When I get home I'll also throw in thr Mila forums what I said on Facebook which explains things a lot better than what's currently there.I'm slowly understanding frame data and technical terms, but can you guys help me make sure I'm understanding these Mila changes?
1P, tackle cancellation 2P: Change in stiffness difference during normal hit + 2F⇒-2F
4K: Change in short critical in normal hit
1P + K: Change in status squatting from the first frame
Tackle cancel derived (example: such as 4KTH · P): Tackle cancel modified to allow in P · K · P + K button not only H button
2T: Change in damage 30⇒15
So...less advantage when feinting to low punch?
Less stun on the "get the fuck away" kick?
Either an actual animation change for her ducking mid, or something else?
And her Feint got buffed to allow more options?
Less damage for her low grab.
And for Leon
9P: Change to guard rigidity difference -9F⇒-2F
9K: squatting and Fixed counter hit more float had lower
Takedown (formerly wall 66T): The command change in wall 33T. ※ If you grabbed at 33T in the vicinity of the wall, it will change to this trick.
So that means....?
Safer on leaping headbutt?
Launching kick....I don't understand what the hell it means by "squatting" and "hit more float had lower"
And it changed wall takedown to have the same input as standard takedown, I guess?
Did I get all that right, or am I misunderstanding?
I've tried to start translating it for real. But, I'm not gonna lie, I'm probably not the best one to do it. I'm not 100% sure of all of the corresponding jargon for a lot of things in Japanese (I barely remember all of it in English). And I feel like it's gonna take a while for me to get through all the characters. I'm honestly not sure how much time I can spend on it.
I can try to hit it some more tomorrow. But, I'd rather focus on things that people are genuinely confused about. Any suggestions?
Keep in mind that I'm about to go to bed soon and won't be on for another 9 hours (approximately).
Is it confirmed that 1p+k crushes better? I hope so cuz I seem to have a hard time getting that to crush anything.
Until we get a clear translation nothing is confirmed, but I actually manage to crush with it quite a bit (obviously only against Highs, though.)
Hayate's command sidestep is also squatting, it gets heichou thrown easily because the inactive frames are plentiful before his mid punch followup.Wait really?
Hey, mashing buttons is tough work!i just really love how they took out any difficulty to play kasumi now
Ah, Ok, thanks for clarifying this point. I never understood why I could punish ayane's 'drill kick' with a standing or crouching throw in the past. I actually thought it was a glitch or something. Is there a way to KNOW that a move has this property without trial and error? I don't know if training mode conveys this information.1P+K was made "Squatting" status from the first frame. Which I believe means it's susceptible to standing and crouching throws.
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Also, it looks like the OH system change was the reverse, making so crushes weren't caught by OHs. Which is strange since as far as I'm aware they already avoid OHs.
Thanks! I will check it out. I can't say that I noticed the 'squatting' status in the fight data, or maybe I didn't make a distinction between squatting and crouching in my head.Training mode has it, technically every mode but online games do. Turn fight data on and have the data page set to Page 1 (where you get the frames for commands). One of the bottom left columns shows what kind of state a character is in during a command or stun: standing, crouching, squatting, jumping, etc.