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UNIst Change

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Jun 15th, 2016
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  1.  
  2. HYDE
  3. 5A is now 7 frames (Start-up?)
  4. 5B hurtbox has shrunk a lot
  5. Orbiter (236) hurtbox doesn't come much to front
  6. Scare (22x) hurtbox also a little smaller
  7.  
  8. LINNE
  9. FF is a better anti-air now. Can pick Assault normals.
  10. FF follow-up faster start-up
  11.  
  12. CARMINE
  13. 214x is a stronger combo-part now
  14. j.A>j.B+C>j.A connects
  15.  
  16. ORIE
  17. 5A hurtbox changed
  18. 3B doesn't whiff
  19. 3C advantageous on standing block. Increased lower body invincibility...?
  20. j.C increased duration
  21. Throw animation is the same. Slightly more advantageous now.
  22. 236B decreased recovery
  23. Charged 236B increased travel distance
  24. 623A is now kara-cancelable
  25. 623B has more time to be Chain Shifted on hit
  26. 214B forced knockdown on counter hit
  27. 22C start-up guarantee is back
  28.  
  29. GORDEAU
  30. Mortal (236) hurt box doesn't come out so soon.
  31. EX Mortal first hit can be Chan Shifted and cancelled with CVO. During CVO, it can be cancelled to IW.
  32. Shade Harvest (>236x) has strengthened hitbox in the tip. Drawing the opponent towards Gordeau is more stable.
  33. Aerial C Mortal (236) increased untechable time
  34. A Grim (623) -6 frames
  35. B Grim (623) can be Chain Shifted on 1st hit.
  36. B Assimilation (214) can be cancelled to CVO. A-Version cannot be.
  37. 3C still won't go under Stella (VAT fireball) and Denkoudan (AKA fireball)
  38. j.B 1st hit can be blocked at any position, 2nd hit overhead
  39.  
  40. MERKAVA
  41. Bugs (22) won't disappear when Merkava blocks
  42.  
  43. YUZURIHA:
  44. Hurtboxes changed from normals.
  45. 4B vacuum range increased, about the same as in Exe:Late. When you success in Counter, you get 1 GRD block.
  46. Motion cancel added for FF. Release both buttons to return neutral. Release one either button and she stays in Stance.
  47. Ground "Saki (236)" hurtbox reduced
  48. EX "Yaei'ichirin" (214) has increased hitbox during the slash part. No hitbox xhanges to the last kick.
  49. During CVO, you can continue after the last hit of EX "Yaei'ichirin (214)" with other attacks than EX moves.
  50. IW locks the opponent on first hit.
  51. IW hit box increased horizontally... probably to decrease whiffing.
  52.  
  53. SETH
  54. FF chargeable. Charged FF increases the speed projectiles come from a Segment.
  55. Normal "Segments" (236) have increased projectile speed
  56.  
  57. HILDA
  58. 5B>B is just a recycled Dash B-Attack
  59. Aerial EX Version "Skewer" (236) has changed somehow (But Isago didn't really explain in detail...)
  60.  
  61. ELTNUM:
  62. EX Etherite Ground (214C) can be blocked in midair
  63. 3C head-invincibility start about on the 3rd or 4th frame (The way it was in Exe:Late)
  64.  
  65. BYAKUYA:
  66. 236C invincibility from frame 1 and lasts for pretty much the whole move.
  67. When done in corner, 623C has now a small gap before Byakuya does the move
  68. 3C head-invincibility might start a little earlier
  69.  
  70. MIKA:
  71. 2A, 2B and DashB (2nd hit) are lows
  72. 6B (2nd hit), j.A, j.B, j.C, Charged FF and DashC are overheads.
  73. 5B very strong
  74. From 3C, you can follow-up with Charged 5C or j.C
  75. Assault j.B > 236 seems pretty nice
  76. Dash B and Dash C can both be special cancelled. You get a tight blockstring by cancellign them to Mika-chan Cannon.
  77. Crouching doesn't look like crouching. She just lowers her back a little. Fully crouches only during crouch blocking animation.
  78. Mika-chan Missile - Looks pretty powerful. Cancelable to follow-up on block, but not when Shielded. Doesn't seem too risky.
  79. Hip Attack - Same amount of range as Seth's command throw. Can be followed-up only with Chain Shift.
  80. Mika's hurtbox similar to Byakuya. Vatista's B Drill doesn't connect to 2C against Mika in corner.
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