Mitsu:
My bad about 2K. After extensive testing (thanks Binkley and TieTYT!), this is what we've found:
- 2K does not knock down on normal hit. That's 2K by itself.
- 2K,B knocks down on normal hit. You can't delay the B. BUT it seems really inconsistent on whether or not it'll knock down. If it doesn't, the B can be blocked.
- Mitsu cannot duck throws or block a Mitsu WSA after HITTING a knockdown 2K,B. This is likely due to the slam glitch that will be hopefully fixed.
- If Mitsu's 2K,B hits to their back, it'll bounce them. Possibly also to their side as well. Nothing seems guaranteed from the bounce.
New moves include 11K, which looks like the new 2K except it automatically goes into Relic, and Mist K,B, which is the low Mist kick into a high poke which naturally combos.
Knee doesn't give anything guaranteed on counterhit. Neither does 6A. There's no 6A,A.
FC1B,{B} has the electricity, BUT NO GUARD CRUSH PROPERTIES. Neither does 8A+B, but who cares. It seems to knock them further away though.
6B hits mid, doesn't stun on normal hit.
33_99A is his old SCII 44A. Goes into Relic.
8wr A+K is that huge lunging horizonal attack from SCIII, the SCIII 44A.
Mist A is that quick high swing.
Mist A+B is there, but Mist {A+B} is not, so he can't go back into Mist. It doesn't seem to have any auto-GI properties.
Going into Mist by doing 6B+K will make Mitsu duck a lot of mids, including Mitsu's 4K and Sieg's B6. It won't duck Sieg's 6B and it doesn't seem to duck throws though.
44B seems to give Mitsu enough distance to dodge throws consistently.
4A's swing stops short (straight at the opponent) if he doesn't transition into Mist. This might affect the sweeping properties of the move, but I'm not sure.
Sieg:
FC 3A+G flapjacks forward.
FC 3B+G flapjacks backward.
Hilde:
Plays like Zas, with kicks like Ivy and charge moves like BALROG DA BOXER.
Three charges were found, holding A, holding B, or holding B+K. The amount of time charged determines what move comes out.
- It's probably best to hold G before holding one of the charge buttons, or the charge should be buffered, otherwise you look silly and obviously charging.
- You can still attack with the other buttons while holding the charge buttons, but of course your attacks are limited by the buttons you can press.
- A charge results in a quick mid horizontal swing with a blue glow.
- B charge results in a quick mid stab with a blue glow.
- B+K charge results in a quick mid stab. Holding it longer does a version of 11B which launches really high, guaranteeing her air throw B+K which impales them and slams them. The regular B+K charge crumples them for a 2A+B,K, and the full B+K launches them for the B+K air throw.
Kicks like Ivy
- 66K kicks them in the balls
- 6K knees them
- 11K sweeps
- 44K is a huge thrust kick that knocks down and can ring out
- 6K is a roundhouse
- 1K,K is a low, mid kick combo. Seems safe, comboes on CH with a crumple stun that guarantees 2A+B,K.
2A+B is a move that stabs diagonally downward, and causes a toe hop stun. Hitting K after it pole vaults Hilde for the combo.
WR A+B is a strong quick mid shoulder ram that stuns, think Ivy 66K. It can combo into 1K,K, 2A+B,K.
Her WR A and B both hit high.
Her basics seem ok. Decent speed A,A. Long range high priorty B,B as a mid, mid.
- 6B,B,B is high, mid, high and actually different than B,B. They all combo on CH.
1B is her hop back low stab.
33_99B is akin to Raph's FC 3B. Long lunging low stab.
22_88B is an evasive spin around hilt poke. Pretty shitty evasion, pretty shitty tracking, pretty shitty low range high poke.
11_77B is her launcher. Haven't found any juggles.
44B and 66B are both straight thrusts. Dunno what different properties they have.
1A is a low A swing that ducks.
22_88A has her evading to one side and spinning with a swing ala Mitsu's old SCII 22_88A, but pressing a second A has her spinning and swinging the other way, so she alternates her dodge. Pressing B instead of the second A will do a mid move.
A+B swings her lance fancily in circles. Seems useless.
6A+B is a sword swing into a lance swing. Not a natural combo, but guaranteed on CH.
1B+K is a tricky turnaround low hilt poke, ala Zasalamel.
She has a leaping forward thrust move, 6B+K.
Overall, I like her. The button charging thing seems crazy, but the moves come out so fast out of it.