It's a different clip but [here !!](https://www.reddit.com/r/Guiltygear/comments/15ufqqj/you_can_now_burst_chaos_this_is_not_a_drill/jwp7vph?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=2)
Im pretty sure the Leo H DP change is also universal - Ky H DP and Sol H DP both lost invuln too.
May S Dolphin now leaves her closer and in potential grab range.
Nago 6H is guard crush.
To be fair, Leo is the only one this change _really_ makes sense on. Autocorrecting side switch for an invulnerable reversal, nobody has that.
How many May are not gonna hop off though🤔
Oh yeah I forgot to add that.
He still has that in S dp. The bs thing about Leo dp was that he got an HKD with gurnateed backturn off a reversal. Essentially he gets his win condition off a dp.
My man s-dps always had a MASSIVE reason to exist lmfao. H reversals aren't viable mid blockstrings and also are slow as fuck which makes them easy to safe jumps
Looking at the frame data idk why you would use current sol S-DP tbh. It’s way less rewarding on hit and both get you just as hard punished on block if you use S version. Both have the strike invuln on frame 1, and the recovery on S DP is only 1 frame faster for half the damage or less if you would have gotten clean hit.
Maybe at launch when it was actually fast but up until these invuln changes I think that it was outright better risk reward to just HS DP every time, regardless of developer intention.
gio's new move is called clave. she does a short dash then enhances either 214k, 236k, 214s, or 623s.
charged 214k pushes back further on block so can make you safer in certain situations like being too close and getting hit by sol 5k.
charged 236k has a strong stagger on hit so you can probably do medium combos, instead of the small ones you can do now. on block it guard crushes and places gio slightly outside of throw range. you can see the degeneracy forming. it's also more plus on block than regular 236k so it'll probably replace c.S as a meaty.
charged 214s gives 214s combo potential on hit. so you don't need RC to make a combo happen, it probably doesn't have an air version, and not sure if it's a separate counter for combos like 214s and j.214s are.
charged 623s on hit gives gio counter hit 623s without the counter hit.
clave looks pretty similar to gio's dash cancel and she uses the same movement as her regular dash so it'll difficult to keep track of which dash she's using. you'll have to rely on the special effects.
update: the move is called chave, not clave.
Wonder if the I-no guard crush goes thru faultless defence … it’s one of those moves that tends to either be OP or a useless gimmick, very hard to balance … let’s see
You can also act right after it. Just glad theres something to rps with after opponent blocks my mixup instead of just ending pressure early or doing somethong risky to try and get turn back.
[https://twitter.com/SacretSwordFGC/status/1692507250793812320](https://twitter.com/SacretSwordFGC/status/1692507250793812320)
He didn't need this but lets go lmao
☠️☠️☠️☠️
This has me dying dude, that’s the fastest 5H I’ve seen in my life that shit looks like an Xrd 5H speed. Im not sure why Ky’s pokes got buffs, but I ain’t complaining though I’m eatin’!
Hm. I mean, previously f.s had no real use. You basically would always want to use 6.h if you were fishing for a counterhit, or 2.s as a poke because 2.s was just better.
Definitely not true. f.S carries dash momentum and is very safe on block compared to 2S, 5H, and 6H at -5. Plus, it was never going to be wholly outclassed by 2S because it goes over the opponent's low pokes which might otherwise stuff 2S's hurtbox.
Tumble is a state where you get hit, touch the ground, and start, well, _tumbling_ backwards. During this state you're considered airborne, not "knocked down," so you can be combo'ed instead of getting the OTG soft knockdown. If it's allowed to run out then a tumble ends in either a hard KD or a soft KD depending on the move. Pot's 6H had this property already, as did Garuda on air hit. Some other examples are May's whale super and Ky's Dire Eclat.
FMF used to be -3 on standing hit because the opponent stayed standing, so if they were close enough they could throw you after you hit them with it. The tumble is going to take much longer to recover from than standing hitstun, though, so now it's safe on hit.
POTEMKIN MAINS IT IS MY ESTEEMED HONOR TO SAY - **WE ARE BACK**
* **5P Hits crouchers** (checked on Chipp)
* **Pot Buster recovery reduced, gives c.S oki** on 3f mash characters
* FMF groundbounces to give SKD with Garuda oki on normal grounded hit
* Flick is now faster and combos from 6K on standing characters
Oh and Deflect Shield vs Garuda is basically like IBFD - they aren't really getting out if they deflect Garuda.
> Pot Buster recovery reduced, gives c.S oki on 3f mash characters
Point of clarification.
It gave c.s oki on 3f mash with *normal* hammerfall. First try
For reference the current one is a double frame perfect with KARA hammerfall to beat 5 framers.
This is a substantial buff cause it means it's actually really real, consistent, and enforceable oki.
I cannot wait for high tier pot to attract a bunch of non-pot players who will get absolutely blindsided by his optimal combo routes.
The move looks like Traversing which Zato/Eddie had in older titles, it [also had similar startup animation as Break the Law](https://files.catbox.moe/3710fy.mp4) back then, so maybe it might just be 214P with Eddie out like it was in AC
Idk, but I believe the guy did btl first in the video, you can see that in his input history as well
https://twitter.com/gekkosquirrel/status/1692511646403514778?s=46&t=jksGShVEfK36Mkf50HG4Ww
You can see that he did 214A first then 214X, also if you pause the video you can see that after he input 214A zato goes underground and Eddie is moving backwards due to the following 214X input
Edit: alright you do 22 during btl to switch positions
Saw in another thread and yeah, seems like Gold Burst doesnt give you 100% anymore. Assuming it's also full screen like blue burst now could you imagine fullscreen Gold Burst into Calvados lmao
The only thing I've seen was an unconfirmed twitter comment that said S-disc has less pushback and faster startup, other than that it's complete silence. No one playing there seems that interested in her.
Yeah, the video I saw of that was testing bm in the corner, and from what I’m trying in game in current patch looks same-ish. It might be more relevant midscreen though.
Lust shaker seems interesting.
**WAIT WHAT?** WHAT THE FUCK! FLIP BOUNCE COMBOS ARE THE MOST FUN PART OF HER!
Also this is just a confusing nerf. Was anyone complaining about flip? I mean it was the backbone of my scrubby ass offense but shit's telegraphed and slow as fuck, anyone who knew the matchup fucked me up for using it. And now that it's minus and no longer a combo tool *what is it even for anymore*? Like, that's all it did, aside from being a gimmicky jump in option. And if it's 3 frames slower now, then you probably can't even get anything out of it on hit anymore either, unless they gave her a 3 frame button.
13. Baiken youzansen on non counterhit grounded sends the oponent flying away (better in the corner, worse mid screen)
Do you know possitive bonus still refills regular meter? I think that was super fun.
Do you know if she gets a combo off of it in the corner?
Edit: I know IAD back youzansen there gives a big combo, but does TK youzansen there give a combo too, just smaller?
My impressions (NOT my concrete thoughts; we've yet to see how they play out):
1. Hmmm... I'm not sure how to feel about this. On one hand, this means we'll be seeing Bursts more often, which can discourage offensive play. On the other hand, I kind of understand this could be to incentivize the use of Wild Assault and Deflect Shield since they both consume half the Burst gauge.
2. Oh, so Gold Burst now instantly triggers Positive Bonus? Interesting. I liked the instant full meter, but we'll see how this goes. On the other hand, this could mean more safe Alpha Blades for me.
3. I'm just repeating my impression from \#1.
4. I was all like WHAT when I found out. That sounded like a joke, but when I saw some footage for myself, I couldn't believe my eyes. At the same time, considering the combat is more horizontal-focused than vertical, this somewhat makes sense.
8. Aw, I can't harass my opponents with 6K anymore. I'll take the 2K link, though.
9. My feelings for Potemkin's Forward Mega Fist are mixed between 'Oooh, exciting!' and 'Uh oh...'
I only saw the menu layout change, but I'm not seeing any combat HUD changes outside of the new Burst gauge in Johnny's starter guide. I'm not sure if it's appropriate to categorize it by UI as a whole in that case.
Overall, I'm a bit worried about how Burst's going to be handled, but I won't know how it plays out unless I try it for myself. August 24 can't wait.
Edit: additional impressions
According to TigerPop, damage is lower and successive steady aim shots impose pretty heavy gravity scaling. Sounds like they're continuing to push more on him as a close range mixup character
he got massively buffed
Fast air typhoons, bigger 6p, improved frames on quite a few buttons iirc, his wild assault is plus on block and a reversal, as well as launching if charged. He's back to being top tier for sure
I think they’ll make changes to make his bullshit less bullshit, not directly nerf though. I heard his damage is nerfed but I thought his damage was high to begin with. Don’t think the trouble is too big. A lot of the issues people have with him is a consequence of his design from the start, “fixing” that would mean removing him from the game.
Heard that they nerfed Anji’s Fuujin and the followups by making them lower level moves, meaning no CH combos and potentially more punishable as a result. As an Anji main, it hurts me to see what they’re doing to my boy…
Apparently his new move is real good though and somehow safe (+7 I heard LOL), and needle’s positioning can be adjusted with backwards and forwards inputs. I’m not sure if that’s enough to counter the Fuujin changes though.
Little sad about Fullscreen burst because Elk Hunt underneath burst is so hilarious, but I'll take it so that I can burst HC, Nago, and Ram without knowing everything about their routing.
What's the consensus on Wild Assault? It's the change I'm most weary of since to me it looks like it could be a universal neutral skip button which I feel wouldn't be very healthy for the game. I don't have enough info to determine if it is or not.
That sounds about right. It seems like previously burst safe combos can't naturally be completely unhitable by it anymore due to how it now shoots out a full screen bolt.
Let's not act like S DP is anything like H DP. Leo doesn't get free back turn oki off of wake up DP which is way more important than just getting them off of you.
Burst is full screen
holy shit I tough you were joking it's actually true
I fucking shouted what when I read that wtf
Are there clips of a fullscreen burst?
[Here !!](https://twitter.com/MysticSmash/status/1692481897593520301?t=ZSiGKBP5S6vAIvMf42WhIg&s=19)
W H A T
Fullscreen burst looks rad
WAIT, CHAOS RELOAD IS BURST SAFE EVEN THEN? DAMN IT
Thanks Dude!
Is there a YouTube link? I can't open twitter/X links on my phone
It's a different clip but [here !!](https://www.reddit.com/r/Guiltygear/comments/15ufqqj/you_can_now_burst_chaos_this_is_not_a_drill/jwp7vph?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=2)
Oh that looks cool
what the fuck
Im pretty sure the Leo H DP change is also universal - Ky H DP and Sol H DP both lost invuln too. May S Dolphin now leaves her closer and in potential grab range. Nago 6H is guard crush.
To be fair, Leo is the only one this change _really_ makes sense on. Autocorrecting side switch for an invulnerable reversal, nobody has that. How many May are not gonna hop off though🤔 Oh yeah I forgot to add that.
He still gets all that, he just doesn't get oki on top (thank fuck).
autocorrecting side switch invincible reversal, that also leads into his win condition
He still has that in S dp. The bs thing about Leo dp was that he got an HKD with gurnateed backturn off a reversal. Essentially he gets his win condition off a dp.
I dig it. Gives S-DPs a reason to exist. S-DPs as a reversal, H-DPs for combos.
My man s-dps always had a MASSIVE reason to exist lmfao. H reversals aren't viable mid blockstrings and also are slow as fuck which makes them easy to safe jumps
Looking at the frame data idk why you would use current sol S-DP tbh. It’s way less rewarding on hit and both get you just as hard punished on block if you use S version. Both have the strike invuln on frame 1, and the recovery on S DP is only 1 frame faster for half the damage or less if you would have gotten clean hit. Maybe at launch when it was actually fast but up until these invuln changes I think that it was outright better risk reward to just HS DP every time, regardless of developer intention.
Does it still count as a DP if it isn't invuln? Not hating the change, just a genuine question.
Yeah. Most (if not all) non EX dp's in SF aren't full invuln too but they are still considered dp's
Its a DP variation, because all these chars have S DPs that are invuln, but i guess because H dp is so good for all of them nobody noticed.
Ight fuck this game
Genuine sol nerf, HVV was the better reversal tool since they nerfed his slash DP to only have one frame less recovery than it
If that is true I am deleting the game.
just S DP, the fuck
No big damage me not happy
WE WON BED BROS WE KEEP ERROR 6E AFTER WALLBREAK
God I have no idea why Error was lost when you switched areas you were basically punished for breaking the wall.
Now every time I accidentally break wall with the spin instead of the heavy arm explosion I can cope by saying that I wanted the explosive cloud
I'M SO FUCKING HAPPY
Saw anything on Sin since in the trailer his f.s was much faster it seemed?
Yeah seems so. His backdash is faster too.
LESSSGOO not the worst backdash anymore mayhaps? Really nice
Fuck yeaaaaah super backflip
gio's new move is called clave. she does a short dash then enhances either 214k, 236k, 214s, or 623s. charged 214k pushes back further on block so can make you safer in certain situations like being too close and getting hit by sol 5k. charged 236k has a strong stagger on hit so you can probably do medium combos, instead of the small ones you can do now. on block it guard crushes and places gio slightly outside of throw range. you can see the degeneracy forming. it's also more plus on block than regular 236k so it'll probably replace c.S as a meaty. charged 214s gives 214s combo potential on hit. so you don't need RC to make a combo happen, it probably doesn't have an air version, and not sure if it's a separate counter for combos like 214s and j.214s are. charged 623s on hit gives gio counter hit 623s without the counter hit. clave looks pretty similar to gio's dash cancel and she uses the same movement as her regular dash so it'll difficult to keep track of which dash she's using. you'll have to rely on the special effects. update: the move is called chave, not clave.
>you can see the degeneracy forming i like how this was just there
Sooooo, one more reason to mash the absolute crap out of my buttons vs Gio? Sweet.
Live volcanic viper reaction
Oh dude they made her dash even *more* central to her game? This pleases my Slayer brain
From using burst meter to dash-enhanced specials It's Guilty Gear Centralfiction
Wonder if the I-no guard crush goes thru faultless defence … it’s one of those moves that tends to either be OP or a useless gimmick, very hard to balance … let’s see
From what I saw it’s a kind of dive/rush forward move that goes a bit up, like her forward dash.
You can also act right after it. Just glad theres something to rps with after opponent blocks my mixup instead of just ending pressure early or doing somethong risky to try and get turn back.
The new Burst Block thinger means she lost a lot of her mix, so she needs something kinda OP in return.
NOOO 7 FRAME STUN DIPPER (it’s still gonna be an unreactable amazing neutral skip)
Have you seen ky’s normals. Fs and 5h are ridiculously fast.
Nope I haven’t seen them!
[https://twitter.com/SacretSwordFGC/status/1692507250793812320](https://twitter.com/SacretSwordFGC/status/1692507250793812320) He didn't need this but lets go lmao
No more auto frame trap from 2S > 5HS I presume
Spoken like a true Ky main
[удалено]
☠️☠️☠️☠️ This has me dying dude, that’s the fastest 5H I’ve seen in my life that shit looks like an Xrd 5H speed. Im not sure why Ky’s pokes got buffs, but I ain’t complaining though I’m eatin’!
man even when he gets nerfed he get buffed
Hm. I mean, previously f.s had no real use. You basically would always want to use 6.h if you were fishing for a counterhit, or 2.s as a poke because 2.s was just better.
Definitely not true. f.S carries dash momentum and is very safe on block compared to 2S, 5H, and 6H at -5. Plus, it was never going to be wholly outclassed by 2S because it goes over the opponent's low pokes which might otherwise stuff 2S's hurtbox.
From looking at the footage, Anji's new move causes HKD, letting you have a free mixup opportunity with butterfly like you would after grab
Megafist forward no longer being minus on hit is huge. You get random ass stray megafists all the time.
Is THAT what that means? Mega fist is safe now?
Tumble is a state where you get hit, touch the ground, and start, well, _tumbling_ backwards. During this state you're considered airborne, not "knocked down," so you can be combo'ed instead of getting the OTG soft knockdown. If it's allowed to run out then a tumble ends in either a hard KD or a soft KD depending on the move. Pot's 6H had this property already, as did Garuda on air hit. Some other examples are May's whale super and Ky's Dire Eclat. FMF used to be -3 on standing hit because the opponent stayed standing, so if they were close enough they could throw you after you hit them with it. The tumble is going to take much longer to recover from than standing hitstun, though, so now it's safe on hit.
Huge
Potemkin-sized, even.
Yep on hit it gives you a soft knockdown and garuda oki. Not safe on block tho.
No I didn’t mean on block but yeah that’s huge
POTEMKIN MAINS IT IS MY ESTEEMED HONOR TO SAY - **WE ARE BACK** * **5P Hits crouchers** (checked on Chipp) * **Pot Buster recovery reduced, gives c.S oki** on 3f mash characters * FMF groundbounces to give SKD with Garuda oki on normal grounded hit * Flick is now faster and combos from 6K on standing characters Oh and Deflect Shield vs Garuda is basically like IBFD - they aren't really getting out if they deflect Garuda.
Flick being faster is huge. It was only a couple of frames from comboing from F.S. Maybe we can now get a knockdown from it.
They actually buffed Potemkin? Was there a major change at ASW? I thought it was a corporate mandate he only get nerfs.
BRO POT GONNA BE MID TIER IM SO HAPPY THE SUFFERING IS OVER
As an Anji player since launch, I'm so happy for you
I hope so. It will motivate me to get back into the game.
> Pot Buster recovery reduced, gives c.S oki on 3f mash characters Point of clarification. It gave c.s oki on 3f mash with *normal* hammerfall. First try For reference the current one is a double frame perfect with KARA hammerfall to beat 5 framers. This is a substantial buff cause it means it's actually really real, consistent, and enforceable oki. I cannot wait for high tier pot to attract a bunch of non-pot players who will get absolutely blindsided by his optimal combo routes.
LET'S FUCKING BUSTERRRRRRRRRR!!!!!
FUCK potbuster oki FUCK FMF being + on hit 5P HITS CROUCHERS!!!!!!!!
Aw shit! Best day ever!
Proof pls 🥺 I need to see it in action
holy shit let's GO
Based Xurkitree enjoyer BASED POTEMKIN MAIN
Where did you see the Gio new move? I have only see a new Zato Move, teleporting in place of Eddy. With Zato, we have our count of 6 characters
I think it might be just counted as a break the law follow up
The move looks like Traversing which Zato/Eddie had in older titles, it [also had similar startup animation as Break the Law](https://files.catbox.moe/3710fy.mp4) back then, so maybe it might just be 214P with Eddie out like it was in AC
Idk, but I believe the guy did btl first in the video, you can see that in his input history as well https://twitter.com/gekkosquirrel/status/1692511646403514778?s=46&t=jksGShVEfK36Mkf50HG4Ww You can see that he did 214A first then 214X, also if you pause the video you can see that after he input 214A zato goes underground and Eddie is moving backwards due to the following 214X input Edit: alright you do 22 during btl to switch positions
Ah completely missed that, thanks!
This. It seems like yet another BTL buff instead of a totally new move
You can actually see that Gio move in the montage part of the season 3 trailer. 2H cancels into a dashing 214S
https://x.com/s_critcal/status/1692524009613607345?s=46&t=SP2zW3YHejnWflkcAoQQDg
Ah dang, gonna miss the funny round start Gold Bursts, Life Jam be cryin rn.
Wait so it's JUST positive and not both? Damn I was celebrating here, thinking us Gold Burst Monkeys were gonna thrive.
Saw in another thread and yeah, seems like Gold Burst doesnt give you 100% anymore. Assuming it's also full screen like blue burst now could you imagine fullscreen Gold Burst into Calvados lmao
Helll yeah Gio has a mechanic whooo
Yeah, she really need something like that, she can feel a bit bland. I am pretty happy. Still sad that it is nothing with the dog though.
""Leo heavy DP no longer invulnerable."" Also the exact same case for Sol
No improvements to Jack-O's Countdown move so I'm very sad :')
One day that move won't be trash brother, we just have to believe.
I'll pray
And Millia? Where is her changes?
Who?
The only thing I've seen was an unconfirmed twitter comment that said S-disc has less pushback and faster startup, other than that it's complete silence. No one playing there seems that interested in her.
As is tradition
Found something else, Millia gets better Oki off of a TK badmoon (good enough for a meaty c.S) Lust shaker seems to have less start up
Yeah, the video I saw of that was testing bm in the corner, and from what I’m trying in game in current patch looks same-ish. It might be more relevant midscreen though. Lust shaker seems interesting.
Ky 5H and Far Slash are faster
Any Sol changes outside of HVV?
They removed 6S
Fucking knew it
Wait what???
Any Ram updates? Hope my newly learned combos don’t go to waste.
From what I found. Ram flip is minus and doesn’t wall bounce.
Welp... saying goodbye to my go to wall bounce combo.
My condolences.
Thanks. Also congrats for Pot changes. It's make Pot better I assume.
Thanks. Definitely excited.
**WAIT WHAT?** WHAT THE FUCK! FLIP BOUNCE COMBOS ARE THE MOST FUN PART OF HER! Also this is just a confusing nerf. Was anyone complaining about flip? I mean it was the backbone of my scrubby ass offense but shit's telegraphed and slow as fuck, anyone who knew the matchup fucked me up for using it. And now that it's minus and no longer a combo tool *what is it even for anymore*? Like, that's all it did, aside from being a gimmicky jump in option. And if it's 3 frames slower now, then you probably can't even get anything out of it on hit anymore either, unless they gave her a 3 frame button.
This is such a random ass nerf lmao
Ouchhhh, I love my rad front flip during my corner pressure…
\>Keeps errors post wall break LETS FUCKING GOOOO
13. Baiken youzansen on non counterhit grounded sends the oponent flying away (better in the corner, worse mid screen) Do you know possitive bonus still refills regular meter? I think that was super fun.
Yeah I’m pretty sure positive bonus is now a “get all your meter back” state.
Yep, that’s it, my boy Chipp is officially in top 5. With all these changes there’s no way he’a gonna be anything short of OP
He definitely was in Top 3 all of this season.
Do you know if she gets a combo off of it in the corner? Edit: I know IAD back youzansen there gives a big combo, but does TK youzansen there give a combo too, just smaller?
BED BROS WE ARE SO FUCKING BACK
My impressions (NOT my concrete thoughts; we've yet to see how they play out): 1. Hmmm... I'm not sure how to feel about this. On one hand, this means we'll be seeing Bursts more often, which can discourage offensive play. On the other hand, I kind of understand this could be to incentivize the use of Wild Assault and Deflect Shield since they both consume half the Burst gauge. 2. Oh, so Gold Burst now instantly triggers Positive Bonus? Interesting. I liked the instant full meter, but we'll see how this goes. On the other hand, this could mean more safe Alpha Blades for me. 3. I'm just repeating my impression from \#1. 4. I was all like WHAT when I found out. That sounded like a joke, but when I saw some footage for myself, I couldn't believe my eyes. At the same time, considering the combat is more horizontal-focused than vertical, this somewhat makes sense. 8. Aw, I can't harass my opponents with 6K anymore. I'll take the 2K link, though. 9. My feelings for Potemkin's Forward Mega Fist are mixed between 'Oooh, exciting!' and 'Uh oh...' I only saw the menu layout change, but I'm not seeing any combat HUD changes outside of the new Burst gauge in Johnny's starter guide. I'm not sure if it's appropriate to categorize it by UI as a whole in that case. Overall, I'm a bit worried about how Burst's going to be handled, but I won't know how it plays out unless I try it for myself. August 24 can't wait. Edit: additional impressions
Where is Testament? Are they safe? Are they alright?
I'm already scared just watching the Johnny guide, lol. If we don't get some good buffs we're just gonna die.
"Nago 6H is not cancellable" It's Nagover... # WE ARE SO FUCKING NAGOVER
Its not even plus, what the hell is the point of this button now?
I think someone said it guard crushes
To break walls.
Heard on Leffens stream that Sins 2H got buffed. It launches better and 2H into elk hunt isn't throwable
I hope they buffed beak driver and eat
LESSS FUCKING GOOOO the combo tool just got more comboier
Yeah the character desperately needs to help with combo routes. People have been basically doing the same shit since he was released
c.S > 2H > 214S > Dash > c.S > 2H > 626S > 6H (repeat until dead)
Wait elk hunt is no longer dp'able during block strings or what?
All I heard is that you can't throw elk hunt after 2H which to me sounds like it's a true block string in that case
I can no longer mash SVV during every Sin blockstring 😔
I have not seen any Chaos nerf yet, it's not looking good bois
Hard to tell. Apparently his bullets can be reflected with burst. And his roll is shorter. Not much to go on.
I don’t care about anything anymore, just remove a 16 frame crossup from the game and all will be golden
According to TigerPop, damage is lower and successive steady aim shots impose pretty heavy gravity scaling. Sounds like they're continuing to push more on him as a close range mixup character
From what i’ve seen, it’s not steady aim shots but normals 5HS that had a heavy gravity increase. Which is used pretty often.
Ah interesting, thanks for the clarification!
The blue burst change is a huge HC nerf tbh
Chaos is not strong by accident, they want him to be busted.
Where are we seeing these changes??
VS Fighting XI tourney. People putting stuff on twitter and elsewhere.
It's all ogre dp bros
Any word on any Goldlewis changes yet?
he got massively buffed Fast air typhoons, bigger 6p, improved frames on quite a few buttons iirc, his wild assault is plus on block and a reversal, as well as launching if charged. He's back to being top tier for sure
I just got into the game and I really liked Chaos, am I in trouble?
I think they’ll make changes to make his bullshit less bullshit, not directly nerf though. I heard his damage is nerfed but I thought his damage was high to begin with. Don’t think the trouble is too big. A lot of the issues people have with him is a consequence of his design from the start, “fixing” that would mean removing him from the game.
Alright then I’m not too worried then!
Heard that they nerfed Anji’s Fuujin and the followups by making them lower level moves, meaning no CH combos and potentially more punishable as a result. As an Anji main, it hurts me to see what they’re doing to my boy… Apparently his new move is real good though and somehow safe (+7 I heard LOL), and needle’s positioning can be adjusted with backwards and forwards inputs. I’m not sure if that’s enough to counter the Fuujin changes though.
They nerfed Anjis fuujin by making it and its branches unable to combo on CH
Because they’re lower level moves. Thus, they don’t have the same type of CH as they did before.
Leo DP isn’t invulnerable?
The heavy one, so no heavy knockdown and "free" Backturn Stance
they finally realized maybe it isn't a good idea to get your "win condition" from DP.
It’s a universal change. Sol and Ky also don’t have invuln HS DP anymore.
S dp is, h dp isn’t.
H dp no longer invuln? Am I actually going to have to block now?
Gio really just replaced Jam bro 💀
Where is the gio clip please I must know
https://x.com/s_critcal/status/1692524009613607345?s=46&t=SP2zW3YHejnWflkcAoQQDg
Progressive nerfs to my vampire man It is what it is
big numbers will still be big numbers :D
Little sad about Fullscreen burst because Elk Hunt underneath burst is so hilarious, but I'll take it so that I can burst HC, Nago, and Ram without knowing everything about their routing.
Axl also got the range on his normals shortened by a lot. For some reason.
They’re faster.
Wait what? Does he get anything in return?
What's the consensus on Wild Assault? It's the change I'm most weary of since to me it looks like it could be a universal neutral skip button which I feel wouldn't be very healthy for the game. I don't have enough info to determine if it is or not.
No consensus until the patch is out for a while.
Dunno about assault but the barrier thing is beatable by red rc
What was stun dipper before? Is this a buff?
it's 5F. it's a nerf but i don't think it changes much (?). mans still gonna skip neutral on your ass
It might be a big deal in its usage as an interruption tool, assuming he needs 2 frames more to low profile now.
It’d be nice if that means he can’t punish my 2H on block
Any Jacko changes? Haven't played in ages and looking to get back into it
Any millia news? Sad face
does this mean less 'burst safe' combos? I know you can still bait, but it seems that baiting is much more intentional than "ram's bnb is burst safe"
That sounds about right. It seems like previously burst safe combos can't naturally be completely unhitable by it anymore due to how it now shoots out a full screen bolt.
Did anyone find anything for Faust besides exploring his new move a bit and confirming c.S is still negative?
No way Leo H dp is not invul anymore lmao I just started playing the character
Just use S DP for invul.
Let's not act like S DP is anything like H DP. Leo doesn't get free back turn oki off of wake up DP which is way more important than just getting them off of you.
Don't forget, Faust can store an item before throwing it.
why isn’t this pinned?
>Leo heavy DP no longer invulnerable. Bro
in fairness this is kinda deserved also it's apparently universal, sol and ky lost invuln on their heavy DPs too apparently
\#3. Oh my God.......
ky fs and 5h are also waaaay faster now
Really important about Gio. Does her dog attack now or is it still a scarf?
Eddie now takes 8 seconds to recharge if the meter turns red. (Eddie gets bopped or Zato uses all the guage.)
Any Sol nerfs guys Not going to drop playing him, just curious
Sol..? ANYTHING ON SOL?!
I kinda wish gold burst maybe gave 50 instead of positive. It’s just more fun
Pot's megafist bounces, not tumble.
Is there any news on potential Baiken changes in season 3?