Just doing a full list of known changes again(up to this point), it's easier for me to read it like this instead of only the changes from the most recent test.
+ 4B faster start up
+ 2C > 5C gatling added, can't do another 2C after this gatling
+ Sickle Storm faster start up
+ Sickle Storm hits 6 times now
+ Sickle Storm catches airborne opponents causing them to bounce. All hits connect, beats jump outs, fun to watch. =D
+ Gravity Seed has faster start up
+ Gravity Seed has faster recovery time
+ Gravity Seed's CH is a FC
+ 6A start up is faster
+ All C's have improved proration
+ Act Parser A crosses through opponent at close distances, puts lambda in CH state
+ Follow up D in j.DD causes opponent to be knocked downwards, techable (I wonder what would happen if you hit a tall character on the ground with this lol)
+ Can combo after Calamity Sword without RC. Easier to combo off of FC bounce
+ less recovery on A Pulsar
+ Ground throw wall bounds
- Gravity Seed no longer has IFs
- Gravity Seed no longer floats, forces crouch state on opponent
- All Ds have less untech time
- Sickle Storm no longer takes a guard primer
- Spike Chaser knocks opponent higher, harder to combo
- Act Parser Cavalier has slower start up
- Crescent Saber has higher proration
- Throw launches opponent higher and farther, harder to combo after
- 6C causes slide, only wall bounces close to edge of the screen (i wish he was more specific about this, slide from a grounded hit or aerial/ does it cause the long skid?)
- 2DD > 6C doesn't work anymore (Gatling removed?)
- First hit of 4B has longer hitstop
Forgive my elementary level Japanese if I mistranslate something although i guess most of the work is done for me already.
I'm assuming all the Crescent buffs(increased untech time, higher bounce) are gone since he didn't list any of them. =(
Although the Crescent nerfs are gone as well(Crescent Feint recovery increased, TKCS pick ups impossible)