Kilik BD: Changes
General Info: The damage numbers in parenthesis relate to SC:BD over SC4.
Combos:
Asura JF = 72-Damage (-8-Damage) (Pro)
Asura = 67-Damage (-2-Damage)
iFotD~Asura JF = 81-Damage (+1-Damage) (Pro)
iFotD~Asura = 77-Damage (+3-Damage)
WsB = 58-Damage (+4-Damage)
MO K, 6B+K = 57-Damage (+11-Damage)
MO A, 46B, 6AAA = 64-Damage (+14-Damage)
A+B, 66B, 66B = 81-Damage (+1-Damage)
A+B, 46B, 6AAA = 89-Damage (+9-Damage)
1B[CH], 22_88B, A+K = 68-Damage (+5-Damage)
1B[CH], 22_88B, 3kB = 77-Damage (+14-Damage)
22_88B, A+K = 56-Damage (-1-Damage)
22_88B, 3kB, 6B+K = 77-Damage (+7-Damage)
66B [CH]: = 46-Damage (+8-Damage)
Note 1: Asura Dance JF is in the menu!
Note 2: Asura Dance Post iFotD has received a minor-medium size buff. The combo can no longer be angled in the air for the benefit of the opponent at all. No slight turning whatsoever. This means 3kB is no longer needed as a substitute for straight ring-outs.
Note 3: The second 1B counter hit combo is a buff but deceiving. For those that do not know in SC4 if you tech-ed backward or forward I believe after getting hit by 3kB you lose 24 extra damage (dirty secret I kept from the masses; sorry). If u tech sideways I believe it was 11 or so extra damage. What they have done is guaranteed that damage without tech in SC:BD. Similar rules apply to the same combo but with 22_88B as the starter but in SC4 it didn't scale the same for that combo.
Properties:
Asura:
1. No longer GI's stabs.
2. No longer tracks.
3. GI and Tech-Jump window equals tighter.
Working on the rest.