Ok here are the changes I noticed since the path:
- 6P has no real important change it stuns the same works just as it used to but if you don't want the following Kick to come out accidentally, you might need to free cancel.
- 6T has not changed, the following hasn't changed so the 6T, K loop still works although her 5K is now a great stun extender.
- 9P has been nerfed. It no longer guarantees a ground throw and it bounces on CH but the best you get is 6P,P. It won't loop her forcetechs, we'll have to stick with 3F+K.
- P+K doesn't work the same, thus far it has been rendered useless. It no longer offers a fee ground throw after launch and if used after 3F+K knocks down it forces the opponent to tech far. So we can't do 3F+K, P+K, 3F+K forcetech anymore. We have to stick with 3F+K to force tech. In others words, 3F+K to knock down then 3F+K to forcetech... That's it!
- TD has a longer recovery but startup frames and active frames don't seem to be an issue, at least not from what I saw thus far.
-4K TD cancel moves. They still work great and the TD cancel 2P wasn't nerfed like 1P. 4KT is still very good.
- 66P doesn't offer as much advantage now so on the wall it won't give a few 5P.
- Her throws don't beat standing attacks anymore after pseudo forcetechs.
- She lost her backdash. So she's more vulnerable to get up kicks now.
- Her side step kick is now the replacement for her sidestep punch.
- Her sidestep throw is now slower so you really have to use it on reaction otherwise she'll get punished.
So basically, she's the same with no more juggles that lead to ground throws, a toned down forcetech game, toned down sidestep game. The rest is the same, especially her pseudo forcetechs. Still a force to be reasoned with IMO. Please add any other findings, changes and discuss how it hurts or made her better.
- 6P has no real important change it stuns the same works just as it used to but if you don't want the following Kick to come out accidentally, you might need to free cancel.
- 6T has not changed, the following hasn't changed so the 6T, K loop still works although her 5K is now a great stun extender.
- 9P has been nerfed. It no longer guarantees a ground throw and it bounces on CH but the best you get is 6P,P. It won't loop her forcetechs, we'll have to stick with 3F+K.
- P+K doesn't work the same, thus far it has been rendered useless. It no longer offers a fee ground throw after launch and if used after 3F+K knocks down it forces the opponent to tech far. So we can't do 3F+K, P+K, 3F+K forcetech anymore. We have to stick with 3F+K to force tech. In others words, 3F+K to knock down then 3F+K to forcetech... That's it!
- TD has a longer recovery but startup frames and active frames don't seem to be an issue, at least not from what I saw thus far.
-4K TD cancel moves. They still work great and the TD cancel 2P wasn't nerfed like 1P. 4KT is still very good.
- 66P doesn't offer as much advantage now so on the wall it won't give a few 5P.
- Her throws don't beat standing attacks anymore after pseudo forcetechs.
- She lost her backdash. So she's more vulnerable to get up kicks now.
- Her side step kick is now the replacement for her sidestep punch.
- Her sidestep throw is now slower so you really have to use it on reaction otherwise she'll get punished.
So basically, she's the same with no more juggles that lead to ground throws, a toned down forcetech game, toned down sidestep game. The rest is the same, especially her pseudo forcetechs. Still a force to be reasoned with IMO. Please add any other findings, changes and discuss how it hurts or made her better.