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Topics - nilcam

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166
Benimaru Nikaido / Benimaru Nikaido (Arcade Version)
« on: July 27, 2010, 03:01:09 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Catch and Shoot - ;bk / ;fd+ ;c / ;d

Command Moves
Jackknife - ;fd + ;b / ;d

Flying Drill - ;dn + ;b / ;d (in air)

Knee Drop - ;dn / ;fd / ;bk + ;c / ;d (close in air)

Special Moves
Raijin ken - ;qcf ;a / ;c *

Air Raijin ken - ;qcf + ;a / ;c (in air) *

Benimaru Lancer - ;dn ;db ;bk + ;a / ;c *

Super Inazuma - ;dp +  ;b / ;d *

Iaido kick - ;qcf+ ;b / ;d
    ∟ ;dn ;up + ;b / ;d

Benimaru Collider - ;hcb, ;fd + ;a / ;c (close) *

Desperation Moves
Raikouken - ;qcf ;qcf + ;a / ;c *

Rolling Thunder - ;qcb ;qcb + ;a / ;c

Neomax
Raiohken - ;qcf ;qcf + ;b ;d (can be directed  ;uf/ ;df/ ;fd after activation)

*EX version possible


Benimaru's Wiki entry.

Console changes:
- Flying Drill has faster recovery, normal hit can connect afterwards
* EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited time. They can be attacked with another move, or even get pushed by running to the edge of the screen.
* EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcade version. It now sort of works as a special that can be “placed” on the screen.
* EX Collider hits less times. That means less scaling for the combo to come afterwards.
* Neomax comes out faster, MAX cancel’s timing is different. Invincibility runs out before the hit detection comes out.
- Fierce/EX Super Lightning Kick does more damage. On a full hit, the fierce version’s damage has been raised from 70>100, EX from 135>192.
- Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch.
- EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219

Producer Yamamoto says: We’ve balanced him so that even the attacks that weren’t being used in the arcades would be of use. The EX Collider and EX Raijinken should especially come to more use since the opponent can be hit afterwards. The EX air Raijinken should be fun to place around for an attack string. His Neomax has no invincibility but it comes out a lot faster, so it might be fun to think of ways in using it.

167
Chin Gentsai / Chin Gentsai (Arcade Version)
« on: July 27, 2010, 03:00:48 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
Uronkochu - ;df + ;d
 ∟Feint - Press ;d again or hold ;df + ;d

Nikiyaku - ;df + ;b. ;b *

Special Moves
Chokaroh - ;dn ;dn + ;b / ;d >
 ∟Standing A (Press ;a during Chokaroh)
 ∟Nikiyaku (Press ;b during Chokaroh)
 ∟Getsugasosho (Press ;c during Chokaroh)
 ∟Far D (Press ;d during Chokaroh)
 ∟Zanbantetsu (Press  ;dn during Chokaroh)
 ∟Press  ;b ;d to cancel stance

Zanbantetsu - ;dn ;dn +  ;a / ;c *
 ∟Getsugasosho (Press ;a / ;c during Zanbantetsu)
 ∟Press  ;up to stop crouching

Suiho -  ;dn ;db ;bk+ ;a / ;c *

Ryu Sogeki - ;dn ;db ;bk + ;b /  ;d *

Inshu - ;bk ;dn ;db + ;a / ;c (Drink up to five times.  Increases offense while decreasing defense per drink)

Kaitenteki Kutotsuken - ;bk ;db ;dn ;df ;fd + ;b / ;d *

Desperation Moves
Tohkuhitenhoh - ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c *

Tetsuzankou - (Drunk) ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c

Neomax
Suisou Gouran Enbu - ;dn ;df ;fd ;dn ;df ;fd + ;b ;d (ground or air, can be controlled the direction of the flames)


Chins Wiki entry.

Console changes:
- (shown in video) Chin can do a close C from his d,d+K stance
- (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can’t follow up.
- (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
- Chin’s defense no longer decreases when he has drink stocks
- The active time of his counters has been decreased. The normal version now has the active duration of the arcade’s EX version, and the EX version’s is shorter still.
- His EX counter does less damage, reduced from 237 to 199.

Yamamoto – We added some interesting buffs to gameplay using d,d+K. Although parry time on hk+LK {Ex qcb+BD} has been reduced, the overall frames are shorter making it difficult to get punished. Drinking is easier to use compared to the arcade now that there is no defense penalty. Please have fun with the now trickier Chin

168
Clark Still / Clark Still (Arcade Version)
« on: July 27, 2010, 03:00:27 AM »


II. Command List

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Death Mountain Buster:  ;bk/ ;fd+ ;c/ ;d close

Death Lake Drive: ;bk/ ;dn/ ;fd+ ;c/ ;d close in air

Command Moves
Jet Uppercut: ;df + ;a

Step: ;fd + ;b ;d

Special Attacks
Super Argentine Backbreaker: ;bk ;db ;dn ;df ;fd+ ;b/ ;d* close  
┗Flashing Elbow: ;dn ;df ;fd+ ;a/ ;c

Vulcan Punch: ;a / ;c* (repeatedly)

Gatling Attack: [ ;bk ] , ;fd + ;a/ ;c*
┗Death Lake Drive follow-up:  ;fd ;dn ;df+ ;a/ ;c (after C version/EX)

Desperation Moves
Ultra Argentine Backbreaker:  ;fd ;df ;dn ;db ;bk x2+ ;a/ ;c* close

NEO MAX
Ultra Clark Buster: ;fd ;df ;dn ;db ;bk x2+ ;b ;d

III. An In-depth look

WIP!!!

Information provided by krazykone123


Clark's Wiki entry.

Console changes:
* His Stepping (Forward+BD) is faster
* Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw won’t come out any more
* Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB

Producer Yamamoto says: He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower.

169
Goro Daimon / Goro Daimon (Arcade Version)
« on: July 27, 2010, 02:58:51 AM »



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Okuriashi Harai - ;bk/ ;fd+ ;c/ ;d

Command Moves
Zujo Barai - ;df + ;c
Goro's old crouching swing upwards.  It is a great for anti air and has a great hit box.  It chains off a d.A and s.C and can be combo into his qcb+K, hcf+C, hcb~f+P command grab or his hcbx2+P DM.  You can still do df.C (anti-air) cancel into qcb+K.

Special Moves
Choukemi - ;qcb + ;b / ;d *
Goro's command roll.  This move eluded me for so many years until his 2k2UM version which made move cancelable mid roll.  That's right, you can roll and if they jump immediately you can cancel into hcf+A or if they don't move you cancel into hcb~f+P, if they try to poke and you time it just outside their range, you probably can use his dp+K command throw.  Only the B version is cancelable, D version seems to go farther, and the Ex version has invincibilty.

Jiraishin - ;dp + ;a / ;c *
Goro's earthquake.  With two hands raised about his head, Goro slams the ground with great force and if the opponent is blocking up then he will fall to the ground (he must crouch or jump).  The C version is his earthquake feint and the A version is the one that actuallly "connect".  His Ex version is faster, can be canceled out of (so far it seems like only dp+K) when his hands slap the ground, and is an overhead.

Tenchigaeshi - ;hcb ;fd + ;a / ;c (close) *
Goro's trusty command throws.  Goro picks up his opponent and slams him or her to one side, picks them up again and throw them back into the sky.  The Ex version has GREAT range and allows a follow up juggle attack such as far D.

Osotogari - ;dp + ;b / ;d (close) *
Goro's command throw.  Has one or two frames of invincibility but basically (much like Clark's dp+K Frankensteiner ) Goro performs a judo trip on his opponents; it'll catch you if you don't escape.  This move is DC'able into hcf+C.  Great move to cancel into after his command roll.

Kumotsukaminage - ;hcf + ;a *
Goro's standard anti-air.  Reaching into the sky with one hand outstretched.  Used well with predicted jumps (due to it's slow startup you have to use it pre-emptively) and in conjunction with Earthquake Feints (dp+C) on wakeups (Opponents tend to jump and so you do hcf+A to snatch them out of the air.

Kirikabugaeshi - ;hcf + ;c
Goro reaches and attacks the ground with one hand.  Relatively slow attack, however if you sweep your opponent and they do not tech roll, you get a free OTG hit.  Combos off a d.A, df.C chain.

Desperation Moves
Jigoku Gokurakuotoshi - ;hcb x2 ;a / ;c (close) *
Goro's standard command throw DM from iterations.  Picks up the opponent, slams them from side to side violently several times before throwing them into the sky.  Ex has increased range so he can combo s.A, d.B, Ex DM.

Neomax
Kyouten Douchi - ;qcf ;qcf ;a ;c (counter)
Goro's counter move DM, raises his hand like he's doing Earthquake.  If any physical attack hits Goro during this time he'll throw them into the sky and slam the ground like his Earthquake.  If used as a MaxCancel he'll just do the second part and slam the ground.


Goro's Wiki entry.

Console changes:
- Crouching C’s recovery time has been reduced.
- Kirikabugaeshi’s (qcf+C) recovery time on a whiff has been reduced. Doesn’t cause a knockback when blocked.
* EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi (hcf+C) and Kumotsukaminage (hcf+A) can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi (hcb*2+ P) has been added to the game.
* EX Chou Oosotogari’s (dp+BD) recovery time on a whiff has been reduced.

Producer Yamamoto says:
As a judo fighter, we’ve strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.

170
Hwa Jai / Hwa Jai (Arcade Version)
« on: July 27, 2010, 02:58:23 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Sou Hiza Jigoku - ;bk/ ;fd+ ;c/ ;d

Command Moves
Step Kick with Slide - ;df+ ;b

Special Moves
TNT Punch - ;qcf + ;a / ;c *
 ∟ ;qcf + ;a / ;c (Finishing Blow)

Dragon Tail - ;qcb + ;b / ;d (ground or air) *
Swiping kick similar to Joe Higashi's Golden Heel.  The ground B version has a lower arch, and the ground D version has a higher arch.  The aerial B version keeps the same trajectory as your jump and the aerial D version repels you backwards.


Dragon Kick - ;dp + ;b / ;d (ground or air) *
Weak versions are angle upwards or downwards respectively.  Strong versions goes horizontally.

Desperation Moves
Drink Pink - ;qcb ;qcb + ;a / ;c

Dragon Dance - ;qcf ;qcf + ;b / ;d *

Dragon Backbreaker - ;qcf ;hcb + ;a / ;c

Neomax
Final Dragon Kick - ;qcf ;hcb ;b ;d


Hwa Jai's Wiki entry.

Console changes:
- All frames on Drink super have been changed (apparently, its recovery is faster)
* Ground CD has changed. Moves forward and has invincibility to low attacks
* Fierce Dragon Tail has faster recovery; can be connected to a normal move after it hits
* Weak Dragon Backbreaker is now a 1F throw instead of a leaping throw
- Weak Dragon Tail comes out faster and connects from a fierce
- EX Air Dragon Kick now hits 3 times like its ground version and does 154 damage.
- EX Dragon Tail chips less guard meter

Producer Yamamoto says: Hwa has a lot of changes, like for example, his Weak Backbreaker is a 1F hit now. The recovery on his drink is different so it might be usable in a combo.

171
Kim Kaphwan / Kim Kaphwan (Arcade Version)
« on: July 27, 2010, 02:53:44 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Sakkyaku Nage - ;bk / ;fd+ ;c / ;d

Command Moves
Nerichagi - ;fd + ;b

Yopuchagi - ;fd ;fd + ;a

Special Moves
Hangetsuzan - ;qcb + ;b / ;d *

Kuchugetsuzan - ;qcb + ;b / ;d (in air) *

Hishokyaku - ;qcf + ;b / ;d (in air) *

Hienzan - (charge)  ;dn ;up + ;b / ;d
    ∟ ;dn + ;d (for knockdown in D variant)

Desperation Moves
Hououkyaku - ;qcb ;hcf + ;b / ;d (ground or air) * [only ground version has ex]

Hououhitenkyaku - ;qcf ;qcf + ;b / ;d

Neomax
Rei Shiki Hououkyaku - ;qcb ;hcf + ;a ;c


Kim's Wiki entry.

Console changes:

*Recovery on EX Hishoukyaku improved. Follow-ups possible.
*ff.A has been improved to hit crouching opponents who are in hit stun.
-Recovery on hangetsuzan lengthened
*Air hangetsuzan hits crouching opponents who are in hit stun. However, upwards hitbox has been reduced.
*EX hangetsuzan has better recovery when blocked
-Properties of fbx2.K have changed. Both versions below have extended recovery on a whiff
Weak ver: Invincible, blows back opponent horizontally
Strong ver: No invincibility, launches straight up
-Weak Hienzan has less invincible frames. Also note well that invincibility is upper body only.
*EX Air phoenix kick added. There are a few frames of invincibility on the initial attack frames.

Yamamoto:
Hangetsuzan isn’t safe on guard so be careful. On the other hand is ff.A can hit crouching opponents in hit stun and EX hangetsuzan can be followed by ff.A in the middle of the screen so regardless of the opponent’s status or distance there will always be combo options available to Kim. So a little bit of a change, let’s use various moves to rush the opponent down without giving them a break!

172
King / King (Arcade Version)
« on: July 27, 2010, 02:53:24 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Hook Buster - ;bk / ;fd+ ;c / ;d

Command Moves
 ;df ;d= Slide Kick
King's slide kick moves her forward on the ground for a low hitting kick. If you land close high kick, you can combo into slide kick and initiate a cancel into Trap Shot (other cancels still to be tested). However, landing her slide kick by itself will not let you cancel into Trap Shot.

Special Moves
 ;fd ;dn ;df ;b or  ;d= Trap Shot*
King will do a backflip kick. If it lands, she will go into a full animation where she kicks the opponent multiple times. If it whiffs, no further animation will occur. Trap Shot can be canceled into a lot of different moves (Venom Strike, Surprise Rose, others??) and seems to be safe on block, making it extremely useful.

 ;dn ;df ;fd ;b or  ;d= Venom Strike* (can be done in air)
King's projectile. A standard fireball on the ground. She can also perform this move anytime during her jump-arc whether it be neutral, backward, or forward, which is very useful for zoning.

 ;fd ;df ;dn ;db ;bk ;b or  ;d= Tornado Kick '95*
King does a whirlwind kick forward. The start up on this move feels pretty slow, so don't throw it out when your opponent is close enough to react. It's called Tornado Kick '95 because her Tornado Kicks in recent games have been much more vertical, and this Tornado Kick resembles the OG horizontal version in KoF 95

Desperation Moves
 ;dn ;df ;fd ;dn ;df ;fd  ;b or  ;d= DM Double Strike
King throw's out two very large and fast Venom Stikes.


 ;dn ;df ;fd ;dn ;df ;fd ;a or  ;c= DM Surprise Rose*
King does an upwards kick during the first part of the animation, then lands forward for more kicks. The upwards kick in the beginning makes this super viable as an anti air, but it does not have great priority and can get beaten out by certain normals. Depending on whether you press  ;a or  ;c, she will travel shorter or farther respectively with the second part.

Neomax
 ;dn ;db ;bk ;dn ;db ;bk ;b+ ;d= NEOMAX Venom Shot

Information provided by davidkong07


King's Wiki entry.

Console changes:
- (shown in video) Jump D stays out longer
- (shown in video) close C has faster startup
- (shown in video) D Venom Strike (air) has a smaller recoil
- far D has less lag
- (shown in video) Slide can be cancelled without being cancelled into

Yamamoto – We focused on her normals mainly. Although the number of changes are few, it will change gameplay significantly as normals are used most often. Her slide is a great low move and since her close HP {s.C} isn’t affected by scaling easily, please us it often as a combo starter.

173
Kula Diamond / Kula Diamond (Arcade Version)
« on: July 27, 2010, 02:52:43 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Ice Coffin - ;bk / ;fd+ ;c / ;d

Command Moves
One Inch Punch - ;fd + ;a

Slider Shoot - ;df + ;b

Special Moves:
Crow Bites - ;dp + ;a / ;c *

Diamond Breath - ;qcf + ;a / ;c *

Counter Shell - ;qcb + ;a / ;c

Ray Spin - ;qcb + ;b / ;d
    ∟ ;fd + ;b (Standing) or ;fd + ;d (sitting) +

Desperation Moves
Diamond Edge - ;qcf ;qcf + ;a / ;c

Freeze Execution - ;hcb x2 + ;a / ;c

Neomax
Neo Freeze Execution - ;hcb x2 + ;b ;d


Kula's Wiki entry.

Console changes:

*s.B adjusted. Compared to the arcade, Kula now moves forward giving the move greater range.
-Recovery on df.B improved
-EX Ray Spin no longer invincible
*EX Ray Spin Sit recovery improved
-EX Diamond Edge is faster
*Freeze execution adjusted. Faster and follow-up hitbox improved.
-EX Counter shell has a stronger hitbox

Yamamoto:
Both supers expending 2 meters have become more powerful. Both make Kula invincible and are good for interrupting opponents or as anti-airs. Her use of meter has increased, so she has become a character that will test meter management skills. It may be fun using the wire damage on counter hit on her EX counter shell.

Although this is the last of the character change series, it certainly isn’t the end of the blog updates. We still have lots of information and movies to show you so stay tuned!

174
Leona Heidern / Leona Heidern (Arcade Version)
« on: July 27, 2010, 02:51:48 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
Strike Arch - ;fd + ;b

Special Moves
Moon Slasher - (charge) ;dn, ;up + ;a / ;c *

Baltic Launcher - (charge) ;bk,  ;fd +  ;a / ;c *

Earring Bakuden - ;qcb ;b / ;d *

Grand Sabre Run - (charge) ;bk, ;fd + ;b / ;d *

X-Calibur - ;qcb ;a/  ;c (in air) *

Desperation Moves
V-Slasher - ;qcf ;hcb ;a / ;c (in air) *

Slash Sabre - ;qcb ;hcf ;b / ;d

Neomax
Leona Blade - ;qcb ;hcf  ;a + ;c

Leona's Wiki entry.

Console changes:
* Voltec Launcher chips less guard meter
- Strike Arch (directon move) comes out faster
* Fierce V-Slasher has different angle; weak travels short, fierce goes far. EX version is the same as the arcade.
- Ground Saber has longer recovery when blocked. About even when fierce version gets blocked.
- Moon Slasher has less hitback when blocked. All of them (weak, fierce, EX) are easier to get punished than the arcade.
- EX X-Caliber comes out faster. Still can’t be comboed from a normal or direction attack.

Producer Yamamoto says: Moves such as the Ground Saber and Moon Slasher are easier to get punished so be careful. We’ve balanced her so that she can do things such as attack strings with her EX X-Calibur, or break into the opponent with her Strike Arch. Her Fierce V slasher has been buffed, and she’s a character that’s good in various occasions such as air-to-air combat or against projectiles.

175
Mai Shiranui / Mai Shiranui (Arcade Version)
« on: July 27, 2010, 02:51:24 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Fuusha Kuzushi: ;bk / ;fd+ ;c / ;d

Command Moves
Wall Jump - ;uf in all near wall (1P side),  ;ub on 2P side

Ukihane - Air ;dn + ;b

Yume Sakura (Air Throw) - ;fd / ;dn / ;bk + ;c / ;d (close in air)

Special Moves
Kachosen - ;qcf + ;a / ;c *

Ryuenbu - ;qcb + ;a / ;c *

Hisstatsu Shinobi Baichi - ;hcf + ;b / ;d *

Musasabi No Mai - (charge) ;dn ;up + ;a / ;c

Musasabi No Mai (air variant) - ;qcb + ;a / ;c (in air) *

Desperation Moves
Chou Hisstatsu Shinobi Baichi - ;qcb ;hcf + ;b / ;d (ground or air) *

Neomax
Shiranui Ryuu Kunoichi no Mai - ;qcf ;hcb + ;a ;c (ground or air)


Mai's Wiki entry.

Console changes:
- Kaschousen comes out faster, also has quicker recovery
* Ukibane (down + B in air) has different trajectory than Arcade, recovery time has been changed
* Musasabi(from ground) can be canceled to Floating attack
* WK>FK is a chain combo. Can be used to connect into HD mode, and also gives Mai more damage on pokes
* EX air Shinobibachi added in game. Invincible until hit detection comes out.
- Crouching FP has more cancelable frames
- Weak Ryuenbu has more vertical hitbox
* Neomax comes out faster and freezes time when it reaches the edge of screen

Producer Yamamoto says: We’ve balanced her as a female ninja by giving her attacks that can make her fight more tricky from the air. Using Ukibane to trick the opponent and doing an attack string, or hit confirming from her crouching fierce punch have become effective tactics. Her Neomax has also been buffed.

176
Mature / Mature (Arcade Version)
« on: July 27, 2010, 02:51:03 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Special Moves
Despair - ;dp + ;a / ;c *
    ∟ Tsuika ;a / ;c  

Metal Massacre - ;qcb + ;b / ;d *

Death Row - ;qcb + ;a / ;c (up to 3 times) *

Ebony Tears - ;qcf ;hcb + ;a / ;c *

Desperation Moves
Nocturnal Lights - ;qcf ;qcf + ;a / ;c *

Heaven's Gate - ;qcb ;hcf + ;b / ;d

Neomax
Awakening Blood - ;qcb ;hcf + ;a  ;c

* = EX version possible


Mature's Wiki entry.

Console changes:
* Ebony Tears comes out faster. Can hit opponent afterwards
* Weak Metal Massacre is a one hit attack
* EX Deathrow correctly puts crouching opponent into hitback state on a hit unlike arcade version. If the opponent is crouching during 1-4 hits, a fierce Metal Massacre can still combo with a drivecancel.
- EX Despair doesn’t move Mature behind the opponent even if they’re crouching

Producer Yamamoto says:
Ebony Tears is a lot easier to use now. Weak Metal Massacre has been changed to a single hit and does less scaling, so it might be useful for fast paced matches.

177
Maxima / Maxima (Arcade Version)
« on: July 27, 2010, 02:49:53 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Dynamite Drop - ;bk/ ;fd+ ;c/ ;d

Command Moves
M9 Missile - ;df + ;c

Special Moves
M4 Vapor Cannon - ;dn ;db ;bk + ;a / ;c (ground or air) Has Guard Point properties (more in the ;c) *
EX: Increases priority, Wire damage can be followed up (Air Vapor Cannon has Guard Point)

M19 Blitz Cannon - ;fd ;dn ;df + ;b / ;d *
EX: Has guard point, additional hit frame on his knee

Maxima Press - ;fd ;df ;dn ;db ;bk + ;b/  ;d *
 ∟Press Plus - ;dn ;db ;bk + ;a/  ;c > Super Cancel only
    EX: Fast and hard to jump over, Press Plus can now be Drive and Super Canceled, Instant-grab when near opponent unlike the D version which has a start-up animation.                                                                                                                                    
Desperation moves
Double Vapor Cannon - ;dn ;df ;fd ;dn ;df ;fd+ ;a/ ;c
EX: Faster startup, increases hitcount.

Neomax
Maxima Laser - ;fd ;df ;dn ;db ;bk x2 + ;a ;c


Maxima's Wiki entry.

Console changes:
-df.C has better recovery
*No recoil after air vapor canon
*Guard points on normal are now cancellable by specials
*Hit box on the follow up to EX Maxima Press improved. Can now hit from counter CD.
-No bounce back when EX Maxima Press is guarded. He’s now more vulnerable to punishes.

Yamamoto:
df.C can be used effectively as an early (okiwaza) anti-air as the recovery has improved. Also counter df.C and counter j.CD can be followed by EX Maxima Press for extra damage, possible to counter-confirm. Pressuring the opponent by earning precise follow-up damage is the ideal way to play Maxima.

178
Raiden / Raiden (Arcade Version)
« on: July 27, 2010, 02:49:38 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Special Moves
Poison Mist - ;qcb + ;a / ;c *

Raiden Bomb - ;dp + ;a / ;c

Head Crusher - ;hcf + ;b / ;d (Close) *

Giant Bomb - (charge) ;db, ;fd + ;a / ;c
    ∟ ;a ;b (for feint)

DropKick - (charge) ;b / ;d ,release

Desperation Moves
Super Raiden Drop - ;hcb x2 + ;a / ;c (close)

Crazy Train Lariatoooo - ;qcf ;qcf + ;a / ;c

Neomax
Raiden Bomber - ;qcf ;qcf + ;b ;d


Raiden's Wiki entry.

Console changes:
- (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw
- Adjustments to Super Drop Kick (lol)
* Charge times have been increased.
* Invincibility removed
* Guard crush ability has been reduced
* Can no longer be connected after a guard cancel attack
* Knocks the opponent away.
- Jump D’s hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
- (shown in video) Giant Bomb (feint) has less recovery
- EX Raiden Bomb’s forward travel distance has been reduced.
- (shown in video) Raiden Bomber now has complete invincibility.

Yamamoto – Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK {j.D}, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.

179
Ralf Jones / Ralf Jones (Arcade Version)
« on: July 27, 2010, 02:49:21 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Dynamite Headbutt - ;bk / ;fd+ ;c / ;d

Command Moves
Jet Uppercut - ;df + ;a

Special Moves
Vulcan Punch - ;a / ;c (repeatedly) *

Burning Hammer - ;qcf + ;a / ;c *

Explosive Punch - ;qcb + ;a / ;c *

Gatling Attack - (charge) ;bk,  ;fd + ;a / ;c *

Dive Strike - ;qcf + ;a / ;c (in air) *

Desperation Moves
Galactica Phantom - ;qcf ;qcf + ;a / ;c *

Bareback Vulcan - ;qcb ;hcf + ;b / ;d

Neomax
Jet Vulcan - ;hcb x2 + ;a ;c


Ralf's Wiki entry.

Console changes:
- (shown in video)Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel.
- (shown in video) During Vulcan Punch (all versions) Ralf can move forward.
- (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks.
- (shown in video) Both versions of Galactica Phantom can be charged.
- crouch D has less lag.

Yamamoto – Ralph=power is the simple equation we used here. The centerpiece being his chargeable Galactica Phantom. Damage increases as charge levels go up, release it earlier to improve damage with a super cancel. It’s nostalgic that he can move again during his Vulcan Punch.

180
Robert Garcia / Robert Garcia (Arcade Version)
« on: July 27, 2010, 02:49:02 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Kubikiri Nage - ;bk/ ;fd+ ;c/ ;d

Command Moves
Upper - ;fd + ;a

Lower - ;fd + ;b

Ushirogeri - ;b ;d (in air)

Special Moves
Ryugekiken - ;qcf + ;a / ;c *

Ryuga - ;dp + ;a / ;c *

Hienshippukyaku - (charge) ;db, ;fd + ;b / ;d *

Hienryujinkyaku - ;qcb + ;b / ;d (in air) *

Geneikyaku - ;fd ;bk ;fd + ;b / ;d *

Ryuren Geneikyaku - ;hcf + ;b / ;d (close) *

Desperation Moves
Ryukohranbu - ;qcf ;hcb + ;a / ;c *

Haohshokoken - ;fd ;bk ;hcf + ;a / ;c

Neomax
Hienshippuryujinkyaku - ;qcf ;hcb + ;b ;d


Robert's Wiki entry.

Console changes:

- (shown in video) stand CD has faster startup
- You can’t roll recover after being hit by his NEOMAX
- (shown in video) LK Hien Shippuu Kyaku {charge db~f+B} has faster startup, such that it can be comboed from light attacks.
- (shown in video) his f+A floats the opponent upwards if done by itself
- (shown in video) EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock.
- EX Ryuuko Ranbu has more lag after being blocked.
- (shown in video) EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
- Haoh Shoukou Ken has faster startup and will combo from strong attacks.

Yamamoto – There’s no invincibility on Robert’s f+LP {f.A}, but when trading with a jump attack, it’s still possible to juggle afterwards. It’s a one command move, so good to keep in mind as an anti-air option. Not only can weak hien-shippukyaku combo from weak attacks, Ryugekiken is useful against opponents who roll forward.

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