DM damage can be scaled down to a maximum of 40% in combos now (as opposed to 50% before). However, scaling for NEOMAX DMs is unchanged, making them a better choice for ending HD combos. Moves that were unaffected by damage scaling in the arcade version continue to do 100% of their damage in the console version.
(shown in video) You now get more meter when you are hit by or block an opponent’s attacks, making it easier to escape from a rushdown situation using a guard cancel attack or something similar. It may be better to go for simple HD combos and to keep to combos that do fewer hits. (NOTE: This is something that Dune pointed out in one of the interview videos that Kane317 did recently).
CHIN GENTSAI
(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.
ASH
(shown in video) All versions of Genie stay on the screen longer.
(shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.
Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.
B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.
EX Genie now knocks away while retaining its juggling properties
(shown in video) Germinal now takes no gauge
(shown in video) Thermidor’s startup is faster
(shown in video) The version of EX Genie done using both kicks tracks the opponent.
ROBERT
(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 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.
VICE
(shown in video) Strong version of Mayhem has less 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)
RAIDEN
(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.
RALF
(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.
KING
(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
KYO (a new color was shown on the video)
(shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
Kototsuki You (HCB+K) has more lag on block
(shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
(shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
Finally I have a chance to try PS3 version of this game,the loading time after install are much better, after you choose your stage it takes 6-8 seconds to load, for the 2nd and 3rd character it takes 2-3 seconds to load, if you and your opponent have the same character it takes 1/2-1 seconds to load. :D.
Video in A111111357’s above post: Translation by the Professor
System Changes
-Backstep turns to aerial state in 1 frame. Backstepping can be used as a way to evade attacks on wakeup.
-The guard meter’s recovery timing and recovery speed has been changed. Compared ot the arcade, it starts to recover sooner after blocking an attack, but its pace of recovery is slower.
KENSOU
[Featured in video] EX Ryuusougeki(qcb+AC in air) has faster startup.
[Featured in video] st.B> st.C has been added in as a chain combo. A followup can be done when it hits.
[Featured in video] Shinryuu Seikoushou(qcf,hcb+P) has been changed to a 1F throw
[Featured in video] Ryuusougeki(qcb+P in air)’s recovery frames can be canceled with specials and higher
[Featured in video] Chokyudan(qcb+P) has faster recovery.
Producer Yamamoto says-
Kensou’s Shinryuu Seikoushou(qcf,hcb+P) can be useful not just to break through the opponent, but also to punish opponents that have rolled through his projectile. His projectile itself has faster recovery, so you should be able to use that as a main weapon. His Ryuusougeki(qcb+P in air) can be followed up with various specials, and the stB>st.C chain can be followed up with attacks like his cr.B and st.D. By using them together with his projectile, you can fight in a style with distance in your mind. YURI
[Featured in video] Kuuga(dp+P)’s travel distance and falling trajectory has been changed
[Featured in video] Houyoku(dp+K)’s followup with Tsubame Otoshi(AC) has “anywhere juggle” detection (it hits regardless of the opponent’s state)
[Featured in video] Jump A can be canceled with Yuri Raijinkyaku(df.B).
[Featured in video] Weak Hyakuretsu Binta(hcb+B) has been changed to a throw.
[Featured in video] Hyakuretsu Binta(hcb+K) can be drive canceled. However, not the EX version.
Standing B has faster Startup.
Jump CD’s hit detection stays out longer.
Yuri Raijinkyaku(df.B in air)’s executable height limit has been eased.
EX Hyakuretsu Binta has shorter invincibility after its attack detection comes out.
Haou Shoukouken has faster recovery.
Producer Yamamoto says-
Depending on the button you press, her Hyakuretsu Binta(hcb+K) functions as a 1F throw, running grab, or an invincible hit attack, so you’ll need to use them according to the situation. It becomes a powerful weapon if you can use them accordingly. Also, the biggest change we made to her is the Houyoku(dp+K)> Tsubame Otoshi(AC) which now has anywhere juggle detection. Use it in all sorts of situations to do additional damage! MAXIMA
[Featured in video] Maxima drops on the spot after his Air Vapor Cannon(qcb+P)
[Featured in video] When the opponent’s attack gets blocked with the autoguard on his normal moves, he can cancel his normal move before it comes out.
[Featured in video] Followup hitbox on EX Maxima Press(hcb+BD) has been buffed. He can now follow up after a counter with his CD attack.
EX Maxima Press does not open distance when blocked. Easier to get punished than before.
M9 Missile(df.C) has faster recovery.
Producer Yamamoto says-
The M9 Missile(df.C) has faster recovery so it’s easier to use it as an early anti-air. If his M9 Missile or jump CD hits as a counter, he can follow up with an EX Maxima Press. It’ll be ideal to confirm counters for additional damage and to apply pressure on your opponent. DUOLON
[Featured in video] EX Genmuken(f.AC) knocks back opponent for a longer time on a hit. It can be followed up with attacks like a fierce punch or weak Juon Shikon(qcb+P).
[Featured in video] EX Shakijuuryuu(qcf+P) can be canceled with specials and higher.
[Featured in video] Juon Shikon(qcb+P)’s frames have been tweaked. The weak version comes out faster than before so it’s easier to use for strings and combos.
[Featured in video] Genmukyaku(f.K) can be canceled with supers(DMs) and higher.
Neomax’s damage has been increased from 400>448.
Producer Yamamoto says-
Genmukyaku(f.K) can be used by itself and canceled into a super, and it can also be useful for hit confirming during a combo from a Genmuken (f.P > qcf+K> f.K > DM). It’s become easier to place his projectile, so try using it after a move so you can attack together with it. KIM
[Featured in video] Ex Hishoukyaku has faster recovery. He can follow up with a normal move.
[Featured in video] Yopuchagi(f,f.A)’s hitbox has been enlarged and it hits crouching opponents in hitstun state.
[Featured in video] Weak air Hangetsuzan(qcb+B in air) hits crouching opponents in hitstun state. However, the move’s hitbox is shorter in its upper side when compared to the arcade version.
[Featured in video] EX air Hououkyaku(qcb,hcf+BD) has been added to game. Only has a few frames of invincibility after hit detection comes out.
Hangetsuzan(qcb+K) has slower recovery.
Houou Hitenkyaku(qcfx2+K) has acts a bit differently than before. Both weak and fierce have slower recovery on a whiff.
.Weak ver: Has invincibility, thrusts opponent forward
.Fierce ver: No invincibility, thrusts opponent vertically
Weak Hienzan(d.u+K) has less invincibility. Also, it only gives Kim invincivility on the upper half of his body.
Producer Yamamoto says-
His Hangetsuzan(qcb+K) has slower recovery and it’s punishable on block, so be careful. On the other hand, his Yopuchagi(f,f.A) hits crouching opponents that are in hitstun, and his EX Hangetsuzan can be followed up with a Yopuchagi even from the middle of the screen, so you an do combos regardless of the opponent’s state and distance. Unlike before, use various moves and keep on the offense! K’
[Featured in video] EX Iron Trigger(qcf+AC) > EX Second Shoot(f.B) acts a bit differently than before. The projectile gradually becomes faster and hits two times.
[Featured in video] Air Minutes Spike(qcb+K) has anywhere juggle detection. (it hits regardless of the opponent’s state)
[Featured in video] EX Air Minutes Spike(qcb+BD) has faster recovery.
[Featured in video] EX Chain Drive(qcf,hcb+AC) has anywhere juggle detection. (it hits regardless of the opponent’s state)
Jump B, Jump D’s hitbox and length of hit detection time has been changed.
Iron Trigger(qcf+P) has slower recovery. So does its followup attacks.
Narrow Spike(qcb+K after Minutes Spike) has slower recovery than arcade version when blocked.
Weak Crow Bites (dp+A) has shorter invincibility. Also, it only gives K’ invincivility to the upper half of his body.
Minutes Spike (including Air version) acts a bit differently than before. It comes out at a certain timing rather than the distance to the opponent.
Neomax is completely invincible.
Producer Yamamoto says-
He has a lot of nerfs, but he has new buffs like the anywhere juggle detection on his Air Minutes Spike and EX Chain Drive which will let him do additional damage. By taking advantage of opportunities and doing the additional damage, he should be able to cope for his nerfs. Also, his EX second Shoot was mostly used for zoning until now, but with its new change, you can take control of the battle from a far distance depending on how you use it. KULA
[Featured in video] Standing B moves more forward, so it has more reach than the arcade version.
[Featured in video] EX Rayspin(qcb+K) > Sit(f.D) has faster recovery.
[Featured in video] Freeze Execution (hcbx2+P) has better followup hitbox and comes out faster.
Slider Shoot (df.B) has faster recovery.
Invincibility has been taken out from EX Rayspin(qcb+BD).
EX Diamond Edge(qcfx2+AC) comes out faster.
EX Counter Shell(qcb+AC) has larger hitbox.
Producer Yamamoto says-
Her supers that use two meters have both been buffed up. Both of them makes Kula invincible so she can use it to interrupt the opponent’s strings or use them as an anti-air. She should be a character that uses a lot of power meter, so meter management will be vital for her. Her EX Counter Shell’s hitbox is bigger, so aiming for a counter with it and doing wire damage should be interesting as well.
Can someone please explain to me why Amazon does not have release date delivery for this game? I would like to have it in my possession before I go back home for college break.
Irrefutably yes. This is basically a XIII UM and a huge balance overhaul from the already much liked XIII arcade version.
King is about the same as her arcade version with slight tweeks, her offensive pressure with her normals is quite potent used in the right hands (see BALA in ReveLAtions and Evo tourney), good overal zoner, average damage output.
Ralf is even moreso of a powerhouse than his arcade variant, already really refreshing to play as he’s redesigned from his previous incarnations.
Daimon has jumped up in his tier rankings due to his changes, once considered the bottom of the entire list, now easily mid-high tier thanks to being able to convert damage from any scenario now.
Ah, thanks for the reply! I was just curious if there were any changes that made people scratch their heads (Like some characters in a capcom games like SF4 and MVC3 when those are shown a lot of the time), and if the overall game seems more balanced as a whole.
Also, I have played the arcade version once, and Ralf was pretty different to me haha, will take some time to get used to this version of him.
King seemed like her self enough, used her fine.
Daimon’s a character I have always wanted to learn, but never really have, and after watching that one video those guys put up talking about the changes to him + the rest of his team, it made me decide to pick him up.
its still free damage off his overhead, so it at least has a use. i plan on charging it until i get hd bar at least. its just that raiden has so many tools, for him to have good dropkick on top of that is kind of strange
Have to say the move is pretty much a “SURPRISE” move that warped the game. All the points that were addressed were things that made it really dumb like GCCD into dropkick. You shouldn’t be able to do that.
The game feels incredibly balanced. A bunch of us were talking about it last night, we can’t seem to agree on who’s the “least-effective” character in the console roster anymore, of course things can change as time passes–we’re just talking about from what we’ve experienced so far.
The head scratching changes to me would be the ability to follow up after a normal throw for three characters (and this is coming from a Chin user). The second would be the changes done to Chin’s drinking properties (muhahahaha)–but I’ll take it