Right on schedule; roughly one month away from release. It is, however, looking a bit unlikely that I’ll have a totally new character ready to go, but I’m hoping I can do it. I have also locked down who the last 4 are.
Here’s what’s left:
[LIST]
[]Binary Taeko - 10%
[]Binary Yoko - 0%
[][S]Binary Maya - 100%[/S]
[][S]Binary Roy - 100%[/S]
[]Hex Tsukiko - 0%
[][S]Hex Zppr - 100%[/S]
[]Hex Oliver - 0%
[]Binary Oliver - 0%
[]Captain Jack (New character?)
[]Endora (Other new character?)
[]BadCat (Other-other new character?)
[]Mythical Hero (Final new character?)
[][S]Full system adjustments - 100%[/S]
[][S]Damage scaling - 100%[/S]
[][S]HEX re-evaluation - 100%[/S]
[][S]HEX Maya > DEC Maya - 100%[/S]
[*]Character guide - 30%
[/LIST]
I wanted to stream some of the new stuff last weekend, but I totally forgot EVO was going on and decided against it so here’s a quick run-down of the new stuff:
Binary Maya
This may be one of the most brutally difficult, but rewarding character’s so far. First off, she has a very difficult time getting in and she has one very unsafe and risky reversal. Zoning characters and relentless rushdown will give her a great deal of trouble.
On the other hand, she has great damage potential and she builds overdrive faster than anyone else. So fast, in fact, that through a series of highly difficult links and wall combos, she can use this ability to 100% kill someone. Granted, setting this up is highly situational and will likely never happen.
She has 3 different command throws which can be blocked, but one must be blocked high, one low, and the other is the safest and is just a mid. They all serve their own alternative purpose as well. She also has zoning projectiles which can bring opponents in easily.
Her overdrive is a strength booster in a sense. Each time you use it she levels up once (maximum level is 5). Each level decreases her damage scaling by 1% eventually making her combos only scale 1% per hit rather than the usual 5%. Like everyone else, you can activate this overdrive pretty much whenever; making it so you can combo into and out of your overdrive (if done correctly). I’ve been able to level up 5 times in one combo. Starting from level 0, this combo does about 70% on Nadia. Starting at level 5, it does 130% roughly.
Basically, she’s very dangerous once you get in, but you really have to stay in. Let off, and you’ll have trouble winning.
Binary Roy
Binary Roy’s sole purpose is punishment with high damage and guard break pressure. He has lunging long range pokes which are very damaging to the guard meter as well as a very useful command wave dash to put him in the ideal position. Most of his specials knock down on hit and he has powerful ground hitting attacks.
His reversal game is decent, but not great. He functions best at the mid range and has trouble up close. Some of his moves are also a bit on the slow side, but they are very safe.
He also makes use of a highly damaging special link move which requires really tight timing. So far, out of the whole cast, he is the most damaging without the use of meter.
Hex Zppr
Hex Zppr can dominate the game from full screen. His special attacks are very threatening and can frustrate impatient players. For Hex style, his damage output and combo ability is very high. The downside is that his projectile requires a bit of technical skill to be effective and it does very little damage. Patient players will also be able to take advantage of his low active frames and weak knock back on guarded moves.
Zppr is capable of hitting opponents at any point on the screen if used correctly. He has 2 specials which dominate horizontal zones on the ground and in the air. He also has controllable projectiles which can be very frustrating to get around. He is also capable of performing a few specials in the air which are highly damaging as well as trajectory changing. His reversal options are decent. They are relatively fast, but very very unsafe.
Hex Re-evaluation
As I mentioned in a previous post, Hex styles style specials were getting re-balanced. The final result was dodges can be performed indefinitely, but they are the safest when done with full meter. You can still dodge with no meter, but you’re going to be looking at a 25 frame recovery. Really, you want to safe it for crucial moments only. Push blocking is similar, but you just wont be able to do it with no meter. Both cost 250 special (1/4 of a bar) to use.
Character Guide
This guide is going to be pretty comprehensive. It’s going to include move lists, character bios/portraits, and frame data. It’s also going to show move properties such as their effects on gravity scaling, knock down, otg ability, techability, invincibility data, and a ton of other things. This is a lot of data to collect and organize and I am checking, double checking and triple checking it to make sure it’s accurate.