Amaterasu

• Is able to switch weapons in the air again.



• Can no longer do instant overhead with jumping L canceled into Down-Forward + H in Glaive stance.







• Is able to switch weapons in the air again.• Can no longer do instant overhead with jumping L canceled into Down-Forward + H in Glaive stance.

Wesker

• Backwards air throw now throws the opponent further away, making followup OTG combos with Samurai Edge much more strict.











• Backwards air throw now throws the opponent further away, making followup OTG combos with Samurai Edge much more strict.

Iron Fist

• Iron Fist's Launcher has horrible range. The simple series L-M-H-S does not work. You're supposed to crumple them with the rekka series and then launch as they are falling.



• Fists of Fury has loads of invulnerability.



• Iron Fist's Level 3 does not OTG.



• Crescent Kick (QCB+S) OTGs



• Iron Fist's Launcher has horrible range. The simple series L-M-H-S does not work. You're supposed to crumple them with the rekka series and then launch as they are falling.• Fists of Fury has loads of invulnerability.• Iron Fist's Level 3 does not OTG.• Crescent Kick (QCB+S) OTGs

Dante

• Anti-Air M, H, (delay) S still works.



• No noticeable change to hitstun deterioration.







• Anti-Air M, H, (delay) S still works.• No noticeable change to hitstun deterioration.

Deadpool

• XF3 Quick Work infinite is still in, tested up to 4 loops.



• No noticeable addition to hitstun deterioration in his combos.



• Can teleport cancel off quick work and guns both on hit AND block.



• XF3 Quick Work infinite is still in, tested up to 4 loops.• No noticeable addition to hitstun deterioration in his combos.• Can teleport cancel off quick work and guns both on hit AND block.

Ryu

• Ryu's new Hadou-Shoryuken (DP + S) resembles Gene Splice in that you can mash S for more hits.



• The new chargeable Hadouken has no extra durability; only speed. A tester noted that Deadpool's guns beat the fireball every time.



• Denjin Mode carries over to assists.



• Ryu's new Hadou-Shoryuken (DP + S) resembles Gene Splice in that you can mash S for more hits.• The new chargeable Hadouken has no extra durability; only speed. A tester noted that Deadpool's guns beat the fireball every time.• Denjin Mode carries over to assists.

Haggar

• Lariat still drains his health.



• First 2 frames of Lariat are not invincible.



• Crouching H OTGs.



• Crouching H performs a hard knockdown.



• Lariat still drains his health.• First 2 frames of Lariat are not invincible.• Crouching H OTGs.• Crouching H performs a hard knockdown.

Zero

• Can charge his buster before the fight starts (before the announcer says "FIGHT")



• Shippuga loop no longer works, as the opponent gets pushed too high up for the combo to continue.



• Zero's jumping H and jumping Down + H both push the opponent farther away in combos.



• Can charge his buster before the fight starts (before the announcer says "FIGHT")• Shippuga loop no longer works, as the opponent gets pushed too high up for the combo to continue.• Zero's jumping H and jumping Down + H both push the opponent farther away in combos.

Dormammu

• Flame Carpet is still nerfed (post-OTG knocks the opponent very far away).



• Purification assist does OTG. This note was made to correct a misconception.



• Forward + H (Dark Matter) can be canceled into any special move.



• Flame Carpet is still nerfed (post-OTG knocks the opponent very far away).• Purification assist does OTG. This note was made to correct a misconception.• Forward + H (Dark Matter) can be canceled into any special move.

Phoenix

• Fireballs will disappear if she gets hit.











• Fireballs will disappear if she gets hit.

Doctor Doom

• Jumping S (after the ground bounce) can be canceled into Flight and go into Doom's M&M combos, either from a Jump or Super Jump state.







• Jumping S (after the ground bounce) can be canceled into Flight and go into Doom's M&M combos, either from a Jump or Super Jump state.

Vergil

• Round Trip is executed via charging buttons, like Zero's Buster.



• Forward + H (Stinger) does a wall bounce.



• Forward + H (Stinger) can be teleport cancelled (QCB motion).



• DP + H (OTG upward sword swing) can be canceled into teleport (by pressing H again).



• Cannot teleport in the air.



• Teleport is super cancelable.



• Normals seem to have a lot of frame disadvantage.



• H, S, H, S, H combo is possible.



• Devil trigger is extremely useful, makes him much faster and allows for a very nifty air dash.



• Tagging out with the swords super active will remove it.



• If you get hit while the swords super is active, the swords will disappear.



• He can combo after L Judgment Slash.



• Running Slash as an assist is not invincible.



• Round Trip is executed via charging buttons, like Zero's Buster.• Forward + H (Stinger) does a wall bounce.• Forward + H (Stinger) can be teleport cancelled (QCB motion).• DP + H (OTG upward sword swing) can be canceled into teleport (by pressing H again).• Cannot teleport in the air.• Teleport is super cancelable.• Normals seem to have a lot of frame disadvantage.• H, S, H, S, H combo is possible.• Devil trigger is extremely useful, makes him much faster and allows for a very nifty air dash.• Tagging out with the swords super active will remove it.• If you get hit while the swords super is active, the swords will disappear.• He can combo after L Judgment Slash.• Running Slash as an assist is not invincible.

She-Hulk

• She-Hulk's lamp post swing is slow on startup and recovery. She flicks her hair after she hits the opponent, and she cannot special or super cancel the move.



• She can still relaunch with Torpedo, Chariot Cancel, S.



• Crouching L can no longer be chain canceled.



• She-Hulk's lamp post swing is slow on startup and recovery. She flicks her hair after she hits the opponent, and she cannot special or super cancel the move.• She can still relaunch with Torpedo, Chariot Cancel, S.• Crouching L can no longer be chain canceled.

Ghost Rider

• Ghost Rider's magic series doesn't go L-M-H like other characters.



• His command grab and chain normals have slow recovery, so using them up close is suicide. The command grab in particular shouldn't used any closer than mid range.



• Jumping S is classified as an attack, but it can cancel projectiles.



• Heartless Spire cannot be super canceled, but it might have some startup invincibility.



• Has a wallbounce assist.



• Crouching H has great range and can be comboed into his command grab (this can be blocked; like Ibuki's Raida in SF4).



• Hellfire Maelstrom is not a projectile(meaning it can be counter hypered).



• Ghost Rider's magic series doesn't go L-M-H like other characters.• His command grab and chain normals have slow recovery, so using them up close is suicide. The command grab in particular shouldn't used any closer than mid range.• Jumping S is classified as an attack, but it can cancel projectiles.• Heartless Spire cannot be super canceled, but it might have some startup invincibility.• Has a wallbounce assist.• Crouching H has great range and can be comboed into his command grab (this can be blocked; like Ibuki's Raida in SF4).• Hellfire Maelstrom is not a projectile(meaning it can be counter hypered).

Thor

• Thor has a new move that looks like a variant of Mighty Spark. It arcs around and hits behind the opponent. It looks like this move has good hitstun, too.









• Thor has a new move that looks like a variant of Mighty Spark. It arcs around and hits behind the opponent. It looks like this move has good hitstun, too.

Viewtiful Joe

• Viewtiful Joe has a new wallbounce move (Needs extra verification).











• Viewtiful Joe has a new wallbounce move (Needs extra verification).

Spider-man

• Spider-man can cancel all of his special moves into Web Zip.



• Web Zip can hit OTG (Needs extra verification).







• Spider-man can cancel all of his special moves into Web Zip.• Web Zip can hit OTG (Needs extra verification).

Hsien-Ko

• You can mash the buttons on Tenraiha to get more hits.



• All three of Hsien-ko's new items stagger opponents.



• Might have a less floaty jump.



• Gongs come out faster.



• You can mash the buttons on Tenraiha to get more hits.• All three of Hsien-ko's new items stagger opponents.• Might have a less floaty jump.• Gongs come out faster.

Arthur

• Has a sizable health boost in all three modes; boxer mode, regular mode and armored mode.









• Has a sizable health boost in all three modes; boxer mode, regular mode and armored mode.

Hawkeye

• Down-Forward + H is his slide, good range and interrupts a lot of stuff.



• Forward + M is the Taser Bolt.



• Back + H is a single arrow.



• Forward + H is his double kicks, gives you forever to hit-confirm into launch if you land it.



• Jumping H is a godlike normal. It's when he twirls his bow around in the air, and it has a huge hitbox that's active for a very long time (Editor's note: See Yatterman-2)



• Jumping S can cross-up.



• Triple Arrows are fast on startup and do good hitstun, even on aerial opponents.



• Electric Arrow (QCF+H) has a good amount of hit-stun... and it's a medium durability projectile. Has a bit of start-up.



• M Volley (DP motion, when a bunch of single arrows come down) is great for lockdown. It has a long start-up, but if an opponent is hit out of the air with it, you have forever to combo them as they come down, and if they block it, it holds them down for a really long time. Extremely effective at preemptively stopping super-jumps, and if you see them get hit by it, you can do a jump + net arrow and do some further damage.



• L Volley is the small dynamite arrow that hits the middle of the stage. I didn't find it super useful, but I would do it if I had nothing else to do when they were in block stun from M Volley.



• L Trick shot makes him do a short hop backwards, this is the one I used after air series to OTG xx into Super.



• M Trick shot makes him do the roll forward, but I didn't find it too useful to zone them out.



• H Trick shot will probably be his most used offensive tool. It's a flip forward, but if you input a button early, it'll hit from the front. If you leave it out, it'll flip around them. I didn't get it down by the end of the night, but when I get the game, I'll be doing slide xx H Trick shot (front or cross-up) into H Chain Arrows > j.H while coming down > into combo.



• DP+2P (Scatter Shot) is a perfect super for team chemistry. If you instantly DHC out of it, the bomb arrows will still fill the screen up. Extremely useful for characters such as Hsien-Ko and Arthur.



• Most of you know about the Triple Arrow assist, but his Volley Arrow assist extremely useful, and it was the one I used for most of the night. You can do some sick cross-up set-ups with it, and if they get hit by it, you have forever to confirm into a combo, and it keeps them in blockstun for days. Again, good super-jump anti-air as well.



•His Level 3 has a ton of invincibility.



• Down-Forward + H is his slide, good range and interrupts a lot of stuff.• Forward + M is the Taser Bolt.• Back + H is a single arrow.• Forward + H is his double kicks, gives you forever to hit-confirm into launch if you land it.• Jumping H is a godlike normal. It's when he twirls his bow around in the air, and it has a huge hitbox that's active for a very long time (Editor's note: See Yatterman-2)• Jumping S can cross-up.• Triple Arrows are fast on startup and do good hitstun, even on aerial opponents.• Electric Arrow (QCF+H) has a good amount of hit-stun... and it's a medium durability projectile. Has a bit of start-up.• M Volley (DP motion, when a bunch of single arrows come down) is great for lockdown. It has a long start-up, but if an opponent is hit out of the air with it, you have forever to combo them as they come down, and if they block it, it holds them down for a really long time. Extremely effective at preemptively stopping super-jumps, and if you see them get hit by it, you can do a jump + net arrow and do some further damage.• L Volley is the small dynamite arrow that hits the middle of the stage. I didn't find it super useful, but I would do it if I had nothing else to do when they were in block stun from M Volley.• L Trick shot makes him do a short hop backwards, this is the one I used after air series to OTG xx into Super.• M Trick shot makes him do the roll forward, but I didn't find it too useful to zone them out.• H Trick shot will probably be his most used offensive tool. It's a flip forward, but if you input a button early, it'll hit from the front. If you leave it out, it'll flip around them. I didn't get it down by the end of the night, but when I get the game, I'll be doing slide xx H Trick shot (front or cross-up) into H Chain Arrows > j.H while coming down > into combo.• DP+2P (Scatter Shot) is a perfect super for team chemistry. If you instantly DHC out of it, the bomb arrows will still fill the screen up. Extremely useful for characters such as Hsien-Ko and Arthur.• Most of you know about the Triple Arrow assist, but his Volley Arrow assist extremely useful, and it was the one I used for most of the night. You can do some sick cross-up set-ups with it, and if they get hit by it, you have forever to confirm into a combo, and it keeps them in blockstun for days. Again, good super-jump anti-air as well.•His Level 3 has a ton of invincibility.

Firebrand

• Level 3 does not stay active while tagged out.











• Level 3 does not stay active while tagged out.

Iron Man

• c.H(rocket shot from shoulder) can be cancelled into flight.











• c.H(rocket shot from shoulder) can be cancelled into flight.