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Topics - nilcam

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181
Ryo Sakazaki / Ryo Sakazaki (Arcade Version)
« on: July 27, 2010, 02:48:42 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 Moves
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.

182
Sie Kensou / Sie Kensou (Arcade Version)
« on: July 27, 2010, 02:47:55 AM »


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

* = EX version possible

Command Moves
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

Yamamoto:
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.

183
Terry Bogard / Terry Bogard (Arcade Version)
« on: July 27, 2010, 02:47:00 AM »


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

* = EX version possible

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

Command Moves
Rising Upper - ;df + ;c

Back Knuckle - ;fd + ;a

Special Moves
Power Wave - ;qcf + ;a / ;c *

Burn Knuckle - ;qcb + ;a / ;c *

Crack Shoot - ;qcb + ;b / ;d *

Rising Tackle - (charge) ;dn,  ;up + ;a / ;c *

Desperation Moves
Power Geyser - ;qcb ;hcf + ;a / ;c *

Buster Wolf - ;qcf ;qcf + ;b / ;d *

Neomax
Trinity Geyser - ;qcf ;qcf + ;a ;c


Terry's Wiki entry.

Console changes:
* Crouching A > Crouching C is a chain combo. Can be canceled.
* Normal Buster Wolf’s (qcf x2+P) dashing speed is now identical to the EX version. But the Invincibility is the same as before.
- Far D’s recovery time has been reduced.
- Standing CD’s hit detection lasts a bit longer.
* Trinity Geyser’s (qcb~hcf+P) hitbox has been changed so that it actually hits 3 times.

Producer Yamamoto says:
We’ve mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser’s hitbox has been changed, and he can also hit the opponent afterwards in the corner.

184
Vice / Vice (Arcade Version)
« on: July 27, 2010, 02:46:41 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 Moves
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 Decide 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)

Yamamoto – 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.

185
Yuri Sakazaki / Yuri Sakazaki (Arcade Version)
« on: July 27, 2010, 02:46:20 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 Moves
Yuri Raijin Kyaku - ;df+ ;b in air

Tsubame Tsubasa -  ;fd+ ;a

Special Attacks
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

Yamamoto:
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!

186
Meet & Greet / Info sharing thread
« on: July 26, 2010, 02:49:43 AM »
Let's get this started by sharing online info so that we can coordinate games, set up online ranbats, etc.

Name: nilcam
Online IDs
PSN: nilcam
Supercade.net: Neil Cambre

187
Please do not discuss any pirating of software on this board. Disc-Swapping software is fine for playing imports.

Treat other posters with respect. Demeaning remarks, including racism and homophobia, will not be tolerated.

Keep topics in relevant sections. If you feel that a new section is warranted, suggest it to me via PM.

Please avoid double posting. (Kane317's pet peeve) No "bumping" or carbon copy (repeating the exact same post) allowed. Double posting is allowed, provided it is on topic and adds to the thread discussion.

New members are encouraged to introduce themselves in the Meet & Greet section but this is not mandatory.

We all want a better, bigger SNK scene in the US. I'm hoping Dream Cancel can become that place. Common courtesy and respect will help us to grow by leaps and bounds.

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