i'm guessing the reason square changed s&m was because they added c&r and wanted to make all of them unique. if they kept s&m the same, then c&r would be worthless.
PSN - axeei
After some observations, here are my thoughts.
+Hop Step has increased tracking.
+Sonic Buster has increased range, tracking has buffed and hits more on the initial hit, considering you use it in right in front of the opponent.
+Sphere shot staggers opponent on guard and hits more.
+Full Slide has also increased range, tracking has also buffed, and hits more on the initial hit just like Sonic Buster.
+Stick & Move gained vertical tracking.
+Cut & Run (ground and air) gained vertical tracking.
+Dart & Weave has increased range.
-Wither Shot does not allow chase anymore.
-Stick & Move can now be only moved sideways. Thus, it has decreased its horizontal range.
+Spiral Cut cuts through Magic BRV attacks and has increased speed execution. <3
+Jecht Shot has increased range.
+Energy Rain has faster execution and tracks better.
+Quick Hit can now Wall Rush from a farther distance.
Slice & Dice retains the same number of hits. It appears to be reduced due to its animation being shorter.
About Tidus' dodge moves, it appears that each one has now a specific use against each character's moves. Unlike in the first, Stick & Move can almost be used all-around because its direction could be freely controlled in four directions.
I'll post more if I find anything significant.
So what I'm hearing is that Tidus is still crap at what he's actually supposed to do. Ah, well, got a bunch of new people to use anyway.
The full slide to hop step combo is gone.
The sonic buster button lock is gone.
With dodging now having less frames its easier for Tidus to dodge punishes now.
Slice & Dice now has the cool ending animation for the old JP Dissidia, so it looks cool now. In Dissidia he would just sit there, not anymore.
His job is a little easier I have to test how many frames he has on his dodge moves.
Energy Rain has more horizontal range this time.
So in short if you were good with Tidus life just got a lot easier for you.
Will post more info as I come across it or not if someone beats me to it, which works for me.
Last edited by Zane; 03-04-2011 at 07:56 PM.
Thats more damage then full step ever was, not counting a fullslide into the wall+ hopstep did more damage then full step ever could.
Play around with assist and you'll forget all about those broken combos in Dissidia.
Last edited by ssjkiego; 03-05-2011 at 10:11 PM.
Those who fight become Heroes When Heroes die they become Legends.
And Legends never die. - Kiego Tespugen Sunev
Mission Board Points: 0
DC combos may have been removed, but the assist system has been added which gives us more options to perform different types of combos and be creative on our own.
Both Jecht and Yuna are great partners with Tidus since their air Bravery attack ground rushes the opponent, giving us the chance to follow it up with Sonic Buster, Spiral Cut, and even Jecht Shot that can wall rush the opponent for additional damage. Yuna's Diamond Dust assist also leads to the teleport system so we can follow it up with Full Slide or another HP attack. If there aren't any wall near while performing Full Slide, you can also just perform the first two hits like you are about to perform its DC combo. Rather than DC comboing, call an assist instead, and so on.
Does anyone have any Duodecim videos of Tidus to display what he's capable of?