Final location test tomorrow and sunday, then we're looking to that 11/20/09 final arcade release.
some new stuff:
Tsubaki:
-5B and 2C jump cancellable (jump cancellable crouching anti air? nice)
-Charge level does not carry across rounds (I think that's what they are talking about)
-Not in counter hit state during charge
-236D loop with B follow up no longer connect
-low negative penalty rating
-air throw is fast but recovery is long and range is short
-ground charge is fastest (didn't specify 5D or 2D, maybe both)
-jump > jD > jB can be used as overhead, but not too hard to see.
-cannot follow with 214a/b/d after air throw anymore
-air normals cannot cancel into jD (ground normals may still be able to).
-B sledge beats a/b/d dp (i think that's what it says), so they may be projectile based.
-D dp, 236 D, 214 D can all link into super and b/d dp.
-A dp > 236A > 214 A is 687 damage
-something about 5B's hitbox, can't tell what it's trying to say.
-CA is charge forward attack, fairly weak.
-A dp has little invincibility but should still be usable for normal reversal situations.
-214D has little scaling so it's a good gamble move. Also has slight advantage on block.
-5B,2B,6A scales somewhat.
Tager:
Terra break is now follow up of sledge a/b, 50% meter.
Arakune:
corner 5A > 6B > jD can be looped. So far 2 loops has been confirmed.
5C seems unchanged, motion is a little different but everything else is the same.
2B is no longer awesome AA. 2B counter > 2D works
jC doesn't link to dive.
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