okay a little more stuff
Frames:
4KB - -10 much safer as noted above
b:A its now -15~-14 close, but AA doesnt reach b/c of the pushback. even near the edge/wall. So its pretty spammable
CH 4A - like I posted above more adv, MST 6B is no longer interruptible with anohter mitsu BT B+K.
AA is faster
New Combos:
3B k:B - 70 dmg, 46 if they JU
236 k:B - around 100
A+B[6]/MST 4[6] , k:B - 92~95 dmg
MST A+B 33K k:B ~ 100
CH 3B 236 k:B ~100 - 3B now only launches high enough on CH.
CH 33[A] RLC B - new combo at close range, at least on another mitsu.
CH 33K k:B - ~70
CH b6 3A, 44 k:B ~ 76, hard, not reliable
CH b6 33K k:B ~70 easy.
SSR 22A 3B 236 k:B ~100
SSL 88A - no reliable damaging combo. (see changes on 22_88A below)
Removed combos
3B 236 - gone
2KB launch - gone
All ground stun related combos with MST 6B>B ender - only very close to the edge/wall.
RLC A+B lvl 1 guard now gives a big pushback, no guarantee unless close to a wall/edge
RLC A+B lvl 1 , RLC A gone. sometimes you might connect if you do a small dash, sometimes not (angle dep). not reliable.
Changed combos:
CH RLC K close, RLC A need a quick dash in, to combo , also see above about MST 6B>B ground hit nerf.
RLC A+B lvl 1, RLC K combos like before, but if it gives a stun or hits grounded is sometimes random.
MST 6>RLC [A] now cant dash, only works on close range. combo with 1A (guaranteed) 62 damage, more if they tech + traps.
BT B+K now produce a different stun, if hit opp close and front k:B for 77 or so damage. If hits back or far, 33B is probably the best combo.
22B k:B now tech catches a lot better than before, but is still inconsistant sometimes w/o reason.
Damage
k:B (60) now deals more damage than kB (54). up 10 points comared to SC4
b:A deals 51 (up from 49)
BT throw damage up to 70
MST throws damage up (10~5 damage)
MST KB dmg up 10 pts (44 now)
2KB dmg up 13 dmg (42 to 29)
66A+B deals much more damage than 44_11_77_99_33A+B
General Info
k:B have much better properties, hits grounded much more often.
22_88A - now produce a better stun, that allows to launch ppl with 3B or even throw. however due to hitbox issues sometimes throw wiffs w/o reason, 3B will most of the time wiff if you step to the left.
2KB is buffed, it now deals 42 damage regardless of ukemi and allows you to keep the pressure up. Very Good now. A totally uncalled for buff that will make mitsu pretty broken in this broken destiny.
b:A safety is a bad thing, even at -19 it was pretty spammable.
A LOT of stuff has been changed for WORSE, and the reason is that hitbox issues are very unstable now. A lot of stuff will not work at angle, a lot of stuff will not work consistantly even though you just did the same thing 5 times in a row. A lot of combos will work differently with just a small range difference that cannot be seen with an eye. some stuff will just work differently on CH for NO REASON at all. ex try experimenting with MST 6B at diff ranges and CH on/off you will see what I mean. thats not only case. some stuff that is supposed to combo just wont b/c it hits awnkwardly on your opponent. I wouldnt mind but 1) difference in damage is too big it would be ridiculous to try setting something up and ending with 40 dmg instead of 70. 2) Ability to detect some things is just way off. You do everything right then BAM , your opp is off axis for no reason. and sometimes you dont even have time to react to this, you have to buffer. then BAM, he safely gets up and takes half your life for whats supposed to be a guaranteed combo. well, unless his character is fucked up the same way and his "guaranteed" combo fails half-way. This is totally random and stupid. if that gets ported mitsu would be pretty difficult to play.