там не пол экрана, там за спину телепорт) мув станит только в кантер, зато похоже дает фри бектроу, ну или джаггл в спину)
на тз начали постить все изменения с т6 к бр, буду потихоньку сюда перекладывать.
пока до "к" добрались.
System changes:
- Many graphical improvements resulting in "motion blur" and "slower gameplay"...
- Most characters standard combos do around 30% damage compared to their 40-50% 6.0 counterparts
- Wall slump has been reduced meaning that after 3rd hit on the wall the opp. will start to fall very fast making some devastating 6.0 wall combos obsolete
- Low parry goes immediately into bound status significantly reducing the damage you can get on opp. after a low parry
ANNA WILLIAMS:
WS+2 is -13
d/f+4 is -16
FC f+2 does not hit grounded anymore
New moves
CAT d/b+3,3 [l,h] NC, jab punishable
WS+3 new animation, similar to WS+4 hold ~B to transition to CAT
SS+3 hits grounded, safe, Bounds
ARMOR KING:
CH d/b+3 juggles again
d+3+4,3 can be interrupted by WS+4's
d/f+2 -12, lost tracking to his left
b+2,1 -12
d/b+2,3 -16
WS+1, d/f+1 combos don't work, WS+1, d/f+3 to d+2 B! is new staple
New moves
d/b+2,3 [m,m] NCc, safe due to pushback, jab punishable near walls
SS+2,1 NC, Bounds into a combo, leaves opp. in FC on block, -12
d/b+1+2, [m] headbutt, very slow, bounds
Ground Throws
ASUKA KAZAMA:
f+2 hitbox reduced
SS+2 evasive properties reduced
FC d/f+2 , does not guarantee u/f+4 or WS+3 on CH
3~4, launch punishable on block
u/f+3, juggles on CH
WR+3, new animation, -ve frames on block, wall splats
f+1+2, Bounds on CH
ff+3, new homing move
new moves
WS+1,4 [m,h] NC, KND on NH - similar to feng's CH b+1-, wall splats
d+1+2 [l] hard to see on reaction, short range, KND on NH
d/b+1, 1+2 [m,l] 2nd hit KND on CH
BAEK DOO SAN:
Quote "desiprince11"
1,2 longer range
FLA f+4 tracks 360
ss+3+4 is now -14 instead of -16
d+4,3,3 on CH has the same + frame property as d/f+4,4 on CH.
d+4,4,"CH 4" grounds opponent (SLD)
f,f+4 SLD on CH
u/f+2 SLD on CH
T6 f+4/FLA f+4 is now f+3+4/FLA f+3+4
SS+1 is now d+1, making low jab = d/b+1
d+3,3 no longer NC. However, the second hit is still unparriable.
new moves
d/f+1,3_ws+1,3 (m,h~FLA)
goes into FLA on both block and hit. Linear.
f+2,1,4 (m,h,l)
notable frame advantage on hit.
u/b+4 (m)
high crush mid. Similar hit stun animation as Bryan's d/b+2. Linear.
ss+3 (L)
ground-hitting(?) low. Recovers in crouch. Nothing special except + frame on CH.
ws+2,1 (m,m)
B! Safe on block, NC(?). Hit confirmable. Stable d/b+4 combo follow-up. If the first punch is blocked, it does not bound even if the second hit is CH.
d+1,4 (m,m)
No info regarding to this move yet. The starting punch is of the old ss+1.
BOB:
d/f+2 launches on CH
HS does not KND
WS+2,2 does not juggle
new moves
3~4 [h,h]
CD+3,2 [m,h]
ff+4~4 [m,m]
HS, 1+2 NC, KND on NH
d/f+1+2 [m]
d+1 [m]
ff+3 [m]
WS+1,3 [m,m]
BRUCE IRVIN:
1,2,4~F cancels MTS
CH 3,2 stuns but no longer guarantees f+3, leaves them FDFA
d/f+2 is -12 on block
f+3+4 only stuns on CH
d/f+1,4~4 only stuns on CH
SS+1 is now SS+1+2
bb+1 is now b+1+2
bb+4 is now d/b+3+4
MTS 2 gives greater pushback
new moves
d/b+2,1,4 [m,m,m] 14 frames, similar to bryan's f+2,1,4, last hit is jab punishable
d+3+4, Bounds, similar to chreddy's bound move from handstand
CD+2 [m], launches
MTS 3, knee, KND, jab punishable
BRYAN FURY:
qcb+2 [m]
qcb+3, +2 on hit, -14 on block
3+4 no longer wall splats
ff+4 bounds
new moves
1+2, 2 [m,m] 15 frames, spinning punch attack -12/13
d/b+1+2 [m] similar to Steve's SF, flips opp. in air on NH, if Wall is nearby b+1 will bound
qcf+1+2, [m] elbow, -12?
CHRISTIE MONTEIRO & EDDY GORDO:
d+2,4 is now SS+2,4 [m,m]
new moves
ff+2,3 [m,l] 2 is jab punishable, 3 can be parried on reaction, KND on NH
d+2,3 [m,m] to RLX, safe, +9 on hit
WR+3 [l] low slide that transitions to RLX
CRAIG MARDUK:
f+3+4~3+4 can cancel into VTS
CH qcf+2 no longer KND
u/f+3 range reduced
d+1+2 range increased
CH d/b+2 KND
cornered beast is now b+3+4
d/b+1+2 more pushback
WS+2 is now VTS 2
d/f+1, new animation, same properties
SS+2, forces crouch on hit
new moves
b+4 [m], 16-18 frames, KND on CH, -10
b+1+2, [m] 18-20 frames, safe
SS+4, similar to bob's SS+1+2, safe, KND on NH
f+1+4, diving attack, KND on hit, marduk is grounded after this move
VTS d+1+2 [l] , two hits, big damage around 30, -23
WS+2 stuns on CH, -10
f+3,2
DEVIL JIN:
1,1,2 no wall splat
b+1,2 damage reduced
d/f+4,4 pushback on block reduced
HS,4 NC, bounds backwards on CH, juggle is 1+4, b+1,2
WS+2 new animation, launches like lili u/f+3
LC first two hits are -12
LS does not launch, sends opponent flying backwards
new moves
f+4,3 [m,m] NC can't delay, hold U to FLY 3 B! guranateed, bounds facedown
u+4, safe, hopkick hold U to FLY 3 B! bounds facedown, Hit confirmable
ff+4, [h] homing move, safe, looks like bryan ff+4
FENG WEI:
WS+2 is -9
f+3+4,4 KND on CH
new moves
f+3,4 [m,m] NC, launches, -16
GANRYU:
b+1+2 KND on NH, KND is similar to CH version as they go rolling back, nothing guaranteed
d/f+2+3, new KND FDFT
FC d/f+2, new KND animation opp. seems to bound but too far away for a juggle, f+3+4 only guaranteed follow up
ff+1+2, [h] same properties as before, seems safer
new moves
2,4 [h,l] NC similar to paul's, very slow and obvious though
d/b+1+2, 1+2 Unblockable cancel to throw shift, it is slow though
u/f+2 spinning double punch, KND on NH FUFA, 1+2 guaranteed, safe
u/b+2 [h] slap, 12-14 frames, safe, good +frames on CH no KND though
HEIHACHI MISHIMA:
1,1,2 no wall splat
d+1,2 removed
d+1 new animation, shorter range, 17f, Bounds
f+4, +3 on block, does not leave opp. in FC on block
WS+4,4 pushback on block removed
new moves
SS+3,4 [h,m]
WS+1, [m] knockback similar to steve's CH d/f+2
d+3 similar to d/f+1+2 except he raises his legs, KND on NH FDFA
HWOARANG:
LFF WR+3 bounds, new animation
b+4 [m] homing move, 15 frames, safe
WS+3 bounds
CD+3 auto transition to LFS
WS+4,4 no pushback on block anymore
LFS d/b+3_RFS d/b+4 gives KND on CH
CH RFF 4 does not guarantee a combo
RFF 3,4 hold ~f or ~b to transition to FLA
LFF d+3,4 jails on hit
LFS b+4 gives guaranteed damage on CH
LFS d/f+3 on hit guarantees d/f+1 or d/f+4
New moves
b+3+4,4 [m,h,m] 15-16 frames, punishable, jumping attack
4,4,3 [h,h,m] Bounds
RFF d+4 [l] stomp, +frames on hit
RFF d/f+3[m], homing move, pushback on block makes it hard to punish, KND on hit
LFS d/b+4 [l] +6 on hit
LFS u/f+4 [m] plasma blade from LFS, launches, -12/13
JACK-6:
1+2,1+2 [m,m,m] Zangief's tornado punches, safe -first two hits-, last hit is d+1+2 hammer
new moves
b+3,2,2 [m,h,h] used as juggle ender, floats if opp. tries to stand up quickly used in oki mixups
ff+4 [m] long range, quite fast, safe, wall splats
JIN KAZAMA:
1+2 [m,m,h], 3 hits instead of 5, used as a wall combo
u/b_u_u/f+4, stuns like steve CH b+1 on NH -b+2,1 to pick up-, launches like normal on CH
b+2,1 not NC if delayed, range reduced
3~3 no longer KND, puts opp. in FC on hit
HS, b+2,1 picks up opp. BT so juggle seems more limited
1,2,3 cannot use d/f+1 to follow up on hit
ff+3 KND on NH FDFA, d+2 guaranteed
f+4 range reduced
new moves
d/f+4 [h] axe kick -similar to d/b+2,3-, bounds
WS+3_CD+3 [m], jumping mid kick, homing move
d/f+1+2 replaces old CDS+2 punch parry
CDS+2 [m] power punch, good damage
u/b_u_u/f+3 [m]
JULIA CHANG:
ff+3 is -14
WS+2,2>1+2, no longer HC-able
new moves
b+1_spin~1+2 [m] overhead smash, bounds, safe
ff+1+2 [h] fast double punch attack, KND like Feng's CH b+1, opp. can back roll nothing guaranteed
1,1,4 [h,m,l] no 1+2 followups, 4 looks like her d+3, forces opp. into FC on hit, if 4 is CH u/f+4,3 guaranteed
1,2,1,2 [h,h,m,l] d/f+3+4 is guaranteed after last hit
KAZUYA MISHIMA:
1,1,2 no wall splat
d/f+4,4 no pushback on block
d/f+3 range reduced, does not hit grounded anymore
f+4 +3 on block, does not force opp. into FC
d/b+4, damage reduced -does not spark on NH-, less + frames on NH
Standalone HS does not trip
HS, 4 opp. is BT after hit by 2nd 4
d/f+1,4 new animation -similar to his standing 4-, same properties only combo possibilities have been reduced
new moves
f+3 [m], long range, 14f, safe due to pushback, crumple stun on CH nothing guaranteed
d/f+3,2,1 [m,m,m] NC(YOU ARE READING CORRECTLY, THIS IS NOT A TYPO), over 50 damage, HC-able, wall splats, KND on NH, if standalone 1 hits stuns like Steve's f+1+2, -16
SS+3 [m], very slow -over 30 frames-, stuns like his CH d/f+2 on hit only sideways
KING:
ff+1, [m] homing move, wall splats, safe
GS damage is now 35,20
GS2 damage reduced
FC d/f+2, new stun animation -same as Kazuya's CH d/f+2-, same combos still work
WS+2,[m] new animation -looks like his FC d/f+2-, stuns on CH for combo, safe
d/b+4 damage increased
ff+2,1 first hit can be cancelled by holding ~b
CH b+1 into d/f+2,1 is unreliable, f+2,2 is more consistent
new moves
d/b+2, [m] elbow, safe, bounds, KND on NH, free GT attempt
u+1+2 throw, choke slam, hold ~B to throw backwards, if wall is nearby d/b+,2 or f+2,2,2 to B! wall combo, 1+2 break -long break window-
iSW on wall, wall throw, 35 damage
KUMA & PANDA:
f+1,1,1 launches like lili u/f+3
new moves
d/b+1,2 [h,m] quite fast around 12f, bounds
HBS d/f+2 [m] slower version of WS+1, launches
hcf2,2 [h,l] mixup with hcf 2,1 -apparently hcf2,2 is too obvious so it's not a reliable mixup either-
f+2,1 [h,h] NC, KND, safe, doesn't jail