Wiki page updated for combos and strategy!
http://wiki.mizuumi.net/w/Melty_Blood/Shiki_Tohno/Crescent_MoonChanges from console
Walkspeed buff
236c, 214c, j22c, j623c and 623c otg relaunch (236c might have to be otg chained into)
2a - 1f slower recovery (its not neutral anymore)
5c - damage and meter gain down
2c - damage and meter gain down
5bb - damage and meter gain down
jb - smaller horizontal hitbox inside of him (will not crossup anymore ever), increased hitstun (combos into B normals and C normals off a jumpin correctly now)
j[c] - attack hitbox hits slightly higher
214d - damage down, cannot counter hit (universal change I think)
236b - 2f more startup, 2f less active, juggles aerial opponent for a long time, enough to link j.a after it hits an aerial target
236c - 1 frame of invul startup, 1f better recovery, damage down, last hit has a huge hitbox, now launches on the third hit and then hard knockdowns on the fourth (Means you could hit air opponents and still get the hard knockdown), appears to have better overall advantage after the hard knockdown, otg relaunch
214a - prorates to 50%, 2f worse recovery (still safe if spaced most likely), much larger ex cancel window added
214b - much larger ex cancel window added
214c - damage down, increased untechable time after wallslam (not completely sure on this), otg relaunch
623a - 60% proration (from 100% in console)
623b - 60% proration (from 100% in console)
623c - damage down, otg relaunch
22c - can combo after it on nearly everyone now midscreen. only kouma appears to not get hit by a timed 2c. (every moon got this)
j22a - improved hitbox below, small rise before the attack
j22b - 1f improved startup, causes tohno to rise before the attack (it will come out properly after deep jumpins allow for double overhead mixup)
j22c - complete invul startup and beyond (23 frames), larger hitbox, travels faster
j623a/b added an ex cancel (you can now do j623b into j623c for 10 more damage after long combo strings lol. can also do j623 into j22c...not found a use for this yet)
CC changelog thread said 22a had a larger gap before the attack came out but I compared the two in framedisplay and they seemed the same...must be a Ver A change.
Combos
Not much changed. The 214c change makes the 214c 5a5b[b ] combos work at longer ranges outside the corner now. The slight float on j22a seems to make the j[c] j22a combos work further out of the corner.
Obvious scenarios for otg relaunch include mixups like jb/c j22b 214a, 6[b ] (or partial charge 6b) 214a
Can't seem to get into j[c], land 2a combos after otg relaunch 214c. Unsure of what optimum combo after relaunch would be.
More stuff pending.