Finally got a chance to sit down with this thread! Thank you, @STORM179, for posting it and placing the patch notes in the OP.
Random thoughts about the changes. Sorry, this is probably going to be a long post, hehe.
- [-] Low Vengeance Counter is no longer able to catch Mid attacks.
Ouch. So countering lows as basically become either a 100% hard read, or something you do to break out of a block-string. I’m honestly a bit puzzled by this - it’s not like we had Hisako’s blazing their way to top 5 on the back of crazy good counter game.
As an aside, this is actually going to cause me to have to modify the way I orient my hand on the stick when I play Hisako. Which is my main. So meh.
- [-] Added recovery to the landing of Air ORZ making it a bit worse on
whiff. If you hit too high it’s possible to be punishable, but it is
also possible to still be +3 or so.
When this was demonstrated @ KIWC, it seemed to matter less then the ORZ was done closer to the ground, so it seems that TK-ORZs will still be really strong. Time to step up that TK game, folks!
- [-] Slowed startup of Med and Hvy Air ORZ (by 4 and 8 frames) and altered the way they move in the air a bit to compensate.
I’m going to have to reserve judgment on this until I get my hands on the finished product.
STORM pretty much nailed my current feelings on the matter:
- [+] Improved the hitbox of Hvy Air ORZ so it hits higher up and crosses up easier, making it worth the extra startup.
8 Additional frames of startup is a pretty big kick in the pants, so using this shiny new (and by the sounds of the description, most likely larger) hitbox is a risky proposition in neutral. With this in mind, and considering the trajectory changes to Medium and Heavy AORZ, It seems as though they’re trying to make us more conscientious about which strength of AORZ we use in specific scenarios. We already had to do this for the most part, but it’s becoming more important in S3.
- [-] Wrath meter no longer recharges while jumping.
- [+] Wrath regeneration speed is increased by 50%.
Anyone who’s played matches with me knows that this is going to be a pretty significant adjustment for me. My S2 mindset was “Hey, we’ve got ridiculously good air normals, AORZ is really strong, and we regen wrath in the air. Let’s take to the skies and squeeze the juice out of her air game”. I still think it will be very worthwhile to continue to pay due respect to her air game in S3, but I’m going to have to relax a bit and stand my ground a lot more because this change (along with stagger) give her way more incentive to do so. We definitely shouldn’t be salty though - a 50% increase in regeneration speed is really significant.
- [+] Close HP, Far HK, and Close HK all cause Stagger on counterhit and deal much more hitstun.
This is pretty neat, but I’m not going to get too excited about this until we know how stagger will interact with Possession and Influence (if at all).
- [+] Standing LP and Jumping LP cause Flipout.
It may sound silly, but I’m really excited about this. I already love Hisako’s light normals, this just made them cooler.
- [+] You can now jump cancel the 3rd Heavy ORZ if you hit an airborne
opponent, and using 2nd Heavy ORZ to juggle into the 3rd hit is easier.
This is actually really good. From a jump cancel - with full wrath you can get a recapture, you could spend a bar of shadow to get a recapture with Shadow AORZ, and if no meter is available you can J+LP to flip-out into a ground mix-up. I am curious though - by “using 2nd Heavy ORZ to juggle into the 3rd hit is easier”, were they referencing a change to the hitbox on 2nd Heavy ORZ, or was it an adjustment to frame data? Or both? I guess we’ll have to wait and see! I’ll archive both the hitbox and frame data on the current Rekka so when S3 comes out we can compare.
- [+] Descent is no longer affected by Kan-Ra’s Curse.
- [+] Descent crushes highs 1 frame sooner and gets underground 10 frames sooner.
- [+] Hisako used to be able to cancel out of Descent on frame 48 into
attacks only. Now she can cancel into movement as well, and on frame 42
instead.
From those of us that regularly tried to find a home and a purpose for Descent, despite it being horrendously unsafe and way slower than it should have been - THANK YOU.
- [+] New Shadow Move: Air Shadow On Ryo Zan! Hisako can perform a Shadow
version of Air ORZ! This version hits rapidly and always recaptures air
opponents, and staggers grounded opponents.
Seems like something that’s going to be mostly utilized to get recaptures when the Wrath won’t provide for it. It’s also seems pretty mash-breakable (a la Kan-Ra’s Shadow twirly-thingie). Too early to tell how strong this will be, but I see definite application for this in the jump-canceled Heavy ORZ scenario.
- [+] New Ability: Descent Cancel! Hisako can now cancel into Descent in
any situation she could Wrath cancel for a Vengeance counter. This costs
half Wrath just like the Vengeance cancel does.
This is pretty interesting. Too early to speculate just what uses this will have aside from cool looking stuff in instinct.
Another random thought:
The change to combo breakers that places the characters back in neutral (which I love) is supposed to move the player being broken outside of the “effective range” of the player that broke the combo. I wonder what range they’ve deemed “effective” for Hisako… her dash and long normals allow her to put a hitbox on the opposite side of the screen in very little time at all. I kind of hope that breaking combos doesn’t place our opponent in another zip code…
Whew! Once again, sorry for the wall of text.