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RurouniLoneWolf

[UNIST] Loketest News

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Making this thread so we can gather all the news from the loketest(s) in one place. Post here anything you find and I’ll update the OP

 

UNIST Loketest News

Website

Command List PDF

Loketest #1: May 22-24th

Loketest #2: June 24th-July 1st = All changes reported from this loketest are underlined.

 

NOTE: Loketest builds are not final. Information found in a loketest may change in the final version of the product

 

Collapsed: General System Mechanics:
  • First Attack Feature added. The character who lands the first hit will now be rewarded with Vorpal status unless vorpal has already been awarded to a player (Removed in second loketest)
  • Cross Veil Off (XVO) added - Ability to Veil Off during combos. Resets the bounce restriction during combos. Not cancelable from Throws, Invincibles moves and super flash moves. Can be donei n the air
  • It seems like doing crosscast VO has a CS bar drain of sorts so EX > IW seems guaranteed even at exactly 100.
  • If you're not in Vorpal, you can spend 100 meter and get GRD broken to perform Guard Thrust. (Used to be it used all the player's meter with 100 meter minimum)
  • Random-icon has been removed from Character Select screen. Hold the stick upwards for random
  • Charge Partition Mechanics are still in
  • New Hyde vs Seth VS Theme added - Mutual Situation

 

Collapsed: Akatsuki:
  • On a successful counter, you can no longer cancel the punch followup into BC, making it easier to mash reflector
  • 2A is a low!
  • Close range 5B added
  • Close range 5B > Far range 5B route works
  • 5B has increased cancel-routes
  • Downed opponent can be picked up with close range 5B
  • 2C doesn't scale as badly as it did before
  • Dash C reach or duration increased
  • On hit, air hit 6C can be delay cancelled significantly longer
  • Throw damage increased by about a 100
  • B Denkoudan (236B) increased bullet speed. recovery might have changed?
  • A Hakubou (22A) is a signle-shot move now. Increased damage
  • A Hakubou increased hitbox!? It's not an aerial suicide, but you can continue with Denkoudan.
  • 22C Cannon: Increased invincibility and damage
  • A Tekkou (214A) worse on block? About -4f. It's a free throw for the opponent. 
  • 214B floats the opponent on the second hit a little (whiff prevention?)
  • Far range 5C doesn't whiff on crouchers!!
  • Kamikaze raw damage 3900
  • Assault j.B & Assault j.C won't whiff anymore
  • j.2C doesn't scale as badly as it did before. 
  • A starter damage seemed to go back down - had been reported ~2700, now back at 2500
  • Due to 214B change, 214B>236C generally combos without causing a ground bounces inbetween
  • Corner A starter leads to over 3k, or 3.5k from Bs 
In Vorpal:
  • BC damage AND untech prorate become less severe
  • 236C possibly has more inv?
  • 236B recovery significantly inc

 

 

Collapsed: Byakuya:
  • Byakuya's IW has invincibility until the hitbox disappears
  • metergain seemed to go down a bit apparently. 
  • 2B vertical hitbox improved, can hit ppl jumping out now.
  • j.B also got buffed - either better lower hitbox or more active frames - either way its better air to ground now supposedly
  • 2C vertical hitbox improved like above, and hurtbox shortened
  • 3C hitbox increased from above. Is now a better anti-air. Doesn't float a grounded opponent. Only charged version will. Supposedly has faster startup
  • You can also CS cancel his FF on block
  • FF doesn't scale as much anymore. You can combo 2900 damage from it.
  • You can now only drain GRD twice during a combo
  • has web feints
  • one of his cmd throws is like a counter (?)
  • Has Command throw feints
  • Can cancel the last hit of 236C into 623C. EX 236 has some invincibility from frame 6 or something.
  • You can now combo off of 623C. 623C connects to 236C and 41236D, You can now
  • Trap (214X) B-followup doesn't scale as much anymore.

 

Collapsed: Carmine:
  • Force Function has been given a name - Roll up! (捲れ!)
  • Force Function is now Air OK. Stops momentum
  • Can immidiately use other normals after aerial FF. Loses the ability to block in midair after the move.
  • Overall 200-400 damage loss on combos
  • 6B has worse proration, can't be cancelled into XVO
  • 6C is a worse starter. Has same starter proration as 3B. Has no Head Invuln.
  • 2C will always lose against Gordeau's 2C but 2A will always win
  • 3C Hitbox got bigger
  • 3[C] added. Has more reach than Merkava's 5B
  • Command grab deals 300-400 less damage
  • 236X has worse proration, can't be cancelled into XVO 
  • During XVO, 623C > IW cancel is added
  • 2C>5BB>j6B or jABC?>2C>22A>CVO>dashC?>236A>J[C]>2B>2C>236C>623C>IW
  • 3[C]>22B(puddle)>214C>2C>236B(2)>j6B>jCAB>2C>623A>dash C 3050 dmg
    Can substitute 214C for 236C in the corner.
  • 3[C]>22B not stable. Best to go for 3[C]>22C.

 

Collapsed: Chaos:
  • Force Function has been given a name - Sneak Around (スネークアラウンド)
  • His vorpal trait allows him to whiff cancel Azhi stuff
  • If Azhi is destroyed, when you resummon him, he tracks on the opponent
  • Smart Steer changed: 5A>5B>5C>236A>623A>236C
  • 2A is a low
  • 5BB is low invincible
  • 5CC hitbox buffed
  • 6C's hitbox increased near Chaos
  • 2C hitbox and startup suspected to be buffed
  • Dash B counter hit is longer untechable. Invincibility removed.
  • Azhi is projectile invuln for his moves (Specifics down below)
  • j.2C and j.C float longer
  • Throw is comboable but you need to set up an Azhi special ahead of time to combo
  • Roll supposedly has more invincibility
  • 236C is now untechable
  • 214X (even EX) Can now be cancelled on hit or block. Can be jump cancelled on block. IC ver. has earlier cancel window
  • Hide (22A/B/C)  is now Air OK. Does not get cancelled if your throw gets teched. EX Version counts as a separate move than A/B for cancels.
  • IW damage speculated to be increased (though min dmg suspected to be unchanged). No longer resets position on hit!
  • IWEXS damage increased by ~100.

Detailed specifics on Azhi's invincibility during his moves:

  •      236A has p.invincibility
  •      236B has p.invincibility until Azhi rises into air.
  •      214X have no p.invincibility
  •      Charged 214X has p.invincibility
  •      623X p.invincibility
  •      22X has p.invincibility until Azhi goes underground. invincible until Azhi bites

 

Collapsed: Eltnum:
  • Force Function has been given a name - Etherite Shift (エーテライト・シフト)
  • IC 3C added
  • FF can now be cancelled into normals. The animation is completely different, and seems to be a blockstring tool now
  • 421C lost invuln. decreased damageReverted change in first loketest where you couldn't combo from it anymore.
  • 214C Nerfed Hitbox. Air blocked 236B into 214C doesn't work
  • EX DP Minimum Damage got nerfed
  • Seems like you cant get a guaranteed air UB from an air-blocked B gunshot
  • EX Gunshot seems to be a bit bigger and possibly do slightly more damage

 

Collapsed: Gordeau:
  • Force Function has been given a name - Rusty Nail (ラスティネイル)
  • His vorpal trait is that his FF gains head invincibility
  • 4B added - Does his Dash B on that spot. Has a delay cancellable window
  • 5[C] charges faster
  • 2C has lower body invuln
  • j.B second hit can be crouch blocked
  • j.C increased hurtbox
  • Suspicion that 3C has an improved vertical hitbox. Seems like you can CS cancel his 3C.You can't combo into assimilation anymore off of it though (due to range obv)
  • Horizontal throw cause one bounce
  • A Mortal damage nerfed
  • Mortal Slide follow-ups no longer require 236 command, 6 + A/B/C will suffice.
  • Grim Reaper reach shortened
  • C Aim (22C) invincibility removed. Reverted change to EX Aim where you couldn't combo from it anymore
  • Assimilation steals 1/2 the GRD it used to (?). 
  • A Assimilation has faster start-up. Reaches as far as his normal Throw. Does 1200 Base damage and prorates more. full combo does 2100 after A Assim CS.
  • C Assimilation (214C) has invincibility removed
  • Someone definitely confirmed start of the round Grim Reaper into CVO for 5K but thinks someone can get more

 

Collapsed: Hilda:
  • Force Function has been given a name - Tri-Furket (トライファーケット)
  • In Vorpal, the use of FF takes only half a block
  • Hold B+C during Force Function and press 5A or 2A for a follow-up attack
  • Health increased to 9801
  • Buffed cancellation period of 2cc 
  • Divekick is now always +1 when spaced correctly
  • Aerial Teleport added. A warps behind the opponent. B warps into midair close to the opponent. Aerial warp has projectile invincibility on frame 1 (At least, the A version has...)
  • After CS, her Teleport (421X) can't be used. You also can't CS the Teleport.
  • j.FF now floats the opponent like ground version, so difficult to continue the combo from it.
  • FF5A has reduced start-up and recovery
  • FF2A is an overhead. Can be special cancelled even on block
  • ICFF2A can picked by 2A alone. 2C on counter hit.
  • ICFF can't be followed by C Teleport (421C)
  • j.A increased reach?
  • got extended cancel windows on her dash B/C, by ~6 frames
  • Throw damage buff
  • Skewer(236) also might have gotten slightly faster startup. now scales more
  • Gloom's (214X) effect seems to have changed...
  • Low spike (22X) has a bigger hitbox
  • Ex forward spike (623C) does more damage and buffed the range
  • Lynchpin falls faster and now has a bigger size
  • if you have all 3 buttons and then release you can release all 3 lynchpi s in rapid succession (?)
  • if you have at least 2 lynchpins held down you can now slide to swap button holds similar to Carmine (?)
  • Anti-dispersive (41236C) is invul during spinning motion
  • Her IW(41236D) has now some invincibility
 
In Vorpal:
  • Ground Teleport > Aerial Teleport works in Vorpal only
  •  

 

Collapsed: Hyde:
  • Force Function has been given a name - Vestige of Cruelty (峭刻ノ残滓, Shoukoku no Zanshi)
  • In Vorpal, chip damage increases. charged FF does really increased chip damage! (ICFF does 400 chip damage? unconfirmed)
  • seems to have more severe overall move SMP.
  • Possibly less inv on backdash 66C no longer has low inv
  • 5A 1 frame faster start-up
  • 2A delay window increased, seems more minus
  • 5B's upward hitbox seems improved
  • 3B range shortened  3B is reaches farther (back to UNIEL), and is bigger (taller, basically), so easier to combo with after Orbiter A followup
  • Dash C lower body invincible
  • Throw damage increased a little
  • Lotus and Charged FF can be CS'd.
  • Increased float on FF. ~5B>FF>236A is pretty difficult now.
  • If only Bringer's first hit connects, the opponent suffers from forced knockdown. Bringer second hit float a little higher.
  • Aerial Lotus CS-able on block if the sword hits the opponent. EX Cancel also added.
  • DP seems to do less damage or has worse proration (not specified on whether normal or EX)
  • You can CS all orbiters (including EX) on whiff.
  • 22A/B have less severe prorate
  • 22C Wraps at the end of the screen
  • The timing of Throw > XVO seems tough. You have to cancel it right as he pulls his leg in to kick them
  • Apparently if Hyde gets a CH FF starter and cancels into CCVO he gets up to 7000
  • Corner OTG into FF > A Orb doesn't link anymore

 

Collapsed: Linne:
  • Force Function has been given a name - Parry Flash > Heavenly Lynchpin (躱閃 > 天楔, Tasen > Tenzetsu)
  • Vorpal Trait: FF>Roll Cancel only possible during the dodge animation Seems that roll's inv has been moved or reduced.
  • 6B cancel window increased
  • Linne can fucking cancel her FF into roll now. Like...FF Gordeau's 5C, roll cancel it and punish him
  • Mujin and Mujin follow-up both have same kind of dash-cancel as Kuuga has.
  • B Hien (63214B) is chargeable. Becomes a low
  • EX Hien invincibility is back!
  • 66C > Kuuga > 66 > j.A seems to pick them up higher on the j.A
  • 214B-A>5C>63214A>5B>Minijump Kuuga>j.C>j.2B>2C>214A-A>6CC>236A>CVO>236C>6CC>236C>6CC>63214B>IW = 5940 damage

 

Collapsed: Merkava:
  • Force Function has been given a name - I give beating (我、攪拌する, Ware Kouhan-suru)
  • Merkava's hurtbox during jump startup seems much larger. Start of the round mirror match j.2C loses to 5B
  • 236C has no bounce at all. Can still be combo'd in the corner without CS. The final 16th hit blows the opponent away, so you can combo on mid-screen if you CS before that. lower-body has projectile invincibility. CS-able
  • j.2C is worse on block. Probably a free Throw for the opponent. 
  • 2nd hit of 2B draws the opponent closer
  • FF without additional inputs delas about 1400, with max mashing it deals around 1700. FF max hits regenerates three GRD, and combos into 6C. FF>Capture works
  • Dash B can be used as a combo part.
  • 623B is amazing! 623B>22C>something lead pretty easily to 3800 damage
  • A and B worms (22X) can be set up faster. The move can be CS'd. Each bug seems to search the opponent's location. They also jump after an aerial opponent.

 

Collapsed: Nanase:
  •  You no longer have to press the 6 direction for the followup of Nanase’s 236X specials. Chasing the Rêvé (236A/B/C) follow-ups can be done by pressing buttons only. Ex: 236A > 6A is now 236A > A
  • IC j.2C added. Bounds. Seems to be hella plus on block, + even if shielded. It's useful for mixups etc since it can be made to landing whiff etc
  • Her vorpal trait is being able to use her Force Function twice in the air
  • 5B, 5C and 2C hitboxes got buffed
  • seems to have frame 1 low invincibility on Dash B
  • B Ange (214B) has a really fast start-up now

 

Collapsed: Orie:
  • Force Function has been given a name - Aerial Leap (エアリアルリープ)
  • Force Function is now Air OK. 
  • Command Order follow-ups no longer require 214 command, 4+A/B/C will suffice.
  • 2A,2B: Able to delay chain combos for a longer time. especially with 2B
  • 5C increased hitbox width
  • 3B hitbox buffed: Hits crossup j.Cs
  • 3C lower-body invincibility. 
  • Aerial Leap (FF): Faster than before, almost seems faster than normal jump. In vorpal, can do FF>j.FF
  • Throw: doesn't launch her back quite as far as before, especially noticeable in the corner
  • Divine Thrust (236A/B): Increased lower hitbox. able to hit all crouching characters
  • A Divine Thrust (236A) will lose to Gordeau's 3C
  • Charged B Divine Thrust (236) has less proration. can be cancelled. Increased untechable time.
Air A Command Order (j.214A): Less recovery. Aerial Order decreased block stun? Could be countered with an A attack after a Shield Sealing Hoplon (22A/B/C): Knocks down
Sacred Arrow (623A/B) can be chain shifted on wiff
Sacred Spire (41236C) can be chained shifted starting with the first hit (5 hit>CS lead to 4100 damage combo)
minimum damage on IW lowered by about 150
cross veil off and the first attack bonus work well for Orie

Still unconfirmed:

  • j.2C: minimum height is about 50% lower
B Command Order startup improved possibly 

 

 

Collapsed: Phonon:

Sourenga’s Translation of Her Profile

Sourenga’s Translation of Her Command List

Phonon Palettes

 

  • FF is chargeable?
j.6B getting hit by it this will make you fly (?) 236X looks like Reppuuken. Opponent flies diagonally 214X swings around her whip. Additional inputs max 3 times 623X Anti-air. Weird-looking pillar appears. 22X Pretty much like Hyde's 22X IW(41236D9 Has pretty long invincibility

 

Collapsed: Seth:
  • Force Function has been given a name - Geometry of the Abyss Raid (淵侵のジオメトリー, Enshin No Geometry)
Follow-up move for "Fastfall" added. Command is 4 + A/B/C. It's an air untechable kick. Seems to be special cancellable. Appears from behind the opponent. As a combo starter leads to good damage. About same amount of untechable time as 3C Seth died after 7 Throws from Hyde (1420 dmg). Definitely has more than 8520 health! Health about 9500 5C reaches farther 66B Vacuums Normal Throw does 120 more damage Force Function now causes his orb to be on a separate SMP from normal orbs, allowing them to freeze again if an orb hit already B Command Grab is an anti-air. Following up is difficult but possible. Can combo into it for free. Can combo out of it into fastest tk j.6C for hard KD off any hit now EX Command Grab no longer side swaps 623C has more range A Dive Hitbox improved Rion says Seth is pretty much the same. Only the EX Command Throw has invincibility returned.

In Vorpal:

  • Walk is a little faster. Distance that normally takes 5 seconds goes in 3~4 seconds. Not confirmed if it affects his dash.
  • Fastfall attacks increased range. More accurately, the distance where you can activate the follow-up move is increased. 
Increased the diatnce where Disappearance follow-ups are possible

 

Collapsed: Vatista:
  • Health about 10300.
  • Crystal blockstun and pushback increased possibly.
2B > 2B Command Normal added 2B+C Force Function Command added. Hits low.Start-up is the same as 5B. Recovery is 6~9 frames? has 2 more recovery frames EX Somersault (28C) no longer has forced knockdown. EX Fireball startup significantly decreasesd Only A Stella can be CS'd (Or was it always like it?) Triple Miko and Triple Stella still possible. C Drill vacuums more so it never drops. Against Phonon in the corner, B Drill>2C doesn't work. Stuff>XVO>EX BEAM>5B>EX FIREBALL>IW works

 

Collapsed: Waldstein:
  • Force Function has been given a name - Fersen Vulf (フェルゼンヴルフ)
720 A/B/C added. Knockdown leaves you right next to them, and does ~200 bonus dmg When in Vorpal, Wald's Rock wall bounces even on the 2nd hit (airborne)
1A can be cancelled into various moves
66C startup is slower
FF has faster start-up and causes wallbounce on hit
236C faster start-up
IW (41236D) might have its hitbox increased a little..

 

Collapsed: Yuzuriha:
  • Force Function has been given a name - Twin Moon's One-handed Sword-drawing Arts Third Type: Sever (双月一刀流抜刀術参之型: 截, Sougetsu Ittou-ryuu Battou Jutsu San-no-Kata: Setsu )
Force Function is now Air OK Now has 4 stance icons. One for D button as well. -> "D-cancel" (button switching on stance) removed. Slide and D+button stance options seem confirmed removed D cancel re-added D-paired moves (+D) re-added Removed an unimportant D-paired stance icon relight glitch Overall damage nerfed 4B counter window shortened, followup range shortened, practically no vacuum effect. No good way to use aerial FF Air short slashes suspected to be nerfed Yaei'ichirin (214X) seems to have increased recovery

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Well, these are the things we could pick up from the command list.
 
Linne
     Mujin and Mujin follow-up both have same kind of dash-cancel as Kuuga has.
 
Carmine
     Force Function is now Air OK
 
Orie
     Force Function is now Air OK
     Command Order follow-ups no longer require 214 command, 4+A/B/C will suffice.
 
Gordeau
     4B added
     Mortal Slide follow-ups no longer require 236 command, 6 + A/B/C will suffice.
 
Merkava
     Force Function deals additional hits when you move the stick and mash buttons
 
Vatista
      2B+C added
      2B>2B added
 
Seth
     Follow-up move for "Fastfall" added. Command is 4 + A/B/C
 
Yuzuriha
     Force Function is now Air OK
 
Hilda
     Hold B+C during Force Function and press 5A or 2A for a follow-up attack
 
Chaos
     Hide (22A/B/C)  is now Air OK
 
Nanase
     Chasing the Rêvé (236A/B/C) follow-ups can be done by pressing buttons only

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Might add the new Force Function names:

http://www.dustloop.com/forums/index.php/topic/8894-uniel-news-gameplay-discussion/page-27#entry915019

The changes in the move lists that I noticed (compared with the Mizuumi wiki, if something is already in the game, blame them):

- Gordeau got a new command normal, 4B.

- Vatista got a new variation of her Force Function, 2BC.

- Seth has an additional input after his fast fall (j.22/2AB), 6A/B/C.

- Hilda can now cancel her Force Function with 2A.

- Akatsuki's Force Function can now be performed in the air.

//Whoops, too slow. Still seems like I noticed some changes that Sourenga didn't.

Merkava

     Force Function deals additional hits when you move the stick and mash buttons

That's already in.

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- Akatsuki's Force Function can now be performed in the air.

Akatsuki's Force Function has always been Air OK. It's nothing new.

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Akatsuki's Force Function has always been Air OK. It's nothing new.

Well, like I said, I'm not the one who missed it.

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Just wanted to correct some of Vatista's information.

 

Leviosa (レヴィオーサ) jA+B is her Levitation move.  I'm sure this move is listed in UNIEL's command list already, but it might have had its name changed.

 

Her new Force Function move 2B+C has already been listed.

 

New command normal -2B>2B

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Akatsuki stuff from Twitter.
 
Close range 5B added
Close range 5B > Far range 5B route works
5B has increased cancel-routes
Downed opponent can be picked up with close range 5B
B Denkoudan (236B) increased bullet speed
A Hakubou (22A) is a signle-shot move now. Increased damage
A Hakubou increased hitbox!? It's not an aerial suicide, but you can continue with Denkoudan.
A Tekkou (214A) worse on block? About -4f. It's a free throw for the opponent. 
Far range 5C doesn't whiff on crouchers!!
Kamikaze raw damage 3900
Assault j.B & Assault j.C won't whiff anymore
j.2C doesn't scale as badly as it did before. 

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Added a few things I read on Brett's twitter

 

Seth

  • Fastfall follow up is an air untechable kick
  • 66B Vacuums
  • Normal Throw does 120 more damage
  • Force Function now causes his orb to be on a separate SMP from normal orbs, allowing them to freeze again if an orb hit already
  • B Command Grab is an anti-air. Following up is difficult but possible
  • EX Command Grab no longer side swaps

Nanase

  • Has an IC j.2C

Byakuya 

  • IW has Invincibility

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Apparently Random-icon has been removed from Character Select screen. Hold the stick upwards for random.
 
HYDE
In Vorpal, charged FF does really increased chip damage!
Throw damage increased a little
 
GORDEAU
4B = Does his Dash B on that spot
 
MERKAVA
236C can't followed up
 
SETH
Fastfall follow-up is that last kick from his IW
 
YUZURIHA
Now has 4 stance icons (?)
 
HILDA
Her IW(41236D) has now some invincibility 
 
BYAKUYA
3C is now a better anti-air
You can now only drain GRD twice during a combo
 
NANASE
B Ange (214B) has a really fast start-up now
 
ELTNUM
Invincibility removed from C Sync (241C)
 
____
Hyde stuff by Bmen. Nanase stuff by Hishigata. Others by Ohittou. Hilda stuff by Isago.

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A bit more clarification on Seth's B Command Grab and some Chaos stuff. And now I'm off for the night. I'll update the OP in the morning with any new stuff here and what I find

 

Seth - Tweet, 5C Tweet

  • B Command Grab - Can combo into it for free. Can combo out of it into fastest tk j.6C for hard KD off any hit now
  • 5C reaches farther 

 

Chaos - Tweet

  • 6C's area is bigger
  • Azhi is projectile invuln for his moves
  • j.2C and j.C float longer

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The implications of Chaos being able to possibly cancel an aerial 236A to 22A for 'safejump' CH setups are fascinating. I hope this stays.

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No First Attack bonus if you take so long that someone gains Vorpal normally (Was kind of obvious, but confirmed anyways...)
Throws can't be cancelled into XVO (Cross Cast Veil Off)
XVO resets the bounce restriction on a combo.
 
CARMINE
Can immidiately use other normals after aerial FF. Loses the ability to block in midair after the move.
 
GORDEAU
4B = Does his Dash B on that spot
Grim Reaper reach shortened
C Aim (22C) invincibility removed
A Assimilation has faster start-up. Reaches as far as his normal Throw.
C Assimilation (214C) has invincibility removed
 
MERKAVA
236C has no bounce at all. Can still be combo'd in the corner without CS. The final 16th hit blows the opponent away, so you can combo on mid-screen if you CS before that.
j.2C is worse of block. Probably a free Throw for the opponent.
2nd hit of 2B draws the opponent closer
FF without additional inputs delas about 1400, with max mashing it deals around 1700
Dash B can be used as a combo part.
A and B worms (22X) can be set up faster. The move can CS'd.
 
VATISTA
2B+C is a low
 
SETH
Seth died after 7 Throws from Hyde (1420 dmg). Definitely has more than 8520 health!
 
YUZURIHA
Now has 4 stance icons. One for D button as well.
-> "D-cancel" (button switching on stance) removed
Overall damage nerfed
No good way to use aerial FF
Yaei'ichirin (214X) seems to have increased recovery
 
HILDA
Aerial Teleport added. A warps behind the opponent. B warps into midair close to the opponent. 
After CS, her Teleport (421X) can't be used. You also can't CS the Teleport.
Ground Teleport > Aerial Teleport works in Vorpal only
j.FF now floats the opponent like ground version, so difficult to continue the combo from it.
FF5A has reduced start-up and recovery
FF2A is an overhead.
ICFF2A can picked by 2A alone. 2C on counter hit.
ICFF can't be followed by C Teleport (421C)
j.A increased reach?
IW (41236D) has some invincibility
Gloom's (214X) effect seems to have changed...
 
CHAOS
2A is a low
Dash B counter hit is longer untechable. Invincibility removed.
6C's hitbox increased near Chaos
More details on Azhi's projectile invincibilties...
     236A has p.invincibility
     236B has p.invincibility until Azhi rises into air.
     214X have no p.invincibility
     Charged 214X has p.invincibility
     623X p.invincibility
     22X has p.invincibility until Azhi goes underground
 
AKATSUKI
2C doesn't scale as badly as it did before
Throw damage increased by about a 100
 
PHONON
FF is chargeable?
j.6B getting hit by it this will make you fly (?)
236X looks like Reppuuken. Opponent flies diagonally
214X swings around her whip. Additional inputs max 3 times
623X Anti-air. Weird-looking pillar appears.
22X Pretty much like Hyde's 22X
IW(41236D9 Has pretty long invincibility
 
_______
Merkava info from here. Chaos from here. Phonon from here. Gordeau from here. Yuzuriha from here and here. Seth from Ohittou. Hilda from Isago.

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When's Orie changes  :UNI_OR: ;; ^ ;;

 

Some changes were found...

 

ORIE
5C increased hitbox width
3C lower-body invincibility
Dash B connects to 2A

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Some changes were found...

 

ORIE
5C increased hitbox width
3C lower-body invincibility
Dash B connects to 2A

 

Dash B has always connected to 2A iirc..

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YUZURIHA

Now has 4 stance icons. One for D button as well.

-> "D-cancel" (button switching on stance) removed

Overall damage nerfed

No good way to use aerial FF

Yaei'ichirin (214X) seems to have increased recovery

I'm not sure I understand the first point. Is D cancelling removed, are D+button moves gone, or is sliding removed? Those are all very different things. I haven't seen anyone say that D cancelling has been removed, yet, though I have seen people talking about whether or not it's harder now. On the other hand, I believe D+button stance options are gone (since it's a bug and just one of the many Yuzu has), and sliding is largely unimportant with the addition of the D button hold.

214X having more recovery is a pretty notable nerf. (though it's not clearly stated, I assume this applies to both air and ground versions--I'm hoping it's only ground, though, since applying it to air means tk is unsafe and often uncomboable)

On the topic of Yuzu having 4 buttons, I'd just like to point out that this will make her significantly more accessible to newer players. Yuzuriha players who still haven't learned to slide will benefit from this as well (though really, if you haven't learned to slide, you're playing her at less than full potential).

 

Dash B has always connected to 2A iirc..

You would be correct. I'm assuming Isumin just didn't know that.

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