Some Day 2 new stuff, including 623C summon cross-up stuffs.
http://youtu.be/wndzxVBzJJQJust going to quote some stuff from the other thread so that I can keep all the info in one spot.
H-Moon 1.07 PC Demo Day 1.
http://www.youtube.com/watch?v=s-_fl93w9Xs
Notable changes:
-6C BE6C hits Sion, V-Sion, and Arc mid screen. Which means that it might work on more than just the big 5.
-6C BE6C hits on more than 10 hits corner and mid screen, making the following possible; 5A 6A 5B 5C 2A 5A 6AA 6C BE6C ...
-Air normals (Not sure which) seem to have less start up or improved hit box; jB jC djA jA jB jC 2B 5C 5A 6AA 2C... works on Sion and V-Sion now, when it did not before. I can almost get 3 jAs. It might be the jB that is improved.
-Looks like j236C moves the opponent further now; 2A 5B 5C tkj236C jA jB jC jC djB jC does not work mid screen anymore. The jA after j236C wiffs.
-TexasTim-
Some things I noticed after messing around in training mode a bit..
-OTG relaunches scale pretty heavily, but throwing a divekick into the combo without it being an OTG relaunch does increase the overall damage.
-BEj.2B has noticably more hitstun than raw divekick. I couldn't link 2A off max height on a standing Arc, but slightly lower than that and it's definitely possible. Anyone checked the blockstun yet?
-j.C now has some scaled dmg proration on top of the fixed 90% proration. Seems like there's lil dmg/proration nerfs here and there.
-6C 6[C] seems like it might be slightly easier to time?
-623C recovery is gdlk. I wonder if it's better than MBAA ver.A recovery since I heard 623C 214C didn't lead to airtight oki in that and it seems like it does now.
I gotta say, I don't mind her nerfed damage since 6C 6[C] hits on more chars midscreen now and the new divekick lets her get more damage, especially before meterless hard knockdowns. Max range midscreen 2A leads to 2A5BC2C BEj.2B 2C now too, good times.
For BEj2B: After recording and watching it frame by frame, I'd have to say that BEj2B looks like it starts moving you before the active frames. So you can start it higher, but it hits at about the same height as j2B. I think that BEj2B has the same amount of hit and block stun as regular j2B.
For jC: The additional proration was present in PS2. Every combo that I've tried in the Demo that also worked in PS2 and that don't use 5A6AA still have the same proration values. I forget what the additional value is for the jC proration though...
For 6C BE6C: It is either the same timing, or easier. An improved hit box on BE6C may account for it feeling easier. It may also account for 6C BE6C working mid screen on more chars.
I've been trying to find a use for BE236B. I haven't found one yet. Ideas anyone?
Regarding this combo: 5A
6A 5B 5C 2A 5A 6AA 6C BE6C... It is prolly hugely worth while to drop the 1st 6A and just 5A twice since the proration nerf from 70% to 62%. So 5A
5A 5B 5C...
-TexasTim-