Only Manon change listed so far is about Modern controls. Strong assist combo now has her hit grab thrown in for easier medals.
Hope they can find more substantial stuff.
edit:
View: https://x.com/maneater_dgr/status/1785553751136497745
oh no
Good timing. I reached Master with Ed just yesterday. I'm pretty stoked for the new phaseyes new phase just started. "Officially" achieved legend rank too lmao
It makes sense, Honda needs a redesign so he's not just a parry minigame so they gotta remove the stuff that makes him one note in order to buff him elsewhere.I feel like Honda is bottom tier already. This is almost funny to me.
He's arguably the worst character in the game but his play style is fucking obnoxious. So I'm glad they're doing something to alleviate that, but they should probably find a new identity for him.I feel like Honda is bottom tier already. This is almost funny to me.
▼Everyone
- Remove throw oki after back throw
▼Ryu
- Can choose between normal and denjin charged Hadoken/Hashogeki
(Heavy will be denjin)
▼Chun-Li
- 4MP/6MP: Cannot hit confirm
- SA2: Less meter gain
- H Kikoken: More recovery
▼Dee Jay
- Jacknife: move distance & hit range reduced
- OD Jus Cool > Maximum: more damage scaling
- SA2: Less meter gain for combo after stopping midway
▼Blanka (by Dogura)
- DR Overhead: +1 on block (throw will lose to jab)
- 2LP: always combo into M Rolling
▼Cammy
- 4MP>HK>H Hooligan + HK won't connect (still side switch)
- OD Spin Knuckle: projectile invi starts late
- SA2: changed command from K to P
▼Honda
- Buttslam: more distance on block (2LP doesn't reach)
- 5MP: more range (moving forward)
- Headbutt: won't pass under jumping opponent = can be punished
▼Luke
- J.HP: much bigger hurtbox
- 4HK: less plus frame (cannot combo into itself after punish counter DR4HK)
▼Guile
- Sobat Kick: less range (maybe)
- less meter gain for loop combo (didn't mention if it's exclusive to SA2 loop or not)
▼JP
- SA2: more recovery (cannot combo from light > SA2 > medium attack anymore)
- OD Stribog: Can combo into from medium attack and target combo
▼A.K.I
- L Serpent Lash: less knockback distance on toxic trigger, crumple on punish counter
- 2MK: +5 on hit (combo into light, DR2MK into HK)
- 5HP: faster startup
- Venomous Fang: projectile invi (probably from frame 1)
- M Serpent Last: faster startup (maybe?)
▼Jamie
- Heavy Palm: safe on block (not in throw range -2f?)
- OD Command Throw: more damage scaling
- 2MP: +5 on hit, combo into OD palm
- 5MP: +2 on block
▼Zangief
- 6HP: +7 on hit
- Stomping: 1st and 2nd is not true blockstring
▼Kimberly
- OD Senpukyaku: Can cancel into SA2
- SA1: Can choose to not use Spray Can
- H Vagabond Edge: Combo into OD Air Grab
- H Senpukyaku: faster air attack invi (maybe?)
▼Rashid
- SA2: no meter gain when active (even throw)
▼Ken (by Eita)
- MP HP Target Combo always true blockstring. no delay cancel
▼Manon
- 4HP combo into OD Renversé > Grand Fouetté (236PP~K) [no confirm which move got buffed]
▼Lily
- 2HP: bigger hurtbox on whiff (maybe?)
▼No info
Dhalsim, Juri, Marisa, Ed
PS. nothing on this thread is confirmed
nice aki buffs.
i'd like to see her SA2 buffed to have projectile invul too though
No. AKI's level 2 has no projectile invincibility, so it'll always trade. For slower projectiles, it'll destroy it if she reacts in time (Chun's Kikoken, Rashid's tornado shot, etc.). But for most, it'll keep traversing and hit her.
No. AKI's level 2 has no projectile invincibility, so it'll always trade. For slower projectiles, it'll destroy it if she reacts in time (Chun's Kikoken, Rashid's tornado shot, etc.). But for most, it'll keep traversing and hit her.
Super sad nobody seemed to have tested Lily yet. Oh well, hope to get info in the coming days.
The universal DR reversal change seems really good.
The buttslam change would probably help him since now you're in st.hp range which is his best poke. And they're increasing the forward movement on st.mp so that as well can probably whiff punish from range. Dude still hits like a bomb. He's probably going to be more dangerous now that people can't rely on spam and people will learn footsies.I don't know what you even do with Honda. Buttslam and Headbutt are fucking stupid but they are also the only good tools he has lol. They would basically need to rework everything else to not make him completely useless if they toned those down
People have only scratched the surface on changes. Can't really judge this until the patch is fully out and fully detailed.waiting sooo long for kinda small changes like this is… weird to me
ofc not all the changes are found yet but eh
feel like most of these could have been patched in way earlier
I'm a Ken player. Why don't I follow the implications of this?If I'm translating the google doc translations correctly, it appears Kens delayed chin buster combo is no longer a thing.
Which, ouch if that's truly the case.
I'm a Ken player. Why don't I follow the implications of this?
Ahhh, I see. ThanksHe's got a really strong combo that's st.mp *delay* cr.hp where it doesn't launch your opponent. So from there you can do any of his dash moves, his light tatsu combo, all sorts of nasty shit.
If I'm reading this right, that's gone.
You could delay the HP on block to create a built in frame trap and you could make safe by cancelling into EX Fireball which then gives you a combo if it hit, so not it won't frametrap. It's quite a decent change.I'm a Ken player. Why don't I follow the implications of this?
waiting sooo long for kinda small changes like this is… weird to me
ofc not all the changes are found yet but eh
feel like most of these could have been patched in way earlier
I can't say I used it much that I know of so I'm good with it.You could delay the HP on block to create a built in frame trap and you could make safe by cancelling into EX Fireball which then gives you a combo if it hit, so not it won't frametrap. It's quite a decent change.
Ryu is top 5 to me. I can't even think of what he lacks atm.
People had 10 minutes to play and they had to either test their characters or try Akuma out, this is just the stuff they could notice in those conditions.waiting sooo long for kinda small changes like this is… weird to me
ofc not all the changes are found yet but eh
feel like most of these could have been patched in way earlier
They're increasing the distance between you and the opponent after a backthrow, this mostly just affects situations like when you're in the corner and do perfect parry > backthrow to sideswitch."General: Remove throw oki after back throw"
I wonder if that will hurt Jamie's ability to get a drink after backthrow. It's already punishable in very specific instances.
The opponent goes farther on back throws now"General: Remove throw oki after back throw"
I wonder if that will hurt Jamie's ability to get a drink after backthrow. It's already punishable in very specific instances.
I think it would make it easier to get a drink since your further away or am I'm missing something"General: Remove throw oki after back throw"
I wonder if that will hurt Jamie's ability to get a drink after backthrow. It's already punishable in very specific instances.
Yeah, you only get less frame advantage if you go for a drive rush or whatever since you're further out, stuff like Jamie wanting to set up drinks is unnaffected if not better due to the extra safety.Ahh, I didn't realize "remove throw oki" meant throw further away. I thought they were talking about frame advantage.
What do you mean why, that button being hitconfirmable is insane, it's a ridiculous button that leads to ridiculous reward with no commitment whatsoever.
As opposed to fucking fierces being okay to hit confirm? Which by the way she can't do.What do you mean why, that button being hitconfirmable is insane, it's a ridiculous button that leads to ridiculous reward with no commitment whatsoever.