I've tested some things , for a couple of time , and here's minuses of new j.hp , which in my opinion is the most criticals :
1)Air neutral gameplay.
i think it's been reduced as compared with non-beta version of game and mostly because of knockback , wich makes unacceptable to do j.hp-axe kick thingy (this thingy allows ya to lift your enemy to the ground and start combo 'em almost form any position at air).
Here's example of retail version , when j.hp-axe kick's workin' :
As ya can see , it's a simple , doog-damaging combo with a few resets , and it can be done almost from anywhere in air.
Here's example of new version :
As ya can see , it's a lil' low-damagin' and it cannot be done almost from anywhere.
Another example of new version :
Unlike the first one , this one can be almost from every position in the air , but highly reduced damage and dangerous possibility of spendin' 1 meter of tension to empty , and then gettin' roughly punished.
All of this just makes solo-fortune players forget 'bout air neutral game and start pickin' tags , because duuh , sit in block and press assist button , 300% easier that jumpin' and tunnin' 'round.
2)Mash Out of resets.
New j.hp knockback makes your rival fall down much faster , then retail version , right ? And so , characters with "only ground" specials and blockbusters may mash out from resets much easier , than before , here's what i'm talkin 'bout :
This's retail version , of course. As ya can see (damn those repeats) Cerebella have only a few-frame-window to do her special , or blockbuster , whatever she wants.
Now THIS what i call "don't be shy , mash it , pretty boy" , because of SO huge frame-window.
More 'bout this paragraph : i'm not talkin' that ya can't do this mash-out , but in retail-version case there's less chance of successful mash-out.
3)Great-damagin' combo.
Well , this combo is not intented to be daily , and ya definetely have a chance of 1 to 100 to have opportunity to do it , but it's still nicely
:
13.4k , isn't that great ? that's a damn ace in Nadia's sleeve , this thing may turn battle in your benefit. And i'm pretty sure that even close-damagin' combo can't be done with this new j.hp.
Conclusion : Before ya say : "hey , but combos with new j.hp is much easier" , or "it has more reset options" , don't forget that Nadia Fortune is not a combo-character , she have all movement options not just because reasons. Her best side is neutral game (headless and head-on'd) , so why do we need all this damage or resets if her neutral game options will be reduced ? Of course if ya play in tag and just doin' your block-assist stuff ya don't even spot a difference , but let's not forget 'bout other players , solo-fortune players. It's really hard to play as solo-fortune , and with this j.hp and beta changes it's gonna be impossible to play as solo-fortune.
PS:I'm not argue 'bout reducin' damage and changin' her hitstun , it's ok. What really should be remain untouched it's knockback. This's the last thing that separates solo-fortune from tag-fortune.
PPS: Difficulty of combos is not an argument , every combo may be learned as well , it's just takes some times.
PPPS: I'm really sorry for my level of speakin' english language ;~;