A - hits all characters' crouch motion
2A - able to link to 2A two times also recovers very VERY fast now.
5A - Jump cancel available ON BLOCK. Can no longer link into itself on frame 13 / no spam Hits most crouchers now (Whiffs on crouching Tao)
5B - now combos into 623B (higher attack level on 5B probably) This higher attack level means that instant block > dp will no longer work if bang does 2b after 5b!
2B - 2b > daifunka still works on crouching.
6A - Seems faster
JA - Stayed the same
JB - Stayed the same
6B - recovery decreased, counter hit links to 2A
2B - Longer untech time, 2b otg > daifunka now works.
J4B - old J4C motion
J4C - Air to air, very good
5C - Slightly slower.
6C - 6C combo works on ALL Characters, Still only hits standing characters
2C - easier to combo after 2C (decrease in the combo time point), less recovery, neutral on block, less scaling
3C - Slide appears to be faster
j.C - back to old CT j.C
J2C - old JC motion
D - faster, Guard point lasts longer, not able to jump cancel on block
6D - faster, breaks one guard primer, not able to jump cancel on block
2D - faster, not able to jump cancel on block
JD - hits lower, faster
623B - longer untechable time, breaks 1 guard primer - Less recovery
J623B - longer untechable time
623C -
J623C -
J236A - poison does 1200 DoT, not able to shoot nails during dash in FuRinKazan
J236B - second explosion is faster.
J236C -
J236D -
214A/B/C/D -
632146B - old 214214B move (umbrella), does not disappear once activated even if Bang takes hit
2363214C - Was given invul again with the actual release of the game. Damage nerfed by about 200. Combo now available after daifunka without the use of RC. Daifunka is also faster than it was previously, which allows things like 2b otg > daifunka to work.
236236D - new DD, Bang AshuraMusouKen, 2300 damage, anti-air move, Blockable.
FuRinKaZan - command changed to 632146
AH - Change uknown at the moment, but it has gotten a buff
Throw - Wall bounces, follow up unknown at the moment.
Air Throw - Throws them to the ground now, can combo after.
CA -
Other
- number of nails did not change
- 4 seals combo is slightly harder in 3rd loketest
- teleport move after D guard point can activate another teleport
- all D moves can not be jump canceled on block, punish guaranteed
- Backdash has more invul?
- Looks like 6C, j.D, or both prorate hard, 5B 2B 6C j.D 2B 623B 2B 623B 6C j.4C j.623B only does 2.8k
Bangs overall changes have made him a much stronger character.
Along with everyone elses damage nerfs, Bangs damage appears to have stayed the same.
Drive moves being faster may seem great - but Drives not being able to jump cancel on block means that you'll be punished more if you use it outside of a combo. Risk factor has stayed the same since CT - High risk - High reward.
These changes are from LIVE gameplay now, and will continue to be updated!
WUT's Notes:
Couple of interesting things:
- 5B, 2B, 2C, 6D, 6239B, d.2B, 6C, (dj.4C), dj.C. Add the dj.4C and you get 2600 damage and no knockdown. If you can do this combo with a 5A starter it'll probably break 2800. Looks to be the basic BnB.
- B nail second hit looks like it comes out a little faster. Nice.
- New super is fast. And invincible. You can use it in place of guard points in an IB-autoguard scenario. It's safer than using autoguards as well. Of course, much more expensive.
- I'm guessing 6C doesn't cancel on block or doesn't actually hit crouchers, because no one is pressuring into it. Seeing alot of 2C, 623B pressure enders for the Primer damage.
- 5B's attack level was definitely boosted. It's now semi-safe to end pressure with it and work in a frame trap.
- 5B, 2B, 6C, j.D, v 2B, 623B, dashing DD does 4059. That's about as universal as it'll get for punishing. If you add a j.C before 5B the damage is lowered to 3945. Extra proration on j.C isn't cool, man.
- 2D, j.D, v 2B, 623B, d.6C, dj.4C, dj.C does 2723.
- Dashing DD does 331# damage. Lost 300 damage, which isn't bad at all.
- 5C, 2C, 6D, 6239B, d.2B, 6C, dj.4C, dj.C does 2309.