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06-16-2009, 06:53 AM
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#1
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MMMM...richer!
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TVC US version character changes (to be updated)
Just thought I might compile a list of changes that we know of so far (and from here on) from the Japanese version to the US version.
It'll probably be a question that everyone will be wanting to know, and since some of this stuff is obvious from the recently released gameplay videos, I think it's a good idea to start a list and keep it updated so that when the game comes out, we can already have a good idea of how stuff will have changed.
If you notice any changes while watching the gameplay videos and stuff, post it here along with a reference and I'll add it to the main post!
KEY:
[+] = positive change (buff)
[-] = negative change (nerf)[*] = unimportant change (no effect on gameplay)
[?] = unknown change (unsure if this is a positive or a negative change)
--------------------UNIVERSAL/SYSTEM CHANGES-------------------------
+ Throws are more useful (tick throws exist. You can throw someone while they are attacking, can throw after blockstun etc.)
- Characters fall faster now.
- Megacrash pushes up and away. Can still combo after a megacrash.
- Baroque is not as potent
+ Giant characters cannot be so easily comboed/infinited
+ characters gain a bit more meter while being hit
- cannot force the opponent into a corner after a juggle via the air combo trick
* Stage-specific music
* New character select screen (with gear-like selection reels that leave the number of new characters to be included ambiguous)
- Damage scaling on DHCs is more severe, devaluing hyper combinations somewhat
+ characters now have more proration as their health bars get lower (guts)
------------------CHARACTER CHANGES-----------------------------
RYU
- Hurricane Kick (C version) no longer combos after wall bounce and does less damage. B version still works. May also have juggle limitations.
Chun Li
- Lightning Legs pushes back
- Infinite has been removed
- There is a limit to how many jump 5C's she can string in a combo.
+ J.5C has more hit stun
+ Can combo her level 3 from Tenshouu kyaku
JUN THE SWAN
+ Her assist leaves a bomb on hit now
+ Can combo after landing the light illusion swan special (in a recent video, this seems to have been revoked, however she attempted to combo using j.5C and missed. Strange.)
+ Can combo 2C into 6C easily
ALEX
+ A version shoulder charge leaves the opponent grounded. B version knocks down and C version causes wallbounce.
+ 236C does a lot more damage (around 18000B)
+ New grab mechanics work very much in his favour
+ Does more damage overall
+ 5C elbow causes wallbounce
KEN THE EAGLE
+ 623 C combos easily into 623 super.
MEGA MAN
- 5A - 5A - 5A - 5B - 5C xx 236+Attack Infinite no longer works.
- weapon switch has a lot more delay at the end of the move, severely limiting his combo ability and overall versatility.
ROLL
+ Faster air dash
+ Can combo 2B/5C into 3C
+ Damage output improved
CASSHAN(yes he's called that now)
+ Denkou punch B version causes stagger on hit
* Electricity effect added to his electrical attacks (visual)
- unblockable takes longer to charge
KARAS
- 236A sword spin special is slightly slower. The difference is barely noticable but it's there.
+ [4]6B > 236A > 6B is now a 3 hit combo on an airborn opponent. The 6B comes out with no delay. This means he can now wallslam at will without needing to use the chain.
+ Can combo from 63214A/B/C > 236A wall slam attack. He can pick the opponent up off the ground when they bounce after the hit.
- Slide infinite is removed
- 5C has more lag
- 2C has more lag
- 5B may have less range
TEKKAMAN
+ Charge 46+A moves across the screen VERY quickly now. As fast, as, if not faster than, Ryu’s 236+C.
- Due to the change in the pursuit speed, 3C /\ J.B - 28+C - 28+C no longer works. Modifying the air combo slightly may fix this.
+ All hits of his chargeback Space Lance throw can now combo into Vol Tekka beam super
+ Vol Tekka beam super deals more damage
- 'Make it rain' super deals less damage
- 3C's hitbox has been made smaller
+ If Vol Tekka beam super is used in the air, Tekkaman's recovery time as he falls has been improved.
PTX-40A
+ All versions of Riot Tackle cause wallbounce
+ 6B4B sends the opponent into a vertical spin and knockdown
+ 5C does less damage, but can be comboed into via 5B
+ [2]8B and C chainsaw special knocks down on hit. A version does not.
+ 623AB chainsaw super is much stronger
+ 3C launches the opponent at a less vertical height and is faster
+ many more options to combo into level 3
+ j.5C will combo all 5 hits if done on an airborn opponent
* Fire effect added to all thruster attacks (visual)
- No more mega crash grabs
- Rocket has been slightly nerfed. It takes longer for them to home in.
+ Attacks that use the shield (such as riot tackle or 2A) have auto-guard properties. If he is hit during these states
he doesn't take damage
GOLD LIGHTAN
+ 22+Attack covers the whole floor and is slightly stronger
+ 41236 + B&C knockdown
+ 5C can combo into 3C
- Jabs push opponent away more
+ golden pimp slap causes knockdown on hit
+ golden drop kick sends him very far across the screen, making it useful for punishing keep away!
VIEWTIFUL JOE
- Voomerangs have more startup time. Therefore no more infinite
- Slide infinite is gone too.
- Can only do 1 red hot kick in the air now
+ Mach Speed now has the same properties as Chun Li's lightning legs super. Joe can follow the opponent up after the launch and continue to combo.
* Bombs have a fire effect added to the hit
+ Air Joe now drags the opponent down, meaning more hits
+ Charged Voomerangs home in more sharply
SAKI
+ Level 3 super is more powerful as is the beam super.
+ 5C is now cancellable.
+ J.C is also cancellable allowing her to control space very well with J.C xx 421+A/B/C.
+ The unblockable version of 5C can be cancelled into 3C for some very damaging aerial raves
- The unblockable bullet chain (Unblockable 5C - 5C - 2C) now does around 15,000B damage as opposed to 18,000B damage.
+ 6C causes the opponent to stagger step and combos into her 214+A/B/C grab. Her assist has not been changed to follow this pattern.
- Her lingering sphere shot no longer stays out for as long as before, meaning no infinite.
+ Her assist know knocks the opponent all the way back across the stage, allowing some characters like Ken to make good use of it.
* grenades have a fire effect added
IPPATSUMAN
+ Ippatsuman’s 623+Attack has same properties as Ken’s 623+B/C.
+ Ippatsuman’s dash~623+attack has same properties as Ken’s 623+B/C.
- Several resets actually combo now (examples: charge back, forward+C, 623 super; air combo, j.A, j.A, j.B, j.B, 7, j.A, j.B, j.C, 623 super) which means his damage scales more and he won't be doing as much damage.
+ He still has a useful reset combo: launch, j.A, j.A, j.B, j.B, 7, j.A, jA, j.C, 623 Super.
- his level 3 now eats up meter a lot faster.
DORONJO
+ 214+Attack seems a lot faster. The rock comes out very quickly.
+ 623+Attack is faster as well.
- 2B has less hit stun, making her attack strings less safe
- J.B got nerfed. Has lesser range and the mid-screen re-jump (B) combo no longer works.
- Its harder to land 423+B when the opponent is jumping in now. You have to dash towards their position and do the far grab to land the Grab-Tree-Taunt loop.
+ Her moves now do more damage. Probably to accommodate her combo nerfs.
- her tree takes longer to explode
+ jumping rock summon starts lower and therefore hits faster
YATTERMAN-1
+ Yatterpellican has been replaced with Yatterwan for 2P colour
- 2C has a smaller hitbox
- 623+A/B/C all have more recovery
+ Combos 2C to 6C with ease.
- harder to combo into OTG Yatterwan fire breath super
POLIMAR (yes, another spelling change)
+ On airborne opponents, 236+Attack hits much like the assist version of the attack, thus allowing for easier comboing into charge 46+A and 623+attack, attack, attack. Has no knock away on airborne enemies.
+ 6C has less knock away and allows easier comboing of 623+attack, attack, attack.
+ Can combo into all charge 46 A/B/C specials and can dash after
+ Can combo into his level 3 super off 5C. Either 5C has more stun time or his level 3 super comes out faster.
BATSU
- Fireball no longer causes knockdown on hit
- Ryusei kick no longer bounces back after being blocked, making it less safe
KAIJIN NO SOKI
+ Counter special now causes the opponent to go into a slow crumple on hit
+ 236C can wallbounce. A version causes stagger and can extend combos.
+ 235A can combo from 5C and 6C, but has no super armour.
+ 2B cancels into 2C
+ Draws out more souls per hit when in oni mode.
+ Healing orbs in oni mode seem more powerful
* 'slowdown' effect added to his fierce hits (visual)
? Charge sword super now leaves the opponent with a strange blue aura on hit that lasts until the next time they're hit or when they switch out. The properties of this effect are currently unknown.
MORRIGAN
+ Normals and level3 super do more damage
- No longer has her j.2B infinite
+ 2B now combos into 5C
+ Valkyrie turn is slightly faster and can be cancelled
--------------------NEW CHARACTERS----------------------
TEKKAMAN BLADE
* His dash and air dash are similar to Morrigan. His ground mobility is strange but he has other movement options in his attacks to make up for this.
* Very high damage, speed and combo ability
Special moves:
Yo-Yo dash: a spinning lance special which is a crossup. He teleports quickly to the other side of the opponent and pulls his spinning lance behind him on a chord. Can be comboed from afterwards if it hits.
Space Lance spears: a projectile where he snaps his lance in half and throws both ends at the opponent. The A version is just a projectile. the B and C versions have him dashing up to the opponent and ripping the lances out. Looks very similar to Karas's chain. works on giants.
Pretty weapon trails: like Tekkaman, except rather than stabbing, he spins the lance around his head. Huge hitbox. Causes untechable knockdown if it hits an airborn opponent.
It's the old ferris wheel trick!...With ROCKETS!: Blade spins his lance above his head (hitting anyone close to him), then shoots forward with a very fast dashing move which involves him spinning his lance. Drags the opponent all the way across the stage and then throws them into a wallbounce.
Supers:
Vol Tekka: A vol tekka beam that fires at a diagonal 45degree angle. Not as powerful as Tekkaman's but faster and still quite strong. This is his VHC move as well.
Crash Interlude: Similar to ken's super. He dashes full screen very quickly and hits the opponent into the air and then attacks them with a jet stream of rapid hits and finally a bird hit (?) that sends the opponent tumbling to the ground. Works on giants.
level 3 - Big badass Voltekka: Blade screams all dramatic like and then releases a wave of energy that goes pretty much full screen. If it hits, Blade hovers above the opponent and goes into some kind of attack mode before blasting them with yet another vol tekka. If he misses, he's stuck shooting a vol tekka beam in front of him for a while. Not sure if this has a hitbox.
Other stuff:
He has Tekkaman's 2C in the air. His launcher looks really cool too and may possibly have OTG hitting properties by the looks of things, but this is unconfirmed.
FRANK WEST
Special moves:
Go get em!: He can either summon zombies behind the opponent or behind himself, or have one fall from the cieling. The Zombies will stagger around and grab on to anything they come across, including Frank himself (this is blockable, and they die if blocked). Zombies are immediately shoved away and will die if hit. The cieling zombie can hurt Frank too if it falls on him and appears about the middle of the stage. They can be attacked and sent flying, after which they have a hitbox and can act as projectiles both to Frank and his opponent. Frank can also toss them with his command throw. When summoning a zombie, Frank will take a picture.
Oh my gosh!: Another zombie attack involves frank looking around as a zombie rides in on a shopping cart. It serves as his projectile and is very fast. Can cause wall slam on hit.
Whoa whoa whoa yeah!: command grab where he picks the opponent up and swings them around by their legs. Seems to have good range and can be comboed into. He can grab his own zombies with this.
Baseball bat attack: Frank swings at the opponent with a baseball bat. Can be used in the air.
Diveroll: Frank seems to have some kind of evasive diveroll similar to his evasive action in Dead Rising.
thrust kick: some kind of thrust kick. A version is a fake.
Supers:
Real Megabuster!: Frank puts on his real megaman costume and blasts the opponent with a huge beam that's very similar to a cyclops optical blast. The hitbox is huge and takes up most of the screen. There is some slight startup but otherwise this move is ridiculously fast.
Deeeeead rising!: A grab super. Has a lot of startup for a grab. Frank grabs the opponent, spins them around over his head and then throws them into the air before hitting them with a baseball bat and sending them off into the distance where they become a star. The character is gone for a few moments until they return from the opposite side of the screen and crash into the ground on fire. Looks really cool and Frank can hit the opponent again while they're on the ground. Gives him plenty of time to set up zombies and other things too. While this move has a slow startup, it has a 0 frame activation after the super flash, meaning no jumpouts.
Level 3 - That's hilarious!: Appears to be another grab super. Frank takes out a servbot head and does a little jump similar to Alex's stungun headbutt, except it can hit opponents who are airborn. He rams the servbot head onto them and then grabs them from behind before driving them through a hoard of zombies and finishing up with a clothesline neck breaker. Not very powerful but funny to watch. Against giants, the animation is different and involves zombies falling onto the giant to distract them while Frank surrounds them with gas canisters, then shoots them with a shotgun, creating a massive explosion.
Other stuff:
Frank has a move similar to Tekkaman and Tekkaman Blade, where he drops quickly to the ground while doing a knee drop. His 5C appears to be a golf club swing that hits OTG (this is not a special move, since he can combo his baseball bat from it). He seems like he has some similar tricks to Doronjo with some Alex-esque grapples and a shinkuu hadouken style super for full screen punishing. It's difficult to make any assumptions about him at this stage. His assist attack is a camera flash that covers almost the entire screen, does 0 damage and stuns briefly.
MEGAMAN ZERO (maverick hunter version)
Special moves:
Hyper Zero Buster: A chargeable buster shot, very similar to Rock's, but seems to have a smaller hitbox when fully charged. Possibly more powerful. The projectile changes depending on what button you hold down. A single hit from the buster will knock the opponent down similar to Batsu's old fireballs.
Ryuenjin: a flaming uppercut in Shoryuken style. It hits multiple times with dramatic hitpause inbetween each hit.
Heinkyaku: a kind of teleport command dash that is similar to Karas when on the ground. It can send him in any 8 directions when he's in the air, so it can be useful for mobility and even to simulate a fast fall.
Hadangeki: a very basic projetile slash special. Comes out very fast.
Sentsuizen: a Mai-style swallow dive that can apparently lead into combos. Has some short startup. If it hits an airborn opponent it slams them down.
Supers:
Giga Attack (Rekkoha): He pounds the ground with his fist, (which does not stun the opponent, as previously thought) and after a pause the whole screen is filled with rainbow lasers that rain down diagonally. Very big and fairly powerful, but far too slow to really be relied on for results. The lasers also have a weird hitbox and can sometimes miss jumping opponents. Zero is fully invulnerable during the start of the attack. This move is DHC friendly, and as long as Zero hits the ground, the lasers will rain down even if the super is somehow interrupted.
Sougenmu: A genei-jin style super where Zero clones himself, creating a doppleganger. The shadow follow-ups only appear when he's doing special moves, though. Other than this it seems to speed him up slightly.
Level 3 - Dark Hold: Zero dashes forward and knocks the opponent into the air, freezing them in a bubble before he prepares a giant laser sword and runs them through with it in dramatic fashion, doing about 21000bil damage raw. Has a fast startup.
Other stuff:
Seems to be a very basic, easy character to use. Surprisingly, his regular movement and attacking speed seems to be erring on ths low side. He also is quite weak when it comes to damage, but will probably make up for this once his longer combos are discovered. A lot of his moves have multi-hit properties. He has many tools for dealing with any situation which would make him a great jack of all trades. His assist is the same fire uppercut. Some people report that he has low defense a la Karas.
JOE THE CONDOR
Special moves:
Savage shot: a quick gun shooting projectile with angle depending on button pressed, including a 45degree shot and another version where he hops back and fires at a downwards angle similar to Ippatsuman's baseball, but it hits otg.
Shuriken feathers: A projectile involving feathers. Varies based on what button you hold down, so assumedly it is a mega buster style charge shot type move.
Wild Lasso: A chord attack where he fires out a string and pulls the opponent to his feet before he shoots them OTG. Has a chargeback command.
Cactus bunker: A dramatic counter move that seems to work on airborn and grounded opponents. The screen goes red and the characters are sillouhetted in black as Joe leans back out of the way of their move before shooting them at close range. Seems to have different variations for countering high or low attacks.
Battering ram: a lunging kick which seems to be a special move despite looking like a normal. Sometimes it stuns and other times it causes a wallbounce. A bit on the slow side.
Supers:
Feather n' fists n' stuff: Joe throws feather shurikens at the opponent to stun them, then jumps off screen before appearing above them and hitting them really hard, causing them to crumple to their knees and fall flat on the ground. Can be done in the air too.
Bird Missile Strike: Joe calls in the God Pheonix which then proceeds to rains missiles down on the opponent from above. A very deceptive super with elements of Doronjo's ball drop. First the God Pheonix appears and barrages the opponent, then fires off one final missile and disappears. After the super ends, a giant missile crashes into the stage after a short delay, damaging anyone on the ground including Joe. The super continues to stay active if Joe is hit, but the final missile will not explode.
Level 3 - Science Ninpo Tatsumaki Fighter: Joe does a flip kick which launches the opponent. He then appears with his partner and performs a dual attack alongside Ken or Jun (regardless of your partner or opponent) to create a spinning tornado. Seems to have rather weak damage.
Other stuff:
He is a power type character with some fast moves and some slow moves. His guns seem to be there to suppliment his heavy close range game. He is also incredibly manly. His assist is similar to Tekkaman's chord, only he fires his gun upwards at a 45degree angle.
continuously updated
Last edited by frustratedsquirrel; 11-05-2009 at 05:57 PM.
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06-16-2009, 11:38 PM
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#2
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Bandage shirt?
Join Date: Aug 2001
Location: Green Bay
PS3 Gamertag: KeitsSRK
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Excellent idea! Keep the work on it coming consistently.
Chun could always combo lv3 from SBK.
__________________
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www.youtube.com/rockeits
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06-16-2009, 11:48 PM
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#3
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MMMM...richer!
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Ok thanks for clarifying that. I'll change it.
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06-17-2009, 07:41 AM
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#4
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Professional Lurker
Join Date: Nov 2008
Location: Germany, Frankfurt
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Quote:
PTX-40A
* Riot tackle knocks back further
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could it be that this isn't a new change but comes from the usual 16:9 vs 4:3 problem?
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06-17-2009, 10:20 AM
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#5
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HA! RI! CANE!
Join Date: Dec 2008
Location: Canyon Country,CA
PS3 Gamertag: RoyalFlushTZ
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I believe I saw Soki's counter Issen special create a stagger on hit similar to Kara's fully charged 6C in :54'ish length vid on youtube.
http://www.youtube.com/watch?v=SYvTSmsqCGc
__________________
"The sooner you fetch me a forklift, the sooner I may lift a fork to my lips."
Resuscitating the SoCal Tatsunoko vs. Capcom scene from the ground up!
youtube.com/RoyalFlush for TvC and T5:DR vids
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06-17-2009, 07:48 PM
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#6
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MMMM...richer!
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Quote:
Originally Posted by Sors
could it be that this isn't a new change but comes from the usual 16:9 vs 4:3 problem?
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No I think it really knocks back futher. that tackle was clearly PTX's A version of the special. Normally when that hits an airborn opponent, they're sent at a low arc and only ends up a few character widths away from PTX. This time, they went flying away at a far high arc. The difference is too noticable to be just screen issues.
I thought there was something odd about souki's counter. It inflicts crumple now.
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06-18-2009, 01:48 AM
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#7
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Rawr!
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Doesn't Souki's counter always cause crumple?
__________________
Howl!
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06-18-2009, 03:01 AM
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#8
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HA! RI! CANE!
Join Date: Dec 2008
Location: Canyon Country,CA
PS3 Gamertag: RoyalFlushTZ
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IIRC, Soki just kinda dashes right through the attacking character and the attacker just flies up a little.
__________________
"The sooner you fetch me a forklift, the sooner I may lift a fork to my lips."
Resuscitating the SoCal Tatsunoko vs. Capcom scene from the ground up!
youtube.com/RoyalFlush for TvC and T5:DR vids
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06-18-2009, 03:05 AM
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#9
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MMMM...richer!
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I checked it. When he counters in the japanese version, it just hits them up into the air a bit.
He'll probably be able to combo from it now, similar to what Yatterman does after landing his electric shock attack.
It's still not a very useful skill if if it doesn't work on lows and aerial moves.
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06-18-2009, 04:17 AM
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#10
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Rawr!
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Ah. I usually thought it always cripples because that was what happened in the Trailer 2 of TvC. I rarely use Souki so I don't really know. XD
__________________
Howl!
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06-18-2009, 06:14 PM
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#11
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伝説の外国人の先生
Join Date: Nov 2008
Location: Bullet Hell
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It looks like the speed on jun's bombs super has been upped a little bit (while it's executing, not startup frames). probably not too much of a functional change, but maybe it'll keep people from falling out of it.
__________________
youtube.com/rollisyourmother
Compiling TvC vids, commentary, tutorials, combos, and match vids sorted by character.
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06-20-2009, 01:13 PM
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#12
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Registered User
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Batsu no longer good!!! Fireball does not cause free fall anymore!!! NOW HE SUCKS!!!
__________________
My C.O.B. will always ride B.O.E. Put that Pussy on a Pedestal!!!
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06-20-2009, 05:06 PM
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#13
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伝説の外国人の先生
Join Date: Nov 2008
Location: Bullet Hell
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Quote:
Originally Posted by Sætan
Batsu no longer good!!! Fireball does not cause free fall anymore!!! NOW HE SUCKS!!!
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That sucks pretty bad, but the freefall fireball wasn't the best thing he had or anything. If this takes away the fireball>lvl 3 combos though, that would be shitty.
__________________
youtube.com/rollisyourmother
Compiling TvC vids, commentary, tutorials, combos, and match vids sorted by character.
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06-20-2009, 05:16 PM
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#14
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Registered User
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this should mean no more batsu infinite.
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06-20-2009, 05:18 PM
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#15
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Registered User
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Quote:
Originally Posted by yourmother
That sucks pretty bad, but the freefall fireball wasn't the best thing he had or anything. If this takes away the fireball>lvl 3 combos though, that would be shitty.
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Not to argue but name a better move. Tardy counter is only good because he had an *infinite*(sp) That free fall made for so much shit it is not even funny. Easy as hell combos into your partners lvl three. That shit with casshern is too good. But if he is still good I would just like to know how because I see that nerf as hella bad for Batsu!
__________________
My C.O.B. will always ride B.O.E. Put that Pussy on a Pedestal!!!
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06-20-2009, 05:47 PM
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#16
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伝説の外国人の先生
Join Date: Nov 2008
Location: Bullet Hell
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The freefall inf was almost never used in actual matches. He's still got his crossups, his tardy counters (which aren't just good because of the inf, they were a great tool against pressure games), his overhead>low resets, good easy damage on normal combo strings, excellent team up supers and DHCs from the fireball.
__________________
youtube.com/rollisyourmother
Compiling TvC vids, commentary, tutorials, combos, and match vids sorted by character.
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06-20-2009, 06:40 PM
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#17
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Metallica!!\m/ >__>
Join Date: Jun 2009
Location: Brooklyn,NY
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is there going wifi play for the US of the game(heard it from rumors >__>)
__________________
Hinata Is My Wife Shes Mine >.<
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06-20-2009, 07:51 PM
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#18
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MMMM...richer!
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We don't know that yet.
Can someone link me to the video where it shows Batsu's fireball not causing knockdown? That is a pretty major change for Batsu. It'll make a lot of his more fun DHCs impossible.
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06-20-2009, 11:23 PM
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#20
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MMMM...richer!
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Pff, that sucks. A hadouken that doesn't even go full screen.
Well batsu's still good I guess. At least VJ can still do this sort of thing with his red hot kick.
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06-21-2009, 12:05 AM
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#21
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Registered User
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http://www.youtube.com/watch?v=A7scsrYuPmY Doronjo seems a bit stronger now. I tried doing the exact same combo at the beginning of the vid and she did nearly 2k more damage than what she does now.
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06-21-2009, 12:18 AM
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#22
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MMMM...richer!
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whoo, a new vid. Thanks for posting this. I'm going to check over Alex and Karas too and see if I can find any new stuff.
I wouldn't know much about Doronjo so I'm gld you picked that out.
Karas's sword spin still looks really really fast. But it definately has just a tiny bit more startup. He also seems to be able to combo his rekka string on an airborn opponent which is kind of cool. I wish they'd show him do even part of the infinite so we'd be able to see if it would work or not. Karas got a minor nerf and a pretty decent buff so far. If his infinite is gone, then the new rekka combos should really help him keep his place as a good character. Delicious wallbounce goodness. Can't you just imagine doing that rekka wallbounce into a DHC tekkaman disco super? Mmmmm!
Batsu's fireball super also seems to go on for longer if blocked, which might be a lot of fun for characters who have unblockables. Hyper Combo Saki UB shot for example, Hohoho.
Last edited by frustratedsquirrel; 06-21-2009 at 02:36 AM.
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06-21-2009, 02:02 PM
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#23
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Registered User
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TEKKAMAN's charge back to foward move now combos through all hit into down to foward hyper combo. It used to be blockable after the third hit.
Like if you did not cancle on or before the third hit then the freez screen would allow you to block but now it seem like the freeze screen holds the combo.
Like at 1:58 of this video http://www.youtube.com/watch?v=DVAzRzC7H50 he does not cancle the move until at or even after the 5th hit of the combo(4th of the charge back move) and at 1:59 when the freeze screen starts is when the 6th hit of the combo counts(5th of the charge back move) but the assist from ken is frozed in place.
At 2:00 minutes the assist hits and the freeze screen is broken and the super hits there after.
At 1:08 of the same vid he does not cancle until right after the 5th hit of the charge back move(almot did not even cancle the move instead just doing one after the other) and it still combos.
None of this was possible in my game. Sorry it is so long and typed out but still good stuff for him I think.
__________________
My C.O.B. will always ride B.O.E. Put that Pussy on a Pedestal!!!
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06-21-2009, 03:25 PM
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#24
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Metallica!!\m/ >__>
Join Date: Jun 2009
Location: Brooklyn,NY
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So much changes hope everything goes well for the English Release
__________________
Hinata Is My Wife Shes Mine >.<
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06-21-2009, 05:33 PM
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#25
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MMMM...richer!
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Good info about Tekkaman.
So far, I think the changes are fine. Casshern being able to stagger hit the opponent without an assist is not so bad, because now he can probably use it to get off unblockable traps with the aid of an assist.
Batsu's knockdown on fireball might give him more ways with which to extend his ground combo. If you think about it, none of his specials were any good for that, especially his crescent kick move. At least he gets something extra to baroque and play with. I also think this change is a sign that they're trying to weed out infinites, if taking somewhat drastic measures.
If Karas's infinite is gone, then his changes look like a lot of fun IMO. I've always wanted to combo into that third move in his rekka.
And of course everything they're doing to PTX is just wonderful.
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