Kikirin Posted August 8, 2014 Posted August 8, 2014 Info from Takarin (https://twitter.com/tkrnsan) yesterday / day before. Summary: Combos from 2A are short(er than before) 2A > 2B > 3C > Raibu, 2A > 6A doesn’t combo 5A untechable time is reduced or 2D’s startup is slower (5A >2D doesn't combo) No opponent blowback on 6B ground hit j.B’s startup slower Hariken became a combo part Pushback on barrier guarded 5D is very big, can be special cancelled on block. j.B’s startup slower [sic] j.D combos into 2A on close hit 2D wallsticks j.B’s startup slower [sic] 6B > j.xC series gatling added Untech time of A normals might be shorter overall (5A / 2A / j.A specifically) Other potentially-interesting tidbits: Couldn't combo into Gekiren off a 2A starter (due to second point of above). j.A > j.B didn't combo. Jokes made about air-to-air j.A combos becoming (j.A) x N > zettou > (j.A) x N > djc > (j.A) x N > Gosei. Can combo 2D > Hariken (foot?) in the corner due to wallstick. Hariken B (foot) > rc > 6D combos (at midscreen?). Lv 3 for 50 meter! Raibu wallstick > 6D still works. Throw > Hariken C combos. Can pick up a combo at Lv 2. Hariken SMP is on the drill and not the foot attack.
TD Posted August 8, 2014 Posted August 8, 2014 Whoa, jb nerf was so bad it had to be said 3 times. Not liking the implications there... Come on! Ja jb is super cool and it's not like we could do easy air combos as it was! Too many variable you have to be a vet amane just to do the damn things consistently. If this stays we are screwed. Screwed. Everything else sound interesting, pressure and combo wise he seems to change quite a bit, and 5d could actually be a decent poke in neutral now. 2a probably changed to fit the Hari buff, not worried because 2a combos are already ass. 6b for more combo fodder! Hype Lots of quality buff here for offense, but please please please make ja jb work and jb stay the same, what would we do if jb was shit...
DerQ Posted August 8, 2014 Posted August 8, 2014 Let's factor in stuff and potential engine/global changes before jumping to conclusions 5D has more barrier pushback, pushback is determined by attack level. Two possibilities, barrier push back is better in this game or 5D is now level 5 (More blockstun) The gap from 5D > Zettou > j.B could according to the data we have, leave at best a 4 frames gap in between blockstun and j.B on NORMAL BLOCK. Think of 5D's amount of stagger, it'd be the same. The conclusion here is that if you don't have a DP, you better IB if you intend to mash out of this gap like you can right now. That'd be balls to the walls retarded. Heck you could even do j.D to make it even tighter. It's hard to tell how j.B can be faster especially when the only factual thing we have is j.A > j.B doesn't combo. Which may just best the reduced untech time on A normals that seem to affect more than one character. If we had say, 5C (air hit) > Zettou > j.B not connecting, that would indicate something more meaningful. j.B air combos can maybe go away as well. Even in this version, you can keep the combos on the ground fairly easily. Now they're even making Hariken a combo tool (with hints that it builds the drill meter). If anything 6C > 6A > j.B may just be replaced. Something doesn't add up with j.B being slower and the only logical conclusion is that we don't know what's missing to explain this. And plus the move is already ass lol
DerQ Posted August 8, 2014 Posted August 8, 2014 https://twitter.com/MTLDerQ/status/497864406634864641 oh hey
sparkaura Posted October 8, 2014 Posted October 8, 2014 https://www.youtube.com/watch?v=CnS0_kfLMnA&feature=youtu.be Im so hype right now!
oh no, he said Posted October 8, 2014 Posted October 8, 2014 Sweet mother of mercy, that's amazing. Amane's level 3 game is going to be devastating. I was a bit concerned about the Hariken changes, but it looks like we are still getting mad chips on block, so I'm REALLY okay with the change.
Eshi Posted October 8, 2014 Posted October 8, 2014 wow, drive really is special cancelable on block now. That is really sick for his offense!
DerQ Posted October 8, 2014 Posted October 8, 2014 And we still most likely have oki in the corner with Hariken. Despite clearly being one hit and being a combo tool, it should still cover forward rolls. The tool did 1244 damage 3C added 412 damage, is intended to do 720 damage normally (576 with Amane's combo rate) Proration level after the move (P1 and P2 combined) would be 71 (412/576)? Never calculated anything that way, so let me know if there's a mistake in it. That seems comparable to 2B as a starter, except the nice 800 damage from the first two hits. Since the height changes, we might get some rather damaging combo routes for catching rolls. Hariken > Raibu > 6A > Gekiren or something similar. I wonder what's the combo timer on that.
DerQ Posted October 9, 2014 Posted October 9, 2014 Some of those loctest changes are gone, some are still in 6B fc is a very long standing hitstun still jA > jB didn't connect in the loctest, they do now Also 2B's recovery is better? I dunno https://twitter.com/MTLDerQ/status/520039385090494464
DerQ Posted October 9, 2014 Posted October 9, 2014 New throw combo into C hariken https://twitter.com/NT_amae/status/520045220553965568 5B ch into 2C doesn't work??? https://twitter.com/NT_amae/status/519994351724675073 Something about corner 2D lvl 3 into A hariken?? https://twitter.com/NT_amae/status/520088545269014528
Kikirin Posted October 9, 2014 Posted October 9, 2014 Something about corner 2D lvl 3 into A hariken?? https://twitter.com/NT_amae/status/520088545269014528 nt_amae: "Could someone look into: corner throw > low-hitting lv 3 2D > A Hariken > Gekiren > 2B > 6A > Gekiren" nt_amae: "If this doesn't work, [try] throw > Gekiren > microdash 2B > lv 3 2D > A Hariken > Gekiren" tkrnsan: "If it's a corner throw, directly doing Hariken > 2D > Gekiren seems like it'd work?" nt_amae: "Since the float is high, I thought [the direct route] seemed like an inefficient use of [the float time]. Any progress?" (not completely sure on this one)
DerQ Posted October 10, 2014 Posted October 10, 2014 Thanks for that translation Shima (and others) posted so much shit, here we go. PS I'M NOT A TRANSLATOR NOR CAN I READ JAPANESE, THIS IS GOOGLE TRANSLATED AND GUESS WORK https://twitter.com/Shima3_shima3/status/520005413870125056 jB > Zettou or jump cancel jD until landing? I'm guessing with the reduced rate at which drill decreases, trading damage for drill is good. Other report 5B > 2C being less likely Impressions of 6C being faster, not confirmed Something about 236236D seijyu, I don't know what A and B hariken are the same (if I'm reading right, probably distance wise. C must have changed for throw > C hariken to connect)https://twitter.com/Shima3_shima3/status/520009591661137920 2B > 6B connects. Either 2B has increased hitstun/levels??? or 6B is faster. Reminder that someone also told me 2B recovered faster??? We'll see 3C > Hariken connects? If it is, we may actually get damage from standing combos meterless. Something about j236C (Gosei) switching sides? Another throw combo A loop? 5B > 6B > jC > j236A > jB > 5B, reminder that 6B may leave the opponent standing. If it doesn't on regular hit, this is most likely a corner thing https://twitter.com/Shima3_shima3/status/520019008565694464 A huge paragraph about the drill increase rate 6C(1) > Hariken > 6B > jC > 6C(2) > stuff is apparently something. I'm doubting j.C into 6C connects, most likely a typo for j6C https://twitter.com/Shima3_shima3/status/520019253148131328 5C can go into j.B apparently? I don't think that's possible in 1.1, could be wrong. More histun on 5C, faster j.B or lower cooldown before you can press buttons after Zettou? https://twitter.com/Shima3_shima3/status/520027863215374336 lvl1 Hariken can go into 2B, we knew it could already go into 3C 5C ch > a Zettou > 2D works??? Again 5C hitstun/stagger increase Something 6A CH Something 6B fatal 5Dch does not seems to have less hitstun as Zettou > jB doesn't connect https://twitter.com/Shima3_shima3/status/520030206732406784 Something about 2B after Gosei? Pretty sure 2B will hit anyone who delays tech, that may be very good to cover tech options. https://twitter.com/Shima3_shima3/status/520560912441176067 OD stuff around 50% Throw > OD > 6C(2) > B hariken > 6C > 2d > j6c > j6D 5 to 5.5k 5C(2) > 3C > OD > 5B(3) > 2C > 6C(2) > B Hariken > j6D > Zettout > j6D 5k. Seems to whiff on B hariken sometimes https://twitter.com/Shima3_shima3/status/520561815864885248 A or B hariken into 5B ? 4.1k Corner Hariken > 6A > 623C > 5B > 6B > jC(2) > j6C(2) > j2C(2) > 214B > jB > jC(2) > j6C(2) >j2C(2) > Gosei 4.5k https://twitter.com/Shima3_shima3/status/520562740046221312 6B Loop Starter > 6B > jC(2) > A Zettou > jB > 5B. Can get one or two rep? Starter 2b = 2.5k, 5B = 3k? https://twitter.com/NT_amae/status/520587370681217024 It seems you can do Throw > A hariken and it'll work??? Someone posted a combo notation with it toohttps://twitter.com/inagi_J2B/status/520589285813006336 Throw > Hariken > 5B > 2C > 5C > 6C(1) > Zettou back > j2C > j2B > Zettout back > j2C > gosei , 3.4k https://twitter.com/kamoihito/status/520613742250188802 Something about Astral heat and the new input for reversal super.
DaiAndOh Posted October 10, 2014 Posted October 10, 2014 3C going into Hariken consistently would actually be amazing I imagine...
Kikirin Posted October 10, 2014 Posted October 10, 2014 Took a stab at those tweets, though I'm not particularly confident that my interpretation is much better. Amane Post 1 Possible: j.A > j.B inertia Zettou (Preserving momentum, I'm guessing) rising j.D [lasts] through landing 2b > 2c slight gap 6c somewhat faster? Seems impossible: (Something about Hariken foot hitting: not sure whether to parse '足裏' as sole of foot) Doesn’t seem to have changed much Combos from Seijuu Drill part of A and B Hariken still seem the same. Amane Post 2: 2b > 6b also combos 3c > hariken impossible Side switch from Gosei impossible (適当) combos: (Note: I'm not sure how to interpret '適当', but my guess is that it indicates open-endedness to do whatever.) Throw > C Hariken lv 1 > microdash 2C > 6C(2) > 適当 Easy loop from 5B > 6B > j.C > A Zettou (forward) > j.B > 5B 5C > A Zettou > j.B > 2A > 2B > 6B > j.C > 適当 Amane Post 3: OD at round start doesn’t get you to lv 3 At lv 1+2, difficult to increase drill gauge with 5D and the likes even on hit. At lv 3, D series increases drill gauge by ~0.4 (tenths? or 40% of length of gauge?) (~9 seconds to drain lv 2 from full?) Combo Parts: … > 6C(1) > Hariken cancel > 6B > j.C(2) >.6C(2) > 適当 (for what it's worth, I also think the last 6C(2) should be a j.6C(2)) Amane Post 4: 2C(1) > 5C(2) > j.B combos, but it doesn’t with 2C(2). Is it proration dependent? Don’t know how to increase drill gauge from combos. Amane Post 4 [sic]: Can pickup from A Hariken > microdash 2B Bigger window to confirm into ch 5C > 6D Can combo ch 5C > A Zettou > landing 2D among other things Can pickup from ch 6A > whiffed 2B > microdash 5A ch 5D doesn’t add anything [that normal 5D doesn’t do], even A Zettou > j.B doesn’t combo
Kikirin Posted October 10, 2014 Posted October 10, 2014 Continued... Amane Post 5: If in corner, can pickup with Gosei (hitting a particular way?) > 2B Amane Post ~7: Useful OD combo at ~50% health?: Throw > OD > 6C(2) > B Hariken > 6C > 2D > Zettou back > j.6C > j.6D, ~5000-5500 dmg 5C(2) > 3C > OD > 5B(3) > 2C > 6C(2) > B Hariken > j.6D > Zettou > j.6D, easily ~5000 B Hariken sometimes doesn’t connect Amane Post 8: Simple, stable Hariken starter combo: Midscreen: A/B Hariken > microdash 5B > usual stuff, 4100 dmg Corner: Hariken > 6A > Gekiren > 5B > 6B > j.C(2) > j.6C(2) > j.4C(2) > B Zettou back > j.B > j.C(2) > j.6C(2) ( > j.4C(2) ) > Gosei, ~4500 dmg Amane Post 9: 6B loop Starter > [ 6B > j.C(2) > A Zettou forward > j.B(3) ] x N > microdash 2A > 2B > 6B > j.C(2) > A Zettou forward > j.2C > Gosei Can do 1-2 reps depending on starter. ~3000 dmg on 5B starter, feels like you can get ~2500 even from 2B starters and the like. NT_amae: Amane’s corner throw: Confirmed foot part of throw > A Hariken doesn’t hit the opponent. From foot miss and drill hit, 6A > Gekiren > 2B > 6A > Gekiren, ~3500 dmg. Inagi: [something something] corner throw combo using no gauge and no drill: throw > hariken > 5B(3) > 2C(1) > 5C(1) > 6C(1) > A Zettou back > j.2C(2) > j.2B > air A Zettou back > j.2C(2) > Gosei, less than 3400 + knockdown. Didn’t test against anyone other than Ragna. Kamoihito: Accidentally getting Astral sometimes due to Seijuu’s 236236D input. The sins of the guy who changed the input are heavy.
DerQ Posted October 10, 2014 Posted October 10, 2014 @dai It would mean the hariken startup until 1st hit would be equal to or below 5B + OD activate. That's pretty fast. I wonder what the frame advantage will be if you do 3C > Hariken on block. This'd be useful catching people fuzzy jumping. Also I think throw > a hariken works. His throw has 2 hits, special cancel the first, kind of like his airthrow. Makes more sense for them to post a notation about it That means we get the throw's P1 and P2 of the first hit, aka a 100? @Kikirin thanks so much. Most of the stuff you assumed like "continue combo with whateber" makes sense. Amane is shaping up to be godlike fun. 5C CH OD > CT should be easier. That did 7.5K in 1.1. If Hariken is 27 F startup, the damage can go even more nuts? Hype
Eshi Posted October 13, 2014 Posted October 13, 2014 Here's a video with Jirou using 2.0 Amane in the first three matches: https://www.youtube.com/watch?v=jcfem2G2ufc Notes: 5D has way less pushback on hit. 5D on ground hit looks like it can always combo into 236C. 5D > A Zettou > jD > A Zettou > jD looks legit as fuck for pressure, level 1 builds about half a bar of drill meter on block. Hariken juggles on ground hit and has drastically buffed P1 (3.9k combo).
DerQ Posted October 13, 2014 Posted October 13, 2014 You can see him land j2B > Delayed j236C. Would've hit in 1.1, they did say the move doesn't seem to allow side switches anymore. No hitbox behind? EDIT: I've seen it happen in another video. Might just work at a different height? Or is the same. I dunno It also knocks down much more differently, As in if you were to RC the move, you would need to use 3C/2B in the corner instead of 6A I wonder if j236C > RC > 6D works. j236C > B drill is the exact correct spacing, doesn't cover back rolls. If it covers front rolls, we might have some nice Oki in the corner. Hariken is multi hit on block still ? There only seems to be one or two extra hits? Could be plus on block? At around 6 minutes, you can see 5B > 2C Not connecting at a range 2C would have connected in 1.1 Burst > C drill seems to meaty?? 236C > C drill is also the appropriate spacing The pushback for 5D on hit versus on block are so distant. Jiro hit 5D > 236A > j.B and it whiffed. I wonder what you can get outside of 236C or rather what you get as oki from either. If anything, 5B > 5D on hit will allow so many more hits to connect now. @Eshi Barrier block against 5D or jD is still likely to be strong IMO for it to be used all the time. The JP amanes were complaining a bit about that and how it was still hard to raise the drill even with the changes. jD > j236A > jD is interesting though because of low Amane is at the 2nd jD. In 1.1, only lvl1 jD would be safe to use, but now I can picture this to work at level 2 or level 3. If anything, lvl3 > jD > j236C > RC is a thing now On another note, There is a page that I havn't gotten around to reading (yet) that was tweeted or retweeted by some JP amane. It's a list of all documented changes to Amane and is apparently updated as needed http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=87548 So many changes, time to start building an Amane2.txt on google drive or something
DerQ Posted October 14, 2014 Posted October 14, 2014 http://youtu.be/cSry8wDsxv4?t=16m13s New 6D setups? Similar to 5B(1) > 6D. I assume back roll works http://youtu.be/cSry8wDsxv4?t=17m54s They did mention sometimes the B drill wouldn't connect http://youtu.be/cSry8wDsxv4?t=19m14s Hariken drill is either immune to projectiles or can be hit twice??? http://youtu.be/sUMi3fsdq2E?t=5m25s You can roll out of burst > C drill after all http://youtu.be/sUMi3fsdq2E?t=6m54s The speed of 6B > jC is sexy http://youtu.be/zzoljeaDYZw?t=29m39s The practical uses of this new gatling (???) have me salivating. 6B > j2C > jD > j236A > jD for instance http://youtu.be/WiykyZWeqMQ?t=58m14s 2D wallsticks/bounce Is it just me or does 5B air hit seems to send the opponent flying faster, this covering more distance. just impressions I was thinking about it, the new Gosei means no more air techs for running the combo timer too deep. Hallelujah brother, max damage everytime.
DerQ Posted October 14, 2014 Posted October 14, 2014 On another note, There is a page that I havn't gotten around to reading (yet) that was tweeted or retweeted by some JP amane. It's a list of all documented changes to Amane and is apparently updated as needed http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=87548 THIS REMAINS MY INTERPRETATION THROUGH GOOGLE TRANSLATE 5B - There's a change that Google translates poorly. Something about Okizeme? - 5B CH being hard to follow into 2C - Reduced recovery 2B - Connects into 6B and 5D. Increased the move level most likely - Reduced recovery 6B - New standing hit so the opponent isn't sent flying - Gatlings into jC/j6C/j2C j2B - Less damage (RIP J2B LOOPS) 5C - Stagger increased 2C - Reduced recovery (HALLELUJAH BROTHER) 6C - Faster startup (I think?) - Can be comboed into from A starters more easily (2A > 2B > 3C > 236C > RC > 5C > 6C) jC - To float when you shook (Thanks google translate) - No longer carries the inertia (poor translation, but I'm guessing airdashing into jC to keep momentum doesn't work. A bit like j6C Maybe magnetism???) - Reduced recovery ? (Not me wondering if that's translated correctly, it is written with a question mark) j2C - To float when you shook (This maybe actually be what the inertia guess is about? It's a change that only applies to j2C and jC) - Behavior of hit attack or change determination (Hitbox/hurtbox changed??? Hitstun is no longer a spin effect? Juggles differently? I don't know) Drive system (this part is a blur on google translate) - New increase/decrease rate - Reduction of damage - Number of hits twice (more active frames?) - The last stage other than to be Gakyan (??????) 5D - No more stagger - 5DCH Hariken(?) is impossible - Translation is too poor, it's written as if every move is being translated. Things like the possible deathblow cancellation be guard (Block counter assaults??? Or maybe just cancelable on block since jD and 2D has it too) - 2D - Hits differently (Hit behavior different??? Launches differently) - The possible deathblow cancelation be guard, lowers risk for ground to air but low rewards (?) - Increased rigor (?? Hitstun?) 6D - Too blurry jD - Mention of jD > Zettou > jD j6D - ??? Hariken - Occurs 10F faster (???) - Hitbox on foot - New hit behaviour - Duration is shorter - 1hit - Blows the opponent upwards depending on drill lvl - Drill will always be on the edge of the screen (Translation confirm? works à la 623C?) - So that it is not beaten (More hit armor? Something about spark bolt) - Builds drill slightly slower compared to 1.1 You could reach 2.95, now it is 2.5 Gekiren (SUPER LOVE) 623C - Damage reduction of 200 Gosei j236C - Final hit sends lower (Hard knockdown) - Something about Okizeme??? - In the corner, you can followup with 2B ?? j2B > 6A > jB > jB > j2C > j236C > 2B > 6A > 623C Zettou 236A/B 214A/B - No changes but they speculate about frames being slower??? Seijyuu 236236D - New input - Comboing from 5D is messy??? Otherwise easier to execute - Decrease of damage, no change guaranteed (??) 632146D - Reduction of damage - Doesn't decrease that much if you chase with RC Overdrive - The paragraph is fuzzy, but there seems to be something different about how drill levels are affected. I think D moves increase it slowly or not at all. Meaning, only the time increases drill level. My guess only The last paragraph is a summary and a teaser there might be a post entry for combos coming up. Keeping drill at level 2 or above might be the main goal according to it. I do not get the rest
Eshi Posted October 14, 2014 Posted October 14, 2014 @Eshi Barrier block against 5D or jD is still likely to be strong IMO for it to be used all the time. The JP amanes were complaining a bit about that and how it was still hard to raise the drill even with the changes. jD > j236A > jD is interesting though because of low Amane is at the 2nd jD. In 1.1, only lvl1 jD would be safe to use, but now I can picture this to work at level 2 or level 3. If anything, lvl3 > jD > j236C > RC is a thing now Oh yeah, I wasn't able to process that last thing at the time! I was confused how he teleported instantly to the ground and why I hadn't seen it before but now it makes sense - jD wasn't special cancelable on block before. I wonder if we can get other tricky mix-ups from it. 2C recovery reduced is a fucking awesome change. The new 6B is really strange so I'll reserve judgement until I see it in more situations. Nerf to my j2B loop makes me sad but that's okay, as long as it still works then I will keep swagging. Overall I'm super excited about 2.0 Amane, I don't plan on switching characters anymore.
TD Posted October 14, 2014 Posted October 14, 2014 google translate is too funny. love the changes, everything minus his defense got better. if anything he really needed a neutral buff, which he got. something still seems incomplete about him, and l think it may be his drive. it got some substantial buffs, an some very strong things about the drill were toned to what is seemingly just right for now. the increase/decrease bits seem off. hard to gain drill through fighting... do they still seriously want us to use that wack hariken stance with no safety button? and why did OD increase need a nerf? either way he is shaping up to be a real character. his flaws have been reduced so that they can be more easily managed, at least.
Kikirin Posted October 14, 2014 Posted October 14, 2014 A series: 5a, 2a, 6a, j.a No changes in particular B series 5B Difficult to pushback opponent on ground hit (less knockback?) Hard to connect ch 5B > 2C (B Hariken oki “ad-lib”/improvisation is slightly easier?) Reduced recovery 2B 6B and 5D appear to connect off it Reduced recovery 6B Opponent isn’t blown away on ground hit. (Behaves the same on air hit as before.) Added gatlings to j.C, j.6C, and j.2C j.B No changes in particular. j.2B Damage reduced. C series 5C Stagger time on ground hit increased. 2C Reduced recovery. 6C Faster startup Even from an A starter, 5C easily goes into 6C (Ex: 2A > 2B > 3C > Raibu > RC > 5C > 6C) j.C [Amane] floats during the attack(?) Inertia no longer carried Reduced recovery? j.6C No changes in particular? j.2C Attack hitbox and behavior on hit changed. [Amane] floats during the attack(?) D series Common points: At Lv 1 and Lv 2, drill gauge barely increases when using [D moves] At Lv 3, using [D moves] makes the gauge go up like crazy. (Huge knockback on barrier block, i.e. separated in an instant. Can’t continue pressure?) Damage reduced (Number of hits doubled? Not sure if this changes active frames at all, or if it’s just a combo count thing.) [Opponent] can guard cancel during anything but the final hit(?) 5D “Merikomu” on hit. (Description of hit visuals? Merikomu ) Even at Lv 1, 5D > Raibu combos Removed stagger on hit. (Talking about canceling to moves?) ch 5D > Hariken not possible [to combo] Continuing pressure with forward Zettou > j.B on 5D hit loses to every characters’ 5A mashing (?) Also can’t frame trap with [5D >] Hariken Special cancelable on block Currently, continuing pressure [via this] loses to all mashing. Can probably frame trap with Raibu, but... (the risk/reward probably sucks) 2D Blowback on hit changed. Wall bounds/sticks Special cancelable on block 2D anti-air is low risk (but low reward). Increased recovery? 6D Can’t hold 6[D] on whiff Opponent can avoid 6D after 3C > Raibu wall stick via delayed ukemi. j.D Special cancelable on block. j.D > forward Zettou > j.D and similar blockstrings possible. Additionally… (something about head invincibility and fast attacks - anti-air between j.D > Zettou > j.D?) j.6D “Merikomu” on hit. (Description of hit visuals? Merikomu ) Specials / Supers: Hariken Startup is faster (Became at least 10f faster?) Added attack hitbox to foot Forced sliding knockdown on hit Foot part of attack starts up faster than drill part For Hariken foot, each version counts as separate moves for SMP, but all Hariken drills count as the same Drill part: multiple hits on block, single hit on hit Blowback of drill part on hit changes with drill level Drills have a short duration on a whiffed set. Drills do not go beyond the edge of the screen. (Drills?) can’t be hit (with non-projectile attacks?) (Effectively low-level projectiles? Spark Bolt penetrates) Stance’s drill gauge increase is slower (Previously, full stance duration increased gauge to level 2.95. Now only increases to level 2.5) Gekiren Damage reduced by 200. Gosei Sliding knockdown on final hit Inertia Zettou oki not possible, oki (off this) currently doesn’t exist At corner, can pick up with 2B (if it hits a certain way) Ex: j.2B > 6A > j.B > [dj] j.B > j.2c > delayed Gosei > 2B > 6A > Gekiren Zettou Possibly no changes? (Possibility of attack cancel window being later?) Seijuu Command changed to 236236D [input] became easier, but on the other hand 5D > Seijuu is a bit of a pain since Hariken could sometimes come out instead. Damage reduced, no change to minimum damage. Drill Festival Damage reduced, RC + chase [damage] isn’t reduced much. AH No changes in particular OD Up to now, gauge increase in OD = the natural increase from OD + the increase from using the D move. It became: gauge inrcease in OD = 1) the natural increase from OD if doing nothing, OR 2) the increase from the D move if using a D move. In other words, gauge increase when using D [moves] is slowed in OD.
DerQ Posted October 15, 2014 Posted October 15, 2014 Thanks for those translations, cannot say it enough I've tweeted at Shima and others, but ended having a conversation with him. BBCP2 Amane on paper and in application seems so different. https://twitter.com/MTLDerQ/status/522070922833190913 https://twitter.com/MTLDerQ/status/522099696131932160 It seems there will be very little ways to get drill pressure going other than to guess right. Playing against those that know they can mash out of those blockstrings should be quite the challenge
Kikirin Posted October 15, 2014 Posted October 15, 2014 No problem! I'm also interested in seeing what changed with him, and if I were going to spend the time deciphering the info, might as well share. I was surprised by those conversation threads with Shima - rather fluent!
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