6b confirmed. head invincibility unconfirmed. fatal unconfirmed.

2D:使用感はあまり変わらず。体感、発生良化?硬直も良化?判定変わらず?不明点多数。 usage didnt really change. looks like it has faster startup? less recovery? hitbox unchanged? alot is unknown

6A:発生変わらず。必キャン、ゲージ使用ともに不可のまま。硬直鈍化?叩きつけ未確認。投げキャン可(ヒット時のみ)startup unchanged. still cannot be special cancelled. more recovery? knockdown unconfirmed. throw cancellable(hit only)

6B:変わらず。必キャン、着キャンとも未確認。 no change. special, landing cancel unconfirmed.

6C:dc削除。吹っ飛び変更(CS2に近い)。5C>6Cは立ち食らい時非連続で変わらず。dash cancel removed. launch changed(close to cs2). 5c>6c no change doesnt combo on standing hit.

画面端なら、ノーキャンで5B(2)がちょうど良い高さで拾える。6C>6D確認。 if near corner, you can pick up with 5b(2) at a good height. 6c>6d confirmed.

6D:振ってないのでわからないが、他人のを見た感じ変わってなさそう。 didnt use it so dunno, looks the same from watching other ppl.

3C:変わらず。低姿勢かは未確認。 no change. low profile unconfirmed.

JA:変わらず。連キャン可。投げキャン未確認。 no change. cancellable into itself. throw cancel unconfirmed.

JB:CSeよりやや使いやすかった感あり。攻撃Lvは変わってなさそう。 felt easier to use than in extend. attack lvl doesnt look like it changed.

JC:使い勝手変わらず。攻撃LvはCSeと同じっぽい。着地硬直あり。地上ch時に2D繋がるか未確認。 no change can still be used as you want. attack lvl looks same as in extend. landing recovery exists. counter hit on grounded comboing into 2d unconfirmed.

J2C:変わらず。判定の怪しさも変わってなさそうに思えた。no change. hitbox's weirdness doesnt look like it has changed.

JD:変わらず。着地硬直あり。低ダコンのタイミングに違和感がなかったことから、変化無し。no change. landing recovery exists. air dash combo timing didnt feel awkward, no change.

N投げ:dm1300。必キャン可。凍結時間はCSeと同じくらい。投げ>(霧槍スカ)>ダッシュ5B確認。 special cancellable, freeze time about same as in extend. throw>b ice car whiff>dash 5b confirmed.

4投げ:dm1300。あまり振っていないが、変わっていないと思われる。didnt really use it, dont think it changed.

空投げ:未確認。 unconfirmed

氷翔剣(236A):現行のA氷翔剣。the current a ice sword.

空氷翔剣(空236A):現行の空C氷翔剣。着地硬直あり。空中行動回数を残していれば、技後に空中ダッシュ可。the current c air ice sword. landing recovery exists. can air dash after move if you still have air option left.

氷翔撃(236D):振った回数が少ないが、現行と比べて驚くほどの変化を感じず。didnt really use it much, but didnt feel suprisingly different from current one.

空氷翔撃(空236D):1本のみ、太い氷を撃つ。3ヒット。軌道は現行の空A氷翔剣。1 sword only, shoots a thick piece of ice. 3 hits. shots in the current a air ice sword angle.

霧槍(214B):地上版のみ。A版、C版は削除。1段目は下段判定かつ壁バウンド。ground ver onl. a and c ver removed. first hit is a low and wallbounds.

 2段目は叩きつけ。接地受身可。2段目を溜めることができ、押しっぱなしだと2段目が出ない。2nd hit knocks down. techable once they hit ground. 2nd hit can be charged, 2nd hit wont come out if you continue to hold the button.

 そのため、壁コン時には押しっぱとして1段のみ当てて壁バウンドを起こす。cuz of dis, hold the button so you get the wallbound of 1st hit whend doing corner combos.

 1段のみ出した時の硬直Fは、体感現行A霧槍の2倍ほど。recovery on 1st hit only feels like double of the current one.

 1段目>2段目は現行C霧槍と同じ受身不能時間の可能性が高い。1st hit>2nd hit is very high chance that has the same untech time as current c ice car

突晶撃(214D):地上版のみ。2段目壁貼りつきに。不明点多数。ground ver only. 2nd hit wall sticks. alot is unknown.

吹雪(623B):A版削除。現行A吹雪とB吹雪の中間のような性能。吹雪>6Cは非連続。吹雪>5Cも非連続。a ver removed. properties are somewhere between current a and b fubuki. fubuki>6c doesnt combo. fubuki>5c doesnt combo either.

裂氷(623C):硬直鈍化?(ch時の拾いに違和感)裂氷コンは未確認だが、受身不能時間は変わってなさそう。more recovery?(felt awkward when picking up off counter hit) rehhyou combo unconfirmed, but untech time doesnt look like it changed

氷連双(623D):中央でしか振ってないが、変わらず。端ヒット時は未確認。only use it midscreen but no change. corner hit unconfirmed.

雪華塵(22C):コマンド変更。現行と大きく違い、素早く4ヒットさせて終了。相手はよろけ状態になる。command changed. big difference from current one, over in 4 fast hits. opponent gets staggered.

 相手がよろけ状態を最速で復帰した場合、こちらが不利になると思われる。if they recover from stagger as quick as possible, it is believed that you have the frame advantage.

 また打撃投げ扱いなのか、相手が近くにいないとスカモーションが出る。if you try throw it out again and you arent close to them, then you do a whiff animation.

 スカモーション自体の全体Fは、体感マコトのパリングぐらい。the whiff animation looks like its about the same amount of frames as makoto's parry.

→追加(雪華塵中にD):雪華塵後相手を斬り抜けて凍結させ、一定時間後真上に吹き飛ばす。followup: after sekka you cut thru and freeze them. they get launched straight up.

 斬り抜ける関係上位置が入れ替わる。なお画面端の相手を斬り抜けた場合も位置が入れ替わる you sideswap after you cut thru them. so near the corner youll swap spots

 吹き飛ばし後の相手は接地まで受身不能であるため追撃可能。ジンの硬直は長い。after they get launched they cant tech until they hit the ground so you can follow up with combo. long recovery on jin.

氷斬閃(空214C):新技。PVのあれ。上段。行動後やや斜め後ろに跳びあがる。着地まで行動不能。new move. the one in the pv. mid hit. after the attack you move up diagonally a bit. cannot move until you land on ground.

 着地硬直あり。相手は強制ダウン(緊急復帰を取れないダウン)。CH時の性能未確認。landing reocvery exists. hard knockdown on opponent(down that cannot be emergency teched). counter hit properties unconfirmed.

 JA>氷斬閃は非連続。JB>氷斬閃は連続ヒットのため、現行空A霧槍と発生は同じっぽい。不明点多数。j.a>kj doesnt combo. j.b>kj combos, startup looks about the same as current a ice car. alot is unknown

氷斬撃(空214D):氷斬閃の強化版。ガード段不明。ヒット後、相手はスライドダウンする。hizansen's powered up ver. block type unknown. opponent slides down after hit.

 着地硬直あり。着地後はやや距離が離れる。6Cで拾おうとしたが非連続。landing recovery exsts. youre at a bit of a distance away after landing. tried to pick up with 6c but didnt combo.

 ただし補正はかなり良好であると感じた。不明点多数。but it fels like it has prett good proration. alot is unkown.

▼DD

凍牙(632146C):ガードされたからか、あまり変わっていないように感じた。不明点多数。 dunno if it was cuz it got blocked, but doesnt feel like much has changed. alot is unknown.

氷翼(632146D):生氷翼のdm2958。硬直はCSeと変わらず。CH時受身可能に。最低保障不明。raw hiyoku dmg is 2958. recovery is same as in extend. techable on counter hit. min dmg unknown.

空氷翼(空632146D):現行空B氷翔撃の軌道で氷の矢を撃つ。ヒット後は相手叩きつけ。dmは地上版と変わらず。ice arrow shot in same sangle as current b air ice sword. knockdown after hit. same dmg as ground ver.

雪風(236236D):下段も取れるままか未確認。全体Fが良化?2段目までのdmは3060なので変わらず。low catch unconfirmed. entire move's frames improved? both hits together did 3060 so no change.

 1段目fc対応。凍結時間は変わってないように感じた。fatal counter on 1st hit. freeze time didnt feel like it changed.

▼OD(オーバードライブ)

不明点多数だが、凍結回数制限がかなり緩くなっている模様。alot is unknown, but freeze count limit becomes very lenient in this state.

(JA>JC(凍結)>jc>JA>JC(凍結)を確認)j.a>j.c(freeze)>dj.a>j.c(freeze) confirmed

▼クラッシュトリガー crush trigger

未確認。 unconfirmed.

.......have fun sorting this out...........took way longer than i thot it wud....

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214B hits low on first hit. ice car can no longer be used in the air. sekkajin gets a stagger rather than a launch, and even the minimum time to get out of stagger you still have adv. if you don't do follow up, and follow up launches and I think it's comboable? Hard to tell in that mess. And also not 100% sure but I swear I heard "shake ice" is back. This game is just getting weird now. Everything I've ever known is a lie about BB.

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回】第1回

【日付】8月9日

【場所】秋葉原HEY

※以下はすべて主観に基づいた感想です。

■性能雑感(変更した点のみ)

※略記

ct(クラッシュトリガー) crush trigger

cOD(キャンセルオーバードライブ) cancel overdrive

▼通常技

5B:jc削除。(ガード時のみ。ヒット時はjc可)1段目のみctにガトリング可。jump cancel removed(on block only, jump cancellable on hit) 1st hit gattles into ct

5C:ガード時ctにガトリング可。 gattles into ct on block

2C:fc確認。頭無敵は未確認。 fatal counter confirmed, head invincibility unconfirmed

6A:叩きつけ確認。ただし使用する状況は思いつかず。knockdown confirmed. but doesnt seem you can use it like you would think you can(3c stuff i guess)

6C:中央ノーマルヒットから6C>霧槍非連続。ヒット時のみctにガトリング可。cOD確認。 midscreen normal hit 6c>b ice car doesnt combo. only gattles into ct on hit. cOD confirmed

3C:cOD確認。 cOD confirmed

JC:空中ch時の受身不能時間増加。他人のを見た限り、地上ch時に2Dには繋がらない模様。counter hit in air untech time increased. only looked at someone else do it, counter hit on ground doesnt combo into 2d.

JD:cOD確認。 cOD confirmed

空投げ:他人のを見た感じ、必キャン可。dmは1400?only looked at someone else do it, special cancellable. 1.4k dmg?

▼必殺技 ※OD版は先頭に【OD】と付けています OD ver has [OD] header on it

【OD】氷翔剣(236A):凍結確認。 freeze confirmed

氷翔撃(236D):溜め無版と溜め有版で大きく性能が違う。no charge and charged ver have huge property differences

 溜め無。現行の地B氷翔剣の速度で飛ぶ。硬直は現行地B氷翔剣以上? no charge. flys at same speed as current b ice sword. more recovery than current b ice sword?

 溜め有。現行の地C氷翔剣の速度で飛ぶ。硬直は現行地C氷翔剣ぐらい? charged. flys at same speed as current c ice sword. same recovery as current c ice sword?

空氷翔撃(空236D):技後空中行動可。着地硬直極小。 air movement possible after the move. very little landing recovery.

霧槍(214B):1段目同技。中央3C>1段目止めで確定ダウン取れるか未確認(相手側が受身を取っていない可能性あり) 1st hit has same move proration. midscreen 3c>stop at 1st hit if it nets knockdown unconfirmed(possible that they just didnt tech)

突晶撃(214D):補正良化?5C>5D>突晶撃>5C>6C>裂氷でdm3400ほど減った。 improved proration? 5c>5d>ex ice car>5c>6c>rehhyou = about 3.4k dmg

吹雪(623B):空中ch時接地まで受身不能の模様。 counter hit in air untechable until they hit ground

【OD】吹雪(623B):凍結確認。ただしアンリミ版B吹雪と違い、落下中に解氷する。 freeze confirmed. but unlike ex jin's b fubuki, they unfreeze while falling.

裂氷(623C):同技確認。上方向の判定が薄くなっており、裂氷コンは困難そう。 same move proration confirmed. upper part of the hitbox has gotten smaller, rehhyou combo looks difficult

氷連双(623D):1段目同技確認。 1st hit same move proration confirmed.

雪華塵(22C):ロック技。空中の相手もロックし、地上食らいにする。ただし空中ヒット時にロックするかは相手の高さに依存。ジンの頭より上ではカス当たりする模様。 lock move. locks them even on air hit. they eat the move on ground. but on air hit it will only lock them depending on height. it whiffs above jin's head

 発生は7F以下(≦)と思われる。霧槍壁バン>雪華〆(地上食らい)確認。startup is thought to be 7 frames or less. b ice car wallbound>sekka route(they eat it on ground) confirmed.

 よろけ状態からの最速復帰後は、こちらが有利っぽい。現行まだお〆と似た状況。fastest recovery from stagger state looks like we're at the frame advantage. similar situation as current madao route

 スカモーション時被ch。隙消しとしては機能しないぐらいの全体F。 counter hit state in whiff motion. (this part is kinda odd to translate, same as be4 pretty much)

氷斬閃(空214C):ch時、特に性能変更なし。高空氷斬閃〆後は、中央なら距離が離れるため問題なし。 on counter hit, no special property change. after high up hizansen route, if midscreen you backaway quite a distance so no problem

【OD】氷斬閃(空214C):凍結確認。着地後にダッシュ5Bで追撃可能なぐらいの凍結時間。同技確認。 freeze confirmed. freeze time last long enough to follow up with dash 5b after landing. same move proration confirmed.

氷斬撃(空214D):2段技。1段目は横に判定があり、凍結する。2段目は中段判定。 2 hit move. 1st hit's hitbox hits horizontally, freezes. 2nd hit hits high.

 着地後6Cで拾う場合には、2段当てる必要あり。2nd hit must land to pick up with 6c after landing

▼DD

凍牙(632146C):生凍牙(5)のdmは2524。 raw touga(5) = 2524 dmg

空氷翼(空632146D):ヒット後は追撃不可 followup after hit not possible

▼OD(オーバードライブ)

cOD時、画面に「cancel Over Drive」と表示。cODは対応技が決まっている?不明点多数。 cancel Over Drive shows up on the screen on moves that can cancel into it. alot is unknown.

▼ct(クラッシュトリガー)

NAB入力時でしか出ない。新モーション。発生は25F↑に感じた。 wont come out unless you input neutral AB. new motion. startup feels like 25+ frames.

相手バリアガード時、バリアゲージを1/3ほど減らす。ノーマルガード時は現行のガードクラッシュ誘発。 when the opponent barrier blocks it, barrier gauge drops by at least 1/3. on normal block the current guard crush happens.

ノーマルヒット時はダッシュ5Bで追撃可能。コンボ中継に使えないこともない。on normal hit you can follow up with dash 5b. doesnt look unusable in combos.

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間違いのない事実として、 100% truths

・C>J2C不可。2C>J2Cも不可。 5c>j.2c not possbile. 2c>j.2c not possible.

・C(CH)>6Bが最速でも繋がらない。 ch 5c>6b doesn't work even if done as fast as possible.

・空中氷翔剣硬直増大。(ハイジャンプの頂点で出せば行動可) air ice sword recovery increased.(can do air movement if thrown out with high jump)

・氷斬閃、氷斬撃ともにRCしない限り着地まで行動不可 if you dont rc hizansen and hizangeki you cant move until landing.

以下、体感 based on feeling

・6Aヒット時状況は今と変わらない。6a on hit feels the same.

・2Dが若干内側に厚くなってる?(従来なら通ったっぽい相手(ラグナ)の低ダに引っかかった) inner side of 2d got a little wider?

・空中攻撃の浮きが変わってる(全キャラ共通でコンボに支障はないレベル) air attacks float changed(not at a level where it messes with combos that work on all chars)

・雪華締めの状況はまあまあ良い。(中央の相手空中雪華締め除く) sekka's lock state is kinda decent.(excluding mdiscreen on air hit)

・霧槍は相変わらず直ガで反確。ice car still can get ib punished.

・補正が結構きつくても尖晶斬〆可能。ice car 2nd hit will still connect even if heavily prorated.

・コンボの鍵は突晶撃二段目当てと氷斬撃カス ex ice car 2nd hit and hizangeki whiff are key moves for combos

combo recipes:

5b>5c>sekka>followup>5c>air combo

fc 2c>6b>5c>6c>ex ice car 2nd hit>2d>od>5c>j.2c>j.214c>5b>5c>sekka>followup>hiyoku

crouching: 5b>5c>6c>ex ice car 2nd hit>2d>j.2c>j.c>5b>5c>sekka

corner: 5b>5c>3c>ice car 1st hit>5a(5b works also?)>5c>6c>623c>5a>5c>2c>j.d>air dash>j.2c>j.c>5b>5c>sekka

corner: 5b>5c>3c>ice car 1st hit>5b>5c>j.214d(both hits?)>6c>sekka>5b>5c>j.2c = ~3.5k didnt try to end with j.214c so not sure if it would connect or not

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Yo Moy, you have the wrong inputs listed for the two hizan moves.

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6c>6b confirmed

2c head invuln longer?

sekka stagger is advantageous

ex air ice sword startup feels slower than current one and not reliable as crossup

5c attack level decreased, 5c>j.2c wont work even on air hit

sekka>followup>crossunder 5c possible but very hard

b ice car only travels about the same distance as current a ice car, meaning 6c>ice car doesnt work midscreen

......ex ice car 2nd hit uses 25 more meter lol cool story

hirensou 1st hit active frames decreased?

ex ice sword has faster startup and longer recovery than current one

hizangeki>touga doesnt work midscreen

2a anti air ability about the same as current one from what ppl tested

6a on hit is more than +1f, oho they actually fixed this terrible move a little bit

average midscreen meterless dmg = 1300~2000 EZ AMIRITE?

big joke test #2 :D

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ガード時2Cjc確認

2C jc on block

B吹雪のやられはどう見ても前A吹雪、追撃無理ぽ

623B seems like old 623A, followup seems impossible

OD雪風は演出が最高にイケメン、ダメ3258(下二桁は怪しい)

Yukikaze during OD is cool. Damage is 3258 (last two numbers might be wrong)

OD氷翼は特に演出強化無さげ

Ice arrows doesn't seem different during OD

5C>5D>D無双>追加>5C>雪花>5B>5C>2C>エリアル これで3600~700くらい

5C>5D>D Musou> followup> 5C> sekka> 5B> 5C> 2C> aerial ender > 3600-3700 damage

5DがFC対応だったよ

5D Fatal counters

ヒザンは咄嗟の〆に使えていいね

The new air special can be used to quickly end a combo, nice.

5B when blocked, cannot be jump canceled

Gatlings are same as EX

5B>2B>5C>3C>Musou > 21% (heat probably)

2Bガード時jc不可になってた

2B when blocked cannot be jump canceled

2C>6Bあり

2C> 6B works (as in gatling exists probably)

投げ>無双スカ>5B>5C>>jc>JC>J2C>jc>J2C>ヒザン

Throw> musou whiff>5B>5C>jc>JC>J2C>jc>J2C>new air special > 2700-2800.

Can probably fit in 2c after 5c to get damage up to 3kish.

今日試してトリガーから6Cは余裕で繋がった

Crush trigger > 6C easily connects.

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I found this hard as shit to read, so here's some better formatting:

Proration Changes from CSE to CP

[TABLE=CLASS: GRID, ALIGN: LEFT]

[/TH]

2A

2B

2C

2D

P1

80 > 100

80 > 90

80

80 > 90

P2

82 > 75

86 > 85

89

80 > 82

[/TABLE]

[TABLE=CLASS: GRID, ALIGN: LEFT]

5A

5B

5C

5D

P1

80 > 100

90 > 100

90 > 100

80 > 100

P2

82 > 75

86 > 85

85 > 89

80 > 82

[/TABLE]

[TABLE=CLASS: GRID, ALIGN: LEFT]

3C

P1

100 > 95

P2

84 > 89

[/TABLE]

[TABLE=CLASS: GRID, ALIGN: LEFT]

6A

6B

6C

6D

P1

80

100

100

100

P2

92

92

90 > 94

80 > 82

[/TABLE]

[TABLE=CLASS: GRID, ALIGN: LEFT]

j.A

j.B

j.C

j.2C

j.D

P1

90

90

70 > 90

90

100 > 90

P2

82 > 75

86 > 85

89

89

95 > 89

[/TABLE]

[TABLE=CLASS: GRID, ALIGN: LEFT]

Throw

P1

90 > 100

P2

55 > 60

[/TABLE]

[TABLE=CLASS: GRID, ALIGN: LEFT]

236A

j.236A (old j.236C)

623A

623C

214B

22C Sekkajin

P1

90

80 > 90

60 > 80

50 > 60

80 > 95

100 > 95

P2

89

90 > 92

92 > 82

92 > 82

90 > 92

95 > 89

[/TABLE]

[TABLE=CLASS: GRID, ALIGN: LEFT]

[TH]236D

j.236D

623D (both hits)

214D

214D~C

P1

90 > 85

90 > 85

90 > 70

80 > 85

80 > 85

P2

87 > 82

90 > 82

92

90 > 92

80 > 92

[/TABLE]

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No problem. :D

Whoops, I labeled Fubuki as 623A when the move is 623B.

Also as a sidenote, the link description for Crush Trigger says he unsheathes Yukikaze, instead of Yukianesa. :v:

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Another correction :v:

It looks like the P2 for j.2C should say 85 > 89 unless the wiki was wrong about the old P2. At least I'm not the one who made the mistake this time. :P

Edit: Cadacus said below that it was indeed 89 in Extend, meaning the CSEX wiki is wrong. I'm gonna go fix that, but disregard this post in the meantime.

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Sorry for double post...but I got Touga Hiyoujin's damage and proration. Matches 2295 starter damage for 5 hits, 2D > Touga (51.7 prorated Touga), 623D > Touga (41.4 prorated Touga), and min damage observations perfectly. Given in Damage, P1, P2 format:

700xN 100% 92% (P2 applied after each hit, 25% min proration, for 175 x N min damage)

EDIT: Basically, P2 got buffed 80 > 92 from CS:EX :)

Also, here are the damage and proration values I'm getting for OD Touga followup.

Note P1 is assumed...but it shouldn't matter as I doubt you can do the followup w/o a successful OD Touga, lol:

400, 400, 400, 1000 100% 92% (P2 applied after each hit, 25% min proration for first three hits, 30% min proration for last hit, for 100 + 100 + 100 + 300 = 600 min damage)

This predicts the 867 damage done by OD Touga followup after a 5 hit starter Touga and satisfies the 600 total min damage observed.

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