Not sure about b+1 hitting after SIT 1, but SIT 1 to u/f+3+4 still works.
b+1 itself definitely has smaller hit box. I now substitute it with 1+2~ROLL now but I'd still prefer b+1 damage than ROLL mixup. What a shame.
sit1 -> rcc d1+2 = almost the same damage as b1, better than uf3+4 coz
after uf3+4, "sit 1_2" can be block by quick stand up or quick crouch and is launch punishable
so it is still better to use rcc d1+2 after sit 1
Is stand alone UF 4 + frames on block? Been messing around with UF4 ~ HBS. If UF 4 hits I think HBS 1+2 is guaranteed and if it doesn't Im wondering if HBS mixups will be safe if UF 4 is + enough frames on hit. I keep getting hopkicked for using HBS in other situations
b1+2~3+4 seems to have retained its tracking. Unblockable tech trap lives!
Some of bear's combos seem to be a lot more inconsistent. I usually play a Kuma/Panda team and launcher tag + tag assault whenever I can, but on the off chance I try a solo bear combo, a lot of the staples from BR don't seem to be working anymore:
As mentioned before, df21, f1, db12 B! is a lot more inconsistent, particularly in situations with range/axis issues.
Also mentioned before, b2 is inconsistent after a low parry. It seems that the move's hitbox is significantly higher than before; juggles like uf3, df32 B! b2,1,1+2 is a lot trickier to hit now and whiffs quite often in sub-optimal situations. A very noticeable one would be df21, f1, db12 B! b2,1,1+2. In BR you have to do a very slight dash after bound for all 3 hits to connect. In this game, dashing after the bound means b2 will never hit the opponent. The only way to get b2 to hit is to perform the string immediately after bound, which will result in the last hit whiffing, delayed or not.
On that note, something funky seems to be going on with df32 as well. Staple combos like u3, df32 now whiffs somewhat often. In BR starting a round with u3 and hitting an opponent from that range usually allows you to bound with df32 just fine, but in Tag2 the df3 misses completely.
Ok well...... I'll confirm anything you guys want as long as you replay and tell me what to check. Shit... I have a machine on 5 rounds for like$.25 so it is nothing but practice. I'll test whatever.
@2pp
the reason why it is inconsistent is because when u launch your enemy with
df21 (MAX RANGE) u can't bound your enemy
i hope u still remember this issue way back t6br
it is better to us df21 tag coz when u launch him max range
when u tag u became near to your opponent
consistent and powerful ^_^ choose this hehe
Standard juggle -> B! -> unblockable with Kuma still works and hits the opponent if they tech after the bound, but now it seems only b1+2~3+4 (unblockable into HBS) tracks, while normal b1+2 doesn't track at all. I'm pretty sure this is the case, but I'll try them again when I can.
Reading back on what I wrote about solo df21 juggles being more inconsistent, perhaps the tone was a bit stronger than intended. What I meant was that the staple juggle of df21, f1, db12 B! now seems to be more affected by range/axis issues. Back in BR db12 would miss if the initial df21 hit at max range, and it seems to me that in Tag2 this would happen at less than max range. df21, f1, db12 B! b2,1,1+2 also seems to be a lot harder (or maybe impossible, but don't quote me on this) to hit in Tag2 than in BR, where it was consistent enough to be a staple.
The 3 hit jab string that leads to a mini juggle
I think the notation is f+1,1,1 in t5 DR
Is it no longer launch punishable? I only blocked it once and I throw df+2 with asuka (which is 15 frame) and my opponent blocked it. I used to launch it all the time in BR, but then I might be late in input, so does anyone know about the frame of f+111 on block?
Also what if he only does f+1,1 is it safe on block?
2nd question is, which side do you SS / SW to avoid db+2 and ff+2??
3rd question is, how many frame does kuma gets when he land an db+2?
Last one is, a move where kuma attack with his ass, mid and high crush. How punishable is it on block? (I don't know the notation)
f+1,1 is -15f
f+1,1,1 is still punishable in TTT2 by i16f moves from what I played.
d/b+2 on hit Kuma is at +1
The last question it's d+1+2. It's launch punishable on block.
-b1 back to hitting grounded
-f1+2 can now be tagged out from (f1+2~5), effectively making it a launcher. It also went from -14 to -12, according to inatekken. Sample bear/bear combo: f1+2~5, df32 B! etc
-u4 now most likely -13, as part of the ongoing process to change generic u4 and uf4 hopkicks from -12 to -13
-a bunch of stuff about movement inputs during HBS. Not particularly sure how accurate this info is, but my guesses:
--HBS F (i.e. moving forward while in HBS) now has auto low parry
--HBS ub_u_uf cancels HBS while allowing bears to block mids and highs and parrying lows (back to BR status)
--HBS db cancels HBS while allowing bears to block mids and highs (back to BR status)
Take the last couple of points with a grain of salt; haven't gotten the chance to actually test them yet.