意大利T5测试
连意大利都有T5测试了这年头…………
General notes:
d+1 is now 11 frames, d+2 12 frames.
KING:
b+1+3:
MID punches reversal, non chickenable.
King grabs the arm and throws the opponent.
AWSOME!!!
1:
Standard jab, 9 frames like t4, +2 on block, +6 on hit, +6 on ch.
1,2,1:
Old string, same property that it had in T4: if the third punch is ch (it is delayable so it can actually connect on ch) King has +10.
So (1,2),1 ch, 2,1_1,2 is combo.
f+2,2,2~2:
The first two hits are always combo, the last one can be feinted.
1+2,1:
It is not sfe, -13 like T4, Kaz's df+4 always connects.
b+4:
Same as t4 but the bt,3 is combo afte a clean hit (in T4 you could avoid it).
b+1:
-6 if blocked, +5 on normal hit, unescapable stun on ch.
FC, df+1:
It goes always under high moves.
Very useufl now.
FC, df+2:
New animation, -14 if blocked, unescapable stun on normal and counter hit.
KAZUYA:
b+2,4,1:
The new string IS COMBO in ch if you do it with no delay (b+2~4~1).
The first punch is 14 frames, -2 if blocked, +2 on hit.
The second kick leaves at -13 if blocked and -2 if it hits.
The last punch stuns on every hit (juggle possibilities after it).
The first and the second are combo on norma hit if you dont delay the second.
Awsome as juggle ender ...ewgf, ewgf, b+2,4,1...too much.
f+1:
Basic 10 frames jab, now it gives +3 on block like TTT (it was +2 in T4)
Kaz can put pressure on 8 frames jab chars again.
db+2:
New elbow move, it goes under highs perfectly.
Veru good recoveru if blocked (+1), it gives +7 against a crouching opponent.
df+3:
Stuns crouching opponenta on normal hit, -7 on block.
ff+2:
New elbow launcher; it juggles like Paul's ws+2, but after it tgf,3 will connect.
On block it is not safe, -11.
ws+1,2:
-12 if blocked.
df+1,4 (not b+4):
New move, always combo, good for punishing whiffs and after low parry (or f+4 on crouching opponent).
Safe on block (-7), the kick can be ducked.
Fc,df+4:
New kick, mid, goes under highs(very useful).
1,1,2:
If you do the string wiht no delay a crouching opponent can't interrupt it with normal moves (not even ws+3 with lee which is 10 frames).
b+1:
+3 on block; the good news is that the hellsweep connects after b+1 ch.
JIN:
b,f+2,1,2:
The new laser scraper; the first two hits are always combo even on delay (which is higly reccomended since the second punch can be ducked), and the third one can't be ss at all.
df+2:
15 frames as always, now it juggles a standing opponent even on normal hit.
Very good after the parry.
b+1+3_2+4:
The old parry, same advantage than before, +5.
Good as always, but now it has a recovery that allowes punishment (easy with jabs, more hard with other stuff).
With 3 throws for every char, the "not as good as before" recovery, and the 847456000 low hitting moves in the game, the parry is still very good but not as abusable (tnx god).
cd+1:
New upper, it goes under highs; not safe on block, not even the electric version; -11 in both cases.
Very good agaist ssr (while cd+2 tracks ssl).
uf+4:
The new mid launcher; not safe, -11 on block.
db+2,2,4:
New string.
Mid punch into high punch into old f+4.
Bad recovery, on block the first punch leaves at -15; same for the second (-16).
The kick can be anticipated if you block the second hit.
If the first punch connects as in CH it stuns, but the stuns is escapable.
But if performed with no delay, the second punch will change the stun (even the animation) and makes it unescapable, so juggle after it.
b+1,2:
New stance into punch parry and punch.
The punch comes out in even if the parry doesn't connect.
The window of the parry is big.
If the punch connects then the punch stuns (escapable); if the punch connects w/o the parry it stuns with a different animation (pushes far) and the stun is unescapable.
The punch is safe on block.
b+1,4:
New stance into sweep.
The sweep goes under highs so it's not that bad even if slow.
Juggle after it (ws+4, 4~3 connected a few times).
Very bad recovery.
2,1:
Same old string, +1 on block, but if the 1 is ch you don't have any more the old +10.
So no more jab strings after it.
1,2,3:
The move has been toned down, the advantage on block is now only +2.
d+4:
Same old move, beats highs now.
Jin, Kaz and King are the chars i tested the most.
I will post some info on other chars asap.
d+1 is now 11 frames, d+2 12 frames.………… 还有很多+frame地数字,鬼知道这意大利人怎么算出来地……