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