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[CP2.0] Loketest News (NEWS ONLY)

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To make it easier for people to find the loketest info, post the new information and translations here.

If you want you can post it in the other threads, but make sure to post it here first of all. Don't use it for discussion, just loketest news.

ONLY MAKE POSTS CONTAINING LOKETEST NEWS

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http://www.famitsu.com/news/201408/07058595.html

 

Interview.

 

Also, a new system mechanic "Guard Cancel Overdrive". You can now cancel into OD from block.

No one posted a complete list yet? Here's something... Correct me if I got something wrong.

Nu & Lambda

- Lambda's Cresent Saber is a little different and works as a cross-up

- Lambda's D moves automatically do the follow-up moves Nu needs additional inputs to do, but in exchange Lambda can't cancel them in half-way.

- Their projectiles have difference in speed, but all Lambda's and Nu's projectiles appear from same places.

- Lambda's OD "Legacy Edge" searches the opponent and hits

- In addition to Nu's specials C follow-ups, she can now also charge her specials. Lambda can't.

- 4B removed from Nu

- Input window for C and D moves is increased. If you input 6C when 5C connects, the combo still works.

Bang

- "Fuu" gives an additional air dash and allows you to pass through the opponent

- "Rin" makes you disappear during the dash and has complete projectile-invincibility

- "Ka" gives you 20% damage boost. Combo rate boost has been removed

- "Zan" imroves the guard points in his D moves. Now it also allows you to block normally during Furinkazan.

- His Overdrive start-up has been changed to a shorter one. The classic activation only appears when he's low on health.

- "Volcanic Fury"s OD version no longer does lower damage than normal version if you're missing "Ka" mark. Still does more damage with "Ka" mark.

- "Iron Storm"s command remains the same from 1.1, but the command priority system has been returned to 1.0 so you don't accidentally use it.

Kokonoe

- Graviton gauge has changed. Now Kokonoe has 9 stocks of Graviton orbs.

- Both setting and activating consume 1 from the meter.

- Recovers when there are no Gravitons on the screen

- You can delay "Activate" by holding the button. You can build intesting stuff with it.

Hazama

- Ouroboros meter changed. Now it's more easier to follow the meter

- Increased stock to 3

Ragna

- "Gauntlet Hades" follow-up rises the opponent a bit lower into air.

- If you delay the kick, you can still pick up and continue the combo.

Jin

- Aim was to make Jin's neutral game a little better

- "Hishouken" now flies faster and on counter hit it downs the opponent.

- 5D and 2D are special cancelable

- 2D is jump cancelable on hit. This increases Jin's combo variations.

- "Musou Senshouzan" and "Sekkajin" are now more difficult to continue from

- Now Jin needs to use his 6C or D Specials in a combo to deal big damage

Valkenhayn

- "Himmel Wolf" is now a normal techable throw

- Special Cancelable on successful hit

- "Konig Wolf" and "Eisen Wolf" now have new variations that move to new directions

- "Konig Flug" can be done in Wolf mode

Makoto

- Lv2 D moves are special cancelable

- "Spacial Counter" now has a new command and it a normal move with guard point

Izayoi

- "Aegis Blade" is now a reversal move with invincibility

- "Strike Fall" can be cancelled to either "Valkyrie Astrea" and "Mirage Thruster"

- Izayoi has new cancel routes

Azrael

- "Growler Field" now has only projectile invincibility. In return, the move's hitbox is now active a lot more earlier

- You can also cancel "Growler Field" into "Phalanx Cannon" immidiately after absorbing a projectile

- "Leopard Launcher" now causes wall stick

- During "Valiant Chaser" both ground and aerial moves cause wall stick

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Let's not forget Arakune's OD applying curse automatically.

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A lot of stuff being compiled here from a lot of twitters

 

http://m.neogaf.com/showpost.php?p=124288358

 

 

 

Kokopuffs:
 
- j.A can't be held anymore. 
- You float backwards after j.C (kind of like Carl's Alegretto)
- 6[A] > 22B > 5A doesn't combo anymore 
- 6B (1) bounces 
- 5B startup slower? - corner j.C > j.D > 236D doesn't work
- Seems to take a while to recover a Graviton stock after 236D.
- ground 236D > 6[A] still connects, after all.
- Graviton bar recovery rate seems reaaaaaally slow.
 
Kagura:
- B DP is only head invul 
- C DP is totally invul but has huge recovery 
- Both flash kick versions are hard to follow up on CH. 
- 2D~A now bounces on hit.
 
Carl: 
- 3D not a low or overhead anymore.
- 2D has more startup. 
- j.C seems to bounce you twice ???????? (I'm reading this wrong right lmao)
- OD Cantata = 2423 damage
 
Amane:
- 5D special cancellable, omg 
- drill move is only 1hit, able to do combo follow up 
- 6B FC doesn't blow the opponent away. 
- 6B FC > j.C works.
- Lv3 5D got nerfed, a lot 
- the leg part when Amane does 236D has hitbox now and does pretty good dmg starter and plus on block 
 
Hazama:
- you do 2B, and try to link to 2C for pressure, opponents does GCOD against 2B, OD JYAYOKU in YOUR FACE
- 214DA cause bounce on hit, hard to combo 
- 3C>214DC bounce in weird direction 
- can’t really be braindead and fly around
- chain meter only recovers on neutral after about 2sec 
- chain does not recover while on hit or blocking
- chain meter changed from 2 to 3 
- DA costs 0.5 
- DB,DC,DD costs 1 
- does not recover chain meter on chain block
- OD Mizuchi does 1800 min guarantee 
- OD Jyayoku so op, 5000 from anywhere
- OD Jyayoku > 623D > Mizuchi 6k 
 
Valk:
- wolf grab does not regain wolf meter
- Wolf j.C is not hitting crouching hurtboxes well?
- instant JC does not hit opponent on crouch omg 
- Wolf throw > 2B > 2C > 6C is not working.
- Wolf gauge and backstep seem unchanged.
- wolf 236C goes straight above, wolf air 214C goes straight down
 
Platinum:
- OD item super gets buffed item for next one as well
- 5B > 5C > 236B doesn't work 
- 5B > 5C > 3C > 236B route works 
- 3C doesn't float the opponent away from you anymore.
- Persia's 2nd hit has some weird brake. 
- 3C > Persia route no longer works. 
- 6B has less stagger on hit.
- 6C > Swallow is harder to follow up afterwards apparently because Swallow seems to float higher now.
- Both present box and treasure box can be destroyed on enemy hit now. 
- Cat now slides opponent on hit
 
Litchi: 
- Seems like staff launch trajectory properties have changed a bit.
- During staff launch, staff doesn't come back if Litchi's hit
- ItsuuA recovery increased
- 4B still bad
- no normal chain from 6A, can only special cancel 
- DP dmg nerf, changed the pole position 
- Pole only goes one direction(?)
 
Celica: 
- Combo rate seems to be around 70%.
- D can be pressed 3 times. Until 2 times pressed it's special cancelable. After 3rd time pressed it's not.
- 6A and 6D are overheads 
- Seems like on 2nd and 3rd drive button presses 6D is not an overhead?
 
Jin: 
- 6C on hit causes spin state, guess no bounce? 
- 623D, 2nd hit cause wall bounce 
- 236A, knockdown on ch 
- OD HIyoku, no visual change
 
Makoto: 
- 5D has less untechable time 
- 2D combos can't be done like before 
- j.2C is cancelable now 
- 214A~D no follow up still
- j.D now wallbounds? Not sure if can be followed up.
- 2D lv2 > 5B doesn't work. 
- Lv2 special moves CAN'T be special canceled 
- 6C > 214A~C > 236D only works on corner
 
Ragna 
- GH follow up, bounce so low, can only link 5A 
- 6AGH6ABS is gone 
- 5D2 no bounce, no delay HF>5B combo
 
Arakune:
- raw OD- Only 50% of the curse gauge gets filled.
- 6B>JD does not link 
 
Relius: 
- 3C no longer jump cancelable
- j.B attack level reduced.
 
Bullet:
- D Frame Advantage reduced. 
- If you hit D, the opponent floats and can Air Ukemi.
- Heat 1 Piercing Engage doesn't really wall bounce anymore, it seems? 
- Bullet's Capture's Brake only registers in the last half. Looks like it has recovery. 
- Capture's changed so picking it up off a 5B is tough now.
- Bullet's Snap Hands Fist damage reduced
- D gets blocked and you bounce up and back. 
- In addition to confirming You can't really combo off Piercing engage anymore and D being a small bound (so folks can Air Ukemi it) instead of a down
 
Tao: 
- 2C slower 
- no charge 5C and 2C 
- 2B moves longer dist 
- 22 move does knockdown 
- 6C>236C combos
- j.8D moves up higher than before.
 
Tsubaki: 
- 6C no longer jump cancels. 
- 22[D] not a unblockable.
- j.214D overhead now.
 
Tager: 
- 5A still Moment starter level.
- 6B not overhead anymore. 
- 6C still overhead. 
- 623C doesn't bounce anymore?? 
- 6A magnetic pull on airborne opponent STRONG.
 
Nu: 
- None of her ground drive moves can be jump canceled on block; still jump cancelable on hit.
 
Hakumen: 
- Enma NOT jump cancelable anymore.
 
Mu: 
- 5C > 6C doesn't work at all anymore. 
- 6B is a mid on first hit; overhead on second hit. 
- 6B > 6C not a gatling anymore
- 6C > 5D can't be done anymore.
 
Noel: 
- 236D doesn't wallbound anymore 
- 236C works different on hit now 
- You lose air inertia as soon as you press j.D
- 236A harder to follow up afterwards.

 

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Some new stuff from the neogaf post. Might've missed some stuff

 


Amane:

- the leg part when Amane does 236D has hitbox now and does pretty good dmg starter and plus on block 

 

 

Celica: 
- D can be pressed 3 times. Until 2 times pressed it's special cancelable. After 3rd time pressed it's not.
- 6A and 6D are overheads 
- Seems like on 2nd and 3rd drive button presses 6D is not an overhead?

 

Bullet:
- D Frame Advantage reduced. 
- If you hit D, the opponent floats and can Air Ukemi.
- Heat 1 Piercing Engage doesn't really wall bounce anymore, it seems? 
 
Tao: 
- 2C slower 
- no charge 5C and 2C 
- 2B moves longer dist 
- 22 move does knockdown 
- 6C>236C combos
- j.8D moves up higher than before.
 
Tsubaki: 
- 6C no longer jump cancels. 
- 22[D] not a unblockable.

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More new stuff from the neogaf post. Going to update my original post with the full list so we have everything one neat list

 

 


Relius: 
- j.B attack level reduced.
 
Bullet
- Bullet's Capture's Brake only registers in the last half. Looks like it has recovery. 
- Capture's changed so picking it up off a 5B is tough now.
 
Tao: 
- 2C slower 
- no charge 5C and 2C 
- 2B moves longer dist 
- 22 move does knockdown 
- 6C>236C combos
- j.8D moves up higher than before.
 
Tsubaki
- j.214D overhead now.
 
Tager: 
- 5A still Moment starter level.
- 6B not overhead anymore. 
- 6C still overhead. 
- 623C doesn't bounce anymore?? 
- 6A magnetic pull on airborne opponent STRONG.
 
Nu: 
- None of her ground drive moves can be jump canceled on block; still jump cancelable on hit.
 
Hakumen: 
- Enma NOT jump cancelable anymore.
 
Mu: 
- 5C > 6C doesn't work at all anymore. 
- 6B is a mid on first hit; overhead on second hit. 
- 6B > 6C not a gatling anymore
- 6C > 5D can't be done anymore.
 
Noel: 
- 236D doesn't wallbound anymore 
- 236C works different on hit now 
- You lose air inertia as soon as you press j.D
- 236A harder to follow up afterwards.

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Not sure if these are true

 

https://twitter.com/HiagoXYZ

 

Quote

Mu info:

- Ikutachi now floats in a weird way on hit.

- 3C not jump cancelable on block anymore

 

 

edit:

RIP Rachel

 

 

 

Rachel info:

- j.A not overhead anymore

- 6B can't be jump canceled

- j.C untech time reduced

- j.B and pumpkin combo time rate reduced

- Wind gauge recovery rate reduced

- 5A not jump cancelable anymore

- 2A 6A 6B Pumpkin all have more recovery

- Frog disappears if blocked

- Frog hp reduced

- Frog gauge recovery rate reduced

- Pumpkin gauge added so you can't summon all the time

 

 

later edit: it seems that the Rachel info seems to be false

 

 

apparently all that rachel stuff was expectation and not actuall info me and omex are stupid

 

 

 

info from someone else (disclaimer:i am not sure if these are confirmed)

https://twitter.com/hc0519

 

 

Mu

- 6B faster, only special cancellable

- J2C faster, knockdown when hit otg

 

 

Bang

- no more Anail combos

 

 

Azrael

- super close after 236A

- rekka wall-stick

- DP cancellable into projectile

- DP is only proj invul

- 2C has much longer recovery

- JD, J2D on hit put opponent far away

- 6B doesn’t put opponent into air

 

 

Kokonoe

- teleport is not invul from 1f, no more wakeup teleport

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Bullet info by Digital Masta:

- Bullet can now do all her command grabs after her D attacks.

- Bullet can also go from heat 0 to heat 2 in the corner in one combo because of this change.

- Bullet lost her D follow up wall stick in the corner (5DD now wall-bounces instead) but gains it back if she follows up with 42136C instead.

- She has midscreen wall bounce after her D follow up now as well. Shingo managed to get a meterless 5100 damage corner combo w/ new tools.

- Blocked drive causes her to be pushed away from the opponent if you don't get the red lock on (excluding 6D and 2D). You can't do anything during the pushback except RC.

- Charged flint is similar to Ragna's dead spike and actually moves across the screen then explodes.

And some videos:

https://drive.google.com/folderview?id=0B63typRM_B96LWc1OEhzVklSRkE&usp=sharing

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Makoto: 
- 5D has less untechable time 
- 2D combos can't be done like before 
- j.2C is cancelable now 
- 214A~D no follow up still
- j.D now wallbounds? Not sure if can be followed up.
- 2D lv2 > 5B doesn't work. 
- Lv2 special moves CAN'T be special canceled 
- 6C > 214A~C > 236D only works on corner
- 214B~D and 236A~D stagger on hit 
- j.D wallbounds even midscreen 
- 2D lv2 > 214C > j.B worked; looks promising
- No follow up after 214B~D 
- j.2C > j.C connects alright on hit
- 214A doesn't go as far anymore

 

Rachel: 

- j.A still overhead 
- 4B floats less 
- 4B > 3C gatling added 
- 6B still has jump cancel 
- AH startup slower

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Some Ragna data that hasn't been posted here yet.

 

 

 

  • gh staggers on ground hit
  • stuff>6c>hj.c>be>5b/5c>5d(1)>hf>stuff works
  • can do 6a>tkgh>delay followup>5c
  • air gh causes float on hit again

 

 

 

 

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On Bullet's knockdowns:

Last night I went back to Taito really late and got to fool around and can confirm that drive is NO LONGER a hard knockdown. During the day I thought it was still a hard knockdown then I thought it wasn't but playing against the computer I realized that they were teching instantly after.

I've edited the previous post accordingly.

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Something like this...
 
*B-Fafner it smaller compared to the current one. Head invincibility and short recovery. 
*C-Fafner has full-body invincibility and it rises higher than the current Fafner. If blocked, the opponent can easily counter it. Air blockable?
*5C, 2C have increased hitboxes?
*6DA reduced recovery on hit
*You can use Barrier during Stance Cancel
*2DC's second hit causes spinning stagger on ground hit -> Means a lot in crouch-only combos (Example: 5BB>5C>2DC)
*2DB's second hit has hitbox increased so it reaches behind Kagura
*2DA causes bounce -> 2DA>B-Spirit okizeme has been eliminated
*5DC has decreased wallstick
*B-Spirit has changed hit motion -> It's a lot more difficult to continue with 2C

 

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i put everything known about Tager together in this post. Thanks to Argent Zero, Valthazeryus and NeoGaf

 

6A = when opponent is hit in air, drags opponent to feet. Connect with A Sledge, 6B, 2C, gadget. Ground hit remains the same. Magnetic pull on airborne opponent STRONG.

 

5B = Untechable time decreased? Aerial hit 5B>6A, 5B>JC doesn’t connect

 

6B = No longer overhead. Slower than 3C? Hit stun removed? Aerial hit forces down, will connect with A Sledge, Gadget, Wheel, 2C (Only Tager and Rachel?). not jump cancelable (implied: on hit) anymore

 

2C = launches opponent bigger, won’t connect with A Sledge. 6A>2C>Gadget will cause enemy to be behind Tager so 2C is launching opponent towards you? Will connect with Collider, Wheel, and upward Spark

 

6C = launches opponent upward diagonally away from you. Nothing connects? Garbage

 

5D = Causes knock back to guarding enemies. Counter hit 5D connects safely with 5C. OD 5D gives move guard point, but doesn’t change launching route.

 

4D = Magnetic pull increase? Air hit causes enemy to bounce back, Wall Slam eliminated, best finisher to wall combos.

 

JB = Counter Hit equal to J2C launching route. Untechable time decreased? JB>JD won’t connect.

 

JC = Untechable time decreased. Aerial loop won’t connect, JC>JD won’t connect

 

JD = Increase in hit confirm (Wiff JD>J2C now impossible). Eliminated Wall Splat. No moves seem to connect at this moment, so mainly for neutral game?

 

Throw = Inrease in hit confirm, cannot wiff grab then GETB.

 

A Sledge = Aerial hit causes enemy to launch sideways? 3C>A Sledge>5A doesn’t’ connect. Wall Splat applied, new wall combo 3C>A Sledge>5C

 

B Sledge = Aerial hit causes opponent to float high. Wall combo 5D>B Sledge finish eliminated. In exchange, B Sledge>5C>6A becomes new combo route.

 

After Sledge >236A (the hammer part) = forces down, even when counter hit. Unable to pursuit with a combo? Guard Point applied.

 

B Driver = Super fire power. If near wall, able to pursuit with attack. In middle of stage, able to connect with 5D and Spark Bolt.

 

Collider = Only gadget will connect with it in the middle of stage. doesn't bounce anymore

 

214C = Charge cancel GETB easier to pull off?

 

Magnetic Wheel = after final hit, opponent can tech real quick, unable to connect with Gadget.

 

Terra Break = Wall Splat applied, does it need it?

 

Guard Cancel OD = Tager’s ultimate dual-edged blade. Opponents 2B based attacks easy picking for Tager’s Guard Cancel OD, but when the opponent OD cancel from Tager’s 3C, it makes you want to cry.

 

J2C = Hit box smaller, 6C>J2C will miss because the hit box is smaller. Need to use a wee bit of delay,

 

 

Magnetism time decreased for all drive attacks but increased for Sparkbolt and Gadget finger.

CP2.0 magnetism time in frames.

5D 360>300

4D 240>180

2D 360>300

JD 360>300

GF 360>420

SB 360>420

ODGETB 600>720

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I didn't see this one posted here: 11 minutes of the new characters. Celica starts at 8:45. This might be an old famitsu video I missed, but it appears to be direct feed and rather clean: http://youtu.be/oAOXbr-0RGw

Sent from my iPad using Tapatalk

It is an old Famitsu video, and I think it might be a bit dirtier than the old one that went around.

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Seeing that the general thread was locked and that my videos (mostly from last weekend's TGS) on bbcp 2.0 were burried under a heavy discussion , i am reposting/recompiling these videos in this thread because it might contain "something new" for the people who haven't seen it or are interested in some of these changes

edit: unless this is not allowed or in the wrong thread, then a mod can move/delete this post

 

 

OD raid (used as guard cancel) has it's duration changed to 1/4 (probably) of the original OD time https://www.youtube.com/watch?v=TAfcIr_eKcc&t=1h11m48s

Also in that very same video above, there were some interesting things for Kagura, Hazama and more

BBCP 2.0 arcade opening  https://www.youtube.com/watch?v=5y_f1KV0pA4

celica, lambda, nu demonstration https://www.youtube.com/watch?v=7rD30vpA5r0

Nomizu (Celica's seiyuu) playing Celica https://www.youtube.com/watch?v=PCGuaRzt-vc

Ragna vs Azrael match played by Ichiki (Hibiki's seiyuu)  https://www.youtube.com/watch?v=5nnecTvUslg&feature=youtu.be&t=1h1m44s

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Here are the Famitsu patchnotes:

http://www.famitsu.com/matome/bbcp/ver2_6.html

Ragna:
- 6A can now gatling into various Drive attacks.
- Ground Gauntlet Hades (214B) now staggers on hit, the follow-up (214D) floats lower and doesn't knock down.
- Belial Edge (j.214C) has different blowback.

Jin:
- 5D and 2D can now be special-canceled. 2D can be jump-canceled only on hit.
- Ground Hishouken (236A) flies faster.
- Hitting a frozen enemy with Sekkajin (22C) no longer removes the freeze.

Noel:
- 5D now Fatal Counters.
- XI. Optic Barrel (236A/B) can now be dash-canceled.
- Chamber Shot (236C) is now easier to use (?).

Rachel:
- The Sylpheed gauge recovers faster if you have less of it.
- Tiny Lobelia (236A/B/C) now gains another hitbox after bouncing off the wall.
- Lightning can now strike the bats made by both Lotus specials.
- Overdrive allows you to jump-cancel more moves (4B, among other things).

Taokaka:
- Added 6D.
- Drive attacks can now be cancelled into Sticky Kitty (j.214D near the wall).
- Cat Spirit Two! (j.236B) is now easier to mash.

Tager:
- 6B is now faster, now can be blocked while crouching.
- B Gigantic Tager Driver (360B) has different blowback.
- Overdrive gives many Drive attacks a guard point.

Litchi:
- 2D now only deals 1 hit.
- Launched staff now flies towards the opponent (their position at the time of the launch).
- If Litchi is hit while the staff is launched, it is set back up.
- Staff 6A can now gatling into 4B.

Arakune:
- C bug can now Guard Crush.
- F of G (j.214214D) now activates independently of Arakune (even on block).
- If the curse gauge is not empty, entering Overdrive activates the curse.

Bang:
- Changed the positions of nail bumper setups (214A/B/C/D). Can now dash off the bumpers on the ground.
- Overdrive now activates faster, the Furinkazan animation now only triggers on red health (with no other changes).
- Can now block in Overdrive.

Carl:
- 6[C] can now be cancelled by pressing A.
- 4D now deals 3 hits. First and second hits can't be blocked while standing.
- Con Fuoco (41236D) has its damage and travel distance changed.
- Con Anima (63214D) now has super-armor and Fatal Counters.

Hakumen:
- Successful Drive catch can now be immediately special-canceled (the usual catch animation doesn't trigger). Canceling into Kokuujin: Yukikaze (236236D) activates the counter-attack immediately.
- 4C is now faster. Can no longer be charged.
- Enma (623AA) can no longer be jump-canceled, the hitstun is shortened.

Tsubaki:
- C Sanctus Aequum (236C) now switches sides with opponent on hit or block, D version is now advantageous on block.
- D Sanctus Veritas (214D) can now be jump-canceled on hit only (not when it's in a rekka).
- Regular and rekka specials are now considered to be separate moves (no longer trigger the SMP).

Hazama:
- The Ouroboros gauge now has 3 stocks and recovers faster if you have less of it.
- 6C can now gatling into various Drive attacks on hit.
- Jabaki (236A) can now be canceled into Jasetsu on hit.

Edited by SoWL

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Rachel:

- Overdrive allows you to jump-cancel more moves (5B and 4B, among other things).

 

 

 
Are they specifically mentioning 5B? That would seem like a mistake, because Rachel's 5B has been jump cancellable on hit and block since, well, forever. 4B jump cancellable on hit or block is definitely new though.

 

 

Bang:

-Changed the positions of nail setups (214A/B/C/D). Can now dash off the nails on the ground.

 

 

Not the nails, the bumpers. there's only 3 bumper placement in the air above head now, all at the same level but at different distances; the 4th one gets positioned at torso level, right in front of you.

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Are they going to put out notes for the rest, or is this just a partially translated list SoWL?  Glad to FINALLY hear some Noel changes, but I'd like to see some stuff on Terumi!

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Jin:

- 5C and 2C can now be special-canceled. 2C can be jump-canceled only on hit.

 

 

this should say 5D and 2D

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