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Topics - nilcam

#2
I know there's a pretty strong following for the Naruto manga in the fighting game community so this seems appropriate.

Sometimes I feel like a simple fighting game with over-the-top action and excitement. That's when I play Ultimate Ninja Storm games. The new iteration will have a new combo system and, for the first time in UNS, a cancel system. This game also features some of the nicest 3D graphics ever!

Naruto Shippuden Ultimate Ninja Storm Generations - X360 / PS3 - Never Ending Ninja Storm
#3
Saturday, February 4, 2012

*************************************************
IMPORTANT: The tournament start time has changed.
The new start time is 6:00 PM (one hour earlier).
Please check the schedule below!
*************************************************

Cactus Jack's Arcade
1211 N Council Rd
Oklahoma City, OK 73127

Games & entry fees:
There will be a one-time $5 equipment fee when you sign up. The equipment fee will be waived for anyone who brings a game setup (console, game disc(s), and low-lag LCD monitor) to be used during the tournament.

Ultimate Marvel vs Capcom 3 (Xbox 360) - $10
Super Street Fighter IV AE2012 (Xbox 360) - $10
The King of Fighters XIII (PS3) - $10
Soulcalibur V (PS3) - $10

The pot will be split 70%/20%/10% for 1st, 2nd, and 3rd place respectively. If a game has less than 10 entrants, the pot will be split 80%/20% instead.

Schedule:
5:00PM - We will begin setting up around this time
5:30PM - Registration open for all games
6:00PM - Registration closed for SSF4AE and KOF13
6:05PM - Tournament begins for SSF4AE and KOF13
7:30PM - Registration closed for UMVC3 and SC5
7:35PM - Tournament begins for UMVC3 and SC5

Please make sure you arrive with enough time to register!

Rules:
- Double elimination
- Button mapping is allowed
- No turbo or macros
- Stage selection will be random if both players cannot agree on a stage
- You may not use any glitch that prevents the game from being played. This includes game freezing, game resetting, player freezing, etc.
- Pausing is not allowed. If the game is paused accidentally or on purpose by a player, the opponent will be awarded that game, unless it is clear that gameplay could not have been affected (for example, in the middle of an ultra animation) or if the other player agrees to continue playing.

UMVC3
- Versus mode, 99 seconds, 2/3 games (3/5 grand finals), no handicap, medium damage (default)
- "Simple" control type is not allowed.
- The winner of a game may change assist types (not characters).
- "Auto super jump" will be disabled on all stations.

SSF4AE
- Versus mode, 99 seconds, 2/3 rounds, 2/3 games (3/5 grand finals), no handicap
- The winner of a game may change ultra (not character).

KOF13
- Versus mode, 60 seconds, 2/3 games (3/5 grand finals), no handicap, medium damage (default)
- The winner of a game may change character order (not characters).
- DLC characters will be available.

SC5
- Versus mode, 60 seconds, 3/5 rounds, 2/3 games (3/5 grand finals), 100% health and soul gauge
- Stage selection is random.
- The winner of a game may not change character. The loser may request a new random stage selection or change character.
- Create-a-Soul characters are not allowed.
- Dampierre is not allowed (until he becomes available as a DLC character).

Please bring your own fight sticks or controllers. Otherwise, you will need to convince someone to let you borrow theirs. If you want to use a PlayStation controller on an Xbox 360 or vice versa, it is your responsibility to supply your own converter.

We will use location-based seeding (if necessary). This means that if you and your friend(s) enter the tournament together, you will be spread out in the bracket so that you don't play each other early in the tournament. Make sure that you let us know while signing up on the day of the tournament if this applies to you so we can create the bracket appropriately.

RSVP: http://shoryuken.com/forum/index.php?threads/feb-4-2012-gentlemens-fighting-league-of-oklahoma-5th-premiere-tournament-oklahoma-city-ok.153327/
#4
Training Room / Gameplay video critiques
January 10, 2012, 05:29:45 PM
Post up your gameplay videos and have them critiqued by other members. The idea is that both the poster and other members will be able to learn from these videos, both what to do and what not to do as well as brainstorm ideas based on situations and reactions.

A few ground rules:
1. In order for this to work, criticism has to be constructive and offer advice to help the poster imprvoe.
2. Flaming/trolling will NOT be tolerated. First offense results in a warning; second is a monthly ban; third = goodbye!
#6
Official Announcements & Information / Fighting spam
January 02, 2012, 05:20:46 AM
I have installed a new extension to help combat spam. If you experience any issues, please PM me directly.
#7
Andy Bogard / Andy video thread
December 29, 2011, 06:20:44 PM
#8
Vice / Vice wiki building thread
December 14, 2011, 12:47:34 AM
http://dreamcancel.com/wiki/index.php?title=Vice_(XIII)

Submissions, questions, comments and feedback should be posted here.
#9
Takuma Sakazaki / Takuma wiki building thread
December 14, 2011, 12:46:53 AM
http://dreamcancel.com/wiki/index.php?title=Takuma_Sakazaki_(XIII)

Submissions, questions, comments and feedback should be posted here.
#10
Sie Kensou / Kensou wiki building thread
December 14, 2011, 12:46:16 AM
http://dreamcancel.com/wiki/index.php?title=Sie_Kensou_(XIII)

Submissions, questions, comments and feedback should be posted here.
#11
Shen Woo / Shen wiki building thread
December 14, 2011, 12:44:46 AM
http://dreamcancel.com/wiki/index.php?title=Shen_Woo_(XIII)

Submissions, questions, comments and feedback should be posted here.
#12
Ryo Sakazaki / Ryo wiki building thread
December 14, 2011, 12:43:49 AM
http://dreamcancel.com/wiki/index.php?title=Ryo_Sakazaki_(XIII)

Submissions, questions, comments and feedback should be posted here.
#13
Robert Garcia / Robert wiki building thread
December 14, 2011, 12:43:17 AM
http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_(XIII)

Submissions, questions, comments and feedback should be posted here.
#14
Raiden / Raiden wiki building thread
December 14, 2011, 12:42:35 AM
http://dreamcancel.com/wiki/index.php?title=Raiden_(XIII)

Submissions, questions, comments and feedback should be posted here.
#15
Maxima / Maxima wiki building thread
December 14, 2011, 12:42:04 AM
http://dreamcancel.com/wiki/index.php?title=Maxima_(XIII)

Submissions, questions, comments and feedback should be posted here.
#16
Mature / Mature wiki building thread
December 14, 2011, 12:41:31 AM
http://dreamcancel.com/wiki/index.php?title=Mature_(XIII)

Submissions, questions, comments and feedback should be posted here.
#17
Mai Shiranui / Mai wiki building thread
December 14, 2011, 12:40:50 AM
http://dreamcancel.com/wiki/index.php?title=Mai_Shiranui_(XIII)

Submissions, questions, comments and feedback should be posted here.
#18
Kula Diamond / Kula wiki building thread
December 14, 2011, 12:39:28 AM
http://dreamcancel.com/wiki/index.php?title=Kula_Diamond_(XIII)

Submissions, questions, comments and feedback should be posted here.
#19
King / King wiki building thread
December 14, 2011, 12:38:53 AM
http://dreamcancel.com/wiki/index.php?title=King_(XIII)

Submissions, questions, comments and feedback should be posted here.
#20
K' / K' wiki building thread
December 14, 2011, 12:38:05 AM
http://dreamcancel.com/wiki/index.php?title=K%27_(XIII)

Submissions, questions, comments and feedback should be posted here.
#21
Ex Iori (Flame) / EX Iori wiki building thread
December 14, 2011, 12:37:13 AM
http://dreamcancel.com/wiki/index.php?title=Classic_Iori_(XIII)

Submissions, questions, comments and feedback should be posted here.
#22
Iori Yagami (Claw) / Iori wiki building thread
December 14, 2011, 12:36:42 AM
http://dreamcancel.com/wiki/index.php?title=Iori_Yagami_(XIII)

Submissions, questions, comments and feedback should be posted here.
#23
Hwa Jai / Hwa Jai wiki building thread
December 14, 2011, 12:35:56 AM
http://dreamcancel.com/wiki/index.php?title=Hwa_Jai_(XIII)

Submissions, questions, comments and feedback should be posted here.
#24
Elisabeth Branctorche / Elisabeth wiki building thread
December 14, 2011, 12:34:57 AM
http://dreamcancel.com/wiki/index.php?title=Elisabeth_Branctorche_(XIII)

Submissions, questions, comments and feedback should be posted here.
#25
Duo Lon / Duo wiki building thread
December 14, 2011, 12:33:39 AM
http://dreamcancel.com/wiki/index.php?title=Duo_Lon_(XIII)

Submissions, questions, comments and feedback should be posted here.
#26
Clark Still / Clark wiki building thread
December 14, 2011, 12:33:01 AM
http://dreamcancel.com/wiki/index.php?title=Clark_Still_(XIII)

Submissions, questions, comments and feedback should be posted here.
#27
Chin Gentsai / Chin wiki building thread
December 14, 2011, 12:32:24 AM
http://dreamcancel.com/wiki/index.php?title=Chin_Gentsai_(XIII)

Submissions, questions, comments and feedback should be posted here.
#28
Billy Kane / Billy wiki building thread
December 14, 2011, 12:31:13 AM
http://dreamcancel.com/wiki/index.php?title=Billy_Kane_(XIII)

Submissions, questions, comments and feedback should be posted here.
#29
Ash Crimson / Ash wiki building thread
December 14, 2011, 12:29:44 AM
http://dreamcancel.com/wiki/index.php?title=Ash_Crimson_(XIII)

Submissions, questions, comments and feedback should be posted here.
#30
Andy Bogard / Andy wiki building thread
December 14, 2011, 12:29:03 AM
http://dreamcancel.com/wiki/index.php?title=Andy_Bogard_(XIII)

Submissions, questions, comments and feedback should be posted here.
#31
With the release of The King of Fighters XIII, we started discussing some changes to the forum. First, we've added all new character forums and new console-specific threads. The new threads and subforums are in place. We have plans for other threads in each subforum and those will be revealed in time. Another task we're working on is a massive wiki update. Desmond Delaghetto, steamwolf and FataCon are spearheading this effort. We're working to simplify the pages and present the information in a more uniform manner. Each character will have a wiki submission thread so that users can offer information and we can test and post it up. These are just some of the upcoming improvements we're working on.

Another change is the newly added a general fighting game section, for those of you who play more than KOFXIII.

If you have any suggestions to improve the site, please post it in the suggestion board: http://dreamcancel.com/forum/index.php?board=31.0
#32
Mr. Karate / Mr. Karate
December 06, 2011, 06:51:19 AM
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Ippon Seoi - ;bk / ;fd + ;c/ ;d

Command List
Seiken Sandan Tsuki - ;fd + ;a

Sokutou-geri - ;fd + ;b

Special Attacks
Ko'ou-ken - ;qcf + ;a / ;c *
 ∟ Step - ;fd ;fd after ;c ver Ko'ou-ken

Kohou - ;fd;dn;df + ;c *
 ∟ Break - A+B after first hit

Shorankyaku - ;hcb + ;b / ;d *

Hakyokujin - ;qcb + ;a / ;c *

Zanretsuken - ;fd ;bk ;fd + ;a / ;c *

Hi'en Shippukyaku = ;hcf + ;b / ;d (air only) *

Desperation Moves
Haoh Shikouken - ;fd ;hcf + ;a/ ;c

Ryuuko Ranbu - ;qcf ;hcb + ;a / ;c *

Kyokugen Kohou - ;qcf ;qcf + ;b / ;d

Neomax
Kishin Sanga Geki - ;qcb ;hcf + ;a ;c

EX Mr. Karate's wiki entry.
#33
Ex Iori (Flame) / EX Iori (Flames)
December 06, 2011, 06:48:04 AM


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

* = EX version possible

Throw
Sakahagi -  ;bk / ;fd +  ;c / ;d

Command Normals
Yumebiki =  ;fd +  ;a

Yuri Ori = j.  ;bk + ;b

Gofu In "Shinigami" =  ;fd + ;b

Special Moves
Oniyaki -  ;fd ;dn ;df + ;a/ ;c *

Kuzukaze - ;hcb ;fd + ;a/ ;c *

Aoihana - ;qcb + ;a/ ;c (Up to 3 times) *

Yami Barai - ;qcf + ;a/ ;c *

Koto Tsuki - ;hcb + ;b/ ;d *

Desperation Moves
Ya Otome - ;qcf ;hcb + ;a/ ;c *
 ∟ Saika - ;qcf x4 +  ;a ;c

Yamisogi - ;qcf ;qcf + ;a/ ;c

Neomax
En'ou - ;qcb ;hcf + ;a ;c

EX Iori's wiki entry.
#34
Kula Diamond / Kula Diamond (Console)
December 06, 2011, 06:46:14 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 Normals
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

Producer Yamamoto says: 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.
#35
Maxima / Maxima (Console)
December 06, 2011, 06:44:53 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 Normals
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) *

M19 Blitz Cannon - ;fd ;dn ;df + ;b / ;d *

Maxima Press - ;fd ;df ;dn ;db ;bk + ;b/  ;d *
∟Press Plus - ;dn ;db ;bk + ;a/  ;c > Super Cancel only                                                                                                                                  
Desperation moves
Double Vapor Cannon - ;dn ;df ;fd ;dn ;df ;fd+ ;a/ ;c

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.

Producer Yamamoto says: 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.
#36
K' / K’ (Console)
December 06, 2011, 06:43:38 AM


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

* = EX version possible

Throw
;fd / ;bk + ;c / ;d

Command Normals
One Inch Punch - ;fd + ;a

Special Moves
Eins Trigger - ;qcf + ;a / ;c *
 ∟ Second Shoot - ;fd + ;b
 ∟ Second Shell - ;fd + ;d
 ∟ Blackout - ;dn \ ;bk + ;b / ;d

Blackout - ;qcf + ;b / ;d *

Minute Spike - ;qcb + ;b / ;d (ground or air) *
 ∟ Narrow Spike (ground variant only) - ;qcb + ;b / ;d

Crow Bites - ;dp + ;a / ;c *
 ∟ Crow Bites Plus (C version only) - ;fd + ;d

Desperation Moves
Heat Drive - ;qcf x 2 + ;a / ;c

Chain Drive - ;qcf ;hcb + ;a / ;c *

Neomax
Hyper Chain Drive - ;hcb x 2 + ;a ;c

K's Wiki entry.

Console changes:
*EX Ein trigger > 2nd shoot properties have been changed. The projectile hits twice and gradually increases in speed.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger " includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.

Producer Yamamoto says: Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention " EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.
#37
Chin Gentsai / Chin Gentsai (Console)
December 06, 2011, 06:42:01 AM


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

* = EX version possible

Command Normals
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 10% 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 ;db ;bk ;db ;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.

Producer Yamamoto says: 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.
#38
Sie Kensou / Sie Kensou (Console)
December 06, 2011, 06:40:25 AM


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

* = EX version possible

Command Normals
Backflip Feint - ;b ;d

Special Moves
Chokyudan - ;qcb ;a / ;c *

Ryutouda - ;qcf ;a / ;c
 ∟ ;qcf ;a / ;c (Ryutetsushou)
         ∟ ;qcf ;b / ;d (Hasei Shitsukuu Zanryuu)

Ryubokko - ;dp ;a / ;c *

Ryugakusai - ;rdp ;b / ;d *

Ryusogeki - ;qcb ;a / ;c (in air) *

Sikuzanryukyaku - ;qcf ;b / ;d *

Desperation Moves
Super Chokyudan - ;qcb ;qcb ;a / ;c *

Super Punch Drill - ;qcf ;hcb ;a / ;c

Neomax
Seigan Senki Hakkei - ;qcf ;qcf ;a ;c

Kensou's Wiki entry.

Console changes:
*Air EX qcb.P starts up faster
*s.B>C is now a target combo. Follow ups possible after it hits.
*His punch super is now a 1 frame throw
*When air qcb.P hits, it can be canceled with a special or greater
*His fb’s recovery time is improved

Producer Yamamoto says: Aside from being a good way to disrupt guard, his punch super can be used effectively to catch opponents who roll past his fb. His fb game has improved and can be used as a central strategy now that the recovery is better. His air qcb.P can be cancelled with any special and the new s.B>C target combo can be linked by following with c.B or s.D. I recommend using these changes aggressively along with his fb whilst minding distances.
#39
Athena Asamiya / Athena Asamiya (Console)
December 06, 2011, 06:38:50 AM


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

* = EX version possible

Command Normals
Phoenix Bomb - ;fd + ;b

Special Moves
Psycho Ball - ;qcb + ;a / ;c *

Psycho Sword - ;dp + ;a/  ;c *

Teleport - ;qcf + ;b / ;d *

Phoenix Arrow - ;qcb ;b / ;d (in air) *

Reflector - ;qcb + ;b / ;d *

Psychic Throw - ;hcf + ;a / ;c (close) +

Desperation Moves
Shining Crystal Bit - ;hcb x2 + ;a / ;c (ground or air) > ;a ;c (for Cancel) *

Neomax
Psycho Medley XIII - ;hcb ;fd ;a ;c

Athena's Wiki entry.

Console changes:
* Phoenix Bomb (from Cancel: f.B) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow’s (air qcb K) recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport (Ex qcf K) can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it’s also a normal cancel now (doesn’t cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit (hcb x2+P) doesn’t move back on execution.

Producer Yamamoto says: Weak Phoenix Arrow has been balanced so that it can’t be punished with normal moves on a block. Since there’s less worries about it being punished, it should be effective to use it together with her buffed up Phoenix bomb, There’s other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.
#40
Leona Heidern / Leona Heidern (Console)
December 06, 2011, 06:35:08 AM


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

* = EX version possible

Command Normals
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.
#41
Clark Still / Clark Still (Console)
December 06, 2011, 06:32:13 AM


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 Normals
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 - Charge  ;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

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 Gatling gets blocked, the after attack 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.
#42
Ralf Jones / Ralf Jones (Console)
December 06, 2011, 06:30:06 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 Normals
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 *

Blitzkrieg Punch - ;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.

Producer Yamamoto says: 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.
#43
Mature / Mature (Console)
December 06, 2011, 06:14:04 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

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.
#44
Vice / Vice (Console)
December 06, 2011, 06:12:30 AM


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

* = EX version possible

Throws
Death Blow - ;bk / ;fd+ ;c / ;d

Command Normals
Dokken - ;fd + ;a

Special Moves
Splash - ;dp + ;a / ;c *

Mayhem - ;qcb + ;a / ;c
   ∟;qcf + ;a / ;c (Splash - EX only) *

Deicide - ;hcf + ;b / ;d *

GoreFest - ;hcb ;fd + ;a / ;c *

Desperation Moves
Negative Gain - ;hcb x2 + ;b / ;d *

Overkill - ;db ;dn ;df  ;fd ;uf ;up ;dn + ;a / ;c (in air)

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

Vice's Wiki entry.

Console changes:
- (shown in video) Strong version of Mayhem has le
ss lag. If you hit with the edge of it you can do a strong attack as a followup.
- (shown in video) Added a new chain combo D -> D. Only cancellable in HD mode.
- jump CD is faster.
- (shown in video) EX Mayhem has faster startup.
- (shown in video) Strong version of Decide can be comboed into the Strong version of Mayhem.
- EX Deicide has less lag and is easier to followup with normal attacks.
- (shown in video) Splash (including the followup version) can be super cancelled into Overkill AFTER it hits.
- (shown in video) Overkill can be MAX Cancelled.
- Overkill’s command has been made easier. If the last input is in any downward direction it will register.
- Damage adjustments:
* Her f+A (when cancelled) does 45 damage (down from 70)
* Her Overkill does 200 damage (down from 220)
* Her EX Mayhem does 120 damage (down from 160)

Producer Yamamoto says: She’s received a number of damage nerfs, but in exchange she has a lot more combo opportunities making the nerfs not so noticeable. Her air game has especially improved with her jump CD, EX Decide can be used afterwards to follow up.
#45
Iori Yagami (Claw) / Claw Iori (Console)
December 06, 2011, 06:08:31 AM


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

* = EX version possible

Throws
Sakahagi  - ;bk / ;fd + ;c / ;d

Command Normals
Yumebiki - ;fd + ;a , ;a

Yuri Ori - ;bk + ;b in air

Kui - ;df + ;c

Special Attacks
Nueuchi - ;dp + ;a / ;c *

Shogetsu - ;qcb + ;a / ;c *

Akegarasu - ;qcb + ;b / ;d *

Tsuchitsubaki - ;hcf + ;a /;c close *

Desperation Moves
Maiden Masher - ;qcf ;hcb + ;a / ;c *

Neomax
Yatagarasu - ;qcf x 2+ ;b + ;d

Iori's Wiki entry.

Console changes:
* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Producer Yamamoto says: With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.
#46
Takuma Sakazaki / Takuma Sakazaki (Console)
December 06, 2011, 06:06:57 AM


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

* = EX version possible

Command Normals
Ashitou Kyaku - ;fd + ;b

Special Movess
Ko Ou Ken - ;qcf + ;a / ;c *

Kyoukugen Ko Ou - ;qcf + ;b / ;d *

Zanretsuken - ;fd , ;bk , ;fd + ;a / ;c *

Hienshippukyaku - Charge ;db , ;fd + ;b / ;d *

Kyokugen Houken - ;hcb + ;b / ;d *

Desperation Moves
Haohshikoken - ;fd ;hcf + ;a / ;c *

;qcf ;hcb + ;a / ;c

Neomax
Built Upper - ;qcf x 2 + ;a ;c

Takuma's Wiki entry.

Console changes:
- Jump CD comes out faster
- Stun value on attacks has been lowered
* EX Kyokugen Koou comes out faster and has quicker recovery. Still can’t be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. It’s still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyaku’s damage reduced from 70 to 50.

Producer Yamamoto says: He has less stun values than the arcade, but he’s still easier to dizzy the opponent than other characters. Also, it’s not written above but damages on his other specials have also been raised, and he’s a character that can do high damage. He’s been buffed in a lot of places like his air CD and invincible Fierce Ryuuko Ranbu, so please try using him.
#47
Robert Garcia / Robert Garcia (Console)
December 06, 2011, 06:05:21 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 Normals
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.

Producer Yamamoto says: 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.
#48
Ryo Sakazaki / Ryo Sakazaki (Console)
December 06, 2011, 06:04:02 AM


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

* = EX version possible

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

Command Normals
Hyochuwari - ;fd + ;a

Jodanuke - ;fd + ;b

Gedanuke - ;df + ;b

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

Koho - ;dp + ;a / ;c *

Hienshippukyaku - ;hcb + ;b / ;d
 ∟ ;b / ;d (Second hit, ;d version only) *

Zanretsuken - ;fd ;bk ;fd + ;a / ;c *

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

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

Neomax
Tenchihahoken - ;qcf ;qcf + ;a ;c

Ryo's Wiki entry.

Console changes:
- Ryo travels more forward when doing his Ko’ouken.
* Ryo’s parries" the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)
* Fierce Zanretsuken (f~b~f+C) recovers faster on a hit. It can be comboed to a weak Kohken (qcf A) in the corner.
* Standalone f +A Hyouchuuwari (meaning, not from a cancel) comes out faster.
- Weak Koho’s (dp+P) rising time/hit detection time has been reduced. But the move itself is faster, so it can be used for more various occasions.
* Weak Koho can be drive canceled and allows for juggling.
- Haou Shoukouken (f~hcf+P) comes out faster. It can be comboed from a normal fierce, or even be used as an anti-projectile.

Producer Yamamoto says: We’ve mainly buffed up his defense, and it brings justice to his nickname “The invincible dragon”. Ryo’s unique moves, the Joudannuke and Gedannuke, have been dramatically changed. His Gedannuke is especially fast, and aside from using it for defense, it can also be used to reduce his recovery on attacks. His Weak Koho’s motion is also faster than before, and it can be used in HD combos.
#49
Yuri Sakazaki / Yuri Sakazaki (Console)
December 06, 2011, 06:02:37 AM


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

* = EX version possible

Throws
Oni Harite - ;bk/ ;fd+ ;c/ ;d close

Tsubame Otoshi - ;bk/ ;dn/ ;fd+ ;c/ ;d close in air

Command Normals
Yuri Raijin Kyaku - ;df+ ;b in air

Tsubame Tsubasa - ;fd+ ;a

Special Moves
Saiha - ;dn ;db ;bk+ ;a/ ;c *

Yuri Chou Upper - ;fd ;dn ;df+ ;a/ ;c *

Raiouken - ;dn ;df ;fd+ ;c/ ;d (also in air) *

Ko Ou Ken - ;dn ;df ;fd+ ;a/ ;c *

Hyakuretsu Binta - ;fd ;df ;dn ;db ;bk+ ;b/ ;d *

Houyoku - ;fd ;dn ;df+ ;b/ ;d *
∟ Nage ;a/ ;c, Yuri Raijin Kyaku  ;b/ ;d, Dageki  ;a ;c

Desperation Moves
Haoh Shou Kou Ken - ;fd ;bk ;db ;dn ;df ;fd+ ;a/ ;c

Hien Hou'ou Kyaku -  ;dn ;df ;fd ;df ;dn ;db ;bk+ ;b/ ;d

Neomax
Haoh Raiouken - ;dn ;db ;bk ;dn ;db ;bk+ ;a ;c also in air

Yuri's Wiki entry.

Console changes:
Yuri
*The distance travelled on her dp as well as the angle of descent has been adjusted
*Her air throw coming off of dp.K has special follow up properties
(special follow up properties "ie- versus normal situations where an opponents in an air status that cannot be followed up on with subsequent attacks)
-s.B is faster
*j.A can be cancelled with her dive kick
-Movement limits on Yuri’s dive kick have been relaxed
*Her hcb.B is now a 1 frame cmd throw
-The invincibility after attack frames on EX hcb.K has been shortened
-Recovery on haoh-shokoken improved

Producer Yamamoto says: Depending on which buttons get pressed on hcb.K, a 1 frame throw, a running throw, an invincible attack, the properties of the move change dramatically so it will be necessary to use the variations according to the situation. This will be a versatile weapon in her arsenal so please give the move a try in depth. The real spectacle here is her air throw from dp.K which is now a hit-anything move. Try racking up on damage in various situations!
#50
Mai Shiranui / Mai Shiranui (Console)
December 06, 2011, 06:01:17 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 Normals
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.