Tekken 5.1

On a tout dit sur ce jeu. Passons à DR !

Modérateur : Modz

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triademan

Message par triademan »

frenchie a écrit :Je pense simplement que Fang n' est pas craqué, c' est tout.
Puis prendre des matchs avec Fang, c' est pas la mer à boire!!
Deux side step 4 et le tour est joué!!
Je ne le joue pas, mais je pense pouvoir en battre plus d' un avec lui.
Mais il n' est pas aux niveaux des steve, bryan, nina, etc;
dans ce cas, je suis pas très d'accord, feng bénéficie d'un arsenal offensif et défensif très éfficace.
d'une éfficacité au corps à corps redoutable pour un jab de 10 (grace au b+1 et au d/f1)
de combo relativement puissant avec ou sans wall hit.
punisseur efficace grace au b+12 (13 frames de punition like heihachi TP.)
contre poings imparrables.
lows éfficaces (d/b3 ou SS4)
coup relativement safe excepté le b+12 à n'utiliser qu'en punition.

son poing faible reste lorsqu'on sort de sa bulle où il est moins éfficace.

TESTEZ VOUS BIEN
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frenchie
Grand Master Flash
Messages : 235
Enregistré le : 27 janv. 2003 à 11h33

Message par frenchie »

Vivement une petite rencontre entre grandes gueules!! :0biggrin: :boire:
[FBT] ARNAK XXL ...

:xiaoyu: :steve: :bryan:
N' oublions pas que Kingo a un lien de parenté avec Nin!!!
triademan

Message par triademan »

frenchie a écrit :Tu te fou de moi la ou quoi?
C' est facil de quoter des phrases et les regrouper par la suite pour en faire un débat de crétins!!
Je n' ai jamais répondu cela par rapport à la phrase de shoppos!!
tain tu comprends le français? c la même chose mec... :superlol:

TESTEZ VOUS BIEN
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frenchie
Grand Master Flash
Messages : 235
Enregistré le : 27 janv. 2003 à 11h33

Message par frenchie »

A mi distance, il est tres moyen!!
[FBT] ARNAK XXL ...

:xiaoyu: :steve: :bryan:
N' oublions pas que Kingo a un lien de parenté avec Nin!!!
triademan

Message par triademan »

frenchie a écrit :Vivement une petite rencontre entre grandes gueules!! :0biggrin: :boire:
yeahhh!!! :0biggrin:

là on fera le chiffre jusqu'a 10... :boire:

TEST TOI BIEN
Modifié en dernier par triademan le 17 août 2005 à 15h40, modifié 1 fois.
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frenchie
Grand Master Flash
Messages : 235
Enregistré le : 27 janv. 2003 à 11h33

Message par frenchie »

Dans ce cas, on a cas dire que je ne comprend pas le français :superlol:
[FBT] ARNAK XXL ...

:xiaoyu: :steve: :bryan:
N' oublions pas que Kingo a un lien de parenté avec Nin!!!
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OldBoy
OldBoy
OldBoy
Messages : 7200
Enregistré le : 05 juil. 2005 à 22h27

Message par OldBoy »

ca sera avec plaisir que je me joindrai à vous.. si ca n n'embete pas frenchie.
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kenj
Rackham le Rouge
Rackham le Rouge
Messages : 46207
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Message par kenj »

Retour au sujet, SVP: discussion sur Tekken 5.1.
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Yugoh
I love Soul Calibur
Messages : 1618
Enregistré le : 09 janv. 2003 à 03h52
PSN : Yugoh1
Localisation : Narbonne

Message par Yugoh »

Dans cette version 5.1 peut-on toujours destunner le Ws+2 de Kaz ?!
Si ce que tu as a dire n'est pas plus beau que le silence, tais toi !
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kenj
Rackham le Rouge
Rackham le Rouge
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Message par kenj »

http://www.tekkenzaibatsu.com/forums/sh ... adid=81763
WS+2 stun can not be escaped, but the stun effect is that of CH d/f+2.
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Masséna
Master of Puppets
Messages : 818
Enregistré le : 02 nov. 2002 à 00h56
Localisation : Tokyo, Koutou-ku, Japan

Message par Masséna »

kenj a écrit :Pour mémoire, encore, Jang, Park, Lee etc... qui sont les meilleurs joueurs coréens à TTT ne jouent que les Mishimas.
Jang jouait aussi Bruce, Hwoarang et Baek au minimum...
Thank you spirits! Julia could be top tier in DR
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kenj
Rackham le Rouge
Rackham le Rouge
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Message par kenj »

Oui, il y a au moins un match de Jang avec Bob qu'on a pu voir sur le net. Mais on parle des persos utilisés en tournoi, là. Pas des poules d'élimination, etc...
Modifié en dernier par kenj le 20 août 2005 à 14h17, modifié 1 fois.
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Masséna
Master of Puppets
Messages : 818
Enregistré le : 02 nov. 2002 à 00h56
Localisation : Tokyo, Koutou-ku, Japan

Message par Masséna »

Bon, y'a des limites quand meme. J'en ai marre de voir Kingo se plaindre de la soi disant over diminution Nina. Si t'as l'occasion de jouer a la 5.1, que t'arrives a rien avec malgre ton bon niveau, tu pourras te plaindre mais franchement, faut arreter les conneries. Nina reste tres forte dans la 5.1 ou alors ceux en France qui jouent Nina sont des nazes s'il s'adaptent pas, OK? D'ailleurs, je pense que Quik peut s'adapter facilement a la Nina 5.1 contrairement a Frenchie, mais j'expliquerai ca a mon retour.

Faut avoir jouer avec un perso mid low tier comme Julia a la 5.1 et se souvenir de la 5.0 pour se rendre compte que la 5.1 est super. Et oui Nina etait crackee a cause de son oki mais aussi avec son jab fest df1. Maintenant elle est redevenue jouable POINT.

La plupart du temps, vous vous fondez sur des videos. Ayez un minimum de recul sur ces videos. Balancez pas des grosses conneries sur ce topic. Utiliser le conditionnel ou moderez vos propos. Jouer sur place, ca permet reelement d'avoir le topo.
Thank you spirits! Julia could be top tier in DR
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kingofvf4
Ze Freaky Stuff
Messages : 9784
Enregistré le : 02 nov. 2002 à 15h31
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Message par kingofvf4 »

PPfff,lisez un peu le post de Noodalls(il a traduit la page jap qui répertorie les changements pr chaque perso ds 5.1)...Nina,pauvre petite Nina :cry: :cry:

http://tekkenzaibatsu.com/forums/showth ... genumber=5
Play a real game, play Virtua Fighter !
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kenj
Rackham le Rouge
Rackham le Rouge
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Message par kenj »

noodalls a écrit :This is a start. It's either for characters with few changes or characters I'm interested in. Roger and Kuma actually have a lot of changes, as do many others. I may or may not do them.

Edit - almost there.

Edit - done. Now will this fit on one page? Maybe I should have reserved the next one.
http://www.watch.impress.co.jp/game...0819/501.htm#17

System Changes
No vulnerable frames in techroll
Wall damage removed
Mach punch hit stun backrollable
Ground damage 100%->70%

Asuka
1 - Damage 6->8
d/f+4 - damage 12->16. Less pushback on guard.
ws+2 - Damage 15->18
d/f+3 - Less recovery frames for Asuka
d/b+3 - Opponents take longer to recover
3 - Damage 12->10. Less pushback on hit.
1,3 - Less pushback on hit
f+3 - Frames on guard changed. Frames on hit changed.
1,4,3 - Frames on guard changed. Frames on hit changed.
1,1,4 - First first hit connects on normal hit, second hit cannot be ducked.
d+3+4 - Changed to be same as 1,1,4
f+2 - Cancel with 3+4 removed.
d/b+4 - Recovery on guard reduced for opponent.

Raven
4~3,3 - Changed wall hit stun
BT f,f,f - Reduced recovery
b+1 - Changed hit frames on CH
b+2,2,1+2 - changed wall stun after hitting downed opponent.
d/f+3+4 - Crouching status during move removed.
d,d/f,f+1 - Effect on CH changed to stun. Damage 24->21

Feng Wei
b+1 - Feng's recovery increased.
Opponent down d+4 (Stomp) - Feng's recovery increased.
ss+4 - When guarded, Feng has a new animation. Damage on clean hit 15->10.
d/b+1+2,2 - Feng's recovery increased.
d/b+3 - Stun on CH same as stun on normal hit.
1,2,2 - Damage 5,10,12 -> 5,8,10
3~4 - Opponent recovers faster on block
10 hit combo 9th hit - Hit effect changed.
b+1+3 or b+2+4 reversal - Feng's recovery increased.
d/f+1 or ws+4 on crouching opponents - hit stun for opponents reduced.
u+4 - Hit stun on normal hit changed.

Jack5
u/f+1+2~d,d/f+2 - Opponent can no longer gaurd by holding back and mashing buttons.
d/b+2 - Crouch status active earlier
d/b+4 - Damage 10->14
FC,d/f+1 - Damage 9->15
FC,d/f+2 - Damage 10->15
FC,d/f+1,2,1 - Frames on 3rd hit changed.

Kazyua
d/f+3 - Easier to hit with
d/b+3 - On hit, Kazuya recovers faster. Changed hit stun on CH.
FC,d/f+3+4 - Damage 23->27
WS+2 - Unbreakable. Changed stun on clean hit. Opponent is surrounded by lightning.
f,f+3 - Damage 25->30
u/f+3 - hits low opponents better

King
b+1+3 - Can now be input from FC and WS. Damage used to be set, but now depends on the strength of the opponent's move.
d/f+1,2 - On hi,t the opponent recovers slower. With delay, King recovers slower. Pushes back less on block.
On downed opponent head side d/b+1+3 (strangle hold) - opponent's recovery decreased.
d/b,f+2 - Opponent's recovery decreased.
f+4 - Changed hit effect. Changed CH effect.
FC,d/f+3 - Can buffer moves in. Damage 23->21. On guard, less pushback.
Mutlithrows - if giant swing hits them into the wall, the damage has been adjusted.

Christie
d/b+3,4 and b+4,4 - on side or back will cause spinning knockdown.
d/f+1~1 - better frames on first hit. If you delay between the first and second hit the second hit can be ducked. If the second hit is guarded, Christie has negative frames.
d/b+1+2 - crouch status removed. Increased recovery on whiff.
1,3 and HSP f+1,3 - No more JF
RLX 4~3 - Airborne frames reduced (opponent? Christie?)
3+4 - damage 18->25
WS+3+4 - damage 12->18
RLX 1,4 - if first hit is CH, 4 is guaranteed.

Xiaoyu
BT f+3+4,3+4 - Added airborne hit effect?
ss+3~b - Reduced recovery for Xiaoyu.
f+4 - Xiaoyu's recovery decreased.
BT 1 - Changed hit effect.
WS+b+RK - Xiaoyu's recovery decreased.
BT f_1+2 - Successful parry damage 18->21. Successful hit stun changed.
f,f+1,3 - Damage 18->23.

Julia
4 - Frames on CH changed.
d/f+3 - Hit stun changed. Less pushback on guard. Damage 17->19
f,f+1,4 - Less pushback on guard.
1~1,1 - Less pushback on guard.

Jin
2,4 - Changed hit effect. Damage 14->16
ss+d/b+4 - removed
1+2 - Less pushback when 2nd hit connects.
d/f+3 - Changed hit effect on CH. Damage 15->10. More recovery for Jin.
u/f+4 - Changed hit effect on CH.
d/f+1,4~4 - Less recovery for Jin.

Steve
1,2,1,2 and 2,1,2 - Recovery for Steve increased. Hit effect changed.
d/f+2 - Recovery for steve increased. Hit effect on normal hit changed.
During 3 1+3 1+3 - String removed.
f,f,f+2 - Steve's recovery increased. Hit effect on normal hit changed.
3+4 - only possible from flicker by flicker 1~b (flicker 1,1~b and flicker 1,1,1~b).
3+4,2 - Hit effect on CH changed.
b+1 - Recovery on hit for opponent decreased.
Flicker 1~b,1 - Recovery for Steve increased.
3~2 - Damage 20->15
d/b+2 - Hit effect changed. If ducked Steve's recovery increases.
d+1 - Steve's recovery increased.
f+1+3 or 2+4 - Can buffer long range throw.
b+2,1 - Damage 15,15->10,13
ws+2 - Changed hit effect on crouching opponent
Flicker 1,1,1 - Damage 12,12,12-?12,9,9
4~2 - Damage 27->22
Ducking out of moves - moves such as d/f+2 into ducking etc. and a move into ducking f+2, the response is now better.
Ducking f+2 - On guard, the opponent cannot cancel recovery by ducking anymore.
3+4~u_d - Evasive properties largely reduced.
d/f+1+2 - Increased recovery on hit for steve.

Nina
1,2,3 (and all other similar strings) - Less pushback on block. If 1+2 is buffered, less pushback. If 1+2 is buffered, increased recovery for Nina. No guaranteed combo into throw on CH. 1+2 timing quite strict.
d/f+1,2 - First hit Nina's recovery increased. First hit on CH now gives same hit effect as normal hit. If delayed, second hit is now blockable. Recovery on second hit is increased for Nina.
1,2,1 - Increased recovery for Nina.
ws+1,2 - Increased recovery for Nina for first hit. If second hit is delayed, it can be blocked.
d+3,d+2 - Increased recovery for Nina.
d+1,N+4 - Increased recovery for Nina.
d+2,4 - Increased recovery for Nina. Damage 15->10.
d/b+3+4 (also applies to d/b_3 and d/f+3,2,3) - Crouch status during move removed. d/f+3,2,3 damage 25->18. Increased recovery on guard.
d,d/f+2 - Crouch status removed.
ss+2 - Increased recovery on guard and whiff.
u/f+4 - Active hit frames reduced. Recovery on guard increased for Nina and opponent. Execution slowed. Recovery on whiff increased.
u/f+1 - Execution slowed. Increased recovery on guard for Nina and opponent.
f+3 - During guard can duck high attack. Hit effect on normal hit changed.
b+2 - Evading ability reduced.
f+4,4 - Recovery on guard for opponent increased
f,f+2 - Guard changed.
b+4 - Damage 20->26.

Hwoarang (somebody tell me stance please)
d/b+4~f - Moves from right flamingo come out slower. Opponent's recovery reduced.
3,3,3~f and LF 3,3~f - timing to shift into left flamingo slowed.
u+3+4 - More recovery for Hwoarang on guard and whiff.
u/f+3,4,3 and LF u/f+3,4,3, - Increased recovery for Hwoarang if third hit is buffered.
d/f+3,3 and d/f+3,4 - If delayed, followup hit can be blocked.
d+3+4 - Possible from forward dash or run.
d/b+3 - Hit stun on CH changed.
Right stance d/b+3,3 - If first hit is CH second hit is guaranteed.
f,f+4,4,4 - Hwoarang's recovery reduced.
ws+4,4 - Harder to hit downed opponents with first hit.

Bryan
ws+3 - Different stun on CH.
f,f+3 (maximum hold) - Damage 50->40
b+1 - Changed hit effect on normal hit.
ws+3,4 - Increased recovery on guard for opponent.
d/f+3 - Damage 22->21.
(f+)1,2,4 - Damage 28->24. Decreased recovery on guard for opponent.
d/b+2 - Damage 18->15.
d+3,2 - Damage 25->21.
u/f+3 - Damage 25->21
f+1+2 - Damage 26->22
Taunt - Less recovery on hit for opponent.
f,f+2 - Less recovery on guard for opponent.
ws+2~f+2 - damage 21->12
2,3 - If first hit is CH second hit knocks the opponent away.
d+3+4,2,3 - If 2nd hit connects third hit is guaranteed.
ss+1 - Recovery on guard for opponent is increased.

Bruce
d/f+3,1 - when first hit connects, frames for 2nd hit gaurded are changed.
b+4,3 - First and second hit are not reversible
d+4 - Damage 8->9
d/b+4 - Hit stun on CH changed. Bruce is more advantaged. On hit, opponent's hit stun is longer
f+2,f+4 - If first hit is guarded, second hit can be ducked.
f,f+4 - Hit stun changed.
FC,d/f,d,d/f+4 - Hit stun changed.
SS+3 - Stun is same on CH and normal hit.
d/b+3,4 - Hit stun changed.
d+3,4 - Hit stun changed.

Paul
qcf+1+2~b - Standing status changed to crouching status.
qcb+1 - Damage 15->18
d/f+1+2 - Opponent's hit stun reduced.
d/f+1~b - Shift into sway slowed down.

Marduk
d+1 - Frames on hit and guard reduced.
d+4 - Crouch status slower to begin. Faster recovery for opponent.
2,d+1+2 - Faster recovery for opponent when guarded.
d+1+2 - Recovery increased for Marduk and opponent. Fixed to have slower startup.
1,2,3,1+2 and d/f+3,1,2,3,1+2 - Increased recovery for opponent when guarded.
d/f+3,1+2 - Increased recovery for Marduk
d/b+3 - Decreased recovery for opponent on guard.
ws+3 - Easier to hit with
FC+1+2 - Increased recovery for opponent on guard.
FC+1+2~b - Damage 4->10
u/b_u_u/f+3+4 - Damage 21->25. Less recovery on guard for opponent. On hit recovery is increased for opponent if standing. Recovery is decreased for oppoennt if crouching.

Lee
Small jump - Can now do a small jump from crouch.
4,4 - Less pushback on hit.
b+3,3 - Easier to combo even with delay.
d+3 - Changed hit effect on CH.
ss+2~f,N - On CH opponents recovery increased.
d+4,N+4 - Less pushback on hit.
b+1+2 - Less recovery for Lee.
d,d/b+4 - Crouch status removed.
ws+3,3,d+3,N+3 - High kicks on side or back give different hit effect.
Infinity kicks u+3,3, - Hit effect changed.
4,3,4 and d+4,N,4,3,4- Damage 25->21.

Lei
f,N,4 and Dragon 4 - Less pushback on guard and hit.
f,N,4,1 and Dragon 4,1 - Less pushback on hit. On BT hit, opponent's recovery is reduced.
f,f+2 - On guard, opponent's recovery is increased. Damage 21->18. Less pushback on guard.
b_f+3 - If first hit is normal hit, second hit is blockable.
4~4 - Axis and distance issues on CH fixed.
f,f+4 - More active hit frames. Hit effect on normal hit is now the same as CH.
f,f+3,4 - More active hit frames.
Drunken 3,2 - Second hit can come out regardless of first hit status. First hit Lei's recovery decreased, opponent's recovery decreased.
Tiger 4 - More recovery on guard for opponents.

Law
d/b+3 - CH effect now like normal hit effect.
f,f+4 - second half of crouch status removed.
b+1,2,1 - Hit effect changed. First and second hit no longer steppable. Damage 15->21.
f,f+2,1 - Less recovery for opponent on guard. Damage 15,13->13,10
u/f+4 - Less recovery on guard if second hit is not buffered.
4,u+3 - Damage 30->25.
Charge dragon 2+4 - Damage 30->35
1,2,3 - More recovery for Law. Less recovery for opponents on guard.
1,1,1,1, - Less recovery for opponents on guard. After the second hit, if the opponent guards they can duck.
FC+2,3 or d+2,3 - If first hit is CH second hit is guaranteed. Less recovery on guard for opponent.
u/f+1,3 - Increased recovery for Law
f+2+3 - Can be input as f,f+2+3
b+1+2 - Less active parrying frames.
Charge dragon 1 - Changed hit effect.
Small jump - can now do a small jump from FC.

Yoshimitsu
f,f+1+4 - Damage to both 100->72
1+4 - Damage 25->21
FC,d/f+1 - Damage 20->15
d+3+4 - Recovery 5->3
f+3+4 - On hit, pressing 3+4 to go into recovery 10+5->5. Frames on hit decreased.
Poison mist 3 or 4 - Easier to hit with. Frames on CH changed.
4~3 - Changed frames on guard and hit
d,d/f,f+1 - Damage 30,15,28->24,15,25

Anna
d/f+1,2 - More recovery on first hit. Hit effect for 1st hit on CH same as normal hit. More recovery on hit for Anna on 2nd hit.
ws+1,2 - Hit effect for first hit on CH now same as normal hit.
d/f+1,2,3 - Hit effect changed.
d+1,N+4 - More recovery for Anna.
d/b+2,N+4 - More recovery for Anna. Damage 15->10
f,f+2 - Crouch status removed.
u/f+1,3 - Anna's recovery increased.
d/f+3,1,4,2,3 - If second hit connects, third hit cannot be ducked. 3rd hit damage 15->21. If 3rd thit is guarded, 4th hit can be ducked. If 4th hit is guarded, 5th hit can be ducked. Recovery on 4th hit reduced. Hit effect on 5th hit changed.
d/b+4,3 - Can be delayed.
1,2,1 - Increased recovery for Anna. Reduced recovery for opponent on hit.
f,f+3,4,b+3 - Damage 15->8 (f,f+3,4,3 unchanged.)

Roger Jr.
d/f+2,1 - More recovery for opponent on hit. If Roger delays, more delay in recovery for Roger.
d/f+2 - Less pushback on hit.
ws+3,3 - More recovery for Roger.
d+2 - Better tracking.
f,f+2 - More recovery for Roger, and execution is slower. Pushes back more on guard.
1+2,1+2 - After first hit connects, less pushback.
1+2,u+3+4 - More recovery on guard for opponents.
ss+4 - More recovery on guard for oppnents.
FC,d/f+2 - Can buffer moves.
d/b+1+2 - Removed crouch status. More recovery on guard for opponents.
u/b_u_u/f+3+4 - Damage 21->25. Less recovery on guard for opponents. More recovery on hit for standing opponents and less recovery on hit for crouching opponents.
d/b+3 - More recovery on guard for Roger.
f+1,2,1,2 (first hit CH) - opponent is considered airborne? Roger can now buffer moves.
d/b,f+2 - Less recovery on hit for opponents.
qcf+1 - Recovery on hit reduced. Damage 35->40.
d+1,N+2 - If first hit is crouch guarded, second hit can now be guarded. If first hit connects, there is not as much pushback
b,b+4 - Changed on guard.
ws+1 - Easier to hit with.
(f+)2 - Now natural combos into 1 (2,1).
4 - Changed hit effect.
1,2 - Less pushback on hit.
d/f+3 - More active hit frames. Changed hit effect.
1,2,1,4,3,3,3+4 - 7th hit of 10string combo now recovers the same as 3~4
b+1+2~f - More active hit frames.
b+3+4 - Getting up after this move is faster.
d/b+4,3,4,3,4 - Getting up after the move is faster.

Ganryu
d+2,2,2,2,2... - On side or BT hit, after the 2nd hit the hit effect will change.
1+2 - Increased recovery frames for ganryu. On hit, opponent can techroll.
1+2,1+2 - Increased recovery for Ganryu.
f+2 - Harder to hit downed opponents. Damage 16->14.
f+4 - Damage 25->21
3 - Damage 25->21
3,4 - Damage 23->18
d/f+2+3 - Ganryu's recovery increased. Opponents recovery increased, easier to punish.
b+2 - Damage 27->22
d/f+2 - Ganryu's recovery increased.
f+1+2 - Crouch status removed.
d/f+1+4 - Ganryu's recovery increased.

Baek
b+1 - Avoiding ability reduced
1+2 - Damage 18->15
b,b+2 - hit stun on CH changed. Damage 12->21
4,4 - Hit stun on CH changed.
b+1+2 - Parry frames increased. Parried opponent recovers quicker.
d/f+3,4 - Hit stun on CH changed.

Kuma/Panda
f+1~1 - Less pushback on hit.
f+1+2 - Less recovery for Kuma
f,f+2 - Damage 22->28
2,1 - If first hit connects, less pushback.
f+2,1 - If first hit connects, less pushback. Second hit is now a natural combo. Damage of first hit 15->13.
b+1 - Damage 13->16. Now forces crouch on guard.
u/f+3+4 - Unreversible.
FC,d/f+1,2,f+1 - Hit effect on third hit changed.
u/f+1+2 - Less recovery for Kuma. Easier to hit with.
b+1+2 b,d/b,d,d/f,f,u/f,u,u/b - No longer rolls forever.
ws+1 - Damage 12->18.
FC,d/f+1,2,1 - Second and third hit damage 12,12->15,15
d/f+2 - Damage 10->15.
d/f+1+2 - Damage 14->18. More recovery on guard for opponents.

Wang
d/f+1+3+4 - hit status mid->special mid. Recovery on guard for opponent decreased.
d+3+4 - Damage 30->24
d+2,1+2 - Hit stun on CH changed.
b+2,1 - Damage 10->8
d+4,1 and 4,4,1 - Wang's recovery increased.
f+1+2 - Doesn't push opponent back as far.
f,f+2 - Doesn't push opponent back as far.
d/f+1,1 and 1~1,1 - Damage 21->16
d/f+2 - If d/f+2~1 is buffered, damage 15->10
d/f,d/f+2+4 - Decreased recovery for opponent.
2~b - Wang can buffer after this move.
(f)+2+3 - Decreased recovery on hit.
b+1+3 or b+2+4 reversal - LP reversal chickenable.
1~1,1 - If 1~1 is buffered, first 1 damage 10->5. If first 1 is CH, second 1 damage 8->5. 3rd hit doesn't pushback on block as much.
b+1+2 - on successful parry, followup move is unblockable.
ws+2,2,2 - Reduced recovery for opponent on guard.
b+1~3 - Reduced recovery on guard for opponent.
ss+1+2 - Easier to hit with.

Devil Jin
d/f+2 - More recovery on guard.
d/f+2,2 - damage 8->15. Hit effect changed.
d/f+2,1 Less recovery for Devil Jin. Hit effect on normal hit changed.
ss+2 - Less recovery for Devil Jin.
CD+1 - Can shift with CD+1~u/f in air combos.

Heihachi.
2,2,1+2 - No longer natural combo.
qcf+2 - Increased recovery for Heihachi. First half of the move can now be CH.
d+1,2 - Increased recovery for Heihachi.
b+2 - First half of the move can now be CH.
ws+2 - First half of the move can now be CH.
d+3+4 full chage 1 - Changed timing for damage. 1,2 damage timing also changed.
f+1+2 - Damage 15->21.
d/f+1,2 - Damage 17->15.

Mokujin
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