Gonna list off what I know of things so far for Xrd
j.2K: New animation, can be used up to 8-times in the air, instant j.2K can hit standing opponent Undertow: New animation (Slayer does a claw swipe or slap-like motion with his hands) It's Late is exclusively a follow-up to Under pressure, just like X2#Reload NEW MOVE:Helter Skelter; Input, 214P/K(1)-HS(after (1)) Slayer hops then stomps, doing a backflip while sending his foe into the air, rumored to be jump cancelable after it hits or is blocked, same with airdash cancel. Forced crouch on clean hit. launches on counter hit, if done near crouched opponent it will go over them and cross them (not sure if it will cross with standing opponent) you can do it early if you don’t want to cross it, after the hit you will be on airborne state, it seems that it cant combo anything after clean hit but somehow just once it could combo into j.HS on bedman. Special Animation Super; Dead on Time. 6[6] or 4[4] sends Slayer further forward or backward than just 66 or 44. [6]6 jump cancels can carry momentum jH doesn't bounce on CH 5H doesn't stagger on CH or regular hit, just hitstun 2H launches instead of stagger bite is back to 63214H (236H in +R), loop is gone, but can be RC'd DoT is #r-like in terms of distance traveled and follow-ups, Hellfire DoT is 140 damage, and can wallstick on counter hit 5S (unclear whether close or far) staggers on CH PileBunker has some stun value CrossWise Heel can't be YRCed Undertow - can be charged, unblockable, still has armor j.D knocks down on hit like +R Instant Kill; Same but with standing dust animation. (POETRY. IS. POWER. BIAAAATCH!) 6P unable to combo unless in a specific situation Dandy Step and Mappa Hunch have YRC points Mappa Hunch cannot be feinted. 3:
The list will be updated as time goes forward. Feel free to discuss any ideas if possible. Try not to derail the topic as best as you can.