It was Released here today, so I'll be trying it out soon and see what have changed.
Changes on this new version is greatly appreciated. Feel free to post. Thanks everyone. ^_^
Info from Zaibatsu TT2 Unlimted thread:
EDDY | CHRISTIE:
-f,F+4 increased damage and changed effect on airborn hit
-d+3~4 decreased damage and changed effect on hit
-FC,db+4 slower but increased damage
Edited by noodalls for correctness' sake. Subsequent posts will be edited to reflect this. Apologies if your posts get edited/deleted, but no point discussing mistranslations/typos.
Last edited by noodalls on Mar 28th, 2012 at 10:36
EDDY | CHRISTIE:
-f,F+4 increased damage and changed effect on airborn hit
-d+3~4 decreased damage and changed effect on hit
-FC,db+4 slower but increased damage
Sad to say, I observed no differences. Even on CH ... I didn't notice any changes.
However, based on my observations, here's a change !!
f,f+4 --- deals more damage and has a higher launch (I was able to connect ff+4, f+1, b+33 ...).
The sound when it hits, is like a sound of an EWGF (that's a change too). LoL!
Also, it can be used as tag assault (since it deals more damage now, and higher launch). I haven't tried much what can be followed up after. I'll test more later on.
I'm thinking if it can be used in walls. I'm suspecting it might be a good wall ender since it deals good damage, and might splat high again (and you are on HSP). Hope this can bring us better wall juggles.
I also have not observed if it has a new property if blocked. I'm wishing it now has a pushback. Let's hope it does. I also forgot to test if it is taggable. I'll update more as soon as I test them.
[I haven't tested if d+3~4 can be parried. df+2 "seems" to push back a little. NOT sure yet].
d3~4 is supposedly +3 according to inatekken. I'll check it out tomorrow anyway, I'm sure it can be parried but maybe we'll get lucky.
Nice to know stuff about ff4. I haven't really messed around with that move...
EDIT: Good news bad news. So the bad news (albeit unsurprising) is that d3~4 is parryable. The good news is its back to being plus again, with the opponent in rc. Which is, honestly the way it should be, it gives a knee stun and everything. Glad they changed this back.
Last edited by CaCarmen on Mar 29th, 2012 at 18:22
Originally posted by CaCarmen
EDIT: Good news bad news. So the bad news (albeit unsurprising) is that d3~4 is parryable. The good news is its back to being plus again, with the opponent in rc. Which is, honestly the way it should be, it gives a knee stun and everything. Glad they changed this back.
Thanks for the info. Is the damage reduced? I've read somewhere that it's a bit reduced?
I tested f,f,+4 today:
- good wall carry properties as juggle ender
- can be used as TA filler, but other TA fillers seems better than this
- can be used in walls as filler or ender --- so far, I have not observed good wall combos for this, but it can be used for good oki as wall ender being in HSP position. I'm thinking of better wall combos having this, but I have not found much yet, except for [TA 3,4], f,f+4 HSP oki.
- I'm still not sure that it actually added a little push-back if blocked, but I can do HSP,4 against an Asuka that does 1+4 (they hit together, preventing you from being juggled). However, if the Asuka chooses to do a poke, instead of a 1+4, she goes first, and you get juggled. But if she does a poke, and you do HSP,b instead of HSP,4, you're safe (but if she does 1+4, u're juggled). With those properties, I think it's still punishable by other characters.
- it is still not taggable
Originally posted by UnDeRoAtH
please test if asuka or anyone can counter df+2 like in t6 i havent played TTT2 TTT2u or hybrid so i need to know this please
Just so people know, I've worked out how to easily convert my excel frame data to wikipedia style, and so have posted up my T6BR frame data as above. I will look to retest all frame data when TTT2 comes out, and upload it to the TTT2 wiki.
@ 18:13 (misty's 2nd match) he does chreddy's ff 3+4 and instead of bob getting launched, he gets an untechable knockdown? it looks like there might be some other damage to be had afterwards too.
im not sure how i like that change though, as i recently have found that move ( albeit slow) increasingly useful, esp against turtles and low move abusers
Originally posted by ECP
@ 18:13 (misty's 2nd match) he does chreddy's ff 3+4 and instead of bob getting launched, he gets an untechable knockdown? it looks like there might be some other damage to be had afterwards too.
ff+3+4 is no longer a launcher. I'm not sure what's a guaranteed move afterwards, but the recovery of ff+3+4 is still slow, so the opponent might just be able to move before you can do a move. I haven't tested though.
Originally posted by DOF
Not sure if it was posted here before (or was on the other thread?):
df+3+4~D
uf+3,3~D
db+2,3~D
1+2,3~D
... these moves no longer exist!
They actually removed the ~D (the non-launcher) option.
Still I'm wondering ... why? why? why? why? why? why?
i thought the only (sometimes) useful move on that list is df+3+4~D , as it comes out in 15f for max range punish.
isnt the ~d option even more unsafe than the launcher versions on block?
Originally posted by ECP
i thought the only (sometimes) useful move on that list is df+3+4~D , as it comes out in 15f for max range punish.
isnt the ~d option even more unsafe than the launcher versions on block?
The ~D were safer. Even better is that you end up in crouching position. Those were my favorite moves against Mishimas who punish the launcher with EWGF, since if I do a ~D, and they attempt to punish it with EWGF (which actually hits if I didn't do hold ~D), then they will miss since I am crouching and EWGF is high ... so I get a free ws+1,3. Oh well, those are all gone now. Too bad.