Windstar
[13] Hero
So coming right out of the gate, Cassandra is impressively strong.
A lot of new moves and some old ones on new inputs. Still has her old 1K and 1A, but also has a new 1B that when held and the opponent is on the ground leads to some good stuff.
Basic theory is charging up her Divine Force using 66A+B4, 6A+B, 6K (ch) or 6[K] and then running the variants that spend this force for extra damage.
She has several new crouching throws 2A+G, 1A+G, and 3A+G and a couple new ground throws. Her old shield toss throw is now a command throw (64A+G) and she has her old SC2 command throw with the same follow up (66A+G, 8KK). She also has a new air throw, and it seems like you can use her new WS B on counter hit to catch an aerial opponent for a Divine Force charge up or spend.
Her new attack throw can be escaped, but there's seems to be some guess work depending on which follow-up the player presses (A, B or K).
She can hurt herself when using Divine Force at maximum power for some extra damage on her new throw, but will always end up safe from any retaliation and the damage she inflicts on herself isn't terrible compared to how much she inflicts on the opponent. Good stuff for showing off.
Shield Slaps are there, Face-stab is still there (and lethals on backdashing opponents). B+KB is still there, 6A+B is now 44B, old SC2 44B is now a new input. Seems like she lost of lot of launchers. 236B is still there, 2BB:K is still there (has Divine Force variant that does a ton of damage).
Cassandra feels pretty strong, but also very unsafe. Seems to commit a lot to get a lot of damage. 236K is a new move, looks like a Tekken Kazuya move. Angel Twirl, 214 also has several new animations. Seems like some of these may actually be worth it to use, but will eat away at your guard meter everytime. Not many Break Attacks compared to some others, or many frame traps, but still has some good tech traps with 1A.
3B, 66A+B, 1A still good. 55 damage.
Divine Force 236A, A+B looks like it has some follow-ups there, but hard to catch. If the opponent fails to recover, 1B held can catch for extra throw damage.
Gaia Quake is there.
8B+K is an air throw catch, look into this one.
New WS B on counter launches.
Quite a few new FC options too.
4A and 4B aGI and charge up Divine Force
Several lethals require a reverse impact after a GI to apply the lethal hit.
Overall difficulty feels beginner friendly, but lethals will probably require some practice and timing to nail down. Much better out of the gate than Amy felt.
New mechanics in eating up guard meter for some moves... wonder if this will show up more often.
A lot of new moves and some old ones on new inputs. Still has her old 1K and 1A, but also has a new 1B that when held and the opponent is on the ground leads to some good stuff.
Basic theory is charging up her Divine Force using 66A+B4, 6A+B, 6K (ch) or 6[K] and then running the variants that spend this force for extra damage.
She has several new crouching throws 2A+G, 1A+G, and 3A+G and a couple new ground throws. Her old shield toss throw is now a command throw (64A+G) and she has her old SC2 command throw with the same follow up (66A+G, 8KK). She also has a new air throw, and it seems like you can use her new WS B on counter hit to catch an aerial opponent for a Divine Force charge up or spend.
Her new attack throw can be escaped, but there's seems to be some guess work depending on which follow-up the player presses (A, B or K).
She can hurt herself when using Divine Force at maximum power for some extra damage on her new throw, but will always end up safe from any retaliation and the damage she inflicts on herself isn't terrible compared to how much she inflicts on the opponent. Good stuff for showing off.
Shield Slaps are there, Face-stab is still there (and lethals on backdashing opponents). B+KB is still there, 6A+B is now 44B, old SC2 44B is now a new input. Seems like she lost of lot of launchers. 236B is still there, 2BB:K is still there (has Divine Force variant that does a ton of damage).
Cassandra feels pretty strong, but also very unsafe. Seems to commit a lot to get a lot of damage. 236K is a new move, looks like a Tekken Kazuya move. Angel Twirl, 214 also has several new animations. Seems like some of these may actually be worth it to use, but will eat away at your guard meter everytime. Not many Break Attacks compared to some others, or many frame traps, but still has some good tech traps with 1A.
3B, 66A+B, 1A still good. 55 damage.
Divine Force 236A, A+B looks like it has some follow-ups there, but hard to catch. If the opponent fails to recover, 1B held can catch for extra throw damage.
Gaia Quake is there.
8B+K is an air throw catch, look into this one.
New WS B on counter launches.
Quite a few new FC options too.
4A and 4B aGI and charge up Divine Force
Several lethals require a reverse impact after a GI to apply the lethal hit.
Overall difficulty feels beginner friendly, but lethals will probably require some practice and timing to nail down. Much better out of the gate than Amy felt.
New mechanics in eating up guard meter for some moves... wonder if this will show up more often.