Reports are coming in on japanese player's twitter accounts and HitConfirm.
this is all ongoing, but here's where all the discussion and translations are happening
a few of the posts with translations:
[PRBREAK][/PRBREAK]
Here you go , the Baiken changes posted above :
Changes from 2nd loketest
・2S
Startup faster ?
Had a good feeling when poking with it repeatedly. (not sure for this part)
・2HS
The vacuum effect diagonally downwards from the 2nd loketest is gone (I suppose he means vacuum effect against opponents in the air)
- Tatami Gaeshi
On CH the opponent flies so high now that you can connect with kabari (41236H). It also has a hitbox when "closing". As it only hits a little bit it doesn't seem possible to combo and because of this it seems that it will be difficult to pursue the opponent with a dash now.
- FB Tatami gaeshi
FRC added. Startup is faster so you can combo from S moves. When hitting the opponent will sometimes fly in the air but sometimes just get knocked down. This depends on the distance at which your hitting with the move and obviously which of the 3 tatamis are hitting, but I couldn't figure out precisely the conditions for knocking down or launch with the moves.
- Zankyoukuruma (new counter move thing I guess)
Possible to air guard now (without FD).
- Combos (no gauge)
- 2K, cS, 2D (down)
Classic combo for knockdown.
Can jump cancel 2D to go for okizeme.
- 2K, cS (fS), jD
AC knockdown combo with cS(fS).
- 2K, 6P, 6K, HS, tatami
No down, but you can hit harder.
- 2K, 6P, Youshijin, 6HS, whatever air combo
- 2K, 6P, Youshijin, 6HS, special 63214K dash into New wheel move.
If you don't connect 6P very close to the opponent, 6HS into dash + wheel won't connect
- Tatami (CH), Kabari sliding, 6HS, 2D, air combo
Hit confirm CH tatami quickly with kabari.
- Combos using tension
- Gatling into tatami FRC, IAD jS, jD
Techable but good to use when you want to kill.
- (close to corner) Youzansen RC, air tatami, 2D, jPSD, jD
- gatling into tatami FRC, kabari sliding 6HS, into 1) to 3)
1) special dash into wheel
2) 2D, whatever air combo
3) jD FRC, IAD jHS tatami, 2D, whatever air combo
- Combos with dash into baku + followup (50% and more)
- Ouren CH, Kabari sliding, special into baku + followup
- (close to corner) gatling into tatami FRC, kabari sliding, special dash into baku + followup
- Tatami CH, kabari slinding, special dash into baku + followup
- (only on crouching opponent) gatling into HS, special dash into baku + followup
- baku + moon CH combos
- baku (Ch), moon, followup with K, tatami x8 Dizzy's dizzy gauge was flashing after that.
If you do that from a normal combo, dizzy gauge doesn't go up a lot as you don't start from a CH.
Doesn't look like a practical combo.
- Things left to check
- Youzansen RC, IAD JHS, air tatami, air combo possible ?
"This is what I checked so far.
It seemed to me like the way to go was to get tension and get those special dash into baku combos.
Rather than JD it seems better to finish combos with Youzansen into falling air tatami, gives better positioning.
FB tatami's startup got faster so it should be very useful against Dizzy and Eddie matchups !"
Venom changes translated by Nikki at Hitconfirm (and from Portuguese by HiagoX)
- 6P has more recovery
- 6K has slower startup and more recovery; the "basket combo" only worked for 1 rep.
- FB Carcass's ball is slower, bounces one time less compared to the 2nd loketest.
- FB Stinger's ball is also slower; doesn't look very good for pressure right now.
- Tactics Arc has more recovery.
- S Double Head Morbid causes the opponent to float on hit
Mostly nerfs, but Ogawa has described this Venom as "Still extremely strong; scarier than Slayer." I suppose the previous loctest's incarnation was just too over the top.
Edit: Continuing with double translations,
"It's just first impressions, but Venom looks much stronger. On corner, his Tension gain is good and his new Overdrive's chip damage is really good. Other characters that seem really strong are Order-Sol and I-No? Still didn't take a good look on all characters.
Combos are dealing less damage? On midscreen it doesn't seem like it's changed much, but overall it had a considerable damage reduction on corner. Especially for characters like Potemkin and Slayer.
Millia is as strong as ever (okizeme and useful tools wise). I can't say what will become of Testament yet - there's still much to find out. Apparently Kliff is strong. Slayer lost damage output and his j.HS has a worse hitbox now, but his FB D-Step has invul frames. Anji is much better, especially since FB Shitsu travels all across the screen.
Axl is stronger right now; he's back to his old style.
Justice seems to have a hard time against long range characters such as Dizzy and Venom. Kliff looks stronger than Justice; there's still much to find out about Justice, though.
Faust also looks really strong, along with Order-Sol and I-No." - Ogawa
[7:53:05 AM] Hiago: Ogawa also said that May is strong and that she has invul frames on j.D and OK.
[7:53:12 AM] Hiago: (I'm so happy about this)
I might as well help a bit (translation may be a bit off, I'm not Portuguese/Brazilian myself, feel free to correct):
Potemkin info from Konsome's Twitter: https://twitter.com/consomme0914 (Translated by Nikki at hitconfirm)
j.S:
- Throws enemy downward. Causes ground bounce on CH
- Since the Tension Gain from Heat Knuckle diminished without Extend, it's apparently better to do {... 2HS, [4]6HS~P, aerial} finishing with j.S
6HS:
- Causes wall bounce
- 50% Forced Prorate
- Stun Modifier 1.0x
- All around nerfed
6K:
- Lost chain {6K, 2HS}; has chain {6K, 2D}
- Looks like a nerf, but now {6K, [4]6HS} is more important
Slide Head:
- Most nerfed attack
- Can't combo without FRC
- Low damage with FRC
- The start-up and invulnerability are still the same, though; useful for getting in
Hammerfall:
- Also nerfed
- Combos after Hammerfall FRC changed, they're easier
- Hit lowers Guard Gauge more, lowering damage
- Untechable time increased 2F, but didn't see any difference
Heat Knuckle:
- Also nerfed
- Lower Tension Gain, it's better to go for an aerial combo than ending with this (thanks, Circuitous, for the help)
- I don't know what's the FRC for
Heat Extend:
- Was buffed
- Higher Tension Gain
- Higher untechable time
- Now it's more useful, specially at corner
Potemkin Buster:
- Nerfed
- In this loketest damage dropped to around 150~160
- Still allows okizeme
- Still combos in corner, but just with some attacks
Dead Angle Attack:
- Nerfed
- Causes knockdown instead of wall bounce
- Before, the DAA was a chance to turn the match around, now it's only to get them off you
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