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
B C 1900/90/55 - 1900/90/55 *no change* 4B C 1200/90/55 - 1600/90/55 JB.C 1900/100/55 - 1900/100/55 *no change* CA 0/50/92 - 0/50/92 *no change*
360A 2700/82/48 - 2700/82/20 360B 3600/82/60 - 3700/82/20 AC 1600/100/80 - 100/80 *20% SMP* (I believe its 20% same move p1, looking suspicious to me.)
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
Opponent In The Corner 4B+C,6C,j2C,5B,5C,623C,wjC,jB,5C,236A,236A,4D 5B+C,236B,236A,236A,236A,4D 5B+C,6A,2C,623C,wjC,j2C,5B,5C,41236D,6C,j2C,3C,22D
You In The Corner 4B+C,6C,j2C,5B,5C,236A,236A,j2C,5B,4D 5B+C,236B,5C,6A,623C,wjC,jB,5C,236A,236A,j2C,5B,4D 5B+C,41236D,6A,2C,623C,wjC,jB,5C,236A,236A,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