Kain
JUMP - I was unable to do Dodge Cancel on non-charged JUMP. A max charged JUMP was able to DC easily at the top of the jump arc.
Has 3 air Brave attacks
Celestial Shooter (CS): upward attack, long reach.
Thrust Rush (TR): forward attack, short reach.
Crash Dive (CD): downward attack.
all have 3 follow ups depends on your input:
CS > upward wall rush (UP+O), forward chase (O), downward chase (DOWN+O)
TL > upward chase (UP+O), forward wall rush (O), downward chase (DOWN+O)
CD > upward chase (UP+O), forward chase (O), downward wall rush (DOWN+O)
the chase follow ups do significantly less damage than the wall rush follow ups.
PL > triangle > TR is a pretty solid combo, while PL > CD would usually miss on OK, MAY be able to connect on characters that falls faster.
Cyclone has good tracking, equal to or better than Blizzard Barret in DFF.
Lancet could be done in the air, and Kain is able to move during the startup.
EX Burst command = rapid tapping of either O/X/[]/Triangle button, and will change 2 times.
Vaan
EX mode: Strongest Weapon: it also addes follow up to certain Switch attacks.
Like other gimmicks, his Skill chart has a special "SW" icon to denote the Switch version of an attack, as well as an "EX" icon to denote any additional follow ups. See below.
Just have time to try Normal mode Vaan today, so only 6 skills here, may add more later.
Axe+Shield (ground)
[Normal] 3x O button press multihit attack, not sure if this has guard point. Downward Wall rush.
[Switch] a small jump +downward strike, guard point at start, guard crush (Melee High priority), Downward Wall rush. additional follow up during EX.
Guns (ground)
[Normal] just a blast from a shotgun. Wall rush effect.
[Switch] does a backflip before doing a concentrated shotgun blast. Wall rush effect. Have Dodge properties on the backflip. Additional follow up during EX.
Greatsword (ground)
[Normal] 2x O button input, not charge-able, slow startup for a Normal version attack. Wall rush effect.
[Switch] rush attack, charge-able to increase rush distance. Uncharged version has very fast startup (but limited range). Wall rush effect.
Katana (air)
[Normal] 1 slice many hits, rush attack, chase effect.
[Switch] like Normal version but longer startup, more hits, like Sephiroth's attack, the first slice will do more hits if you delay the second O input as long as possible. Chase effect.
Sword+Shield (air)
[Normal] 3x O input, fast startup. Chase effect.
[Switch] guard, then 1 strong slash. Chase effect.
Staff (air)
[Normal] short reach, fast startup, multihit attack. Chase effect.
[Switch] spins staff around himself creating a sphere like a small size "CoD air 2". Fast startup, Vaan is able to move during the attack. Chase effect. Additional follow up during EX, repeats the same attack. I like this attack
Emperor
Ground Light Crest appears horizontally and then drops on the ground. Lies on the ground like Thunder Crest. Activates when opponents get near above it. Shoots upwards.
Red Flare hits opponent downward, far. Supposed to be causing wall rush (Blue Flare does not)
Melancholis Prison either have a special priority or a special hit timing. I was never able to land a hit XD. Traps have activated (could see those blue orbs+thunder) for like 6~7 times but no HP hit.
Kefka
Havoc Wing moves/tracks horizontally a bit after he's done rolling. Effectively increased its range. I keep getting hit by it lol.
Cloud
Blade Beam's melee hit cause guard stagger (Melee Mid priority). The beam goes very fast, but blockable.
Sephiroth
Gliding in EX mode was significantly improved. Now has a much better steering.
Ultimecia
Knight's Spear is real fast. Quick appear quick disappear.
Shockwave Pulsar would not explode immediately when touching wall/floor. It will stay as an orb there for 1~2 sec, having a noticable absorb effect, then explode.
Hell's Judgement - Ulti charges for like 2~3 sec, then a circle appears under the opponent (which was me) which cause the HP hit. The circle was so big that 1 sideway ground dodge could not get out. The CPU Ulti used this twice. First time I was not expecting, second time I spammed dodge sideways and got hit as well.
Tifa(Time stamps from video earlier)
0:02 Water Kick + Brv follow up
0:06 Water Kick + Brv follow up w/ Feint*
0:13 Water Kick > Somersault
0:17 Blizzara
0:19 Blizzaga
0:25 Dolphin Blow
0:35 Dolphin Blow w/ Feint
0:44 Falcon Dive
0:46 Falcon Dive w/ Feint
0:50 Erup Smash + Brv follow up
0:52 Erup Smash + Brv follow up w/ Feint*
1:00 Rolling Blaze
1:02 Rolling Blaze w/ Feint
1:06 Meteor Crusher
1:11 L+[] Assist Change**
1:17 Meteor Crusher w/ Feint
1:20 Burning Arrow w/ Feint
1:23 Meteor Drive w/ Feint
1:27 Meteor Drive
1:36 L+[] Assist Change again**
* These 2 attacks have their Feint point after the her BRV follow up , in other words, the button press is O > O > X > O. As mentioned in older reports, her Brv follow up could be done even whiffed the initial hit.
** As you can see, Assist Change launched me high up in the air. Here Tifa was quick enough to drop down for counterattack. But not always true to other characters.
Feint
tl;dr - cannot do other attacks after a Feint. After lag of Feint is long.
Technically speaking, Feint is not a cancelling to your current attack. It is a branch of her attacks. It is stated in the move chart in the customization screen (where you press [] when highlighting a skill to see the explanation). For a move that has only 1 O button press, the skill tree goes like this:
O ---------------->>> represents no Feint
|
---X---O----->>> represents O > Feint > O
And therefore, you cannot do other attacks after a Feint, pressing O (or [] after HP Feint) will just do the second O in the skill tree, which in most cases, is a short range version of the non Feinted attack. Different attacks have different Feint points and could be checked in the skill tree. I have seen at least 1 move having 2 Feint points.
Also, I was not able to DC after a Feint. And the lag after a Feint is HUGE, maybe like 3sec? (they give you this big window for inputting the second O XD)
Chase's tempo is so fast that it now becomes a guessing game (to me). Brave attacks are fast like 13 Frames? Maybe not as fast as Swift Attack/Hop Step, but I was not able to dodge on reaction. I needed to (kinda) spam X in order to dodge BRV. While HP attacks are harder to dodge too. They made the dodge window shorter, like 0.5 sec. Dodging with DFF time will easily get hit. When you are on the attack side, you can't really delay your input. The window is about 1 sec, if no input in 1 sec, chase ends.
EX is hard to fill up, if you never do Chase. Chase somehow helps a lot on building EX. Dunno the reason but it likes to suddenly add a chunk to EX, as much as an EX core. EX core gives less is for sure, about half of in DFF.
Back in DFF, I always prefer Wall rush attacks over Chase initiate attacks for obvious reason. Now in DDFF, it goes like
Wall rush attacks for damage (combo with Assist)
Chase attacks for EX
at least in this JF demo.
Assist Change
As a reminder, their properties are:
L+O while under attack = a) use 1 bar; b) your partner jumps in and take the hit for you; c) your Assist Gauge will be locked; d) you will be positioned above your opponent; e) opponent will not stagger and will continue on the attack, and may hit you depending on the range, angle.
L+[] while under attack = a) use 2 bars; b) your partner jumps in and guard the attack; c) no lock to Assist Gauge; d) you will be positioned above your opponent; e) opponent will be staggered and chance for you to counterattack.
Point a,b,c are obvious and easily confirmed. For point d, my character was actually launched high up in the air, and hence negating point e) most of the time.
In other words, after using L+O, I have never got hit because I was too high above the enemy. While in the L+[] case, I could hardly counterattack the staggered opponent because I needed to wait for a while, drop down to the appropriate altitude for the counterattack, which then my enemy had already recovered from the stagger.
So far I don't see much advantage on using L+[] Assist Change, not to mention it won't stagger far range attacks. The only pros of it was the no Assist Lock point, but you do need a full Assist Gauge. Also in this JF demo version, the S&L for assist activates quickly.