Overall changes: - Game engine now has 4 frames of inherent lag due to 720p output on modern arcade boards/consoles. - Health bar is now green when full, and changes and stays at orange when you take any damage. - Combo counter now shows which hit was techable for black beat combos. - Stun/stagger meter added below the joystick waggling icon, shows how much stun is left. - Slashback has longer hitstop (was 2F) which makes it more realistic to SB multi-hit moves (eg. Dark Angel). - Slashback failure penalty changed - instead of being unable to block for 30F, guard guage increases instead. - Doing an IB in the air causes a "Guard Clean" (?) A.B,A: - Goku Moroha mode: damage up, damage penalty from hits landed reduced, longer duration, more powerful overall. - 236D FB fireball in Moroha or Goku Moroha: more hits, travel distance increased. - 5H now gatlings to 2H. - 5H now vacuums in on second hit, has slower startup, cannot be comboed from far 5S. - Moroha mode gauge moved to be above tension gauge. - Now has 4 bloodpacks, up from 3. - Can't do double Keygrab anymore. Anji Mito: - 6HS: FRC changed to be just before the move hits. - FB On (623D): New FB, FRC possible right after the move hits, not possible to combo after (yet). - 2H, 6H new gatling, combos on crouching hit only. - 6H is now special cancellable. - FB Butterfly (236D) travels farther. - K Stomp (214K) causes a smaller ground bounce. - Fuujin (236S/H) has shorter untechable time. - 3S cancel is easier. - Close 5S increases the guard gauge more. - 3K no longer floats opponent. Axl: - P, 2P, 6K, 2S, 2HS, jump 6P, jump S: you now hold the button to get the 2nd hit of each move. - Raieisageki (63214H): FRC removed. - FB Kyokusageki added, 4 (charge) 6 D, has vacuum effect. Combos after 5H, but not after 2D. - 5P-6K is now possible as a gatling. - Axl Bomber no longer hits overhead. - 623P counter on CH causes a different wall bounce. - Rensengeki followup upwards (charge 4, 6S, then up) hitbox modified, can combo from CH trades. - Close 5S looks different. Baiken: - Youshijin: new command is 623P, not possible as guard cancel anymore but only as a normal special move. - Zakuro: Return of the "wheel counter" from GGX / EX mode, command is 214P while guarding. Seems very fast, but not possible to combo afterwards. - Suzuran (run): now possible to do guard cancels during the last part of the animation. Recovery time seems longer. - Tatami (236K): hits twice, knockdown on second hit. Wall bounce on first hit. - Air Tatami (j.236K): Hits twice; if you hit with it below the opponent, 2nd hit whiffs and you can continue to combo. Knocks down in a down-forward direction unless wall is close, then it wallbounces. - j.D FRC has changed. Bridget: - 6K: now possible to cancel on hit into yoyo or any special move. - FB Roger Rush (236D): is now homing towards the enemy, causes wall stick. Chipp Zanuff: - FB Alpha Blade: New FB, command is D at the end of 236P (similar to Alpha Plus), causes wall stick. - FB Beta Blade: New FB, command is 623D, does two uppercuts: first one does 1 hit, second one does 3 hits. - FB Gamma Blade (41236D): new FB, holds opponent longer than normal Gamma Blade. Dizzy: - New FB version of Spear (421D), 3 homing blades. - K fish and followup bites 3 times. - Fish laser (214S) causes wall stick. - Text above tension bar (BIT NG) indicates if it's not possible to summon fish. Eddie: - FB Exhaustion (236D): Possible to recover eddie gauge over the normal limit with this move, command changed to 214D. Adds another full Eddie gauge, ~46 frames total. Only recovers gauge if the shadow gauge is onscreen. Is cancellable. - Executor (first hit) causes extra long knockdown state. - Shadow gauge moved above tension bar. - Shadow gauge seems to remain on screen, even when full, for some time. First level of bar is blue, second level (when charged with FB EXhaustion) is purple. - FB Drill Special (22D) has longer recovery; cannot combo 5P after -D- + 22D unblockable. - Nobiru (Shadow S) no longer hits sliding opponents, possible hitbox change. - Damned Fang (623S command throw): Possible FRC removal or timing change. - Shadow gauge refill is slower, both on unsummon and if shadow is hit. - Unblockables still work as usual. - 6P and Shadow Gallery nerfed (?) Faust: - FB door added, D after 214K. - New thrown items: konbu (eatable, recovers HP) and dumbbell (high stun, causes knockdown). - Coin item can now hit while bouncing on the ground. - 5K CH doesn't knock the enemy away anymore. - Pan item now hits 1 screen away. I-No: - FB Note (214D): New FB, FRC possible right after startup, sends 2 notes (one up, one across). - Can now airdash twice. - Horizontal Chemical Love causes wall bounce. Jam: - Can do the powered up versions of kick specials directly (using D) if you have the power up cards, no need to perform as followups anymore. - FB Charge (22D): Now gives one card of each. - 6H no longer wall sticks, causes knockdown instead. - FB Puffball no longer wall sticks, causes knockdown instead. Possibly slower startup. Johnny: - Coin (214H): New move, coin is thrown upwards with same trajectory as ground throw. Is not an overhead. Causes knockdown on air hit. - j.236236H: New overdrive, looks similar to EX Johnny's. - Divine Transport (623S) trajectory changed. - Diving Blade changed(?). - Mist (214P) is released quicker. - Can double jump after a super jump (?). Justice: - Is intended to be balanced / tourney legal. - Is no longer able to ground dash, triple jump, or triple airdash. - N.B. (missiles): command changed from 421 + button to 22 + button, added P, K and D version, possible to roman cancel each of them. - Detonation of N.B.: command changed from P to whatever button you used to trigger the move. - Strike Back Tail: command changed from 412K to 623K. - Michael Blade (41236H): S version added, now possible airborne. - Gamma ray: FRC added, timing is right after the first hit. - Forcebreak 236D now causes wall bounce instead of wall stick. - Valkyrie Arc (236P, counter stance) doesn't work on lows. Kliff Undersn: - Is intended to be balanced / tourney legal. - Sword vault (214K): FRC now possible just before the move hits. - Dodge (214P): has new FB D followup, instant stun, Kliff has long 'coughing' recovery animation. - 5K: Now launches. - 2H: Now ground bounces, now gatlings to 5H. - 6H can now be charged, does more damage. Special/super cancel removed. - Reflex Roar (236236S): Now causes wall stick instead of wall bounce. Ky Kiske: - New move 3HS: Same as the old 6H pre-AC. - New move, S raging Javelin: New S followup after vapor thrust, causes wall stick. - Lightning (222HS): FRC now possible just after the move hits. - FB Greed Sever (214D): new FB, 28 frame startup, causes ground bounce. - Lightning Sphere 214D followup after charged stun edge: command changed to 4D after CSE. - Charge Drive (236D~214D~46D) now wall sticks. - FB Lightning Orb (236D~D) sucks opponent down more when it hits an aerial opponent. May: - 41236D: New FB version of dolphin summon, appears behind opponent. - Now possible to followup vertical and horizontal dolphin with Restive Rolling (623S and 623H). - Dolphin level for 41236+ button appears above tension gauge. - Overhead Kiss (63214K command grab): Startup: 5F -> ~30F, May now runs forward during startup, looks the same as running animation. - Close 5S, 5H gatling on airborne opponent no longer works. Millia Rage: - New j.2H: return of the old jump H from pre-Slash. Is harder to combo into. - j.236D: FRC point added ~8-9F after input. - FB Secret Garden: New FB, command is 214D, ~76F total recovery. - FB Longinus (214S~D): now causes wall stick instead of sliding. - Harder to combo after throws. - j.K-j.D no longer combos, possibly due to slower j.D. - FB Disc (236D) has longer recovery, disc now disappears if Millia is hit during the move (previously only disappeared if she was hit within first 3F). - j.D causes ground slide if they touch the ground (?), previously caused slide only on CH. - Additional time added before you can retrieve Pin (j.214S/H). Order Sol: - Charge gauge: When using a move the gauge depletes slower. - Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%. - Lvl 2 Blockhead Buster (236P) now causes wall stick instead of stagger. - Lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup. - Air Lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos. - Lvl 2 Rock It doesn't cause ground bounce, knocks down now. - Lvl 1 and Lvl 3 specials are still the same. - 2D apparently has shorter range. - Can (still) dodge Slide Head with FD. Potemkin: - Slide Head: FRC added right after the earthquake comes out, possible to combo after. - Slide head causes groundbounce instead of knockdown, enemy enters normal OTG state after, full combos no longer possible unless you FRC. - Hammerfall (Charge 4,6 S(?)): FRC timing is later. - FB Judge Gauntlet (63214D): P followup added, cancels the animation of judge gauntlet. - 6H causes wall bounce. - j.S causes knockdown on air CH, otherwise knocks down. - Megafist (236P, 214P) causes knock down. Robo-Ky: - 623H: Now possible airborne, FRC possible just as the ground version. - 2H missile: Now comes back down towards opponent after a while. - 2S: Hits twice and launches when heat gauge is over 80%. - Currently has a bug that crashes the game if you do 2H missile the moment he overheats. Slayer: - Undertow: FRC added right before hit and causes ground bounce. - Bite: command changed from 63214H to 632146H. - New move, HS Dandy step (214H), Is like S Dandy Step but goes farther (about 2/3 of screen). - New move, FB Dandy step (214D). - 5H causes sliding now instead of stagger, still possible to do 5H into Pile Bunker. - 2H now causes stagger now instead of launch, still combos into BBU. - 2S has faster startup. - 2D has a little more recovery. Sol Badguy: - Fafnir (41236H): return of the old tensionless fafnir, possible to special cancel into. Combos from far S CH, 5H, and 2D. Does not have the old FRC timing. - FB Fafnir (41236D): possible to special cancel into, combos from 2D, causes sliding on Clean Hit. - Tyrant Rave (fafnir followup after H or D fafnir): command changed to 64D from 46D. - FB Sidewinder (j.236D): New move, always has Clean Hit property. Seems to have a really good hitbox. - Bandit Bringer: Clean hit property added. - 214K (airborne) during Dragon Install: new move. Same animation as VV followup kick, has flames, hits overhead, causes groundbounce. Can be looped, has minimum height requirement. Testament: - Hitomi (tree): command changed to 623S, can be done with 236S(?) - Zeinest (web): command changed to 623H, can be done with 236H(?) - Ruft Warrant: New move, command is 22 P or K. Doesn't hit, is only a warp. - New FB phantom soul: command is 236D, tracks opponent. - EXE beast - Can be held to hit after it is summoned. Can summon one while the other is charging. Both have FRCs Can still be done instantly, does 2 hits total. - 6K hitbox appears to be smaller. - Bad Lands range decreased, untechable time is apparently shorter, Bad Lands can no longer be looped. Venom: - 5Sc now gatlings into 6H. - FB stinger aim: no longer freezes balls in place, balls pushed with this move can now bounce several times on the floor and screen borders. - FB carcass raid: same as above. - 6P no longer gatlings into 6H. - 6H has faster startup. Zappa: - j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos. - Darkness Anthem (236S, Raoh mode): now possible airborne. - Last Edguy (214S, Raoh mode): now possible airborne. - Icons added above tension bar for each summon. - 632146H gives one orb per hit, maximum of 4 orbs. - Smaller chance to summon Dog (?) - When Dog gets hit in neutral state, he sleeps. - Sword 2H stays in place for a bit after the animation.