So if you have info on the new meta, gameplay characteristics, and traits of the new system, post em here. As well as tweets, videos, etc.
Disclaimer: This is early build info, some of which is subject to change
MOVEMENT:
I'm going to start it with some info from LI Joe courtesy of @Juggs:
Dashes seem severely nerfed, walking seems like the main method of movement, running is out.
METER:
There's an offense and defensive meter bar, two bars apiece. Meter recharges automatically on a timer. There is no more first-hit meter bonus since bars are full at the start. Enhanced specials use the offensive bar, wakeup attacks and air escape use the defensive bar.
*The meters will refill at different rates depending on the move that you spent the meter on (faster or slower)
ARMOR:
Characters rely much less on armored special moves -- corner interactibles can still be meter-burned for armor, fatal blows have armor
FLAWLESS BLOCK:
Negates chip damage, and can allow punishes of moves that would otherwise be safe (if Augmented for a bar of offense+defense)
Requires extremely tight timing (3 frames)
Can be done on successive hits of strings only if there's a big enough gap (courtesy of 16 Bit's commentary)
FATAL BLOW:
Armored (after a few frames delay on startup), can be done once per match, recharges on a timer if blocked or whiffed, becomes available when 30% lifebar is left
KRUSHING BLOWS:
Each character has around 5-6 different krushing blows (they're specific to the move that initiates them) which are basically better versions of the base attack. Each one has different activate requirements to trigger (such as counter-hitting one type of move with another, etc) AND each specific krushing blow type can only be done once per match (not per round, per match). They also have different properties when you land them. Example: It looks like if you counter someone with Baraka's uppercut it launches for a full combo! (@Gamer68)
Can also require being a specific distance away from the opponent (Derek, UK reveal stream)
There's an option to change these so that you manually trigger them with a button press as well, rather than triggering automatically when the conditions are met:
WAKEUP:
Here's some info on the wakeup options from @KingHippo:
a) up + 2 for a wake up anti air (this move has no invincibility frames)
b) up + 3 for an invincible attack (this attack can be thrown) (@Pakman)
COMBO BREAKERS:
Combo breakers are out, replaced with an Injustice 2-style air escape (costs 2 defense bars, has armor):
SHORT HOP:
(Video) Short hop attacks hit overhead, splat, and are generally very punishable on block
MISCELLANEOUS:
-Directional throw teching is back
-Low pokes can be cancelled into specials (although they do not combo)
-NJP does not launch
-Gravity has been adjusted to be heavier, meaning less extended juggles
-Variations are in
-Brutalities are in
-----------------------------------------
Here are the reveal streams for anybody who missed them:
US: https://www.twitch.tv/videos/365399356
EU: https://www.twitch.tv/videos/365398259 (Starts with US preshow)
Disclaimer: This is early build info, some of which is subject to change
MOVEMENT:
I'm going to start it with some info from LI Joe courtesy of @Juggs:
Dashes seem severely nerfed, walking seems like the main method of movement, running is out.
METER:
There's an offense and defensive meter bar, two bars apiece. Meter recharges automatically on a timer. There is no more first-hit meter bonus since bars are full at the start. Enhanced specials use the offensive bar, wakeup attacks and air escape use the defensive bar.
*The meters will refill at different rates depending on the move that you spent the meter on (faster or slower)
ARMOR:
Characters rely much less on armored special moves -- corner interactibles can still be meter-burned for armor, fatal blows have armor
FLAWLESS BLOCK:
Negates chip damage, and can allow punishes of moves that would otherwise be safe (if Augmented for a bar of offense+defense)
Requires extremely tight timing (3 frames)
Can be done on successive hits of strings only if there's a big enough gap (courtesy of 16 Bit's commentary)
FATAL BLOW:
Armored (after a few frames delay on startup), can be done once per match, recharges on a timer if blocked or whiffed, becomes available when 30% lifebar is left
KRUSHING BLOWS:
Each character has around 5-6 different krushing blows (they're specific to the move that initiates them) which are basically better versions of the base attack. Each one has different activate requirements to trigger (such as counter-hitting one type of move with another, etc) AND each specific krushing blow type can only be done once per match (not per round, per match). They also have different properties when you land them. Example: It looks like if you counter someone with Baraka's uppercut it launches for a full combo! (@Gamer68)
Can also require being a specific distance away from the opponent (Derek, UK reveal stream)
There's an option to change these so that you manually trigger them with a button press as well, rather than triggering automatically when the conditions are met:
WAKEUP:
Here's some info on the wakeup options from @KingHippo:
a) up + 2 for a wake up anti air (this move has no invincibility frames)
b) up + 3 for an invincible attack (this attack can be thrown) (@Pakman)
COMBO BREAKERS:
Combo breakers are out, replaced with an Injustice 2-style air escape (costs 2 defense bars, has armor):
SHORT HOP:
(Video) Short hop attacks hit overhead, splat, and are generally very punishable on block
MISCELLANEOUS:
-Directional throw teching is back
-Low pokes can be cancelled into specials (although they do not combo)
-NJP does not launch
-Gravity has been adjusted to be heavier, meaning less extended juggles
-Variations are in
-Brutalities are in
-----------------------------------------
Here are the reveal streams for anybody who missed them:
US: https://www.twitch.tv/videos/365399356
EU: https://www.twitch.tv/videos/365398259 (Starts with US preshow)
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