- The 3 enders of his strings (such as df+4,4,3, WS 4,4,3, f+4,3, FLA 3,4,4,3) are interruptable by jabs on block. This takes away a lot from his old FLA looping game.
- Since there is delay between the 3 enders of his strings, he gets less + frames on hit and more - frames on block on those enders being cancelled into FLA (hard nerf).
- 2P Pimp suit is completely gone (hands down the hardest nerf to him if I had to say just one).
- Magic 4 is i12 now (pretty hard nerf).
- FLA uf+3 has lost tracking (not a 'homing' move anymore)
- FLA 3,3 is now mh.
- FLA 3,3 doesn't track as well anymore (really hard nerf).
- FLA SuperSS is completely gone, except from 4,3,3~f and 3+4~f.
- f~n~f:3 is completely gone (pretty hard nerf).
- CH (df+1),3 is only +8 as opposed to the earlier +12.
- d+2 is -10 and has virtually no tracking (hard nerf).
- 1,1 is only +7 instead of +9 like it used to be (really hard nerf).
- 4,3,3~f is +4 instead of +5~6 like it used to be (hard nerf).
- Magic 4 is worse on whiff (system change). 4,4 isn't as delayable anymore and is -10 on block now and only +1 on hit (compared to the -4 on block and +7 on hit). It also recovers later which means that oki from it is worsened at the wall.
- iWR 3 is +9~12 on block as opposed to the earlier +17 (system change).
- df+3+4 does less unscaled damage - 12 as opposed to 17 in T6 (system change; pretty uncalled for though).
+/- 1,2,3,3,3,d+4 does not float KND, but it KND's like Wang b+1~4. Wasn't real useful to begin with, really tough to hit people with, so eh.
+/- b+2 KND's on regular hit now, but the pushback on b+2 on hit is too much to give the free d+2 it used to give.
+ b+4 doesn't launch anymore on regular hit (that means no getting to their back and getting regular combo off of b+4), only on counter, but it's now completely safe, has a range buff (slight but noticeable), huge tracking buff (tracks 99% to his left and a little to his right) and W!'s.
+ FLA triple SS is really good (system change).
+ CD+3 has a lot of pushback now on block (reminiscent of DR pushback though not as much obviously).
+ 1,2,3,4,3 launches regularly on the back.
+ d+3,3,n+3 launches regularly on the back.
+ df+3+4's hitbox has been lowered significantly; it actually hits as a B! followup consistently now.
+ 2+4 throw will now wallsplat.
+ FLA f+3 on CH stuns for a full combo (+19; CH FLA f+3, FLA f+4 W! for HUGE damage). Allows for a full combo if you df+3~f on open ground. His biggest buff if I had to name one.
Overall he seems to have been hit by the nerf bat pretty hard, and is a MUCH different character from all his previous iterations, but I believe he's still tournament worthy (hell, every character is) and he's still more than fun to play (well for me anyway).
Additions:
+ FLA 3,3~f: the FLA 3,3 kicks are cancellable now into FLA again. GREAT for FLA pressure.
+ ff+4,3: mh, NC, i16, not hit confirmable, W!'s, breaks walls and balconies in combos, does retarded damage (especially in rage; 2 of those equals 50% gone). It's mh so they can duck it, and it's not possible to hit confirm it, but it's NC so it's good as a whiff punisher with their back to the wall. NOT cancellable into FLA. ff+4 is a GREAT way to approach someone, as it is a homing move, +2 on hit, -8 on block. Baek's never had a quick homing move before, so this is a welcome addition to his arsenal. Also a GREAT filler for combos - works as a starter, filler, TA filler, ender (for wall carry).
+ (1,2,)3,3,3~f. Cancellable into FLA. Good for pressure (quick string that is hard to duck on reaction).
+/- FLA b+3+4: special low parry possible from FLA. Parries on frame 1. Meh, if I know a low is coming I'd rather FLA uf+3. Same risk, but unlike FLA b+3+4 parrying on first frame, FLA uf+3 crush frames take a while to start, so might be a better option in a clutch situation when you feel your execution won't be on point. Or if you're just going for super style points via taunts.
+/- uf,n,3,3,3~f Only really good in TA's but does really good damage in TA's.
- FLA 3,3,4 (mhh), FLA 3,3,d+4 (mhl). Really bad mix-ups from the ending string.
En résumé : Tous les coups qui ressemblent à f+4,3 sont interruptibles par des jabs en block, et du coup la transition en FLA devient dangereuse, son magic 4 est devenu i12, FLA u/f+3 tracke moins, son FLA step cancel est carrément nerfé. C'est vraiment pour résumer ! Mais du coup, il a moins d'evade et ses pressings sont moins forts... ça tue pas le perso, mais il est clairement plus chaud à jouer.