RAGNA:
Ouch. 5C and 2C have had their range shortened considerably, and since 5C is considered one of Ragnas best zoning tools, its a big butthurt. Both moves, however, come out faster. His 22C also got a pretty heavy cut; a drop from the original 800 unscaled to a measly 400. Gauntlet Hades is seeing a heavy reduction in combos as well, and GH is Ragnas cash cow for huge combos. One of the worst changes is probably his j.D during Blood Kain; the hitbox is smaller than it is in Calamity Trigger, making it either a lot harder to do BK combos or completely impossible altogether.
One improvement is Dead Spike. Startup time is apparently faster now, and it takes out one Guard Primer (explained later) on block. Something thatll make Dead Spike a lot better than it is now, definitely a welcome addition. Also, Kakato Otoshi a.k.a. knockdown kick after Inferno Divider is now a Soul Eater move, new input is 214D.
Ragna also has a new move Berial Edge, an aerial dive move that doesnt really seem that good at the moment. However, it seems to open up a new combo of sorts; one video has a player end a BnB air combo with Berial Edge, landing before the opponent hits the ground and relaunching with 6A into Inferno Divider. It doesnt really do a lot of damage, however. But it looks flashy.
JIN:
His Drive freeze now breaks at the fastest time possible, meaning no need for rapid stick wiggling; a welcome change for many, Im sure. His D moves in general are faster now, except for 5D. His DPs, however, are seeing an increase in recovery time, although they all break 1 Guard Primer.
Jin also gains a new DD. OK, technically its not a new DD, its just Haku-mens Yukikaze. Move along.
NOEL:
Her Chain Revolver moves are faster now, but some of her other normals are slower, like her godlike 5A. Her 6C loop is also harder to do now. Some changes in her hitboxes as well, and her 2D is no longer an overhead. Oh, joy.
Her aerial DD Thor has been changed as well; she cannot move until she hits the floor, so its a guaranteed punish on block. Last hit takes out two Guard Primer, however. Ouch.
RACHEL:
NERF NERF NERF. MUAHAHAHAHAHAHA.
No more crazy 6B stagger into spinny skirt combo, as 6B is now easier to tech out of. Her batrods now have more recovery, and the seed/stone thing disappears if she takes a hit while throwing it out. The bloody frog also sees a nerf; you cannot resummon one immediately after one disappears; theres a cooldown time now. Baden Baden Lilys damage has also been reduced. Her pumpkin thing also disappears when she gets hit, even if it was activated. The hitstun is also shorter.
Sword Iris, however, can now be done in the air as well, and the input has changed from 22A to 214A.
One problem for Rachel that might be a problem is the way her wind recharges; it no longer recharges immediately after use. Instead, it regenerates slowly and gets faster, but if wind is used the speed gets reset.
TAGER:
He walks and jumps faster now! The magnetism time has been cut to about 3 seconds though, according to Dustloop. Tager also gets a new move similar to Ragnas 22C, that pulls (the) opponent up and doesnt do damage. Atomic Collider now has head attribute invincibility, but not during attraction. Tager seems to get slightly faster as well in terms of moves.
TAOKAKA:
Drive moves have longer recovery one landing, some moves no longer combo and have their priorities decreased. Berserker Barrage DDs last hit breaks 2 Guard Primer though. Damn.
LITCHI:
Godlike Tsubame Gaeshi DP has been nerfed \o/
ARAKUNE:
Big change, he no longer curses you instantly with D moves. Instead, his D moves now fill a Curse Meter which puts Arakune in Curse Mode when filled. Arakune can only summon bugs when Curse Mode is active, and Curse moves will not fill the meter during Curse Mode. This mode will last about 16 seconds and will not end if Arakune takes a hit. The bugs will also not break guard now due to the new Guard system. Slight nerf, but apparently a big combo has already been found. Broke as ever when he has you cursed, but now its harder for him to curse you. Hurray?
BANG:
Grounded D moves are no longer jump-cancellable. His umbrella super doesnt disappear when he takes a hit now, and he gains a new anti-air throw super.
CARL:
No more 100% clap-trap throw loop. Sad Carl is sad.
HAKU-MEN:
The only character who seems to be getting improvements. Most notable is a new 4C, which has mad range. He also has a new ability; initially he just nullifies projectiles, but now he seals them in a barrier that gets larger. It lasts for some time or until the opponent gets hit by it.
LAMBDA:
The new Nu. Her 2C followup combo damage has been reduced. 4DD can no longer be jump-cancelled. Her old Act Parser has been removed and a new move called Act Parser: Zwei has been added. The new Act Parser is nowhere as good as the current one, does not go past the opponent, and has no invincibility.
Also, no more creepy voice against Ragna.
That about sums up the character specific changes. Now, some system changes, taken off
Dustloop:
- Barrier burst is now replaced with Break Burst
- You can stock up to 2 bursts
- Burst no longer have damage penalty
- every character starts with 1 burst stock, character gains an additional burst after losing a round (only once)
- Using Burst when hit or block (not regular burst) will consume half of the Guard Primer (e.g Ragna uses the burst will make his current Guard Primer go down from 4 to 2)
- Regular burst automatically becomes Gold Burst, able to kill from the follow up combo
- burst during hit or block is Green burst, similar to CT version
- When regular gold burst hits opponent, opponent will bounce high and able to combo from there (no more Guard break by gold burst)
- Life bar still goes into DANGER if barrier meter is running out
- All AH unlocked
- You can use AH when you need one more round to win (not the final round of the match) with 100% meter, more than 1 burst left and opponents life is below certain percentage, character face picture next to life bar shines in white when it is possible to activate AH
- Guard Primer system replaces Guard Libra
- Guard Primer length changes for every characters, meter goes down if the character blocks the specific move that breaks the guard (e.g. blocking Λ-11-s 214D will let meter go down by 2)
- many guard break moves go through barrier
- Guard primer will automatically recover but very slowly
- Guard Primer length
10 Tager
06 Hakumen Bang Tsubaki Hazama
05 Jin Noel Litchi Arakune
04 Ragna Rachel Taokaka Carl Λ-11-
- option select tech throw during guard motion still works, but harder
- Unable to cancel forward and back roll with specials or supers
- tech throw glitch during counter hit motion and recovery time does not work
- Unable to tech with pressing ABC at the same time, not able to option select tech throw and regular tech
- Unable to jump during the barrier on the ground, you can not jump with barrier on, jump has bigger risk now
- movable time after winning shortened.
- general decrease in the combo damage, either there is a change in the damage calculation equation or big changes have made to combo rate of almost all moves
- Change in the counter hit system. For moves with multiple hits, all hits during the move will retain the counter hit property if 1st hit is a counter. i.e Jins B(1hit counter)>6C works in CT version but B(2hit)>6C does not work, in CS B(1st hit counter, 2hit)>6C works
- Easier to get negative penalty
Appearance
- Special projectile such as Arakunes Bug and Rachels frog has a circle around them, easier to identify (deleted in 2nd loketest ?)
- better animation, more motion frames
- new graphic effects, new voice
- All special meters appear above the Heat Gauge
- Jins meter is separated into 4 parts, other characters are separated into 2 parts
- Bigger graphical effect when offset happens