NINA WILLIAMS
· New Move, d+2~3 is about 20 frames in speed. Long reach low attack where the initial attack looks like Anna’s b+1 but with a lower hitbox/animation. The second hit is a kick that turns inwards. It is natural combo on CH only.
· New Move, WS+1,1+2 string. Safe on block. First hit travels quite a bit and can be used in juggles. For example launch, d/f+3,2~SSL+1~f,N, 1(WS+1), 1,4,1 or WS+1,1+2 ender.
· New Move, d/b+3 low attack. Looks similar to Hwoarang’s SS+3 kick. Gives advantage and seems to be about -12 on block.
· QCF+1 launcher is less than -11 on block.
· Animation has changed for the u_u/b_u/f+3 series of jumpkicks.
· According to Deep Theater, Nina’s overall style/gameplay hasn’t changed much from T5DR.
· u/f+1+2 throw into the wall still guarantees the opponent to do a wakeup 3 kick, but Nina does not get knocked down(same for Anna).
LING XIAOYU
· New Move, b+2,2 which is fairly fast. Possible to go into RDS(Raindance/BT) after this move.
· New Move, f+4,4 which is a high kick into a low kick. Natural combo.
· New Move, RDS 1+2,1+2.
· New Move, u/f+3 hopkick similar to Lili’s.
· New Move, f+3 which stuns on CH (old T5DR f+3 was removed).
· f,f+1 can now transition into AOP (Art of Phoenix).
· No new moves from AOP have been discovered as of yet.
MARSHALL LAW
· New Move, d+4,3 is natural combo that does little damage. d+4 no longer crushes highs.
· New Move, DSS(Dragon Stance Sign) 1+2, it looks like a faster version of f+2~1 one inch punch. Shorter range.
· New Move, 3+4. Mid double kick attack that looks like the last hit of Anna’s u/f+1,3,3+4 string. Good range and crushes lows.
· New Move, WS+1,2 new WS punisher, hits mid, high and may be natural combo.
· New Move, d+2,3, the old move was changed into a low right punch into a knee strike. It launches on CH only.
· 4 is now a different kick, f+4 is more like the standing 4 of T5DR. CH f+4, b+2,3,4, DSS 3 still hits.
· d/f+2 range is shorter(this seems to be the case with all characters that have generic d/f+2).
· SSR 3+4, d/b+3, f+1+2 all combos together on the ground.
· f,f+2,1,3 range has been reduced on the initial strike.
· B+4 transitions Law into BT stance now, b+4 makes him face forward.
· U/F+4 flipkick can now transition to DFS>DSS. By going into stance the flipkick recovers faster. This new transition enables more juggle possibilites.
PAUL PHOENIX
· New Move, QCF+3 is a new low kick move that knocks down on CH. f,f+4 may be guaranteed after it hits on CH.
· New Move, b+1+2. b,b+1+2 is the new notation for the b+1+2 unblockable in T5DR.
· Phoenix Smasher(aka death fist) no longer pushes back like in previous games.
· New Move, QCF+1+2 is a new low move that is quicker/more useful than the T5DR QCF+1+2.
LEI WULONG
· New Move, b+4,1 which is a low, high natural combo string. It is about 23 frames impact and the second hit causes knockdown and wallstun. When the first hit is blocked the second hit can not be interrupted by an 11 frame WS move. The string can be delayed. On block the move seems to be around -14. The move feels similar to Julia’s FC d/f+4,3 only except you do it from a standing position.
· New Move, d/f+1,1,1 is an all mid string. The first two hits are natural combo. The second and last hits in the string can be delayed.
· New Move, 2,1 is a new high,mid string that hits as natural combo. 2,1~F transitions Lei into DRU (Drunken) stance.
· New Move, d+2 is a mid strike that forces the opponent to crouching state when blocked. On CH it knocks down the enemy into SLD position.
· New Move, d+4,4 which is a low to a mid kick. Not natural combo and cannot be delayed. d+4,4~F transitions Lei into DRU stance. Lei can still d+4~D to go into SNK (Snake).
· New Move, BT b+1,1 high, mid string that leaves you in BT after performing the move. Lei is at a huge disadvantage after the move is blocked.
· New Move, SNK 1,2,1,2 string. The first three hits are natural combo. The last hit of the string is high. After the second or last hit of the string Lei stays in SNK stance.
· New Move, DRA (Dragon) 3 is a new low. It does not knock down on hit. The animation is similar to Xiaoyu’s AOP f+4. Lei recovers crouching after he performs the move. If you input DRA 3* (hold 3) Lei transitions into CRN(Crane). Does not have crush properties.
· New Move, TGR (Tiger) 3 is a new mid kick that crushes lows. Causes knockdown on hit.
· New Move, DRU b+1+2 is a lunging, spinning headbutt like Jackie Chan does in Drunken Master II. Recovers in SLD position.
· New Move, DRU 1+3 throw. The range and active frame of this throw has been increased. There are now two chances where the move will transition into the throw. Near wall, WS+3 is guaranteed. The throw break window seems to have gotten smaller.
· New move, b+4,1 (low kick into mid punch, 2nd hit knocks down)
· New move, After lying down, 1+2 (gets up using a drunken stance)
· DRU d+3+4 and d+1+2 laying down is possible now. It is also possible for Lei to transition into other grounded positions other than PLD and SLD but the notation has not been found yet.
· New transition. 4~4,3~D(?), Lei goes into KND position and he does the pose where he has his elbow resting on the floor (like Shun Di in Virtua Fighter).
· A lot of Lei’s animations seem much more fluid.
JACK-6
- u/f+1+2 > d,d/f+2 now makes the opponent stagger (in other words, you probably can’t follow up with anything against a wall)
- b+2, d/b+2 will reach longer and have better block stun if you hold 2 (the same goes for his new 3-string move)
- After d/b+3, he has a mixup between a mid that block stuns and a crouch throw
- b+1+2 now stuns the opponent instead of making them fly back - combo potential?
ZAFINA
Overall, she has a good amount of combo starters
Her combos are relatively easy, and many of them have good oki options
Her three stances:
d+1+2: Her tarantula stance - she gets down really, really low (like a tarantula, or a cockroach)
3+4: Scarecrow stance — Like Anna’s stance, with one leg raised
d+3+4: Mantis stance — Like Xiaoyu’s AOP stance
Moves:
d/f+1: Like Lili’s ws+1
d/f+2: She gets down really low for an uppercut
1,2: Like Lili’s 1,2
2,2,1+2: 3-hit punch string, ends with a move like Xiaoyu’s d/b+1
1+2,3+4,3+4: Starts like Eddy’s d/b+1+2 (but doesn’t crush highs) and then two kicks in the air
d/b+1+2,1+2: A low combo starter into another move
f+2,3,4: Another 3-string move; holding f after the second move moves her into scarecrow stance
d/b+4: Similar to Anna’s d/b+4; holding f afterwards shifts her into the tarantula stance
d+4,3+4: A low kick into a combo starting mid
f,f+2: Like Asuka’s f+1+2; same hit properties, probably high
ws+2: A launcher
ws+1: Forces them to sit down on CH, can be followed up with f+2,3 and then a combo
f,f+1+2: Throw
From Scarecrow:
3+4: Similar to Eddy’s f+3+4
WANG JINREI
- If the last hit of b+2,1,1+2 hits CH there is a new stun animation with good followup advantages.
- 1+2 is quicker and knocks the opponent into SLD position on normal hit.
- After d/b+3 CH knockdown dashing d+3,4 picked up an opponent as they tried to move.
- WS+4 does not knock down on normal hit.
- Wang’s f+1+4 unblockable animation has changed, might not be able to cancel it anymore.
KUMA / PANDA
- New Move, f,f+1+2 long range headbutt that is similar to Roger Jr.’s headbutt.
- New Move, WS+1,1… The WS+1 does not launch but the new followup is a WS+1 into an overhead smash.
- Bear hellsweep (d/b+4) into WS+1,1 is guaranteed.
KING
- b+1 can now string into u/f+3.
- Giant swing into the wall, then d/b+3 followup seems to be guaranteed still.
- New Move: d/f+3,4,3 is a three kick string that hits low, high, then mid. Can be used in some juggles.
- New Move: b+1,2. T5DR b+1 followed by a quick right smash to the chest.
- New Move: b+2+4.
- Combos that used a f+3 before jabs no longer work. For example, FC d/f+2, f+3, into jabs doesn’t work anymore.
- WS+1+2 is now faster and flips on hit. No longer possible to do iSW ender in juggles afterwards.
- King’s crouch-dash cancel is like Armor King’s and Mishimas now.
YOSHIMITSU
- From POGO stance Yoshimitsu can now move forward manually without attacking.
- Changed command: sweep is now done with d/f+4, KND on CH only
ARMOR KING
- New Move, d+3+4,3 Ali Kick into a mid lunging kick.
- Armor King has King’s d/b+4 now, where he stays on the floor after getting blocked.
- d/b+3 now leads to juggles on hit. You can do d/b+3, d/f+1, 1, f+2,1 among other juggles.
- f+2,1 is no longer delayable and has different animation. Also it does not work after wall stuns.
- New Move, 1+2,4… his 1+2,1 string now has a mid option in 1+2,4… the 4 kick looks like SS+4 from T5DR.
- Armor King has 1,2,1 similar to TTT again.
d/f+2 knocks down on CH still and d+3+4,3 is guaranteed after.
- New Move, OTG d+4,4,4 ground stomps.
- New Move, b+2,1 string… if the second hit is CH they are stunned and u+2 is guaranteed.
- CD+1+2 mist move seems to have a bigger hitbox.
- CD+2 is identical to the T5DR version.
- f,f+4 sends the opponent flying back further than before.
JULIA CHANG
- The old 1,1,1 string has been altered. The last hit doesn’t launch. Can input as f+1,1,1 as well.
- New Move, 3+4,1,2 string.
- Elbow hitbox has been decreased.
- Much harder to use elbows in juggles.
- f,f+1,4 is no longer natural combo.
- After the 4 hits only in f,f+1,4… f,f+1 will not connect.
- The third hit of u/f+4,3,1 has been changed.
- b+4 animation has changed, KND on normal hit.
- u/f+3+4 covers less ground when you jump.
- Old f+1 launcher has been changed to WS+1.
- New Move, d+1+2. It looks like a shoulder attack.
- New Move, 1,1,4,1+2. Third hit is a low kick that knocks down.
- New Move, b+2,3,1+2. The last to hits are from the 3+4~3,1 string.
- New Move, b+1,1.
- New Move, d/f+3+4.
- New Move, SS+3 which hits mid.
- New Move, f,f,f+1 or WR+1. Gives advantage on block and hits high.
- 1,2 strings have been removed.
- f,f+1, party crasher does NOT knock down anymore.
JIN KAZAMA
- New Move, 1,d+3,4… high, low, low.
- New Move, b,f+2,3, mid,mid.
- f,f+2’s animation has changed.
CRAIG MARDUK
- New Move, d/f+3,2, mid, mid.
- New Move, d/b+3,1,1 string.
- New Move, u/f+3 jumping knee strike.
- Tackle is now easier to escape.
STEVE FOX
- New Move, 2,1,2, high, mid, mid string.
- Steve has autoblock while in peek a boo stance(PAB).
- PAB 1 looks like a FLK 1. After the PAB 1 he transitions back into PAB.
- PAB 2 is a right hook.
- PAB d/f+1 is a punch that looks like WS+1
- Steve can perform his old f,b+1,1,2,1 string from PAB.
- FLK stance manual input is no longer b+1+2. The new notation is b+3+4
- New Move. b+1,1, the old b+1 into a new mid punch.
BRYAN FURY
- 1+3+4 taunt into follow-ups still work. Someone at the testing was able to land taunt into d/f+2,1(new move).
- New Move, b,f+2,1,3 all mid string causes wall stun and is natural combo if the first hit lands. Safe unless near wall.
- New Move, d+1+2,3 which hits low and looks like Law’s d/b+3. Very fast and launches.
EDDY GORDO & CHRISTIE MONTIERO
- New move. Throw from HSP (Handstand position). Throw animation starts the grab with his/her legs.
- QCF+3 does not hit on the ground.
- SS+4 range got smaller.
LEE CHAOLAN- New Move. Low move that trips on normal hit.
- f,N+3,4 kicks animation is very different. Lee gets up very high into the air.
- From a high wall splat, Lee can do 1,2~F,N, 4,3,4.
- From ground wall splat, 4,3,4 missed.
KAZUYA MISHIMA
- New Move, d/f+3,2. It looks like the d/f+3 knee cancelled into a short uppercut(launches on CH).
- New Move, 1,2,4,3. The last mid kick looks like one of the roundhouse kicks from his win poses.
ASUKA KAZAMA
- Her moves mostly look the same
- Her range might not be as good
- 3~4 is much safer on block, but doesn’t combo anymore
- Her 1+4 combo from KND+3 doesn’t work anymore
- Her combo from falling rain (her command throw from FC) still works
- Standing 3 is now like (regular) Jin’s
- Changed command: ss+2 now does her ff+2
- New string: 1+4,3 (white heron into her f+3)
- New string: 2,1,1+2 (chop, jab, ground slam that can be cancelled by holding back)
- New move: f,f+3 (mid sweep kick from a really slow stance)
- New move: f,f+2 (second hit of d/f+1,2)