Kleines Update (vor allem Hakumen): Zephyr07(Dustloop):
Ragna:
+ 5B > 6A gattling added back
+ C, 2C > 6A gattling added
+ ground gauntlet hades can be followed up
+ during blood kain 6D > 6D combos
- 6A range reduced
- 2C slower
- 2D doesn't remove primer
Jin:
No other obvious changes
+ 5D start up faster but shorter freeze time, can combo from 5C
Noel:
+ C haida bounces higher, can perform combos from further away
+ optic barrel start up faster
+ 6A hits crouched opponent
+ 5C can jc even on block
+ chain revolver moves have increased speed
+ bloom trigger slides opponents hit on ground
- C haida bounces higher so higher dmg combos require more skill
- 5D slower than at AM show. Pauses a moment before coming out. Distance is longer
- Spring raid launches more horizontally. If not in corner cannot follow up
- no more long haida loops
- overall dmg decreased
Rachel:
+ pumpkin speed increased. can cross the screen in an instant. not sure on this.
+ tempest dahlia start up faster?, needs confirmation
+ 5C>C slide untechable time increased
- Initial wind recovery slow, but after a while it speeds up
- 6A weaker than it was in 1st loketest. back to CS standard?
Taokaka:
+ 6B combos to 5B on crouching opponents (applies to all characters)
+ cat spirit 2 slides
- jB now hits mid instead of high like in AM show. j2B no change.
- jD cannot cancel into cat spirit 2
- 6C slides, cannot pick up unless in corner. (but it seems 2C FC > 6C still wallbounces)
- if different jD aren't inputted Tao drops to the ground straight away
- jDs slightly changed, j2D now better against ground opponents but hard to combo with
- 6C slides, so almost becoming 2 combos are gone
Tager:
voltic charge command now 214D
+ magnetism pull now stronger
+ 6A can now be held to pull in opponent
+ can gadget after 360A
+ sledge hammer much faster
+ 4D pulls more
- 5D only pulls opponent during active frames
- 5C cannot combo into 6A
Arakune:
- Arakune's D Bug now falls faster, less damage
Litchi:
no changes known
maybe tomorrow?
Bang:
+ still under investigation
- ground dashes during furinkazan are shorter
Carl:
+ anima has super armour. when hit will flash red
+ 3D forces downed opponents to rise. After ground throw 3C can be used to pick up and combo
+ 8D breaks 1 guard primer
- 8D can be blocked in air
Hakumen:
renka is now 236B
5 primers (down from 6)
+ All C moves come out faster
+ 4BC recovery reduced, can follow up in corner
+ 6B damage increased.
+ 623A cancelable during movement.
- 3C > 3C doesn't combo anymore
- renka wall bounces. can follow up with 6C
- hotaru wall bounces. can follow up with 6C
- enma floats higher, harder to follow up
- tsubaki slides, can only follow up in the corner
- Slower magatama recovery.
- MUGEN: after gauge depletes, will not increase for at least 6 seconds.
- Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)
Lambda:
+ 4B faster start up, shorter recovery
+ Sickle might have faster start up, quicker recovery, hits 6 times
- gravity seed now stuns instead of floats. on CH seems to stun longer
- 4D moves her backwards, harder to combo.
- Throw can't combo into 6A, can followup with 2D.
- Calamity damage decreased.
Tsubaki:
+ j236A faster start up, can be used in combos now
+ 5D charges half a gauge in an instant, has fastest recovery of all Ds.
+ 236 -> 214 doesn't combo, but 236 -> 22 does.
- untechable slide time from her throw reduced, even in corner 6C and 214D cannot combo
- charging puts her in CH state
Hazama:
6A->Jayoku works (I don't even know why this is listed, maybe didn't work in loketest 1?)
Air throw can be followed up by Zaneiga (214D~C).
+ 214D~C now makes the opponent spin in the air(?)
- 3C knocks opponent upwards
- cannot cancel throws into chain
- jC: no longer jump cancelable?
Makoto:
Valkenhayn:
both characters exactly like the way they were in the 1st loketest.
Ragna:
+ 5B > 6A gattling added back
+ C, 2C > 6A gattling added
+ ground gauntlet hades can be followed up
+ during blood kain 6D > 6D combos
- 6A range reduced
- 2C slower
- 2D doesn't remove primer
Jin:
No other obvious changes
+ 5D start up faster but shorter freeze time, can combo from 5C
Noel:
+ C haida bounces higher, can perform combos from further away
+ optic barrel start up faster
+ 6A hits crouched opponent
+ 5C can jc even on block
+ chain revolver moves have increased speed
+ bloom trigger slides opponents hit on ground
- C haida bounces higher so higher dmg combos require more skill
- 5D slower than at AM show. Pauses a moment before coming out. Distance is longer
- Spring raid launches more horizontally. If not in corner cannot follow up
- no more long haida loops
- overall dmg decreased
Rachel:
+ pumpkin speed increased. can cross the screen in an instant. not sure on this.
+ tempest dahlia start up faster?, needs confirmation
+ 5C>C slide untechable time increased
- Initial wind recovery slow, but after a while it speeds up
- 6A weaker than it was in 1st loketest. back to CS standard?
Taokaka:
+ 6B combos to 5B on crouching opponents (applies to all characters)
+ cat spirit 2 slides
- jB now hits mid instead of high like in AM show. j2B no change.
- jD cannot cancel into cat spirit 2
- 6C slides, cannot pick up unless in corner. (but it seems 2C FC > 6C still wallbounces)
- if different jD aren't inputted Tao drops to the ground straight away
- jDs slightly changed, j2D now better against ground opponents but hard to combo with
- 6C slides, so almost becoming 2 combos are gone
Tager:
voltic charge command now 214D
+ magnetism pull now stronger
+ 6A can now be held to pull in opponent
+ can gadget after 360A
+ sledge hammer much faster
+ 4D pulls more
- 5D only pulls opponent during active frames
- 5C cannot combo into 6A
Arakune:
- Arakune's D Bug now falls faster, less damage
Litchi:
no changes known
maybe tomorrow?
Bang:
+ still under investigation
- ground dashes during furinkazan are shorter
Carl:
+ anima has super armour. when hit will flash red
+ 3D forces downed opponents to rise. After ground throw 3C can be used to pick up and combo
+ 8D breaks 1 guard primer
- 8D can be blocked in air
Hakumen:
renka is now 236B
5 primers (down from 6)
+ All C moves come out faster
+ 4BC recovery reduced, can follow up in corner
+ 6B damage increased.
+ 623A cancelable during movement.
- 3C > 3C doesn't combo anymore
- renka wall bounces. can follow up with 6C
- hotaru wall bounces. can follow up with 6C
- enma floats higher, harder to follow up
- tsubaki slides, can only follow up in the corner
- Slower magatama recovery.
- MUGEN: after gauge depletes, will not increase for at least 6 seconds.
- Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)
Lambda:
+ 4B faster start up, shorter recovery
+ Sickle might have faster start up, quicker recovery, hits 6 times
- gravity seed now stuns instead of floats. on CH seems to stun longer
- 4D moves her backwards, harder to combo.
- Throw can't combo into 6A, can followup with 2D.
- Calamity damage decreased.
Tsubaki:
+ j236A faster start up, can be used in combos now
+ 5D charges half a gauge in an instant, has fastest recovery of all Ds.
+ 236 -> 214 doesn't combo, but 236 -> 22 does.
- untechable slide time from her throw reduced, even in corner 6C and 214D cannot combo
- charging puts her in CH state
Hazama:
6A->Jayoku works (I don't even know why this is listed, maybe didn't work in loketest 1?)
Air throw can be followed up by Zaneiga (214D~C).
+ 214D~C now makes the opponent spin in the air(?)
- 3C knocks opponent upwards
- cannot cancel throws into chain
- jC: no longer jump cancelable?
Makoto:
Valkenhayn:
both characters exactly like the way they were in the 1st loketest.
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Sie sollten lieber zusehen das die anderen angepasst werden und alle Chars mehr Spaß machen. Mehr Spaß machen im Sinne von mehr Optionen an gewisse MUs ranzugehen.

Komm mal in tekken6 dann zeig ich dir 17 hit sample move mit deviljin