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Posted

System Changes 

Every item can cancel into itself (the limit seems to be 3 times) during OD. 

 

Normals

6B - No longer wall bounces in the corner on air hit but it can still be followed up.

 

Throws

Ground Throw - Now staggers instead of blowing the opponent away.

 

Specials 

236B - New special, it's basically a ground version of old 236B, retaining its sliding properties on hit and it hits low.

236C - Old 236B animation, now knocks the opponent down in front of Plat instead of blowing them away. It also covers less distance and it seems to have a faster start-up and it counts as an overhead. 

 

Drives

Halo 5D/j.D - New item, Plat launches a halo shaped boomerang forward. It has one charge but the charge is restored if you "catch" the boomerang. Causes the opponent to spin on ground hit and launches the opponent slightly upward on air hit.

Hammer 5D/j.D - can now be special canceled, j.D can be special cancel during the 1st and 2nd hit.

Bat 5D/j.D - can now be special canceled. 

 

Distortion Drives

MJ Halo - Makes the halo larger and it seeks/tracks Platinum on the way back. 

Posted

Some interesting things to note about the Halo that I've seen so far.

-It will return even when you are in block stun or doing a move as long as your still in the path. (I'm not sure if it returns when you are in an opponents combo string)

-It's hitbox extends a bit past platinum before it's returned. So it hits opponents that have crossed up Platinum.

-It can cancel into itself in overdrive.

-The super version has a bit of tracking and will move a bit vertically when returning to Platinum

-The Halo has a single hit that can hit during any point in it's trajectory. This can lead to some interesting mix ups.

Posted

I was watching some more Plat videos and it seems that every item can cancel into itself during overdrive, not just the Halo. 

That and all the melee items can be special canceled now, even the Bat.

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