head to bottom of post for Day 1.
DAY 2 (30/12/2010)
Ok, so… how do I start this again?
uhh… oh, day 2 of the Portugal Impressions. We had more players go there this time (3 instead of 4) yet we managed to gather the same, or more information. I did not get to play my team as much today, even though i played my character in different teams, yet it didn’t feel the same.
Anyways, what you all came here for
GENERAL- Stuff we hadn’t noticed the first time but you probably already know about X-Factor: You take more damage during it, Character regains red-life on screen (no need to tag-out), speed boost (I’m not sure if this is universal, however we verified that Dante, Chun-li and Doom have it).
Also, Yes, Triangle jumping into launchers is still still effective. Meter on block is considerably good.
[*]Weapon Switching with 2~2+Attack:
A = Reflector;
B = Glaive;
[*]C = Beads.
Amaterasu’s counter works the same as Wesker’s (high, low, projectile) and it is a regular DP motion. Only works with the Reflector equiped. A and B show up with yellow effects, C shows up as green.
If Amaterasu activates her Mist Hyper (slow-down effect) and dies, the effect stays after she’s gone, for it’s normal duration
As we said, GoldenArmor stays for around 15 seconds (I believe now it’s somewhere around 12/13)
If you tag out while in armor, you keep it and, same as Dante, the timer meter stays exactly the same as it was when you tagged out.
Your assists are also GoldenArmor boosted.
Different level’s of armor do have an impact on your keep-away
[*]Arthur has no dashes at all. no ground dash and no air-dashes. No double jump either. At least while armored. Now that I think about it, should’ve tested a BoxerMode dash.
Someone asked if Charging Star is safe on block and I regret to announce it’s quite the opposite. All versions were punishable by light attacks, with the C version being punishable by Hard attacks.
Cartwheel was not fully invincible, not even partially. Both hits and projectiles hit it clean.
No double Jump
His lvl3 is HCF+AB
[*]My friend that played him on monday says he’s disappointed with Cap and that he’s weaker than his previous incarnations.
[*]Kikosho has a large hitbox, some of it protecting her from the back. In other words, back hitbox
Devil Trigger lasts 6 seconds (we counted form 86 secs till 80). Yes, it seems like a random number, I thought of that too.
Dante can tag out with Devil Trigger on, retaining it for all his assists. When he tags back in, the times (over the hyper bar) will be exactly the same as it was before he tagged out.
Someone asked if you can cancel Dark Portal into teleport, no you cannot.
Teleport (DP Motion) goes different places depending of the strength you use.
A = Goes back, I believe;
B = Goes towards, behind the opponent;
C = Towards, in front of the opp, I believe.
You can do 3 teleports in a row, without landing
You cannot combo after a Dark Portal if you teleport behind the opp
Floating Bomb xx DHC Into Trish’s Round Harvest does around 25% chip, if I remember correctly
You can still do Floating Bomb xx KFC>Floating Bomb
You can generate an unblockable with Floating Bomb> B.Teleport
her charge-up move is still in the game. 2~2+C
One of her lvl1s is a timed Hyper where her little chibi duplicate shows up to help you on combos. At least that’s what it seemd like. Think Astral Vision, except not as good. apparently this was known, sorry
[*]Felicia does not seem bad at all. But I wonder how she’ll fare against characters with good keepaway.
[*]yes, UNIBEAM still beats Hadoken.
Could not land Aerial Rave xx HyperGravitation xx MagneticTempest
HyperGrav seems to slow to combo out of anything.
No normals were Jump Cancellable on block. Sorry, I absolutely forgot to try it on hit.
Magneto still seems strong, but I suspect he’s NOWHERE near as good as he was in MvC2
[*]He drops good damage
He’s really fun to play as I think. I like him because everything he does is very different.
Mountain Dew (Green Glob) is 2B
HeadButt is Any+E
He has a little Bomb he releases’s from below his chair that hangs about for a while before exploding. QCF+Any if I remember correctly, with each version having distance variations.
[*]Analyzer Cube is QCB+Any, with each strength having a distance variation:
A = Close, low to the ground (not low hitting);
B = Medium Range, head-height (not MODOK’s head, Magneto’s head);
[*]C = Fullscreen, medium height.
[*]The air version of Analyzer Cube work differently with each strength too, even though all of them are right next to him, with the objective of being comboed into i believe:
A = Above MODOK;
B = Same level as MODOK;
[*]C = Slightly below MODOK.
The Purpose of Analyzer Cube is to upgrade your Levels of Understanding. With each successful Analyzer you gain one level, and a flame ignites on MODOK’s forehead. This flame grows until it’s hue changes. (It’s usually pinkish, when it reaches a certain size, it turns violet as a sign of Full Understanding). Having a higher LoU boosts up your attacks greatly (his Psyonic Blaster Beam Hyper grew to ridiculous size and damage after I tested it with lvl9). I believe using specials (Psyonic Beam and C.Shield, for example) take out 1 LoU.
You can stack up to 9 LoU’s.
Aegis Shield (not really, it doesn’t do damage, simply acts as an almost impenetrable barrier) is done with b+C and b+E. b+C remains the same size, while b+E will grow to a size so big depending on the LoU’s that, as Seth Killian said, you will need to super-jump over them.
He has an aridash, 8-way, yes.
Clearing this up, he can both “fly” from his regular jump and use HCB+E to fly. HCB+E can be cancelled by repeating the command, jump-fly only cancels when he’s close to the ground (he can control height, however it is not infinite)
Has a Command Grab Hyper that seems to power-up depending on his Levels of Understanding.
Same as Dante, Astral Vision lasts 6 seconds and is a 2~2+AB command.
Unlike Dante, her clone disappears if you tag out during Astral Vision.
Wow, had a lot of fun playing him actually. He was definitely not a character I was paying a lot of attention to.
His “Get Over Here!” chain acts as a projectile, so it cancels out one hit of any projectile
Someone asked if you can use his Grapple Hook assist as a tool to get people inside Thor’s Command Grab range, unfortunately, it brings the opp to thor’s feet (still out of command grab range anyways) and knocks them down.
However, Grapple Hook assist> Thor’s MightySmash (DP+C) OTG xx MightyTornado works for considerable damage.
[*]Ground series>E>Air Combo xx A.Grappling Hook causes a wallbounce that lets you follow up. I feel there was more potential with this combo, but I really didn’t have time to test it out.
DP+ Any attack is her Sommersault move (FlashKick). Did not test how useful it is as an anti-air, but it seemed good.
QCF+Any is her Stun-inducing command grab. The range on this is noticeably better than Thor’s. A = Close, Forward; B = Anti-air; C = Run+Grab (similar to abel’s Breathless). yes, it is a command grab, and as such, it is not blockable.
j.2C Is her dropkick. Overhead, I believe.
Her FlashKick can be followed up with her run, simply by holding forwards after it. During her run, you can input different commands for different follow-ups:
A = Slide;
B = Clothesline;
C = C.FlashKick;
D = Sudden Stop (El Fuerte Style).
I couldn’t figure out for the life of me how to get her in “Track Stance”, Make her command dash, anything, sorry, but I tried everything, Half Circles, Quarter-Circles, DPs, double-taps, nothing… except.
She’s stiff, but seems relatively solid. I’d dare say she’s… Thor, but better.I’m really not feeling Thor over She-Hulk.
Sorry, didn’t get a lot on him. Just that he’s fun to play, but I kept it fairly simple and as a result there’s not a lot I can say about him. He’s fast, that’s for sure.
The fact that Maximum Spider doesn’t fail after the first hit is a huge bonus for him
Web Ball is QCF+A
Web Swing is HCF+B, if I remember correctly
Web Zip is A+E
Pretty straight-forward Character. At least in my POV.
Did not play her as much as I should have, I apologize.
Cancelling an air-dash into a move does not move her further upwards as I’ve been told it used to.
You can do GroundTyphoons from the top of the screen.
You can still do 3 consecutive Lightning Balls from the air. Believe the input was RDP… not sure though.
Someone asked about his “finger-point” move. Couldn’t find it at all… closest to that is his super-slow jab.
The character is not as bad as some might be thinking/I may have led some to think, but he’s definitely slow and he’ll definitely struggle. Our friend that invited us to play the game said he’s something like Hakan. I think he meant there’s SOME potential but you’ll have to work VERY hard to make the most out of the character.
[*]MightyTornado has a bad hitbox, it’s nowhere near SuperSkrull’s Inferno.
If you KFC Lunch Time, the servbots keep running and yes, it is easy to follow it up.
She seemed good, her normals were good and her command grab had nice range
[*]Nice damage output and intake.
Had even more fun playing him this time. The more I play him the more I feel that he has potential.
Teleport Informations: It’s a DP Motion. They are not affected by the opp’s position on-screen, same as Akuma’s teleport.
A = Forward;
B = Backwards;
[*]C = Up Forward.
[*]His counter had a few surprises for me this time. I previously reported it does not counter projectiles, Boy was I wrong. Counter is a Reverse DP motion:
A = High Counter that leads to an auto-launch;
B = Low Counter that leads to a wallbounce GhostButterfly;
[*]C = PROJECTILE COUNTER that leads into wallbounce Ghost Butterfly. In short, Wesker’s RDP+C counters projectiles, it has a distinctive green smoke around his hand instead of the regular blue on A and B.
Command Grab = HCB+Any (With C causing a low wallbounce and chance to follow up)
Normal Health, not to low.
MaximumWesker xx KFC > Maximum Wesker works perfectly, I double checked and yes, it’s an air KFC
MustangKick is not overhead.
[*]Did not find any overheads.
She could combo out of A~B~C xx C.Hop by cancelling the hop into an air series and I believe from watching [media=youtube]x6wP_s4SES0&t=0m51s[/media] that she can do a lot more after that.
j.2C (dive kick-like) can be done instant. No height restriction.
You can cancel instant j.2C into (air)QCF+A and follow that up with a combo starting with A.
Again, just reminding you that j.2C is not an overhead, however I believe that (air)QCF+A is.
[*]Super Fast character a whole lot of potential.
[details=Spoiler](post 2 for Blue’s impressions)
So, last week we, the portuguese community got an invitation to go play this game at a magazine’s office. I jumped on it without thinking twice. The build is the Viper+Storm one.
Anyways, I played it along with two other friends (one of them is here form SRK and will be posting his own impressions and character specifics in the 2nd post) and here’s what I thought of it (add an IMO at every single sentence):
The game is great. Everything flows out organically and pretty, the matches are frantic, non-stop and the game is fast. Faster than TvC from what i’ve played of both of them. Some characters have an amazing lockdown when together (Zero and chun act a bit like Zero and alex in TvC) and others can rush the shit out of you just by themselves (Chun-li). Still, the game seems balanced. Then again i only played it for one day. However, Thor seems pretty bad. I’m not just riding the wave of haters… he seems bad. his command grab is… same or worse than makoto’s HK.Karakusa in SSF4
HYPERS HAVE NEXT TO NO INVINCIBILITY. It’s laughable playing SF4 for 2 years and then playing this. I believe unless you have a 1frame Hyper you will not be able to EVER just randomly throw anything out during the opponent’s offense. It gets stuffed. It straight out gets stuffed before you even have the opportunity to flash. All you hear is the Hyper Activation Sound and then 1 bar of your meter is gone xD Personally, I’m loving this. LOVING IT. Also, a lot of hypers seems safe-ish, but that’s probably just me not knowing what punishes what.
Anyways, character specifics because that is what you all came here for (some of these answers are to questions that were asked here in the forums):
Prepare for the gut punch…
[*]Golden Armor lasts 15 seconds. Taking damage does not deplete from the little timer bar over his Hyper bar. It’s 15 seconds regardless. ONCE THE GOLDEN ARMOR IS GONE, you revert to boxer-mode. Now… in boxer mode, you TAKE RIDICULOUS DAMAGE. And I do mean ridiculous. As in I did A>B>C>E>Aerial Rave against him with Dormammu and it took out 70%. he’s like… SF4 Seth in Boxer-Mode. It’s shocking.
Burn Kick is feintable and you can follow that up with any attack/air special/dash, since she is airborne after the feint. it’s also EXTREMELY EASY and has a large window.
Burn Kick is overhead
 Seismo is NOT low
 you can use EX versions of her moves (BlueLightning knows more about that than me, wait till post 2 gets updates)
Focus depletes her health bar normally, but seems to absorb an infinite amount of hits. Dash cancellable
 Thunder Knuckles are also EASILY feintable, and you can feint them all the way till the active frames. Huge window. Now, I’m ALMOST SURE I managed to feint a HP.TK right after it hit the opponent.
Seismo strings are a million times easier than in SF4
She seems good, but relatively hard to use[/LIST][/details]
[*]About breaking teleport, EVERY 3rd TELEPORT BREAKS. 1, 2, break. 1, 2, break. We tried waiting a bit between each teleport, beating him between each teleport and it kept constant. 1, 2, break and it explodes, taking a bit of damage from DP’s opponent.
[*]LVL3 does not work vs projectiles (yeah you probably knew that)
[*]HE CAN DASH UNDER MAGNETO AND STORM. Seriously, this is awesome. Since magneto and storm constantly hover about, he can use his ultra low dash to go under them and cancel it on the other side with an attack. Instant mixups man. he cannot do it under MODOK.
[*]To Solve this once and for all, you cannot hold 3 PoTC and 3 PoTD. As soon as you get a combination of 4 (whatever hand), and then either try to charge more or liberate, he releases hellfire. There might be some variation (3/1 might bring out a different hellfire than 1/3) but I doubt it.
[*]PoTC is cancellable, all levels, into Chaotic Flame. However, lvl3 PoTC only combos into CF if you do it close to you, won’t work fullscreen, will work at bout midscreen.
[*]df+C is super cancellable, did not check for special cancellable
[*]Somebody asked about his normals… well, they seemed okay, nothing to write home about except for f+C (suffer+wallbounce) and j.C (big slash if I’m not mistaken).
I was not able to DHC into his lvl3, but it might have been me fucking up, don’t get your hopes up though.
lvl3 PoTD does cancel into Chaotic Flame
Purification xx Float Bomb xx(DHC)xx MaximumWesker combos if you purificate at point blank and do all the following cancels quickly. Somebody asked about this here in the forums.
His Air Dash is cancellable, however is ground dash is NOT
[*]He’s a keepaway beast. Stalk Flare+DarkPortals+Purifications, damn. But he’s in a bit of trouble once people get in on him, just pushblock them far from you. His pushblock seems to be better than other people’s, might be just me.
Switch Sign does not exist, i was not able to make this move (that’s supposedly DP+A/B/C) come out
Round Harvest tracks like Dormammu’s Stalker Flare, even if you DHC into maximum Wesker it’ll keep tracking and doing damage.
[*]Trish is looking great! Great damage, nice trick and her playstyle is deceptively straight-forward too. Loving her. Seems like a great character and her great divekick definitely earns her a spot in my team. Thumbs up. Keep her this way, Capcom.
ABCE whiffs on certain character (Zero and on Mirror Match), however ABC>2C>E works on everybody, since 2C is a slide that brings him closer to the opp.
 Not a lot of range on his normals, thanks to stubby arms.[/LIST][/details]
[*]His counters (special and hyper) do not work against projectiles, which was expected. No point blank dante bullets, nothing.
[*]His glasses break during the match
[*]I might have dreamt someone saying it was, but 6C and 3C are not unblockable in this build. Sorry. Maybe the assist version is, but his special wasn’t.
[*]His teleport is good. that’s all I can say about it. I predict major mindscrew.
“How did MW work in different situations? Did it usually connect successfully without dropping them?” Everytime I hit it (OFTEN) I NEVER, saw it drop an opponent on hit.
"How was Wesker’s health? Does he take much damage?"Average or a bit below average. I think. not sure.
[*] Didn’t count it exactly, but Logan’s Speed-Up Hyper seems to last something like 10 seconds. Not sure.
[*] He’s pretty good.[/LIST][/details]
I liked playing her really her hop is interesting however i wasn’t able to connect any instant overhead off of it on a crouching opponent. In retrospect, I should have tried her little BeastCannon thing.
Didn’t get to play with her invisibility mode, sorry
[*]Her j.2C is not overhead (sort of a dive kick, goes straight down, good for tri-jumping, maybe good to keep pressure on in conjunction with her hop.[/LIST][/details]
So there you go. Did the best write up i could do. We might have more impressions coming up these coming days. keep an eye on this thread.
Also, any questions, I’ll try to answer them. No, no footage was allowed, sorry :([/details]