here are somethings i observed in the demo:
- on the roof top (1st part of the stage) when you hit someone on the construction ramps on the side .. they will shake and a metall box will fall on your opponent for a little bit of extra damage. as far as ive tried i dont think you can do a hold to avoid that extra little hit.
- the overall combo potential of the game has been signifficantly reduced:
* the number of hits you can deal prior to a launch attack has been reduced (from 9 before to 6 now it seems )
* the height of which an opponent is launched has also been reduced
* it feels like the weight of the characters is more .. the floatyness after a launch is not as appearent anymore.
* wall bounce puts you in an airbourne state but not high enough to do anything long or extended.
(as much as they are nice changes for single player mode and they keep a nice balance... personally I have a feeling all these things will heavily impact the tag combo potential alot more than the single player mode ... which makes me think tag might acctually get a complete new facelift again which is rather worrying ...) (my first tag concern from another thread was the tag inputs considering H+P+K is now a powerblow and noncharged is a valid move as well as UP+H+P+K is a side steap as opposed to the tag stomp combo ender ... )
- regular holds no longer have combo potential (like hayabusas punch izuna holds holds and hitomi's mid kick hold). they basicly made it so that you need definite confirm in order to deal them by using advanced holds .. which i think is a nice touch because now you have to commit to extra damage. apart from hitomi's old MK hold being now an advanced hold and hayabusas izuna advanced holds, I also managed to find that ayane's mid punch advanced hold puts her right behind the opponent for a nice back combo ... which is awesome. Im sure we'll see more things like this as the game develops.
- Hayate
* seems to have the least variety of all 4 characters which makes me wonder if his move set is complete. I wonder if they will consider giving him back his qcb(214) stance ... as i felt it was a very uniqe thing to him especially how you could teleport behind opponents (he doesnt do that anymore).
*However, it seems that he has an edge in other areas.
* he seems to have 1 hit launchers (8K, 33K) that put the opponent high enough for a long enough wall slamming combo (PP2KP) without needing to stun them before the launch to get them high enough. come to think of it he has alot of launchers different launchers all leading to the same result which I feel this will be his strong point (the fact that he can bring you easily towards the wall)
* due to the character weight change it seems quite difficult to do a long followup combo after the first part of his command throw (41236 + throw) especially since the opponent seems to fall a bit further.. you cant go for a PP... combo without doing a little dash forward basicly.. but even then the opponent seems to drop too fast for anything other than PPPP or PP2KP .. it seems like something can follow up after PPP,H cancel, .. but the only thing i could add is like 1 hit or another PP combo when near the wall (which will probably be valuable).
* his 66P move no longer has the 2K followup
* his 3F+K,K no longer has the final P follow up (i dont know why theyd remove that...) however it seems i could follow up with a 3P for a launcher and another garanteed PP2KP ... (there are alot more situations like that now)
* the kick from his 6PK now hits high ...
* his new stance >6P+K has 2 variants ( P , K , or P+K) .. the P+K variant does a launch but is not high enough for much apart from a 7K or a 2K
*all in all he seems like a watered down version of his previous self. more closer do his DOA3 version than his DOA4 .. which is kind of sad ... i hope this changes ...
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If you guys liked this just let me know and i will do my best cover what i find with the rest of the cast as well as what little tidbits I find here and there.