Here it is…
Hello everyone.
It's the 2nd update on character changes. We've used random select to choose the characters for this round, but could it be mischievous nature of the gods of random select?
Unvelievably, the entire Fatal Fury team was selected. Perhaps it was their unshakeable friendship that brought them all together for this round…
(*denotes in the vid)
System changes:Hit stun from normal jump attacks has been reduced. In general, air specials come out faster and so arcade combos beginning with air attacks can be cancelled into air specials then continued on the ground.
Elizabeth (New character color used in video):Gauge increases from Entincelles (fb+P) have been diminished
EX Reverie-Geler (hk+P) has a longer recovery time on success. As such, follow ups beginning with normals will no longer hit. On the other hand, recovery time can be cancelled with a special move.
EX versions of Reverie-Souhaiter (fb+K) and Reverie-Prier (hk+K) have been added. Both can be cancelled by a special or greater. The specials that are used to cancel with will automatically be the EX version at no extra cost (Does not apply to Supers).
*Damage on Grand Rafale (fb,hcb+P) has been reduced from 200 > 150
Invincible time on Noble-Blanche (fbx2+P) has been increased
Hit boxes on EX Noble-Blanche have been adjusted to hit more easily. This allows all hits to land in the corner.
*Increased Neo Max cancellable frames on Grand Rafale
Yamamoto:The addition of EX versions of Reverie-Souhaiter and Reverie-Prier will increase the breadth of her offense.
Please experiment with the move, combined with Mistral (near hcb,f+p) it can act as a moving throw for example.
Grand Rafale has been reduced in damage to 150, but it is now no longer limited to a max cancel on the first hit.
Also, Noble-Blanche (includes EX ver) is now max cancellable and can be used at the end of a combo amongst other possibilities.
Terry Bogard:*c.LP>c.HP target combo has been added and is cancellable
*Buster wolf now moves forward at the same speed as it's EX version
Reduced recovery time on far HK
Increased attack frames on s.CD
*Made adjustments to Trinity Geiser so that can hit 3 times more easily
Yamamoto:Modification of Terry's normal attacks was the primary focus. With the addition of his target combo his combos are more stable.
He can attack with more of an accent now that his normals have gotten stronger.
The showpiece of his changes is his Trinity Geiser. Now that all 3 hits will land in the corner, it is also possible to continue the combo with even more hits.
Goro Daimon:Recovery on c.HP reduce
Miss recovery on Kirikabu-Gaeshi (hc+HP) improved. No hitback on guard
*EX Chou Ukemi (hk+K) is cancellable by special or greater. It is possible to go straight into a throw during the invincible frames.
*Kirikabu-Gaeshi and Kumo-Nage (hc+LP) are drive cancellable when they connect
*Super cancel version of Jigoku Gokuraku-Otoshi (near hcbx2+P) added
* Whiff recovery on EX Chou Osoto-Gari (dp+P) improved
Yamamoto:To make him more like a judo practitioner-like, changes were centered around his throws.
Worthy of special mention - although it requires a super cancel, Jigogku Gokuraku-Otoshi can be comboed into from various throws.
Definitely check out how his HD combos can now consist completely of throws.
Joe Higashi:*Oponents are juggle-able when hit by his slide. As in the video, the slide is not cancellable with specials other than the Bakuretsuken, unless in HD mode.
*EX Screw Upper stops moving when it hits the opononent as seen in the video. As a result, being punished when the opononent in the corner is no longer a fear.
*The slide can be cancelled with Bakuretsuken, but not with other specials.
*Slash kick is drive cancellable
EX Tiger Kick was made faster. It now has strong frontal invincibility
Screw Straight initiates faster, but is not invincible. Also, the simultaneous projectiles limit applies
Yamamoto:His slide can be cancelled by moves other than Bakuretsuken in HD mode, so experiment with slide initiated HD combos and combo continuations.
The way EX Screw Upper hits has been changed so it is safe to use in the corner. Also, behavior on a max cancel from it has changed.
Ryo Sakazaki:Forward movement on Ko-Ou Ken increased
*Less frames for Hi/Low parries. The low parry is especially fast and can serve other purposes in attack strings
*Delay reduced after Zanretsuken hits. Weak Ko-Ou Ken for example, can be used to follow up in the corner.
*Stand alone overhead now faster
Weak Koho's rising/attack time reduced. On the otherhand, overall move time has been reduced which allowing Ryo to move more quickly afterwards
*Weak Koho now drive cancellable
Haoh Shokoken initiates more quickly. It can now be used to punish fireballs or combo from strong attacks
Yamamoto:As he is called 'the Invincible Dragon' we wanted to focus on his defense. As he is the only character with parries, we changed them dramatically.
Aside from defensive applications, low parry being even faster than high parry, can be used to cancel recovery on other attacks.
Please try out his weak Koho. It's been spead up considerably and can be used in HD combos.
Andy Bogard:*Normal jump HK's cross-up properties enhanced
*Close HP now a 2 hit move. The first hit has no knock-back so f+LP can hit stably
*LK>HK can now be cancelled
*Damage on Chou Reppadan (hk,hcf+K) has been increased from 162 to 198
EX Ku hadan (hc+K) is no longer invincible
*Neo Max is faster
Yamamoto:Combo starting mechanics were made stronger such as cancellable LK>HK, 2 hit close HP, and the improved jump HK cross-up.
Close HP>f+LP will no longer whiff so it can be used without fear.
"Super God Speed Zaneiken" has been spead up, so now it really is "Super God Speed".
Athena Asamiya:*Cancel-Phoenix Bomb properties have been changed. The angle has been changed and hits crouching opponents when cancelled out of a strong attack.
*Recovery on weak Phoenix arrow improved, but note that the opponent's hit stun has also been reduced
It is now possible to cancel Athen's Psychic Teleport with a special or greater. In arcade, only the 2nd half of the teleport could be drive cancelled, but on console standard cancels are possible.
s.CD has been made faster
*Shining Cristal Bit no longer moves backwards at the time of activation
Yamamoto:Regarding the differences in recover time on weak Phoenix Arrow. The difference is enough that punishes via normals will not hit after the oponenent guards.
By merit of this change, cancelling Phoenix Bomb (f+LK) into weak Phoenix Arrow after a normal attack cancel may be an effective strategy.
Athena players will be happy with other changes such as the improved s.CD and Shining Crystal Bit buffs.
Iori Yagami:*Hit box on stand alone df+C has been improved. Using it as a follow-up after his command throw is now more reliable.
*hk+HP has longer movement range
Close HP>Cmd throw will connect in almost all cases
*Maiden Smasher (including EX) will now cause an unrecoverable knock down
Contrary to Flame Iori, easy to attack opponents on their wake-up
EX hk+P has lost it's invicibility, however, the legs are still invincible
hk+HK has become safe. Normal attacks can't punish it on block.
Yamamoto:Attack strings and combos are stronger now that hk+HP has more forward movement and hk+HK is safe.
Now that Maiden Smasher causes hard downs, attacking the oponent upon wake-up may become an important tactic.
We've made it so EX hk+K can pass through fireballs and given EX Maiden Smasher long invincible time in order to allow different playstyles in comparison to Flame Iori
Please look forward to Claw Iori who's quite different from the arcade version.
@SAB, I translated in order of meaning > natural English > word-for-word accuracy.
Some quick impressions -
- Liz - looks like good balancing, game play changes will be cool
- Ryo - YES!! Finally. Yeeeeeeeeeargh!!
- Andy - FUCK, everyone's fears confirmed - at least at face value
- Goro - I want to try him now
- Joe - CAN'T WAIT (am I biased?? hehe, don't care as long as he isn't god tier. HURRICANE UPPAH!!)
Enjoy!