Buffs -Character combo rate increased. -2D has extremely little knockback -4D Now pulls about as much as 5D does in CS2 -5D pull from magnetism lasts longer -5A Attack level increased (?). 5A,3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?) -5B Attack level increased. 5B,5C and 5B,2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable -6A guardpoint ability strengthened -6B Now forces crouch -3C Now emergency techable, but can now be special canceled. Air untechable time has also been greatly increased. 3C air hit combos into Magna Tech Wheel. For a magnetized opponent in the air, 3C,Collider works. -B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block -Spark bolt - Air untechable time greatly increased -Atomic Collider Untechable time has been increased -Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack -Terra Break - Minimum damage increased to 1000 -Forward throw knockaway distance decreased, now special cancelable so B sledge followup is possible -6A Pull from magnetism slightly Increased -Getting an air hit with sledge causes a spinning knockback (like deadspike), making it easier to follow up with 5C -Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage -New charged sledge hammer combos, involving 5d,5c and j.c,sledge -In the corner, 3C,A sledge,hammer,5C, ~ works -Atomic Collider in corner,B sledge,hammer,5C ~ works -In the corner, 3C,A sledge can combo into 5B, 2B -From 3C,A sledge,hammer,3C also works -When magnetized - A driver,3C,collider,4D whiff,gadget 3079 - B driver,3C,collider,4D whiff,gadget 4079
Nerfs -2C, 3C no longer take primer -Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. -Atomic Collider Repeat proration now more severe.
Special Note - Some 3C,236236B combos don't work on Noel - j2C combos must be done by jumping foward for it to connect on makoto only.
Lets compare CS2 to CSX shall we? Note SMP stands for same move proration
Opponent In The Corner 5A,5B,5C,6A,3C,236A,236A,5C,4D 5C,6A,3C,236A,236A,5B,sj,jA,jB,jD 6B,6C,j2C,5B,5C,236A,236A,j2C,5B,4D 2B,2C,236236B,5B,5C,236236B,5B,4D
You In The Corner 5A,5B,5C,6A,3C,41236D,623C,236B,236A,5C,4D 5C,6A,2C,wjC,jB,5C,236A,236A,j2C,5B,4D 5C,41236D,w623C,2C,wjC,jB,5C,236A,236A,j2C,5B,4D j2C,5B,5C,623C,wjC,j2C,5B,5C,236A,236A,j2C,5B,5C,41236D,j2C,5B,4D
Emergency Roll & Neutral Tech Gimmicks - Delay 22D after 3C when opponent is magnetized, command grab - 3C,236B,command grab - Use 41236D in a combo,236B,command grab - In a combo 41236D,6C,236B,command grab - 236A in a combo,236A,command grab - After a j2C,5B,5C,6A,22D,command grab - After second 623C,22D,command grab - After second 623C,623C again - 41236D near opponent in the corner,2D,command grab
Back Tech Punish - After second 623C,623C again
22D Gimmick - Use 22D in a combo,Rapid,2B when your opponent lands to continue the combo,5C,22D,command grab