My notes so far.
The juggle to LK.Knee Press or Ex.Knee Press is a nice buff after HP.Pyscho Blast is nice. We got more damage and stun from ranges where we are not close enough to juggle to LP.Blast and better oki off it.
EX.DR no longer combo’s into LP.Blast or EX.Inferno due to the added landing recovery. Small nerf overall though.
Even with the nerfs the move got its still decent. +8 on block is still good. It still has the 16 invincible frames and the ability to side switch and chase down opponents.
I notice they changed the oki after Critical Art lands, the opponent is no longer flush in the corner but a bit out from the corner. We can still dash up and throw.
EX.Psycho Blast is +4 on block point blank range, was that more before? Always thought it was +8 or something.
Due to the faster start of MK.Knee Press you can now combo into it on taller characters from regular Devils Reverse. Tiny buff.
Walk speed is noticeable improvement.
The nerfs to S.HK and Psycho Axe are unfortunate taken in isolation but I’m fine with them because they seem part of a universal change to slightly tone down Crush Counters in neutral.
I also like the other universal changes of V-Trigger scalling harder and a general reduction in Jab AA effectiveness and improvements to jump attacks.
The buffs to V-Skill and C.HP are pretty good overall, although slow as AA at least C.HP will become reliable and less prone to trading.
As for VT2.
Forward throw full screen (i.ie not into the corner) and do instant Pyscho Crusher leaves you at +4 on block.
Ex.Head Press, followed by instant Pyscho Crusher causes the Psycho Crusher to hit twice for 170 damage and 200 stun. Not a cross up so its of little use to it. Hope there is some ambiguous set ups found that utilize the two hit PC.
Not overly impressed with VT2 yet.
The moves don’t do much damage in isolation but in fairness I can understand why as the combo damage would be insane.
Having said that 100 damage and stun on command grab is a bit low as there is no certainty you will land the detonation. The lack of oki after command grab is disappointing. You get a manually timed Axe at best.
Its a shame Detonation isn’t +15 on block instead of +14. As it stands we only get a crush counter set up against characters with no 4 frame normals.
Likewise 6 frame start up means its more effective against 4 framers. +2 after Knee Press on hit, point blank S.MP on block or dash oki after EX.Knee Press/Head Press and Crticial Art allows you to go for command grab without fear of interruption against 4 framers.
We are reliant on S.LP and C.LP to trap the 3 frame characters although that can set up be done after oki from our EX moves.
Still you can go for command grab against everyone after a blocked Devils Reverse (assuming not done from a super low activated DR from EX.Head Press of course)
As it stands the low damage off Command Grab and not amazing odds of converting the detonation, I would not be surprised if people just take the command throw.
The juggle combo’s into PC are swish and all but I’m not liking the fact your often putting yourself in the corner.
The anti fireball utility is not really needed, fireballs are generally not strong in this game and Bison has plenty ways around them all ready.