- One Inch
- Ein Trigger EX
-> - Second Shoot
-> - Second Shell
-> - Blackout
- Crow Bites
-> - Additional Attack (after version only)
- Minutes Spike
-> - Narrow Spike
(in air) - Mid-air Minutes Spike
- Heat Drive
- Chain Drive (has an EX version)
- Hyper Chain Drive
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger – includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.
Producer Yamamoto says: Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention – EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.
EX Move and Cancel Timing Guide
- EX Crow Bites is basically his old Heaven's Drive DM.
- down B cancellable.
- f+A guard crushes apparently?
--> to throw fireballs
--> when you think they are going to jump --> K
when you think they will roll in, just do without any follow up, so you're free to attack with c or whatever
Spam c when anyone gets too close, as you can combo this
Fwd for overhead fun
--> --> , (the narrow spike sliding kick won't hit)--> ,
Use to trip up advancing opponents as it hits low, follow with C, D
After knockdown, use hop B to attack and pressure them into the corner, stand a pace away and spam A etc
--> to teleport next to them and throw/combo
Empty hop and c combo
--> --> , (the narrow spike sliding kick won't hit)--> , HD Cancel into x2 or (not sure if this is bufferable yet)
Standing right in front of opponent, hit with c B, then hop with B. If your opponent is still crouching because they're afraid of getting hit by K''s fast c Bs, they'll get crossed up and you can combo as you wish