I did a few games today. For the colors it seems that the set 2 is the EX color set from the previous version, at least I was able to select the color I used for Anji before with that.
Anji didn't change much or at least that's how it seems, you can still play it exactly like before and do very well, aside from the changes on Aoi he feels the same with some new options here and there. I'll try to make a list of the changes I noticed, most may be repeats from the previous loketests but at least it will be confirmed now and I'll be able to give some insight.
- 5P : it seems the level went up but the recovery is a bit increased. It's really easy to pick up after using it as an anti-air against someone. On the ground you can also easily cancel into 5S via 3S cancel.
- 5S : it makes guard bar go up again, so that's great for such an important pressure move.
- 5D : it's special cancellable now.
- 2H : gained a cancel into 5H, connects even on standing opponents.
- 2D : reach is way better now, I'm able to connect the move in many cases where I'd just have missed and get punished before. It's a great change, makes Anji's hit confirm game a lot easier.
- 6P : is cancellable from 5H, not very useful IMO as 5H has a lot of knockback.
- 6K : contrary to the reports of the previous loketest, the FRC is still there, at least I had no trouble doing it.
- 6H : now it's a great move, cancellable into from 2H, 5S, 5H and maybe others but I didn't try. It's special cancellable also which makes it great for pressure. Autoguard frames seem to be increased. Recovery is increased though so it's better not to whiff it. Don't know if the FRC is still here or not but it would be irrelevant now if it is the same as before, maybe it has moved though. I used 6H a lot in pressure strings like 5S, 6H, shitsu or P kai, it's a great way to continue pressure. Cancels from 2H and 5H aren't great because the moves give to much pushback so 6H is likely to whiff after these. It's better to use it after 5S.
- 3K : doesn't float anymore, except on CH. I don't know what to do after that if it hits on normal hit except S fuujin into nagiha.
- 3S : it's a great move now. Seems a bit faster, moves forward and has more autoguard frames. It's actually a very legit anti-low autoguard move now. It doesn't cancel into another 3S anymore. The 3S cancels are a lot easier to do, but they don't seem to benefit from the forward momentum of the move. So doing 5S, 3S cancel, 5S isn't gonna make you move forward between the 5Ss or maybe the forward momentum is so small that it's not noticeable.
- jD : didn't notice any increase in the recovery or it's really a small one. I was still able to do on okizeme shitsu, dash, 5K, IAD, jD whiff (guard breaks by falling butterfly), land and 5K into combo.
- FB shitsu : travels very far and faster, takes time to get used to but allows to throw it from farther away on okizeme.
- Rin : it's an overhead move now, still very easy to see.
- FB Rin : it's now much easier to bait bursts with it even late ones, autoguard frames have been buffed a lot.
- K Kai : on normal hit it lifts the opponent up about the same height as P version now, so it's still very possible to combo. On CH however it still bounces very high.
- FB On : it's a bit slow to come out but Anji goes up very fast once he jumps. It doesn't seem to have any invincibility but the hitbox is huge, so if you're not super close to your opponent's attack when you do it, you should be able to catch him. It makes the opponent fly very high when it hits so you can connect pretty much whatever you want after.
- Kou : I'm not sure but it seems that it's untechable now.
- Aoi : the only disappointment of this new Anji. I'm not getting used to it yet, it's much slower to come out (got it blocked most of the times I tried) and the opponent stays on the ground when hit. According to japanese bbs it's possible to combo after it, which should be very interesting but I couldn't get the timing down yet. I also heard it had a FRC but I couldn't try. It's safe on block now though. I think it's not a real nerf and could actually be an advantage considering the combo possibilities but it's necessary to adapt to the new startup and the combo timing first.
- In general, Anji is now able to delay his gatlings up to until the end of the recovery of his moves. This could be very useful to create frametraps and such or counter mashing attemps for opponents. I still have to figure out how to put this change into practice but I've thought of something against people who mash in pressure strings. Using 5S on pressure, late cancelling into 3S or 6H could allow to continue pressure while offering the option to counter an eventual mashing attempt from the opponent with an autoguard. You have to guess on whether to use 3S or 6H, it depends if the best mashing move your opponent has is a low or a high.
Also for the general game info I noticed : there is no lag at all so nothing to worry about. Gold bursts don't knockdown anymore, maybe only on CH ? Didn't try slashbacking yet so I can't say anything about it now.