[BD] Rock

zyeoo

[08] Mercenary
* Lowered damage on 63214:B+G, only deals 33 damage. 63214[B+G] deals 48 damage.
* New move A+B+K. Linear, guard breaks, does critical finish, and leaves them head first ground. Looks like it might have tech crouch properties. Guard breaks in 8 hits.
* 44BB, BT B+K combos and leave them face down, feet first towards you. After 44BB, 2k no longer hits them.
(44BB, BT B+K, 3B+G deals 123 damage).
* Most of his throws have changed in damage.
Code:
Throw		SC4				SC:BD
AG		40				42
BG		55				52
Either side	60				60
Back		50				72
1AG		40				35
1GB		15				20
3BG		36				45
3AG		10				10
2AG		20				30
2BG	 	14+6 ground damage		21 +9 ground damage
CT		35				24
[CT]		30?+ 20 ground			48 + 10 ground damage
JF CT		50				33
 

Suirad

[10] Knight
back throw used to deal about 50, so yeah thats an improvement

/edit/ ok the .doc says that
 

D_Matt_Ma

[10] Knight
I would check the 1A+G properties if possible. Something doesn't feel right. 35 damage is WAY too low if it is exactly what it used to be.

Can you check please? (no PSP)
-Does it ring out better?
-Does it recover faster or does the opponent recover slower? (so that a dash into crouch/ground throw is easier)
-Does it leave them closer? (so a ground throw can be used to followup without a dash and crouch throw will tech trap)

Likewise, JF CT tone down feels excessive. Does Rock recover faster so the dash into crouch throw is more accessible? If not, does it leave them closer to Rock?

B+G/A+G changes needed to be made. B+G was too good and A+G was too weak.

3B+G... WOW! Just plain WOW!

If what you say about 44BB is true, then it now recovers faster, but loses the bounce properties, meaning the BT B+K is hitting them before they can recover (borderline juggle).

2B+G is the million dollar question. No one cares about the damage. Instead, how's the allignment? (A+B connects on Hilde afterwards?)
 

page

[11] Champion
Back throw damage buff is wonderful. He really needed it; unless they give him something else, it's pretty much the only thing you get off a wallsplat.

Slightly improved the damage for head toward ground throw loops. Meh. Might make 3B slightly more attractive.

Increased the damage of 3B+G. That's good, since it's his most common setup (and leads to the DOOM COMBO!!!!). Having a better reason for them to escape 3B+G now and then will make 3A+G that much more attractive.

Lower the damage on the command throw? Don't see why, unless it's got better ground stun or a shorter escape window or something.

Going to have to recheck all the character specific 2B+G and 3A+B combos now. O_o

And what's the word on JF PT? Still ridiculously easy to JI? Anything guaranteed? It'd be swank if they brought it back to 1.02 status with the guaranteed throw attempt and all.
 

zyeoo

[08] Mercenary
1A+G leaves them closer I think, since you can do a crouch throw without moving if they ukemi or FF ground throw if they don't. It still rings out like shit (i.e. never), and recovery seems the same.

JIing the JF PT fairly easy, yes. Dunno what's guaranteed, but you don't need to run to do a FF GT.

2B+G, A+B lands on Hilde 100% in training mode. Even if I go highly off center, it throws directly in front of Rock and A+B lands easily.

Looks like the command throw leaves them closer. I only need to tap forward once and I'm in HF GT range. Trying for a crouch throw actually means standing over them first, since they are still in stun on the ground.

Mistake with 44BB. They can still ukemi out of it before BT B+K lands.
 

D_Matt_Ma

[10] Knight
Nice to see 2B+G is looking good (so far). 1K > followups. Does 1K guarantee the ground setups now? I still wish 1K > crouch throw were a move though.

Can someone please shed some light on A+B+K and what it looks like? Thanks.
 

Angrel-San

[10] Knight
All I want to know is if JF PT is more like 1.01 or 1.03 and if Rock overall seems better damage wise or CF wise.

Like in 1.01, Rock was a beast destroying gauges although not that good damage wise but 1.03 fucked him all up. Is he a beast again or still weak?
 

page

[11] Champion
Does 2B+G, A+B still work? I needs my DOOM COMBO!!!!

Also, JF PT on block: 1.01 it would pull in and give you a guaranteed throw attempt. They nerfed it, not only by making it easy to JI, but by making it push out on block, so throws are uninterruptable, but you can still crouch (IIRC). Then you'd have to check small things like JF PT on hit giving you a free back throw vs a couple characters (SK, so that doesn't matter, Amy, I think? And Sets.)

Good to see they fixed Hilde, though, and Vader isn't in the game; he was even worse than Hilde.
 

zyeoo

[08] Mercenary
2B+G, A+B works. Even easier to pull off, too.

JF PT will let you throw them and crouch throw them. They can still duck after the last hit. The SG damage on it has been nerfed pretty badly. I was up to 11 or 12 before it crushed.
 

D_Matt_Ma

[10] Knight
2B+G, A+B works. Even easier to pull off, too.

JF PT will let you throw them and crouch throw them. They can still duck after the last hit. The SG damage on it has been nerfed pretty badly. I was up to 11 or 12 before it crushed.

Zyeoo, I think what he means is whether the last hit of 214A:A:A pushes them out on block. In the original version, the final hit actually kept them where they were standing. To test this, do 214A:A:A at the max range on a blocking opponent. Afterwards, if you try to throw, it will miss in v1.04, but would hit on v1.00

Whether 1K into ground throw can be escaped is important too. Although it is a lot less important now with the damage increase on his 3B+G/1B+G
 

zyeoo

[08] Mercenary
Yes, JF PT still pushes back.
Dunno if they can still ukemi out of the 1k series, but I can't get it to land in the first place on stationary person. It seems to knock them sideways a ton.
 

page

[11] Champion
I don't know how I'm supposed to play this game on a PSP. I'm not even a pad player, but when I have to use them I need all the shoulder buttons. It's going to be rough.
 

zyeoo

[08] Mercenary
I need to switch a button from B+G (for Rock) to A+B (for everyone else). And A+K is terrible to do without a shoulder button. Fortunately, Rock is fairly easy to use a pad with. Takes a little bit of getting used to, but I'm used to playing with a PS3 pad. Sliding buttons is the hard part.
 

D_Matt_Ma

[10] Knight
On a PS3 pad, I use L1 as B+G and R1 as K. That way, I can press Square + R1 to do A+K. L2 is A+B, but you can do that without a trigger. R2 is B+K, but again, you can do that without a trigger.
 

Something-Unique

[10] Knight
I can't help holding in this info no more since its not up yet. Rock's major buff that has potentially moved him up to mid-upper mid in this game among his other buffs which have less of an impact is that his ground throws no longer scale. Rock players should be happy now!
 

zyeoo

[08] Mercenary
I can't help holding in this info no more since its not up yet. Rock's major buff that has potentially moved him up to mid-upper mid in this game among his other buffs which have less of an impact is that his ground throws no longer scale. Rock players should be happy now!

I just thought the damage was increased, I didn't notice the scaling. That explains why I lose half my health vs the cpu with a wrong guess now.
 

D_Matt_Ma

[10] Knight
I can't help holding in this info no more since its not up yet. Rock's major buff that has potentially moved him up to mid-upper mid in this game among his other buffs which have less of an impact is that his ground throws no longer scale. Rock players should be happy now!

This is HUGE news. We need to check whether it RESETS damage scaling or does is simply ignore it. Why? Because if it completely resets it, B+K stuns and tech traps will be all over the place.

And this is sad... Mina getting worse?