Последняя информация с CES 2018 на 8вр:
WL is not in the game. Sophi 9B just behaves like a WL B. ( WL прыжки без ударов )
StepG is not in.
No A+K.
Lethal Hit is consistent on counterhit. Not all LH launch as Mitsu B6 LH is a stun. Going to test if it works on RC today. Lethal Hit moves can also have conditions outside of CH depending on the move. Mitsu 3B will LH on crouching and TCs even if you do not press a button when hit!
RE input is B+G. Throws are now 5, 66 and 4 A+G. 66A+G and A+G are both forward throws despite being two different throws. Back throws are escaped with 4 and a button. You can throw escape with any attack button. You can mash ABK. Just as long as you guess the first direction right, it works.
GI window is mega wide and GIs lows, throws and RE. No side/Back GI. You can GI at times when you cannot block, such as after Mitsu 66BB.
Whiffing GI 4 times puts you in yellow. 1 more for red. Auto GIs do not reduce guard meter.
Impact counter occurs when you try to GI/RE a UB. GB moves function the same but do not say impact counter.
Nevermind CE GI. You can do it. You get impact counter if you fuck it up.
If you fully charge RE, it will enter clash on block but do no damage on initial hit.
RE only lasts two clashes. If you have a guard tie on second round, RE initiator gets a GI. If you attack tie, initiator attack succeeds. (Tried it on G, G. A, B ties)
RE clash 2 is faster paced. On second clash you have a much shorter window to input an command before the 2nd clash defaults to guard.
Mitsu 66BB seems mega safe. Could not TASB punish it on block without getting GId.
TAS AA does not combo into TAS B on CH.
Backstep guard cancel is not in, but to compensate 8WR is easily entered into. You can hold back, tap G for a little less space but some safety. Its about as close as we're going to get to backstep guard canceling but it will take practice.
Ideally, you buffer 4 while throwing out a poke. Once it resolves, you'll be backrunning and will be able to block a move that chases you on reaction.
The startup movement of 8WR is fast. If you cancel backward or forward movement with tapping G, you cover notably more distance than just holding the direction.
Pressing forward while backstepping does not mitigate RC.
Backstep can be canceled with GI and RE.
Soul Charge adds chip and some moves get extra enders. Startup is very fast but it can be interrupted if you're very minus. The ability hits bumps airborne targets farther and hits OTG. Very strong get off me button.
SC2 8WR buffering doesn't seem to be in for moves that aren't 66.
You can block pretty soon after back-stepping.
Haven't accidentally Brave Edged or JG out of the many hours I've dumped in, so I think they're gone.
CE doesn't seem particularly fast on either character.
Mitsu 1KB is natural on normal hit. KDs on CH and SC buffed.
PS4 build.
Mitsu 66A+B[G] is in.
Sophi TAS*2_8 has to be input pretty fast. I think it's because the game wants to know early because you can DAS really fast in this game.
RE gives a lot of meter. Roughly 4 RE confirms give a bar. RE B gives twice as much meter as A or K. Sidestep gives meter. RE Guard and RE GI do not give meter. You can get 75% bar from landing RE and B.
On a side note, the game has laggy inputs. It's not the display. Hopefully later builds correct it.
Yes you can buffer buttons while guarding to throw break.
If a move had a BE, it's probably baked into SC now. Mitsu has SC 3BB, SC 22_88BB, etc.
Sophi Double Angel Step is now 236 + 6. You can still do 236236 though.
Taunt is now A+B+K+G. K+G is currently not used for anything.
I still think there are guaranteed punishes. Mitsu 66BB just happens to have a lot of pushback so the few options that can reach it do get blown up by GI, but it's not like you're magically coming out of blockstun at GI to stuff proper punishes at normal ranges.
2KB is not safe even with GI.
После победы каждый из игроков может выбрать следующие действие:
Настройки перед боями: