Normals
5A
Adjusted float on hit to make 5AA connect more easily
Still possible for 5A to hit and 5AA to whiff, but less likely
5A > 2B will always work and is still the correct confirm for very high hitting 5As
5AAA
Can be cancelled into sweep and hop
Sweep useful to extend pressure/surprise people
Hop can be used both to extend pressure and for combos in yellow and red axe
2nd hit can be cancelled into skills
Air guillotine can be used her to either end the combo early on hit or as part of a high/low mixup (OMC required to make it safe/threaten the low)
Can actually be done on the first hit too, but not in patch notes
2B
Can be dash cancelled
Works roughly the same as 5B, in that it's very minus if done normally, and very slightly plus (+1) on half-charge
Most players are used to disrespecting dash cancels or charges, but if you pull it off, it can be used to reset pressure/get in for a grab, which may beat out characters with slower mash normals
Charged 2B has increased untechable time and adjusted blowback
Used in niche combos
Charged 2B has head attribute invulnerability
Maintains head invuln for the entire time you charge it, can be used to deal with those who use stalls in the air to delay falling normals or anti-anti-airs such as Adachi j.2D
j.A
Startup decreased from 11 to 9 frames
Still slow for how small the move is, but does make it a good move to press when falling above an opponent
Makes 236A > winch dash > jc j.A possible, which is used in many routes
Also allows for 5A > j.A against non-standing opponents in some scenarios
j.BB and j.2B
Increased untech time, but not on wallbounce
A change to how the untech time works for these moves - some old combos won't work but some new ones will
j.2B Can now be performed with diagonal inputs
Makes IAD j.2B routes easier
AoA
Strike armour occurs sooner
Makes it slightly more viable as a frametrap/a way to call out mashing
Increased recovery time, and no longer CH state in second part of the move
Roughly balances out the global system change that gives these more pushback - punishing all out attacks will require an opponent to use a move that moves them forward, larger persona normals, or perfect block and dash timing. Still not a great mixup, and should be used sparingly
Grabs
Can now super from grabs (for Labrys, any version of beast, or for 100SP, gears > sweep > beast), very high proration, so not much to be gained from this change.
Air grab can now be air dashed after hitting. Use midscreen to close the gap, or use in the corner to extend the combo with j.2B
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