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A Taste of Lost Judgment Retrial

Автор: Noble

Загружено: 2025-12-30

Просмотров: 2635

Описание: First off, just want to say thank you to those that have stuck around and followed me on my LJ journey. It's been motivating to see your words of encouragement on each video and I am forever grateful for it. I never expected this game to be pushed as far as it did this year even when it felt like there was nothing more to discover. It's definitely been crazy to see LJ evolve to what it is now but it has been very fun to be a part of it. Hopefully there will be more to come. See you guys in 2026.

On to Retrial, I actually really enjoyed my time with the mod. While I'm not a big fan of some of the changes, there are a lot of new additions that enhance the gameplay but still make it feel like LJ. I'm not going to really talk about juggles too much as I think everyone already has an idea of how they were affected. I'm mostly going to cover the changes in regards to ground combos.

Hit-stun/Staggers:
Hit-stun overall is increased and various moves have had their staggers changed, making more moves viable to use in ground combos. This one I think was expected but appreciated nonetheless. Attack speed and frame data was also slightly improved making initiating ground combos easier. My favorite change is that tiger light reversals can actually stagger now meaning that reversal chains are usable and will properly link into finishers.

Tiger Reversals:
In vanilla, the sequences to perform reverse finishers are rather strict. Retrial basically removes the restrictions so reverse finishers can be performed regardless of the combinations of normal light attacks or reversal light attacks. For juggles this is really good as you have more leeway and more options to connect reversals. This is especially true since I discovered that you can do 360 reverse finishers in the same way you can do 360 light reversal, which I showed a bit in the video. This would be awesome for ground combos but the hit reactions for the reverse finishers, specifically the 1st, 3rd, and 4th finishers, were changed to now trigger the bounding state, meaning they cannot be used to extend ground combos like you could in vanilla.

Style-switch Moves and Crane King's Might follow-up attacks:
This is probably my favorite addition in the mod and is really satisfying to use in ground combos. Style-switch moves really add a lot of flare to the game and is something unique that is also somewhat akin to Kiwami 1's style-switch system. Follow-up attacks are something Crane King's Might needed badly as they have no direct combo utility in vanilla so this is a much appreciated addition.

Agony Leapfrogging:
If you weren't already aware, there's a tech I named leapfrog trapping that allows you to directly combo into and chain multiple leapfrog attacks albeit for a short time. Retrial has added the ability to perform leapfrog attacks on bosses guaranteed if they are agonized, effectively making leapfrog trapping useless lol. This is a pretty cool change as it gives more incentive to inflict agony and allows leapfrogging during ground combos, which was not possible with leapfrog trapping (only usable in stun combos).

Wall-bounding/Bounding:
Various moves have had their hit reactions changed to complement the new bounding system. Unfortunately, the bounding system is quite detrimental to ground combos. A lot of essential stagger moves such as Tiger charged side quickstep attack and Tiger EX charged heavy will now wall-bound if the enemy is close to a wall. Running attacks and wall-jump heavy attacks also have these same hit-reactions. You have to be more deliberate with your move choice and positioning otherwise you may accidentally transition to a wall-bound, thus ending the ground combo. I mentioned this previously but tiger reverse finishers also had their hit reactions changed to induce bounding, meaning they cannot be used to extend ground combos.

Tiger Charge Attacks on Bosses during 1st Phase:
Many of the bosses in the game will now be sent flying from charge attacks just like regular enemies during their 1st phase. This happens during juggles, ground combos, and knockdown bounding. I do not like this change at all as it severely limits doing charge attacks to refresh Hidden Arts while trying to extend combos. Only way to maintain combos while using charge attacks is by wall-bounding or using attacks with the fly-away hit reaction such as Tiger SST/SSST or the 2nd/3rd reverse double finishers. As far as I know, this change does not affect every boss as some bosses such as Ebisu, Watanabe, and Juzo are still treated the same as vanilla.

💻 Mods:
Custom Style Icons: https://www.nexusmods.com/lostjudgmen...
New Outfits for Yagami: https://www.nexusmods.com/lostjudgmen...
Lost Judgment Retrial: https://www.nexusmods.com/lostjudgmen...

🎵 Music:
Harmony Square Station (Daytime) - Astral Chain OST
Harmony Square Station - Astral Chain OST
Khamsin - Goddess of Victory: NIKKE OST

0:00 Watanabe
4:45 Kuwana

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