Shinobi! Report post Posted February 19, 2014 Going with what I've seen so far in match videos in Xrd, change lists, and experience from playing both #R and AC+R. Not doing his entire movelist as there are some moves that have been unchanged over the years or too specific for the eye to catch. 6P - #R: On CH, prolonged hitstun. Same with both ground and air hit. - +R: On CH, prolonged hitstun and blows back. Same with both ground and air hit. - Xrd: Same as #R. 6K - #R: +6 on block, possible to link 5S, 2S, and 2D afterwards (this makes 5S -> 6K loop work), not special cancelable. - +R: +4 on block, cannot link 5S but special cancelable. - Xrd: Same as +R. May have more/less advantage on block. 6H - #R: Two-hit swipe. +15 on block, special cancelable on both hits. - +R: New move: one hit ranged swipe. - Xrd: Same as #R. 3H - #R: No input. - +R: Exactly #R's 6H. - Xrd: New move: one hit upward swipe. Special cancelable, gatlings from most moves; most important is f.S for max range confirms. 2H - #R: Two hits, slower, no jump cancel. - +R: One hit, faster, jump cancelable. - Xrd: Mixture of both versions. Two hits, seems to have +R startup and jump cancelable. j.D - #R: Two on the same jump possible. Prolonged hitstun on ground hit. - +R: Could not have more than one from the same jump (FB star could however) Floats on ground hit. Floats higher on CH. - Xrd: One j.D per jump; but does float on hit (might have changed from 2nd loketest?) Summons one Seal. Stun Edge (236S) - #R: One version. -4 on block(?) - +R: FRC added. Two versions: Slash (same as #R) and HS (faster, more recovery) - Xrd: FRC removed (but YRC OK) One version, may be the same as #R. Charged Stun Edge (236H) - #R: FRC added. No aerial version. - +R: Aerial OK. Command change to 236D. - Xrd: FRC removed (but YRC OK), the same as #R version; no aerial. Stun Dipper (236K) - #R: Faster startup, longer distance, combos (2 hits) better. FRC'able. - +R: Slower startup, shorter distance, a bit more difficult to combo from max ranges. - Xrd: FRC removed (YRC OK?), might have #R startup with +R distance. Greed Sever (214K) - #R: Slow startup; floats on hit. Higher float on CH. - +R: Faster startup; ground bounces on both ground and air hit. Crossup OK. - Xrd: +R startup with CH height float on normal air hit (combo possible with 2H or super jump). Floats normally on ground hit as #R. No crossup. +R Charged Stun Edge/Split Ciel (236D) - #R: No input. - +R: New input for CSE. Refer to Charged Stun Edge for changes. - Xrd: Input for Split Ciel (new move in Xrd) Will be updated when I see some more videos and data. Share this post Link to post Share on other sites