RAGNA
A -
2A -
6A -
JA -
B -
6B - Damage nerfed for the follow-up combo
2B -
JB -
C - shorter and faster, similar to Sol's far S
6C -
2C - shorter and faster
3C -
JC -
D - Breaks 1 Guard Primer during BK
6D -
2D - breaks 1 Guard Primer during BK
JD - becomes smaller during BK
214A(HF) - 2nd hit breaks 1 Guard Primer
214B(GH) - damage nerfed for the follow-up combo
623C/D(ID) - command of knee attack follow up is now 214D
214D(DS) - breaks 1 guard primer
22C - damage is fixed to 400
J214C - New move Belial Edge. Not an overhead, can not be linked from other moves, slow, does not get advantage frames on block
632146D(CS) - still doesn't go through projectiles, 2nd hit breaks guard primer by 1
214214D(BK) -
214214D during BK -
AH -
Throw -
Air Throw -
CA -
Other - no changes made to jump cancelable moves
Jin
A -
2A -
6A -
JA - JA>JC combos(?)
B - slower
6B - bit faster
2B - cannot link to 5B afterward
JB - slower, C>JB does not combo against everybody except Tager, does not work as overhead from the ground against Tager
C - much faster and less recovery time
6C - hitbox shrinked a bit, 3C>2B>5C>6C did not work against some characters
2C - cannot jump cancel
3C -
JC - new move which looks like 214D's second hit
J2C - old JC, J2C>JC works
D - slower, can be only canceled by dash cancel, no change made to dash cancel, breaks 1 guard primer
6D - faster, easier to unfreeze, breaks 1 guard primer
2D - faster, breaks 1 guard primer
JD - faster
236A -
236B -
236C - shoots out 2 projectile (similar to 236A and 236B) at the same time
236D - first hit breaks 1 guard primer
623A - breaks 1 guard primer, longer recovery time
623B - breaks 1 guard primer, a bit faster(?)
623C - combo after counter hit still works
623D - damage nerfed for the follow-up combo
214A - damage nerfed for the follow-up combo, recovery time increases
214B - does not get knockdown for the hit on the ground, opponent can tech immediately after for theair version
214C - jump up a bit before the move starts
214D -
C x n -
632146C -
632146D -
214214D - new DD, Yukikaze, same as Hakumen's one, 3882 damage
AH -
Throw -
Air Throw -
CA - opponent bounds back bigger
Other
- better CG graphics for DPs, supers, freeze effects
- air 214A/B/C moves the same distance
- All freeze moves will automatically unfreeze at the fastest timing, no more mashing required
Noel
A - slower, longer recovery time, does not get advantage frames on block, can not mash anymore
2A -
6A - does not hit on character's crouch motion except Hakumen, Tager
JA - slower
B - hitbox in vertical direction shrinked
6B - damage nerfed for follow-up combo
2B -
JB -
C - new motion, can not jump cancel on block
6C - slower, smaller hitbox, easier to tech, second hit breaks 1 guard primer
2C - cannot jump cancel
3C -
JC - slower(?)
J2C -
D - old Chain C motion
6D - faster, low
4D - faster
2D - no more an overhead
JD - causes bounds on hit in air
J6D - searches the opponent, fast, not an overhead
Chain A - old C motion, faster
Chain 6A -
Chain B -
Chain 6B - bigger kickback
Chain C - old Chain A, jump cancelable on hit
Chain 6C - break guard primer, does not combo from D, easier to hit opponent in the air
236A/B/C - faster
214A -
J236C -
22B -
22C - longer recovery time, combo damage nerfed
Chain 236D -
Chain 214D - breaks guard primer
Chain 28D - longer recovery time after landing, hard to combo in the corner
236236D -
J236236D - not able to move until landing, guaranteed punish on block
AH -
Throw - damage nerfed for the follow-up combo
Air Throw - slower
CA -
Other - 6C loop is very hard but doable with adding A, new JD loops replaces existing combo
Rachel
A -
2A -
6A -
JA -
B -
6B - easier to tech after counter hit, existing 6B couterhit combo does not work
4B - a bit faster(?)
2B -
JB -
C -
6C -
2C -
3C - hard to combo after 3C9D
JC - easier to tech
J2C - J2C can not link to other normals on block , J2C can not be cancelled into other special moves, J2C can be only canceled by 2C or DD after landing
D - wind doesnt immediately recover after consumption, wind recovery speed gets faster and faster, recovery speed will be reset once wind is consumed (similar to how Order-Sol's charge work)
236A -
236B - longer recovery time
236C - longer recovery time
214C - Sword Iris
214A - frog combo works in 2nd loketest, can not summon new frog immediately after old one, new frog meter tells you the recharge time of the frog, frog has less life
214B - disappears when Rachel gets hit even after the pumpkin is activated, less hit stun when get hit by the pumpkin, can be moved by wind for more than 3 times
632146C - damage nerfed
Tempest Dalia(テンペスト・ダリア) - new DD, use 1 wind, will change depends on the number of wind left, summons Huge King-Frog George with crown when there's 4 winds left
AH -
Throw -
Air Throw -
CA -
Other -
Tager
A - can link to B or 2B
2A - B>3C, B>4D
6A -
JA -
B -
6B -
4B -
2B -
JB -
C - faster
6C - breaks 1 guard primer
2C -
3C - pulls opponent back
JC -
J2C -
D - has guard point and doesn't hit opponent far away, able to combo after it
6D -
4D - fast, hit opponent far back on counter hit
2D - faster
JD -
A Driver - 2700 damage, able to link to Gadget finger
B Driver - 3600 damage
A Sledge - Sledge loop remains, up to 2loops
B Sledge -
Atomic Collider - has invincibility against Head attribute move but not during the attraction
Spark Volt - damage nerfed for the follow-up combo (2700~)
Charge - Takes about 23sec to fill up automatically, charge move can charge up 1/3 of meter max for the time
Gadget Finger - new move, 22D, works similar to Ragna's 22C, does not do damage and pulls opponent up, gets 1-2 advantage frames(?)
Magnetic Wheel - only does 1700 damage, breaks 1 guard primer
Tera Break - only does 4000 damage including wheel
GETB -
214214D - new DD, Yukikaze, same as Hakumen's one, 3882 damage
AH -
Throw -
Air Throw -
CA -
Other
- Magnetized property lasts shorter (lasts around 3sec)
- walk faster, jump faster
Taokaka
A - can only mash up to 3 times
2A -
6A -
JA -
B - B(CH)>B does not combo, B(CH)>6C does not combo, Attack level decreased
6B -
2B -
JB - faster
C - C(CH)>6C does not combo
6C - slower
2C - 2C(CH)>6C does not combo
3C -
JC - hits higher
D -
6D -
2D -
JD -
J2D - J2DB gets advantage frames on block
236A -
236B - motion changed to only hit in horizontal direction
236C - faster(?), breaks 1 guard primer
214A/B/C - less recovery time
214D -
J214D -
22C - breaks 1 guard primer
2charge8D -
236236D -
214214C -
236236B -
AH -
Throw -
Air Throw -
CA -
Other
- CD loop and taunt combo remains
Litchi
A -
2A -
6A -
JA -
B -
6B -
2B -
JB -
C -
6C -
2C -
3C -
JC -
Stick A - links to B
Stick 2A - links to B
Stick 6A -
Stick JA -
Stick B -
Stick 6B -
Stick 2B -
Stick JB -
Stick C -
Stick 6C -
Stick 2C -
Stick 3C - existing 3C airdash combo does not work
Stick JC -
D -
6D - new motion, forward movement attack, can be linked from C, gets advantage frames on block, can connect to B on hit, force standing property on hit, can not be canceled by special moves
4D - new motion, jump kick
2D -
JD - cause slide down
J2D - J2DB gets advantage frames on block
Stick 41236D>A/B/C -
623D/421D -
41236D
236A -
236B -
236C -
63214A -
63214B -
63214C -
Tsubame Gaeshi - easier to tech, can not end the regular combo with DP setup, hard to combo with 6C, not RCable
Great Wheel -
13 orphans - damage nerfed, full hit only does 1100~
All green - starts up slower
AH -
Throw -
Air Throw -
CA -
Other
A -
A>6B - not able to tech at the first timing when the position is low enough to get knockdown, able to combo to JD in many situation
2A -
6A -
JA -
B -
6B -
2B -
JB -
C -
6C - first hit breaks 1 guard primer
2C - breaks 1 guard primer
3C -
JC - hits higher
J6A/B/C -
J2A/B/C - slow, can only cancel to other dive move on hit(which means dive cancel is possible only when first dive hits), only C dive can cancel into back dash & forward dash after landing, not able to combo into B without dive cancel, guaranteed punish on block for A dive and B dive
D - gets back about 20% of curse meter
6D - gets back about 35% of curse meter
2D - gets back about 25% of curse meter, longer recovery time, does not work as corner trap anymore
JD - gets back about 20% of curse meter, not an overhead anymore
A bug - huge, fast, almost same as the old A bug, bounds once on the ground and then disappear
B bug - slow, does 3hit and has knockdown property
C bug - slow, has big mouth and bites the opponent, the one on the screenshot of famitsu, position, hit effect is same as the old C bug
D bug - butterfly
J236C - breaks 1 guard primer
J236D - fog does not have a hitbox and damage anymore(similar to Johnny's fog), thus it will not be absorbed or eliminated, gets back about 40% of curse meter, the touch box of fog itself shrinked
236B - faster(?), breaks 1 guard primer
214A -
214B -
214C -
J214214D - gets back 100% of curse meter
236236C - damage buffed(?)
AH -
Throw -
Air Throw -
CA -
Other
- all bugs can be only summoned during CURSE mode
- when curse meter gets full it goes to CURSE mode
- You cannot recurse opponent in the CURSE mode
- bugs are huge but slow, can not re-summon the bug one after another
- once the curse mode starts it wont go away even if Arakune takes hit
- different D moves get back different portion of curse meter, if opponent blocks these move the amount of meter gets back will also decrease
- YOU CANT GUARD BREAK with bees
- fast and short back step, no change to forward step
- all bugs can be blocked in the air
- Somebody already found 5000+damage combo
BANG
- new command throw DD designed for anti-air 2000 damage, air unblockble(?)
- Furinkazan comes with consumer version song
- D move in general is faster
- Poison does more damage
- 6C combo works on more characters
- C is a bit slower
- added new J2C(?), new JC is old 6C
HAKUMEN
- has new barrier move against projectile (?)
- barrier appears when he cuts the projectile (white circle with 封="Seal" kanji on the center)
- barrier absorbs the projectile and gets bigger
- barrier will last for a certain time and will disappear if opponent gets hit by it
- 2D and 6D lasts longer
- new 4C move, Gatotsu, as long as Litchi's 6B
- new J2A which is old J2C but slower
- Old JC is now J2C
- new JC move looks like second hit of Jin's 214D
- meter is easier to identify
- C 6C is faster
- cannot combo into 5C after 41236C
- JD guarantees knockdown
- Guren's command changed
- 4C is not cancellable
- 6A is slower
- 6B becomes slower, 2 hit and overhead (not a low anymore)
- 5C is shorter than first loketest
TSUBAKI
- fast, run in the same speed as Noel does
- Order-Sol style character
- charge with 5D, 2D and JD
- charge meter goes down when charged-special move is used
- charge Lv.1 command throw does 1800 damage, whereas charge Lv.5 command throw does 5000 damage
- able to do charge cancel like Order-Sol
- there is a super like Haku-men's Mugen which will give infinite charge meter
- 236A~D is the move looks like Order-Sol's Rock-it(236S), speed changes depends on the button
- 22A~D, spin sword move
- 214A~D charge forward with shield, links from 5c.
- 623A~D DP, probably has invincibility
- J236A~D dive move in the screenshot
- J214A~D move from screenshot
- 236236C~D, C version doesn't spend meter and just shoot out the magic circle, D version spends the meter and shoot projectiles towards the magic circle shot out by C version
- 5A standing punch, probably can't hit crouching
- 5B wings come out of shield. Probably the longest attack of 5b class.
- 5C has follow up, reach seems really short.
- 2B a low, links into 5b
- 2C extend wings upwards, probably anti-air
- 6A overhead
- 6B low
- 6C slam forward with shield, looks like tager's sledge。
- JC sword stab downward, seems to have good hitbox
- charge speed is very fast
HAZAMA
Movelist:
-Jyabagi- 236d
-jyasetsu- 214d
→ ressenga A
→ gassyokyaku B
→ zaneiga C
→ 構え中断 D cancel move
-hirentotsu- air 214b
-gasaisyou- 236c
-jyakou- 623d
-jyayokuhoutenjin- 236236B
-mizuchirekkazan- 632146c
- 6A is overhead
- 6B is a overhead feint into a low
- 2C is AA
- jc can be mashed for more hits I think
- Time up lose pose is clapping like slayer (lawlz)
- Win pose is spinning his hat on his finger.
-Drive: Ouroboros - Press D to launch Ouroboros, and D again to pull yourself to its location (with a ducking/sliding movement). The maximum Drive Guage is 2, and it recovers over a set time when you're on the ground.
-Hazama's voice turns into Terumi when he uses moves which activate Ouroboros
http://www.youtube.com/watch?v=oYsG0gKjQTY
http://www.youtube.com/watch?v=1HVjclRE4uk
http://www.youtube.com/watch?v=QHHOylOYEq8
http://www.youtube.com/watch?v=_ksBccC9sXE
http://www.youtube.com/watch?v=VQYNufpyaHI
So he plays like Slayer Meets Bridget lol