Yes, Mitsu still has Full Moon Death(2B+K) & the B attack from it is his A+B in SCV. Mitsu can still 2B+K to keep doing it over & over again. For Half Moon Death, his AA from it in SCII are the 1st two hits of his RE AAA.So... has anyone found out yet if Mitsu has half/full moon death? Kilik and Sophi seems to have practically every move they had in SC1!
Half/Full Moon Death: I refer to 2 unblockable moves from SC1 that involved quarter-circle back motion (214) + A or B.Yes, Mitsu still has Full Moon Death(2B+K) & the B attack from it is his A+B in SCV. Mitsu can still 2B+K to keep doing it over & over again. For Half Moon Death, his AA from it in SCII are the 1st two hits of his RE AAA.
Nope, but Mitsu's RLC AA is his SCI Relic & Relic A+B. In SCVI, the 2nd hit is AA guard break instead of an unblockable.
Sophitia's DAS B in Air Combos in similar to the Lost Swords version. Does Mitsu's Soul Charge Mode 3BB(2nd hit) will make the opponent not AC to combo into 236B ~ kB? That was the cool in Lost Swords. I missed kB comboing after KND since SCII.The first vid in particular I tried to focus on soul charge. Mitsu is so damn cool with the extra hits! We did try to gi the second hits of 22bb though, and there's enough time to do so, so I guess it isn't too spamable. First hit of sc 22bb forces enough forced crouch frames to make them block or guess gi though. Can't step between.
From testing with people at strongstyle, here's some random stuff we discovered (if it hasn't been discovered yet)
4B command now does old 6B8. It is also a frame or two slower than just BB, as we tried punishing a mitsu 33B with both BB and 4B, and only BB would hit, so 4B is slower.
236[K] is his old 11K into relic (think SC4?). This move is amazing as it makes a frametrap! On hit, we tried 236[K], relic B... the opponent can't step (it tracked slighly), can't RE/GI (Blue move), can't 2A, AA, BB, or whatever. relic B WILL hit. Only option other than block is to use meter.
2B is old SC5 1B.
11 BA series is back again, but you can duck the high.
Post Soul Charge moves
22B (B) does one more hit, bounces them for a juggle.
3B (B) is SC5 3B BE
1KB (B) is SC5 2KB BE, with the extra hit and everything. Also trips on NC! Mitsu is basically old scary mitsu in SC mode with the 50/50s.
236 B is old partial charge 236B in juggles. In juggles, causes a knockdown stun sorta like sophia's 236236B in juggles now. 66A+B can be teched after, but you can also do 33B, 2B (2B is old SC5 1B).
I remember Cassie had Sophitia's 44A as 3AB in SCII when she was a Sophitia clone. It's was a CH combo. I like the Soul Charge Mode version turning into a super launcher for DAS B combos. I'm pretty sure DAS AA still picks up grounded opponents. I'm also sure DNS B still hits grounded opponents. For 4A+BB in Soul Charge Mode it has the 44B+K ender as a Guard Break. Sophitia's BBBB is also like that. In SCVI, GI & RE counter High, Mid, Low attacks simultaneously & Throws. They both lose to Guard Breaks and if the opponents uses a Guard Break move when the opponent tries to GI or RE the game reads it as an Impact Counter and in some cases cause a Lethal Hit. It goods that you can't GI or RE Guard Breaks because powerful defense mechanics need a weakness somewhere. Also GI & RE on whiff cause guard gauge damage.Sophitia:
236236B gives little pushback on block, easily punishable now. Not to mention improved step basically dodges this left and right.
A+B is her blue guard crush move, MID! (Guard crush moves can no longer be GI'd, at least in this build)
1K basically is the same.
6AA is her high low that you see alot in videos. Hold 6 to go into angle step, and then keep holding for double.
6BB is her old mid mid. Maybe fool people that wants to duck 6AA? both have aGI frames in the first move.
236236AA now have 236236AB. Guard crush on the B version, but very interrupable. People could mash moves in between.
Post Soul Charge
4A+B/11A+B (Old sc5 pyrrha 3A+B)now does second downward hit. Seems -ok-
44A, B can now be done outside of counter hit, and I -think- it's NC so you can actually just use this as a regular (mid tracking!) launcher.
236 AAB and similar moves are basically pyrrha's 236A BEs.
Both mitsu and sophie single hit As and Bs leaves them at negative but not punishable.
Blue moves can't be GI'd.
Some moves like the second hit of sophie's SC 11A+B,B or mitsu relic B have random stray hitbox behind/around them, but generally almost every vertical have 0 tracking.
The generic AAA & BBB for nearly all characters in SCVI are just moves to stop players from being RE happy. Example: Opponent RE AA is reasdy for the counter attack, but the 3rd final hit the opponent on CH.Yeah, I didn't have enough time, too many things to test, but I wanted to see how much GI frames give, if it'll just be enough to force a guard with the generic A+B guardbreak attacks, or if they can still step it.
Also, AAA, BBBs in general are kinda terrible. I'm guessing after the first week people will literally get killed doing them, even by accident. Mitsu's BBB in particular is bad because it's basically BB into his RE. Like, that's TERRIBLE for accidentally mashing it out for a BB punish. People were already getting stepped/CE on reaction when that happened at strong style after a few hours. (This is also why we saw so much RE during early play demos by casual journalist too, they could not help but to mash BBB!)
Sophie's BBB is ok, BB into 11A+B, but that's a really slow vertical and with how powerful step is, I'll expect it to be punished on reaction as well.
AAAs are really bad too. I mean, if they kept RE hit being able to KO, accidently doing it with low health is a free RE parry into round win for the other guy. I think sophie's is high as well, so duck punishes all day. Casuals are gonna be struggling with their mashing habits with generic attacks lol.