I agree I was about to say EX Yuri and Yuri are about the same on the tier list…

EDIT-

Check out all these introductions-

http://www.battlepage.com/index.php?menu=i_movie&mode=view&search=&keyword=&page=1&no=14103

First movie…Some are pretty funny!

Check out the Goenitz-Rugal one…Rugal grabs his eye!!!

Sometimes less is more. Especially in Yuri’s case, some of their moves aren’t all that useful.

On another note, they didn’t tone down the bosses at all. Goenitz with a simple bnb combo (jump in, close C, fwd A, hcb f+k, otg K tornado) hits for like 70% and he takes reduced damage boss style. Sucks too, he’s pretty fun to play.

yeah, im really disapointed that the bosses didnt get a playable-tone-down, but i guess we dont need to debate weather to allow them or not now :frowning:

I didnt say anything about them sucking because they have less moves, I was just asking a question…

Thanks for the response Azagtoth greatly appreciated

Thank God, no more debating…SNKp made the choice pretty simple…

I’m tired of all this "Character or no character " debating… :sweat:

I think the changes to ex andy make him wayyy better than regular andy… Just an opinion at the momment though.

Brian is fun now with the safer hcf+b and the new super. Cr.b, Cr.a super is possible but fucking hard unless you do the cr.b meaty.

wtf did they do to lucky’s dp+c… haha It combos fullly but only in the corner of st.c+f+b.

Cr.b, cr.a basketball super is hella easy now. Someone said they made his dash startup slower but I didn’t notice.

Heavy D’ - shadow mode ground pound is ridiculous, super invincible and safe and leads to big damage if it hits. Really good to do after you get a knockdown imo.

Leona - same old game. The improved hair ribbon doesn’t seem to add much to her game, I’d still just use earings if I were you.

Note to dandy j - I remember on poporu you were always having trouble doing leona jump d into super… so I was learning the q max combo and what you do is. qcf,uf, d hcb+a or c… that will make it work all the time. Really good to know for leona’s punishment game.

Mr. Big - Really weird character. Very poke oriented the light torpedo is good and safe from the right distance, DP has auto guard even on the light one, similar to regular yashiro. He has quick overhead if f+a and jumping cd is high priority and fast. Basically just poke alot and try and land command grab or command grab super. oh and c version of his twirly move will hit people and suck them to the ground to get hit by the rest.

Saisyu- he has his neowave bnb now. So st.c,f+a, hcb+b (dashing overhead move) its good does lots of damage.

Chins new grab super is a welcome addition to his arsenal. The taunt super is an unwelcome one. Also counter hit flame breath no longer juggles twice for insane damage : (. Cr.C is still god and cancelable f+a is amazing as well.

I game is tons of fun.

So wait?

How do you unlock all the characters again?

Personally I’d go with Normal Andy and Ex Yuri (I’ve already explained why for Yuri).

Ex Andy’s rekkas are fast and safe, but that’s really the only thing going for them. They lack range and don’t have enough priority to beat the moves that really matter (high priority crouch Cs and light attacks), and they don’t give much frame advantage on block anyway. Damage wise, I haven’t been able to test this, but I think d.B> df+A> Zaneiken> Zaneiken follow up does as much or more damage than d.B> Rekka’s.

I would like his new grab move more if they had given it a motion that didn’t overlap so easily with his Zaneiken. Just getting it wrong once can get you comboed for free, and it seems to happen way more often than it should. Btw, the grab move sets up the unblockable fireball bug for Ex Andy.

Most importantly, Ex Andy loses the air-dive, which to me, at least, is essential because Andy’s cross-up options suck. What for most characters is the ideal cross up position (1-1.5 character space apart) is generally a “no-forward jump zone” for Ex Andy, because if you try to jump or hop from there, chances are whatever attack you throw out will overshoot, whiff and open you to being crouch B comboed. His only cross up (jump A) does not cross up reliably against crouching characters.

Ex Andy does seem like he has better Q.Max comboes though. d.B> qcb+K (not sure which strength)> Q.Max> s.C> Special/Super combos mid-screen and in the corner, so if you can get it work consistently, it’s a pretty damaging combo with a safe hit confirm.

But yeah that’s my opinion after playing both. You should try both too and see which fits your style better.

cr.B,d/f+B xx rekkas does the same as cr.B,d/f+B, zaneiken.

That setup looks punishable on hit.

your combo above is wrong…it should be A->C->dodge attack->super
since most everything in the combo are punches you can try setting B & D into max & dodge

Ah thanks, I’ve been wondering for awhile.

But you did mean d.B> rekkas and d.B> df+A (2 hits)> Zaneiken+follow up, right?

I really wouldn’t know cause I never bothered to learn the timing since I think the unblockable bug is stupid.

Thanks I appreciate that…exactly what I was looking for:wgrin:

Why would you compare those 2 combos? That’s like saying Iori’s close c, f+A, fireball does more than low A xx A rekkas so therefore fireball is better.

Er because both are crouch B BnB combos, and while Ex Andy can do both, Normal Andy can only do the Zaneiken one. So Ex Andy gets the safer BnB combo, but its not more damaging.

AFAIK both combos are comparable because you don’t get full hits on the rekka if you do the df+A.

  1. Starting with d+B only instead of d+B into d/f+A doesn’t make the combo any safer.

  2. All rekkas hit cleanly from d+B,d/f+A.

It does because if the opponent rolls through d+B> df+A, your df+A will still kara cancel and you’ll be open to be comboed from behind. The first hit of the rekka, otoh, recovers faster than a roll.

Now that is news to me, cause everytime I tried in the arcade, the first hit of the rekka would whiff. I’ll take your word for it then, cause I don’t have the PS2 version =\

Just delay the d/f+A slightly do that the counter roll flash eats the input and it doesn’t come out.

I wasn’t talking about counter rolls, I meant the opponent just rolling through it, hence “kara”.

I didn’t know about the counter roll thing though. Will keep that one in mind.

okay so I just saw one use for the new hair tie.

Hair tie plus the charge d,u Kick move = unblockable. Just a nice extra trick to add to leona’s arsenal. Can be seen in the second match on this video

(thank you dandyJ)
[media=youtube]A1RTepgL8bI[/media]

But if they rolled through your d+B, the d/f+A shouldn’t even come out unless you are doing it absurdly fast.

It’s not unblockable, he just didn’t block it.