Supposedly the 2K change makes it easier for Slayer to confirm 2K 2D for knockdown from further out.
Most characters are buffed, so this patch is going to be pretty interesting. Most things make sense apart from Johnny getting buffed and Answer moving more or less sideways despite being considered relatively weak. So far I-No is a pretty clear winner in this patch. Chipp is a clear loser, maybe Haehyun too if loss of j.H knockdown really fucks her over hard. Raven is almost certainly weaker but I think he’ll come out alright since he more or less got reworked rather than straight nerfed. The blender is mostly gone, but with the new scratch properties after glide, he got some powerful new routes for damage and stacking excitement, plus oki. Rather than being reduced to a win-more mechanic, excitement is actually an important part of his game, which is how it should have been from the start.
Answer is a mystery. They made his 6K scroll juggles more reliable across the cast, which is a nice change. However, it’s somewhat of a moot point when they simultaneously removed his best meterless routes into 6K scroll. IAD loop is gone, and so is 5H-cling-sD, which is another huge consequence of the 5H attack level nerf. It’s clear they want his best confirms to come from the new card uppercut, but given that requires a card to be out already, I just don’t see how that can be consistent without meter, even with the new tracking property.
I don’t know what they were thinking with Johnny. Most sane people see the character as top tier already, and he was almost indisputably buffed. The Zweihander hitbox change had a chance to be a nerf, but from what I could gather watching Johnny on Jonio’s stream last night, Zweikasu is still free as fuck, and now the character has viable unblockable setups back to boot. With Raven and Chipp being nerfed, at this point in time, I don’t see any scenario where he will not end up being the best character in the game.
On paper, Zato is looking pretty good in this patch. The changes don’t revamp the character by any stretch of the imagination, but collectively, they help protect him from losing to tech buttons, confirm off some hits more consistently and effectively, and with the new Drunkard changes, possibly even get more situational conversions into knockdown and new routes in the corner. He should, for example, now be able to use Drunkard for a true knockdown punish on Bursts, and possibly more in the corner since new Drunkard apparently wall splats on a sufficiently high air hit in the corner. So, he’s the same character, but now with some important holes and inconsistencies filled.