Alright guys, let's switch gears and the focus away from the loop for a little bit. The loop is really easy and nothing that can't be resolved with a little time in training mode.
Let's go over H-Ries's changes from PS2:
- Faster walking speed.
- 63214B puts them in juggle state, which makes the corner loop possible. This is an obvious one since it's all that has been discussed in here up until this point.
- New BE 63214B. This move now sounds out a small projectile that travels a short distance and allows you to absorb several hits.
- 214C overhead no longer knocks down but it is super cancellable on hit. Similar to F's.
There might be more, such as damage differences and what have you but these are the obvious ones.
My thoughts so far:
Alright, so faster walking speed may not seem like much, but it can really make the difference when trying to position yourself against certain attacks or when you're simply trying to inch your way closer to the opponent.
BE 63214B seems like a very good tool against cornered opponents because if you space yourself properly, you have enough time to get the move out without them hitting you out of the startup. If they have a normal that can reach that far, you can usually absorb the hit and the following projectile will either hit them or force them to block, allowing you to get back in to either combo or continue pressure.
214C overhead not knocking down feels like a mixed bag to me. Before, it gave you a forced down and then you could run the fuzzy guard/safe jump option without using meter. You now have to burn 100% meter to do that, but you do get more damage than just the overhead hitting by itself from PS2.
Corner loop (obviously): While the loop itself doesn't do that much damage, it does allow you to build tons of meter. Usually you may not even need to do that many reps and you can just go for the forced down most of the time. Does this make her corner wallslam combos obsolete? Not necessarily imo. Her corner combos still deal assloads of damage even by 1.07 standards and they build a fair bit of meter on their own but without the forced knockdown. When you land a hit in the corner, you now have your typical better damage vs better oki decision to make. And as usual, depending on the situation, it's up to you and there's a lot of different scenarios where you may want to pick one over the other.
The lack of armor is what I feel hurts Ries most considering that her normals, while they have good reach, are pretty slow to come out. What this means, is that your chances of getting CH out of the air by other characters' j.A are very high now and can be very aggravating at the same time. Thankfully, H-Ries is still blessed with having a guard point on her 236[A] as it allows her to approach the opponent while absorbing a hit. It is this move that I feel can make certain matchups a lot more manageable.