well, i figured id compile a collection of Tager changes from the loketests so we can get an easy compact view of everything we *think* might be different. these are just copy pastes from the front page of each loketest thread, so i might be missing some stuff!
Loke 1:
* Possible hitbox adjustment (Litchi's jB, immediately done from a straight jump up, won't hit)
* 6A faster start up, super armor, chargeable(won't pull in mid-charge), no longer jump cancellable (needs more insight)
* 5D has a stronger pull
Loke 2:
* When guard broken, throws are now green instead of purple
* Green bursting now removes half your primers rounded up, meaning a character with five primers would be reduced to two primers (old system: five reduced to three)
voltic charge command now 214D
+ magnetism pull now stronger
+ 6A can now be held to pull in opponent
+ can gadget after 360A
+ sledge hammer much faster
+ 4D pulls more
+ Sledge follow up as anti-projectile armor
- 5D only pulls opponent during active frames
- 5C cannot combo into 6A
Loke 3:
- Sledge followup slower than in the previous loketest.
+ Sledge followup has Fatal property.
+ 5C air unblockable (can be barrier guarded).
loke 4:
* All characters have either a 5B or 5C that's air unblockable
* Guard crush prorate 100% on first hit only, 80% for the rest
(no tager changes?)
loke 5:
* New mechanic: Corner Bound. Red effect appears when they hit the corner, they fall down like they got hit with a knockdown. Most interesting property is the untechable time buff, most of the moves that corner bounce are untechable in air.
* System announcer changed again evidently even worse w/r/t engrish.
* All characters' Counter Assaults have a gap added into them, making them hard to use.
* Instant Block: down to 2-3 frames less of recovery instead of 5.
* Meter increase penalty time increased, in other words, you get back meter much slower after you cause meter actions
* No confirmed corner bounces.
* Appears ridiculously strong, according to information from Yuumura-sensei. Charged 6A is surprisingly useful.
+ 22D does 100 damage
+ 2C>3C added
+ B-Tager Buster connects with more characters. Rachel eats 4800 from a B-Buster and gives Tager oki, but was it like this in CS already? I saw Arakune picked up with Gadget Finger after B-Buster.
+ Backthrow launches opponent straight upward, easier to follow up after.
+ 3C recovery reduced.
+ j.2C CH causes knockdown, made slower, easier to follow up after.
+ Sledge followup has superarmor halfway through.
+ Can easily sneak 720 from 421B (lit. charge cancel)
- 2C > 4D gatling removed
- j.D magnetism pull weaker
- no follow up combo from regular throw
my lunch break is coming to an end, later i will sift through them to get a comprehensive list of the final state of things (unless someone else is bored and does it 1st)
final change compilation
possible hitbox adjustment..?
6A: chargeable, pulls while held, super armor
5C: air unblockable, 5C >> 6A gone
2C: 2C >> 4D gone, 2C >> 3C added
3C: recovery reduced
j2C: knockdown on counter hit
mag pull in general stronger
5D: only pulls during active frames
4D: pull increased
j.D: pull weaker (compared to CS1 or compared to previous loketests?)
Hammer: faster(maybe?) has autoguard half way through, unconfirmed fatal counter (most likely not there)
GF: deals 100 dmg, can grab everyone after 360A(?)
voltic charge: 214B, can cancel into 720 (im pretty sure the 421 in the loketest 5 was a typo)
throws: no combo on forward throw, back throw pops straight up for easy combo, throws in general are going to suck if i remember right.
system stuff:
insta block advantage reduced.
guard primers lost for burst rounds up
no tech on throws from guard crush.
did i miss anything?
==========================================================
==========================================================
CS2 Tager Changes=============================================
==========================================================
+ 6A: Has upper body super armor with infinite(?) amount of hits. Loses to lows. Has higher pull in and charge up.
+ J.C>j.b works on hazama, litchi, valk, and hazama.
+ 360B damage increase?
+ ASledge buffed (either speed or distance).
- 6A loses jump cancel property.
o Charge is 214D
o 2C has not gatling besides into 3C
o GETB has changed magnetism properties (unsure).
ill update more as they go up and i see them