06-03-2012, 12:48 PM
Overall changes:
- Game engine now has 4 frames of inherent lag due to 720p output on modern arcade boards/consoles.
- Health bar is now green when full, and changes and stays at orange when you take any damage.
- Combo counter now shows which hit was techable for black beat combos.
- Stun/stagger meter added below the joystick waggling icon, shows how much stun is left.
- Slashback has longer hitstop (was 2F) which makes it more realistic to SB multi-hit moves (eg. Dark Angel).
- Slashback failure penalty changed - instead of being unable to block for 30F, guard guage increases instead.
- Doing an IB in the air causes a "Guard Clean" (?)
A.B,A:
- Goku Moroha mode: damage up, damage penalty from hits landed reduced, longer duration, more powerful overall.
- 236D FB fireball in Moroha or Goku Moroha: more hits, travel distance increased.
- 5H now gatlings to 2H.
- 5H now vacuums in on second hit, has slower startup, cannot be comboed from far 5S.
- Moroha mode gauge moved to be above tension gauge.
- Now has 4 bloodpacks, up from 3.
- Can't do double Keygrab anymore.
Anji Mito:
- 6HS: FRC changed to be just before the move hits.
- FB On (623D): New FB, FRC possible right after the move hits, not possible to combo after (yet).
- 2H, 6H new gatling, combos on crouching hit only.
- 6H is now special cancellable.
- FB Butterfly (236D) travels farther.
- K Stomp (214K) causes a smaller ground bounce.
- Fuujin (236S/H) has shorter untechable time.
- 3S cancel is easier.
- Close 5S increases the guard gauge more.
- 3K no longer floats opponent.
Axl:
- P, 2P, 6K, 2S, 2HS, jump 6P, jump S: you now hold the button to get the 2nd hit of each move.
- Raieisageki (63214H): FRC removed.
- FB Kyokusageki added, 4 (charge) 6 D, has vacuum effect. Combos after 5H, but not after 2D.
- 5P-6K is now possible as a gatling.
- Axl Bomber no longer hits overhead.
- 623P counter on CH causes a different wall bounce.
- Rensengeki followup upwards (charge 4, 6S, then up) hitbox modified, can combo from CH trades.
- Close 5S looks different.
Baiken:
- Youshijin: new command is 623P, not possible as guard cancel anymore but only as a normal special move.
- Zakuro: Return of the "wheel counter" from GGX / EX mode, command is 214P while guarding. Seems very fast, but not possible to combo afterwards.
- Suzuran (run): now possible to do guard cancels during the last part of the animation. Recovery time seems longer.
- Tatami (236K): hits twice, knockdown on second hit. Wall bounce on first hit.
- Air Tatami (j.236K): Hits twice; if you hit with it below the opponent, 2nd hit whiffs and you can continue to combo. Knocks down in a down-forward direction unless wall is close, then it wallbounces.
- j.D FRC has changed.
Bridget:
- 6K: now possible to cancel on hit into yoyo or any special move.
- FB Roger Rush (236D): is now homing towards the enemy, causes wall stick.
Chipp Zanuff:
- FB Alpha Blade: New FB, command is D at the end of 236P (similar to Alpha Plus), causes wall stick.
- FB Beta Blade: New FB, command is 623D, does two uppercuts: first one does 1 hit, second one does 3 hits.
- FB Gamma Blade (41236D): new FB, holds opponent longer than normal Gamma Blade.
Dizzy:
- New FB version of Spear (421D), 3 homing blades.
- K fish and followup bites 3 times.
- Fish laser (214S) causes wall stick.
- Text above tension bar (BIT NG) indicates if it's not possible to summon fish.
Eddie:
- FB Exhaustion (236D): Possible to recover eddie gauge over the normal limit with this move, command changed to 214D. Adds another full Eddie gauge, ~46 frames total. Only recovers gauge if the shadow gauge is onscreen. Is cancellable.
- Executor (first hit) causes extra long knockdown state.
- Shadow gauge moved above tension bar.
- Shadow gauge seems to remain on screen, even when full, for some time. First level of bar is blue, second level (when charged with FB EXhaustion) is purple.
- FB Drill Special (22D) has longer recovery; cannot combo 5P after -D- + 22D unblockable.
- Nobiru (Shadow S) no longer hits sliding opponents, possible hitbox change.
- Damned Fang (623S command throw): Possible FRC removal or timing change.
- Shadow gauge refill is slower, both on unsummon and if shadow is hit.
- Unblockables still work as usual.
- 6P and Shadow Gallery nerfed (?)
Faust:
- FB door added, D after 214K.
- New thrown items: konbu (eatable, recovers HP) and dumbbell (high stun, causes knockdown).
- Coin item can now hit while bouncing on the ground.
- 5K CH doesn't knock the enemy away anymore.
- Pan item now hits 1 screen away.
I-No:
- FB Note (214D): New FB, FRC possible right after startup, sends 2 notes (one up, one across).
- Can now airdash twice.
- Horizontal Chemical Love causes wall bounce.
Jam:
- Can do the powered up versions of kick specials directly (using D) if you have the power up cards, no need to perform as followups anymore.
- FB Charge (22D): Now gives one card of each.
- 6H no longer wall sticks, causes knockdown instead.
- FB Puffball no longer wall sticks, causes knockdown instead. Possibly slower startup.
Johnny:
- Coin (214H): New move, coin is thrown upwards with same trajectory as ground throw. Is not an overhead. Causes knockdown on air hit.
- j.236236H: New overdrive, looks similar to EX Johnny's.
- Divine Transport (623S) trajectory changed.
- Diving Blade changed(?).
- Mist (214P) is released quicker.
- Can double jump after a super jump (?).
Justice:
- Is intended to be balanced / tourney legal.
- Is no longer able to ground dash, triple jump, or triple airdash.
- N.B. (missiles): command changed from 421 + button to 22 + button, added P, K and D version, possible to roman cancel each of them.
- Detonation of N.B.: command changed from P to whatever button you used to trigger the move.
- Strike Back Tail: command changed from 412K to 623K.
- Michael Blade (41236H): S version added, now possible airborne.
- Gamma ray: FRC added, timing is right after the first hit.
- Forcebreak 236D now causes wall bounce instead of wall stick.
- Valkyrie Arc (236P, counter stance) doesn't work on lows.
Kliff Undersn:
- Is intended to be balanced / tourney legal.
- Sword vault (214K): FRC now possible just before the move hits.
- Dodge (214P): has new FB D followup, instant stun, Kliff has long 'coughing' recovery animation.
- 5K: Now launches.
- 2H: Now ground bounces, now gatlings to 5H.
- 6H can now be charged, does more damage. Special/super cancel removed.
- Reflex Roar (236236S): Now causes wall stick instead of wall bounce.
Ky Kiske:
- New move 3HS: Same as the old 6H pre-AC.
- New move, S raging Javelin: New S followup after vapor thrust, causes wall stick.
- Lightning (222HS): FRC now possible just after the move hits.
- FB Greed Sever (214D): new FB, 28 frame startup, causes ground bounce.
- Lightning Sphere 214D followup after charged stun edge: command changed to 4D after CSE.
- Charge Drive (236D~214D~46D) now wall sticks.
- FB Lightning Orb (236D~D) sucks opponent down more when it hits an aerial opponent.
May:
- 41236D: New FB version of dolphin summon, appears behind opponent.
- Now possible to followup vertical and horizontal dolphin with Restive Rolling (623S and 623H).
- Dolphin level for 41236+ button appears above tension gauge.
- Overhead Kiss (63214K command grab): Startup: 5F -> ~30F, May now runs forward during startup, looks the same as running animation.
- Close 5S, 5H gatling on airborne opponent no longer works.
Millia Rage:
- New j.2H: return of the old jump H from pre-Slash. Is harder to combo into.
- j.236D: FRC point added ~8-9F after input.
- FB Secret Garden: New FB, command is 214D, ~76F total recovery.
- FB Longinus (214S~D): now causes wall stick instead of sliding.
- Harder to combo after throws.
- j.K-j.D no longer combos, possibly due to slower j.D.
- FB Disc (236D) has longer recovery, disc now disappears if Millia is hit during the move (previously only disappeared if she was hit within first 3F).
- j.D causes ground slide if they touch the ground (?), previously caused slide only on CH.
- Additional time added before you can retrieve Pin (j.214S/H).
Order Sol:
- Charge gauge: When using a move the gauge depletes slower.
- Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%.
- Lvl 2 Blockhead Buster (236P) now causes wall stick instead of stagger.
- Lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup.
- Air Lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos.
- Lvl 2 Rock It doesn't cause ground bounce, knocks down now.
- Lvl 1 and Lvl 3 specials are still the same.
- 2D apparently has shorter range.
- Can (still) dodge Slide Head with FD.
Potemkin:
- Slide Head: FRC added right after the earthquake comes out, possible to combo after.
- Slide head causes groundbounce instead of knockdown, enemy enters normal OTG state after, full combos no longer possible unless you FRC.
- Hammerfall (Charge 4,6 S(?)): FRC timing is later.
- FB Judge Gauntlet (63214D): P followup added, cancels the animation of judge gauntlet.
- 6H causes wall bounce.
- j.S causes knockdown on air CH, otherwise knocks down.
- Megafist (236P, 214P) causes knock down.
Robo-Ky:
- 623H: Now possible airborne, FRC possible just as the ground version.
- 2H missile: Now comes back down towards opponent after a while.
- 2S: Hits twice and launches when heat gauge is over 80%.
- Currently has a bug that crashes the game if you do 2H missile the moment he overheats.
Slayer:
- Undertow: FRC added right before hit and causes ground bounce.
- Bite: command changed from 63214H to 632146H.
- New move, HS Dandy step (214H), Is like S Dandy Step but goes farther (about 2/3 of screen).
- New move, FB Dandy step (214D).
- 5H causes sliding now instead of stagger, still possible to do 5H into Pile Bunker.
- 2H now causes stagger now instead of launch, still combos into BBU.
- 2S has faster startup.
- 2D has a little more recovery.
Sol Badguy:
- Fafnir (41236H): return of the old tensionless fafnir, possible to special cancel into. Combos from far S CH, 5H, and 2D. Does not have the old FRC timing.
- FB Fafnir (41236D): possible to special cancel into, combos from 2D, causes sliding on Clean Hit.
- Tyrant Rave (fafnir followup after H or D fafnir): command changed to 64D from 46D.
- FB Sidewinder (j.236D): New move, always has Clean Hit property. Seems to have a really good hitbox.
- Bandit Bringer: Clean hit property added.
- 214K (airborne) during Dragon Install: new move. Same animation as VV followup kick, has flames, hits overhead, causes groundbounce. Can be looped, has minimum height requirement.
Testament:
- Hitomi (tree): command changed to 623S, can be done with 236S(?)
- Zeinest (web): command changed to 623H, can be done with 236H(?)
- Ruft Warrant: New move, command is 22 P or K. Doesn't hit, is only a warp.
- New FB phantom soul: command is 236D, tracks opponent.
- EXE beast - Can be held to hit after it is summoned. Can summon one while the other is charging. Both have FRCs Can still be done instantly, does 2 hits total.
- 6K hitbox appears to be smaller.
- Bad Lands range decreased, untechable time is apparently shorter, Bad Lands can no longer be looped.
Venom:
- 5Sc now gatlings into 6H.
- FB stinger aim: no longer freezes balls in place, balls pushed with this move can now bounce several times on the floor and screen borders.
- FB carcass raid: same as above.
- 6P no longer gatlings into 6H.
- 6H has faster startup.
Zappa:
- j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos.
- Darkness Anthem (236S, Raoh mode): now possible airborne.
- Last Edguy (214S, Raoh mode): now possible airborne.
- Icons added above tension bar for each summon.
- 632146H gives one orb per hit, maximum of 4 orbs.
- Smaller chance to summon Dog (?)
- When Dog gets hit in neutral state, he sleeps.
- Sword 2H stays in place for a bit after the animation.
- Game engine now has 4 frames of inherent lag due to 720p output on modern arcade boards/consoles.
- Health bar is now green when full, and changes and stays at orange when you take any damage.
- Combo counter now shows which hit was techable for black beat combos.
- Stun/stagger meter added below the joystick waggling icon, shows how much stun is left.
- Slashback has longer hitstop (was 2F) which makes it more realistic to SB multi-hit moves (eg. Dark Angel).
- Slashback failure penalty changed - instead of being unable to block for 30F, guard guage increases instead.
- Doing an IB in the air causes a "Guard Clean" (?)
A.B,A:
- Goku Moroha mode: damage up, damage penalty from hits landed reduced, longer duration, more powerful overall.
- 236D FB fireball in Moroha or Goku Moroha: more hits, travel distance increased.
- 5H now gatlings to 2H.
- 5H now vacuums in on second hit, has slower startup, cannot be comboed from far 5S.
- Moroha mode gauge moved to be above tension gauge.
- Now has 4 bloodpacks, up from 3.
- Can't do double Keygrab anymore.
Anji Mito:
- 6HS: FRC changed to be just before the move hits.
- FB On (623D): New FB, FRC possible right after the move hits, not possible to combo after (yet).
- 2H, 6H new gatling, combos on crouching hit only.
- 6H is now special cancellable.
- FB Butterfly (236D) travels farther.
- K Stomp (214K) causes a smaller ground bounce.
- Fuujin (236S/H) has shorter untechable time.
- 3S cancel is easier.
- Close 5S increases the guard gauge more.
- 3K no longer floats opponent.
Axl:
- P, 2P, 6K, 2S, 2HS, jump 6P, jump S: you now hold the button to get the 2nd hit of each move.
- Raieisageki (63214H): FRC removed.
- FB Kyokusageki added, 4 (charge) 6 D, has vacuum effect. Combos after 5H, but not after 2D.
- 5P-6K is now possible as a gatling.
- Axl Bomber no longer hits overhead.
- 623P counter on CH causes a different wall bounce.
- Rensengeki followup upwards (charge 4, 6S, then up) hitbox modified, can combo from CH trades.
- Close 5S looks different.
Baiken:
- Youshijin: new command is 623P, not possible as guard cancel anymore but only as a normal special move.
- Zakuro: Return of the "wheel counter" from GGX / EX mode, command is 214P while guarding. Seems very fast, but not possible to combo afterwards.
- Suzuran (run): now possible to do guard cancels during the last part of the animation. Recovery time seems longer.
- Tatami (236K): hits twice, knockdown on second hit. Wall bounce on first hit.
- Air Tatami (j.236K): Hits twice; if you hit with it below the opponent, 2nd hit whiffs and you can continue to combo. Knocks down in a down-forward direction unless wall is close, then it wallbounces.
- j.D FRC has changed.
Bridget:
- 6K: now possible to cancel on hit into yoyo or any special move.
- FB Roger Rush (236D): is now homing towards the enemy, causes wall stick.
Chipp Zanuff:
- FB Alpha Blade: New FB, command is D at the end of 236P (similar to Alpha Plus), causes wall stick.
- FB Beta Blade: New FB, command is 623D, does two uppercuts: first one does 1 hit, second one does 3 hits.
- FB Gamma Blade (41236D): new FB, holds opponent longer than normal Gamma Blade.
Dizzy:
- New FB version of Spear (421D), 3 homing blades.
- K fish and followup bites 3 times.
- Fish laser (214S) causes wall stick.
- Text above tension bar (BIT NG) indicates if it's not possible to summon fish.
Eddie:
- FB Exhaustion (236D): Possible to recover eddie gauge over the normal limit with this move, command changed to 214D. Adds another full Eddie gauge, ~46 frames total. Only recovers gauge if the shadow gauge is onscreen. Is cancellable.
- Executor (first hit) causes extra long knockdown state.
- Shadow gauge moved above tension bar.
- Shadow gauge seems to remain on screen, even when full, for some time. First level of bar is blue, second level (when charged with FB EXhaustion) is purple.
- FB Drill Special (22D) has longer recovery; cannot combo 5P after -D- + 22D unblockable.
- Nobiru (Shadow S) no longer hits sliding opponents, possible hitbox change.
- Damned Fang (623S command throw): Possible FRC removal or timing change.
- Shadow gauge refill is slower, both on unsummon and if shadow is hit.
- Unblockables still work as usual.
- 6P and Shadow Gallery nerfed (?)
Faust:
- FB door added, D after 214K.
- New thrown items: konbu (eatable, recovers HP) and dumbbell (high stun, causes knockdown).
- Coin item can now hit while bouncing on the ground.
- 5K CH doesn't knock the enemy away anymore.
- Pan item now hits 1 screen away.
I-No:
- FB Note (214D): New FB, FRC possible right after startup, sends 2 notes (one up, one across).
- Can now airdash twice.
- Horizontal Chemical Love causes wall bounce.
Jam:
- Can do the powered up versions of kick specials directly (using D) if you have the power up cards, no need to perform as followups anymore.
- FB Charge (22D): Now gives one card of each.
- 6H no longer wall sticks, causes knockdown instead.
- FB Puffball no longer wall sticks, causes knockdown instead. Possibly slower startup.
Johnny:
- Coin (214H): New move, coin is thrown upwards with same trajectory as ground throw. Is not an overhead. Causes knockdown on air hit.
- j.236236H: New overdrive, looks similar to EX Johnny's.
- Divine Transport (623S) trajectory changed.
- Diving Blade changed(?).
- Mist (214P) is released quicker.
- Can double jump after a super jump (?).
Justice:
- Is intended to be balanced / tourney legal.
- Is no longer able to ground dash, triple jump, or triple airdash.
- N.B. (missiles): command changed from 421 + button to 22 + button, added P, K and D version, possible to roman cancel each of them.
- Detonation of N.B.: command changed from P to whatever button you used to trigger the move.
- Strike Back Tail: command changed from 412K to 623K.
- Michael Blade (41236H): S version added, now possible airborne.
- Gamma ray: FRC added, timing is right after the first hit.
- Forcebreak 236D now causes wall bounce instead of wall stick.
- Valkyrie Arc (236P, counter stance) doesn't work on lows.
Kliff Undersn:
- Is intended to be balanced / tourney legal.
- Sword vault (214K): FRC now possible just before the move hits.
- Dodge (214P): has new FB D followup, instant stun, Kliff has long 'coughing' recovery animation.
- 5K: Now launches.
- 2H: Now ground bounces, now gatlings to 5H.
- 6H can now be charged, does more damage. Special/super cancel removed.
- Reflex Roar (236236S): Now causes wall stick instead of wall bounce.
Ky Kiske:
- New move 3HS: Same as the old 6H pre-AC.
- New move, S raging Javelin: New S followup after vapor thrust, causes wall stick.
- Lightning (222HS): FRC now possible just after the move hits.
- FB Greed Sever (214D): new FB, 28 frame startup, causes ground bounce.
- Lightning Sphere 214D followup after charged stun edge: command changed to 4D after CSE.
- Charge Drive (236D~214D~46D) now wall sticks.
- FB Lightning Orb (236D~D) sucks opponent down more when it hits an aerial opponent.
May:
- 41236D: New FB version of dolphin summon, appears behind opponent.
- Now possible to followup vertical and horizontal dolphin with Restive Rolling (623S and 623H).
- Dolphin level for 41236+ button appears above tension gauge.
- Overhead Kiss (63214K command grab): Startup: 5F -> ~30F, May now runs forward during startup, looks the same as running animation.
- Close 5S, 5H gatling on airborne opponent no longer works.
Millia Rage:
- New j.2H: return of the old jump H from pre-Slash. Is harder to combo into.
- j.236D: FRC point added ~8-9F after input.
- FB Secret Garden: New FB, command is 214D, ~76F total recovery.
- FB Longinus (214S~D): now causes wall stick instead of sliding.
- Harder to combo after throws.
- j.K-j.D no longer combos, possibly due to slower j.D.
- FB Disc (236D) has longer recovery, disc now disappears if Millia is hit during the move (previously only disappeared if she was hit within first 3F).
- j.D causes ground slide if they touch the ground (?), previously caused slide only on CH.
- Additional time added before you can retrieve Pin (j.214S/H).
Order Sol:
- Charge gauge: When using a move the gauge depletes slower.
- Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%.
- Lvl 2 Blockhead Buster (236P) now causes wall stick instead of stagger.
- Lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup.
- Air Lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos.
- Lvl 2 Rock It doesn't cause ground bounce, knocks down now.
- Lvl 1 and Lvl 3 specials are still the same.
- 2D apparently has shorter range.
- Can (still) dodge Slide Head with FD.
Potemkin:
- Slide Head: FRC added right after the earthquake comes out, possible to combo after.
- Slide head causes groundbounce instead of knockdown, enemy enters normal OTG state after, full combos no longer possible unless you FRC.
- Hammerfall (Charge 4,6 S(?)): FRC timing is later.
- FB Judge Gauntlet (63214D): P followup added, cancels the animation of judge gauntlet.
- 6H causes wall bounce.
- j.S causes knockdown on air CH, otherwise knocks down.
- Megafist (236P, 214P) causes knock down.
Robo-Ky:
- 623H: Now possible airborne, FRC possible just as the ground version.
- 2H missile: Now comes back down towards opponent after a while.
- 2S: Hits twice and launches when heat gauge is over 80%.
- Currently has a bug that crashes the game if you do 2H missile the moment he overheats.
Slayer:
- Undertow: FRC added right before hit and causes ground bounce.
- Bite: command changed from 63214H to 632146H.
- New move, HS Dandy step (214H), Is like S Dandy Step but goes farther (about 2/3 of screen).
- New move, FB Dandy step (214D).
- 5H causes sliding now instead of stagger, still possible to do 5H into Pile Bunker.
- 2H now causes stagger now instead of launch, still combos into BBU.
- 2S has faster startup.
- 2D has a little more recovery.
Sol Badguy:
- Fafnir (41236H): return of the old tensionless fafnir, possible to special cancel into. Combos from far S CH, 5H, and 2D. Does not have the old FRC timing.
- FB Fafnir (41236D): possible to special cancel into, combos from 2D, causes sliding on Clean Hit.
- Tyrant Rave (fafnir followup after H or D fafnir): command changed to 64D from 46D.
- FB Sidewinder (j.236D): New move, always has Clean Hit property. Seems to have a really good hitbox.
- Bandit Bringer: Clean hit property added.
- 214K (airborne) during Dragon Install: new move. Same animation as VV followup kick, has flames, hits overhead, causes groundbounce. Can be looped, has minimum height requirement.
Testament:
- Hitomi (tree): command changed to 623S, can be done with 236S(?)
- Zeinest (web): command changed to 623H, can be done with 236H(?)
- Ruft Warrant: New move, command is 22 P or K. Doesn't hit, is only a warp.
- New FB phantom soul: command is 236D, tracks opponent.
- EXE beast - Can be held to hit after it is summoned. Can summon one while the other is charging. Both have FRCs Can still be done instantly, does 2 hits total.
- 6K hitbox appears to be smaller.
- Bad Lands range decreased, untechable time is apparently shorter, Bad Lands can no longer be looped.
Venom:
- 5Sc now gatlings into 6H.
- FB stinger aim: no longer freezes balls in place, balls pushed with this move can now bounce several times on the floor and screen borders.
- FB carcass raid: same as above.
- 6P no longer gatlings into 6H.
- 6H has faster startup.
Zappa:
- j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos.
- Darkness Anthem (236S, Raoh mode): now possible airborne.
- Last Edguy (214S, Raoh mode): now possible airborne.
- Icons added above tension bar for each summon.
- 632146H gives one orb per hit, maximum of 4 orbs.
- Smaller chance to summon Dog (?)
- When Dog gets hit in neutral state, he sleeps.
- Sword 2H stays in place for a bit after the animation.