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Messages - nilcam

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1036
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.

1037
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!

1038
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.

1039
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!

1040
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.

1041
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.

1042
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.

1043
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.

1044
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.

1045
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.

1046
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.

1047
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.

1048
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.

1049
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.

1050
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.

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