Here’s the translated information from the first beta, courtesy of AnimePaper.net. However, they credit Higher Voltage, MMCafe, Orochinagi, and the late great S-C.com…which just goes to show that everything that goes around comes around.
Here it is:
The hit sounds are from SvC
Guard Cancel steps are in
Dash is in the game instead of run
236E to do the tag Double Assault
Tap button ‘E’ to tag partners
three super bars
Movesets:
Yuki
Beast Buster - 236+A or C
Submarine Screw - 623+A or C
Bakuretsuken - 214+A or C
(super)Mega Shock 100 Meg Beam - 214214+A or C
Ai
Joy Joy Block - 236+A or C or AC
Baseball Stars - 214+A
Joy Joy Balloon - ABC
(super)Joy Joy Party - 236236+A or C
Hanzo
Rekozan - 236+A or C
Kohryuha - 623+A or C
Ninpo Korin Kazan - 214+A or B or C or D
(I cant remember his super move name) - 236236+B or D
Fuuma
Reppuzan - 236+A or C
Enryuha - 623+A or C
Ninpo Fuurin Kazan - 214+B orD
(super)Bakuretsu Kyuukyokuken - 2141236+A or C
Mudman
Mudman Attack - 236+A or C
Mud Cutter - 214+B or D
Mud Gyro - Charge2,8+A or C
(Super)Super Mudman Attack - 236236+A or C
Kaede
Shinmei Hayate - 236+A or C
Shinmei Kuga - 623+A or C
Shinmei RenjinZan - 214+A or C
(super)Kasshin Fu-kuRyu - 21416+A or C
Moriya
Ittou Oboro - 214+A or B or C
Ittou TsukiKage - 236+A or C
Ittou Shingetsu - 623+A
(super)Kassatsu Izayoi Gekka - 214214+A or C
Akari
ShikiGami Tenku - 236+A or C
Tenmon Hoshi no Meguri - 28+B or D
Gaiki KiyoHime - 63214+A or C
(super)ShikiGami Rikugou - 2141236+A or C
Washizuka
Shikku Satsu - Charge 4,6+A or C
RouGa - Charge 4,6+B or D
Koku Satsu - Charge 2,8+A or C
(super)Shin RouGa - 2141236+A or C
Marco
Heavy Machine Gun - 641236+A or C
Iron Lizard - 641236+B or D
Rocket Pack - 214+A or C
(super)Metal Slug Attack - 4123641236+B
Cyber Woo
Hammer Punch - 236+A or C
Flying Power Bomb - 623+B or D
Flying Tornado - 632147896+A or C
(super)Missile Attack - 236236+A or C
Kisara
Hip Bazooka - 236+A or C
Cheer Leader Kiss - 236+B or D
Cutey Rainbow - 623+B or D
(super)Splash Air Dance - 236236+B or D
Robert is a charge character. Rock’s Rising Tackle is a charge move as well
Asura
Shed Moosa - 236+A or B or C
Rojeref - 623+A or B or C
Nomaf - 63214+A or B or C
(super)Santas - 2141236+A or B or C
Template
Original: Characters: Yuki, Ai
Garou:Terry, Geese, Mai, Kim, Tung, Rock, Hotaru, Chonshu, Chonrei.
Art of Fighting:Mr Karate, Robert, Mr. Big, Lee.
Samurai shodown: Haohmaru, Nakoruru, Asura, Ahiki, Genjuro.
Last Blade:Kaede, Akari, Washizuka, Moriya.
World Heroes : Hanzo, Fuuma, Mudman
Agressors of Dark Combat:Kisara.
Metal Slug: Marco
King of the Monsters 2: Cyberwoo
King of Fighters Series: K’, Kyo, Iori, Shermie.
Middle bosses:SvC Athena, Mars People (two black boxes on the select screen, so they should be playable).
Final Boss::Shin Shishio, Mizuchi
Random bits : Some weird colors, again(Zombie Chonrei or Takuma Karate).
Mai : Gekka Midare Botan (236236 A or C in the air)
Geese is not SvCish, Kim is not 2002ish.
Chonrei, Chonshu : RB2. Terry: 2003. The Mudcutter can be controlled with the stick.
Mr BIG’s two… errr… secretaries only appear on the victory screen.
Genjuro, Shiki : SvC sprites
Asura’s animation is very fluid.
Shermie is KOF 2002 vaeriation; the izuna mareg (?) lariat (236236+BD) is not a throw but a move (maybe overhead?)
Cyber Woo : big, big moves with a lot of lag. Flying tornade is a 360 throw.
Nobody managed to do Kisara’s jealousy bomber, but it has been shown on the official site so there may be MB-esque variations not yet implanted.
Athena is SvC, but her moves have been mostly redrawn; amongst her super, she has the Heaven’s gate (lion)(K’ also has his own Heaven’s gate, by the way. Eh). There is a random box. The victory art seems Nonaish.
Mizuchi is still Orochi’s sprite. Even her(?) victory words are still Kaoruish. Maybe she will be retouched in the final version.
VS human : 160sec. Very few time overs. VS comp : 300 seconds, but neither the timenor your energy are cured when you win. You beat 3 characters one after the other, then you get a victory screen, a bonus select, then back to 3 more characters (Athena and Masupi appear like any normal character). If you have a time over with less than 6 characters beaten, you fight Shishio, if more, Mizuchi. The bonus are : 1 : no bonus, 2 : some energy is cured 3 : more gauge, 4 : more time. You can’t chose the same bonus twice. If you chose your characters at random, your characters change when you arrive at the bonus stage. Each boss has his own demo, and you fight them with full health. But, on the beta, the energy lost by them was red (curable) and was cured automatically; nobody managed to beat them.
So, it’s not as much as SvC with a tag feature, it’s maybe SvC with a tag feature and an interesting 1 player mode. <- LOL, read the next reports, and everyone changes their minds
It was difficult to test the new characters at the test, because of players using Ky and beating the crap out of everybody else. The damage is not scalled yet (Ky has a 3 hit combo that takes 1/4th of the life while Shermie’s special are as damaging as a weak punch), so it is still an early build.
Yuki has some sort of air dash. The beast Buster (236 punch) makes an energy ball that stays there (like Andy’s). For now it hits too widely, farther than the appearance of the ball. The bakuretsuken (214 punch) makes him rush forward then attack. The Submarine Screw (623 punch) makes him shot an energy ball at 45. Chodokyu 100 mega beam (214214 punch) is a lazer that reaches the other end of the screen. Invinsibility time at the start of the move.
Ai :Joy joy balloon (ABC) makes her climb on the balloon. She can attack from there. Other moves : Joy Joy block ?236+AorCorAC?, baseball stars?214+A?, Joy Joy Party?236236+AorC?.
Tung has his move where the muscle Tungs appear vertically over him while he concentrates. If close, it hits multiple times. His 4 hold 6 A doesn’t make the ennemy fall. 641236+AorC makes him freeze and spin.
Geese’s reppuken are projectiles. Kim’s Hienkyaku (down + kick) is not like in 2002.
Hotaru : Her projectile is slower, but her antiair is as fast as in MOTW. 6+B makes something like Mary’s double rolling; after it, she is in kamae mode.
Of her two supers, the 236236+AorC takes 2 gauges (it’s the MAX version of it) while “the” other connects from most weak attacks and has a short invincibility.
Basic systems
A weak punch C strong punch E partner change
B weak kick D strong kick
The partner change can be made as long as there is a partner. It doesn’t give any invincibility.
C+D = throw, or throw escape. There is a missed throw animation. Nobody complained about any range or damage issue with it so far.
?? = step forward(and not run)
High jump and back step are like in KOF.
A+B = tactical step. It looks the same as a normal step, the differences are unclear/not yet implanted. It doesn’t seem to use any gauge, but sometimes pressing A+B did nothing… The feature doesn’t seem completed yet.
E during guard = guard cancel partner change. The guarding character makes a guard cancel attack that push the opponent away while his partner come on the screen safely. Need 1 gauge.
?? during guard = guard cancel step. It seems to have the same properties as in SvC. Needs some gauge. The timing is a lot thougher than in SvC.
236+E = Double Assault. Can cancel normal moves. Needs 1 gauge. Even if it connects, you keep the same character after the assault (no character change).
The usual ->special type of combo of KOF is here (Mai’s crou***** C cancel 3B, for example).
Each super eats a different amount of gauge. Also, super cancels are here and also need 1 gauge.
The healing of the character not on screen and the charge of the autocharge gauge are both quite fast.
In VS, after the death of a character, time doesn’t stop (yet) to let the other character appear (possibility of traps).
The hit stop of the weak attack is quite long, which allows plenty of time to think wether you can launch your 20+ hit combo or not.
Each character has his own guard clash gauge, which doesn’t regenerate even if the character is resting.
Genjuro has the Rika Ayame (but it (may?) eat some gauge). The rest is SvC.
Iori’s Yaotome doesn’t seem to have any invincibility. The explosion after it is about the size of Leona’s V-slasher. Nobody managed to do the Yaotome follow up (motion change or move erased ?)
K’ is 03. His voice seems really depressed. (???)
Kaede’s projectile looks like (Rugal’s) reppuken and less like some electricity bolt.
Washizuka has a deflect move like Moriya’s. Akari’s 63214 + punch longs shorter.
Marco has a slide that look like 02 Joe’s. He has an antiair where he uses his knife. His Metal Slug Attack (41236x2+ doesn’t seem to have any invinsibility.
Shishi is darker. His gloves seem to be different (open fingers = less cheezy). He has a counter move.
Mizuchi has a thunder bolt that falls twice, and a projectile that hits 8 times.
The current speculation is that it’s a she, and therefore it could be Orochi incarnated in Shermie OR the incarnation of Orochi during the fight against the three ancestors of Ky/Iori/Chizuru 1800 years ago (1000 years?)
The guard cancel step takes about half a gauge.
The tactical step takes around half a gauge as well. It has invincibility like in KOF, and it is cancelable. It doesn’t allow you to go through your opponent.
The double assault is not only used to inflict massive damage : its most important feature is that it prevents the opponent from healing.
Also, when the words “D-Assault OK” appear on screen, doing a double assault doesn’t depletes your power gauge.
When you take an alternate color, the color of effect also changes.
Most supers don’t have any invincibility time.
All the characters appear in the intro, and Athena appears as well.
post reply
The character interactions are like in KOF (at least Ky and Iori’s is appreciated).
The art is Nona’s, and nobody dislike it.
The controls, on the other hand, are like in SvC. OUCH.
You know me, I’ll talk of the characters I like. Screw Terry and Ky.
YUUKI HAS A VICTORY QUOTE “I’M NOT BOY”
22+kick = card slash, it power ups his specials (beast buster in particular). The beast buster is actually an invisible projectile, like Honki Karate in SvC.
He seems to have an armor mode and a counter mode like in KOF 2000 (236x2 + B or D).
Ai’s teleport looks like KOF Athena’s, but is better. She can do it multiple times.
After she made the joyjoy ballon appear, she can ride it, then throw it, kick it or make it explode when she wants.
Her baseball star is indeed a projectile reflector, but it is quite short and hard to use.
Joyjoy party (236x2 + punch) make a ton of block appear. Hard to use.
Another super (214x2+punch) creates three option, that go around for a while.
Her normals are hard to use, and she screams every time she does one. Her voice looks like Malin’s (BAD !)
Iori has his 8 cup super ((WTF) and his MAX2 from 2002, but it looks different. The rest is like in 2003. He can stop the koto at the first hit if blocked, without any risk.
He may also have a new super, were he hits the opponent like he killed Mature&Vice in the ending 96 (rumor).
K’ seems to have a very, very, VERY strange voice. ehehehehe. The chain drive needs 2 gauges. He says “finish!” when he does the final one inch.
The blackout is very good. Big invincibility.
Shermie’s new move we saw in a picture is done 623+punch. It doesn’t damage the opponent; she just lands there, it’s up to you to continue, like Orochi Yashiro’s. It’s hard to use.
Diamond bust is faster.
The Shermie hoip (214 punch) doesn’t sends the opponent far away, but directly on the head near Shermie, it’s easier to pressure from there.The range of her throws is bigger than in 02. And to think she was amongst my best characters in 02… Ahan !
Some people say Mai is 02, some say she’s 03… very few Mai love.
Also, Andy ISN’T EVEN HERE TO CHEER HER UP. One of her victory sentences says she hopes, if she keeps winning to the end, that Andy might come and congratulate her. I almost cried.
BIG is like in 96, except the Raging spear (236x2+kick, close).
Haomaru’s move effects are SvCish, IN A BAD WAY.
Nako’s annumutsube is fucking fast, and is hard to react to even blocked. Annoying bitch alert.
She has a Rimururu color : if you still had hopes for her, you can forget them at last.
Shiki is SvC. Her moves are stronger, but she lost the kasanegiri. The rygari (???) now hits multiple times.
Asura : I’ll try to be as precise as possible with him for red falcontan.
236+AorBorC projectile. A = 1 arrow, B = 2, C = 3.
623+AorBorC the spear move, which goes out of the ground in different place according to the button.
63214+AorBorC the counter move you were talking about.
He also has a move with the axe and one with the scythe, at least.
He is strong, his normals hit multiple times, animation weird.
EDIT : RF : nobody mentions his teleport.
Marco is extremely powerful as well. You can summon the Slug from before or behind, and it can even hit a downed opponent.
Akari’s new voice actress doesn’t raise too much approval.
Kisara is extremely powerful : Most of her special moves have the special ability to hide her underwear. If that’s not some kind of mutant power, then I don’t know what this is. The jealousy bomber is 236x2+punch. Nobody managed to hit the opponent with the heart yet, so the effect is still unknown.
Athena has several new moves since SvC (thank God). She has a move where she creates a plant that grows a hart, and repletes her life. The mermaid and the lion are supers, and she has a move where she grows wing and stay in the air for a while.
Masupi’s Roswell Vanish (explosion and teleport) is weaker. The way the mothership of Not Independance appears is different also, and it may be dangerous for Masupi, who seems frozen until the ship is set. Also, his color is lightly more clear than in SvC.
BOSS :
Mizuchi : it’s a clearer Orochi, and it incarnates in a boy that is not Chris (sitting calmly), so it’s a “he”. He glows in his normal pose. Victory pose : the “ware Gaia to tomoni ari”, plus a new one where he sits on a mirror and speaks.
He shots a sun shapped mirror that explodes on contact and can be dodged if you crouch. He can create a pillar of flames before him or under his opponent. He has another move involving a mirror that deals huge damage.
Mu ni kaero and the soul stealing super are here, but the first one is totally different and the last one has been changed a bit too.
There are 2 different messages if you beat him : one says 'it is the will of the Earth", the other is “I am a false soul created by WAREZ”. Either way, the ending is not done yet. Shishi challenges you because he thinks you are a worthy opponent and you shouldn’t waste your time by fighting lesser opponents like WAREZ.
Shishi is the worst opponent of the game. He has a rush move that changes into a short ranbu if it connects, even if he touched you in the air. It can even go through projectiles.
He can create a huge tornado with his sword (the effect is MOTW Grant’s effect, only yellow). HE seems to be able to do it as an anti air also. Fast, strong, wide.
He can also use his sword normaly. It covers half of the screen, and can touch opponents on the ground.
He also has a total counter where his body become dark, and even the background go darker. If ANY attack touch him - ranbu.
He has a move like Lin’s kick one, where the opponent finishes in the air and you can follow up. Shishi follows up with his super if he can, and it’s very, very damaging.
His first super makes him shot forward or upward a ton of projectile, his second makes him punch repetadly.
Conclusion : still mixed opinions… People say there is hope, other say it’s the bad points of SvC+ the bad points of 03. Hummmmmmm…
Genjur’s sanrensatsu has been buffed since SvC. most of his moves can cancel into it, it’s fast, reaches far away… He can butcher a cornered opponent with it.
Gok can connect after several normal moves.
214x2+A, B or C = rika.
623+b=throw.
He is far better than in SvC.
Also, apparently, the SS character’s button setup is different : ABC are slashes, D is the kick button. But it’s not absolute (Haomaru’s down+b is a low kick, and Shiki’s normal seem to be like in SvC… Are they still working on it?)
Chonrei :
kakatootoshi 6B
jinsokuken 66AorC
tenjiken 623AorC
tenganken 236AorC
rydenshin 236BorD
tashinken 214AorC
rojinken 2146AorC
shukumyken 236236AorC : the RB2 hold version.
ryseiken 214214AorC : no sound effect, no invincibility, short range like in RB1. Beh.
Teigyakurinken 2141236AorC (the ranbu from RBSP). The rest is like in RB2.
It is a strong had shry character.
Chonshu :
chop6A
tenjiken 623AorC
tenganken 236AorC
jinsokuken 66AorC
jinganken 63214AorBorC
rytsh 236B ? follow up 63214B (the effect is ugly)
shukumyken 236236AorC
rojinken 214214AorC
kairyshrin 2141236AorC, not a lot of damage but wide.
He has a chain combo C, C, C, 64C, and you can followup if near the corner.
His moves are weaker than his brother’s, so you have to rely on his jinganken and be tricky. GCFS - chain combo for big safe damage.
Also, people who swear they saw Neo Dio say he is completely redrawn, has the same weird effect as Asura, has a projectile, a counter throw or a rush attack, but is clearly the weaker of the 3 bosses. Huuuuuuummmm… I would like him to be in it, but the game seems to be based on couples, and 3 bosses is one too much or one not enough…
The game has wire damage.
Shermie :
close C cancel throw doesn’t connect… But the Inazuma does, and to the 6B as well. But the damage is weird (still buggy).
C or D cancel Diamond bust OK.
baku NEW supplex is an overhead.
Kisara is weird. Sometimes you can’t make the difference between a normal and a special.
down + D = slide.
6D overhead.
214A or C ->214 A or C. Connects after most normal. overhead. With C, you can hold it, then cancel with D if you want. It seems to have a guard point at the same time, then something like Iori’s command throw.
214 B or D (hold with D, cancel with C). if done with D, she steps forward before doing it, so she can jump above reppukens and attack immediately.
Hip bazooka 236+AorC
What do you think it does ?
Cheerleader kick 236+BorD : a jump with the legs wide open. Can be used to punish a jumping opponent. Pantie hidden during the move.
Cutey rainbow 623+BorD : head down, legs up, spin. Pantie hidden during the move.
Spash air dance (236x2)+BorD super + anti air. Stays vertical, so it’s hard to use. Pantie hidden during the move.
So far, when the bomber’s heart touch the opponent, nothing happens (either there is a follow up command to do, or it is not yet implanted).
Someone says he hit Chonrei with it, and Kusanagi J appeared (???)
Music : hard to hear, as ever in those events. It’s 1 BG = 1 music, so no specific theme. Sucks for the Jin brothers.
Beelze @ S-C:
loke test no.1 report part 2 : sunday afternoon 3:15-6:00.
there were only about 10 ppl at first i thought it had finished coz the machines had changed places but i found it eventually went by myself as exile bailed in favor of tomorrow. played about 10 vs matches (with a couple of wins somehow) and about 3 times on the 1p machine, my initial impression has changed as it always does anyways…
ART:
-ive liked all the ingame artwork ive seen, they are well drawn and unique, geese looks pissed in his flanked by two of his henchmen both in black suits.
-chonshu looks totally like a ten year old girl in his.
-mr big is pimping with two sluts hanging off him.
SYSTEM:
-D assault does bar and the red shadow bar (the bar beneath the health bar that indicates how much health can be replenished when tagged out) which is what makes it a necessary part of your game, don’t cut down red bar and the opponent can technically tag out a character with 1 pixel left and then have them healed to 90% in around 30 seconds (ive seen it happen). D assault can be comboed off some juggles (kyo’s for example).
-again i played some games where nothing more than good bar management and intelligent taggin won the game. <- Padrecito Goenitz, te acaban de cerrar la bocota. Tal parece que el juego demanda demasiada estrategia para manejar a tus personajes
-anti airs seem strong, stronger than KOF at this point (chonshu, fuuma, hanzou, etc).
-character when one character is killed their bar completely disappears.
-hyper charge once you tag the character in lasts about 20 seconds or so.
-the screen zooms out to about 2 screen lengths or more in size, it takes a long time (at least 4 dashes) to get to a character on one side, jumps also only get you so far… fireball characters and those with long projectile supers (yuuki and tung for example) might be powerful in this game.
-never once saw the guard bar crushed, takes a long time and a lot of blocked hits to crush it.
-D assault goes about 2 thirds of a zoomed in screen and is not as fast as ryo’s ranbu super, similar properties though and less start up than the ranbu.
-you can tag in and out and still keep your red (damage done) bar, tagging doesnt make it disappear, seems to refill even if you tag the character in then out again in a short time… could be dependent on aggressiveness or some other factor though…
-the game is fairly complicated with d assault (redbar and normal damage done), hyper charge (health bar flashes, can do more damage), auto charge (when auto charged your super bar build automatically until it fills completely, not sure how it starts up) and the different types of damage (permanent and red bar) as well as the need to intelligently tag and manage damage bars…
-special moves inputs are not as strict as neo wave which is good… thought it might have been the atomiswave joysticks but its not.
-LP’s are super fast for some characters (mr karate), not sure why except maybe its to make KOF style lights into supers, etc harder to do…?
-forced tags seem totally safe, invincibility and priority for the one forced in, an effort to stop 2k3 style tag abuse it seems.
-only 2 types of jump normal and big. big is done by d-u on the stick or mid dash/step jumping.
-safe fall is A+B
-throw and throw reversal is C+D
-guard tag is E during guard.
MISC:
-graphics have grown on me. the game still doesnt seem as tight in terms of hit boxes on normals, specials and the like as say kof2k3 but the game looks really consistent (the coloring, faces, style, etc all have a consistent look which is great) and the only graphics gripe i have after spending more time with it today is the obvious rez difference between the sprites and the bgs.
-yuuki prefight yuuki looks around like some cheezy kungfu flick and around him little windows like comic speech bubbles appear with enlarged pictures of his eyes as he winks or gives a cool stare… lol
-long loading time between battles or on start up of 1p game, something like 5-10 seconds.
-cant hear the music.
-mizuchi and king lion regenerate at a super rapid rate, supers only do half their actual damage due to regeneration speed.
-one guy beat mizuchi, and there was a thing about WAREZ then for a short time a picture popped up of a shadowy looking character wearing a big medieval barabarian looking fur lined coat. his face looked like that of rugal and he was holding a whip or piece of rope wrapped around his hand. he had a touch of krauzer about him too.
-iori and kyo have a super cool prefight intro. they throw flames at each other in a sort of choreographed duel and the screen blacks out as the flames hit each other leaving only the flames on screen, they finish it by both doing kyos sliding flame super move away from each other (iori purple and kyo yellow of course).
CHARACTER COLORS:
-chonshu, purple suit with light blue trim.
-hotaru beige pants+shirt, dark blue vest, dark pink ribbon and darker skin.
-dark black skinned geese with green pants, green fire and dirty white shirt.
-robert outfit, black pants, white jacket and darker skin.
-chonshu zombie version has an off white suit with dark grey trim and very pale skin.
-akari, dark blue dress with yellow trim.
-hotaru, pinky white pants and shirt with purple vest and light pink bow.
-red haomaru with black trim.
-red pants black vest with pink hair marco.
-mr big with purplish outfit and really dark skin.
-blue haomaru with gold trim, cool!
-yellow pants kyo.
-mustard haired k with blue gloves.
-purplish blue with red trim kim who has darker skin.
-orange suit with orange hair lee.
-white hair, dark blue jacket and black jeans rock.
-yellow suit with white trim chonshu.
-green with white trim chonrei.
-dark blue suit with pinkish hair k.
-black pants, black vest, green shirt with white hair kaede.
-pink with dark pink trim akari.
-zombie chonrei with black suit, red trim and very pale skin.
-hanzo red suit with purple lining for the d button version.
CHARACTERS AND THEIR MOVES:
-marco uses a machine gun, pistol, rocket launcher, knife and grenades, etc.
-chonshu can cross up with j.HK.
-lee is fast, normals are pretty good, has an iori style reverse kick for crossup, super is a blade spin like a blanka ball or a dp move from one of the kizuna ninjas.
-fuuma is cool, has a super fb that travels along the ground. his flame dive super hits on the way up like a hokutomaru kick super then hits again on the way down. has a short dash blade attack done with kick button that seems to be a special but might be some funky normal, looked to have either overhead or unblockable properties.
-fuumas blade spin (like his version of the ken spin kick) does big damage but leaves him reasonably prone afterwards.
-athenas normals with punch seem to be sword slashes, looks like shes got some good pokes. has a dive from the air with her sword out in front of her move presumably a special.
-akari was running… only lb characters?? the same way that ss characters use a different button layout??
-yuukis normals are all a bit funky and awkward looking like a ds character.
-lee has a cool super fast vega style wall jump with different attacks from different buttons… du charge move using punch.
-robert has a new overhead kick, quite slow maybe f+B? when he does his dp move his leg glows now.
-hanzos double fb+K super he throws a star and if it hits he throws another ten or so with the last doing a chunk of damage. very fast.
-tung s.C from rb2 is now f+C but nowhere near as good. jumping D crosses up.
-mudman can mask spin in the air and he hangs there like a helicopter, great for avoiding fbs and ground supers.
-mudmans s.HP works as an anti air, the one where he leans forward and a spirit pops out the front of his mask.
-fuma qcb+punch is a power palm move (think zantetsu). hanzo seems to have it too.
-ryos hop overhead (qcf+K in KOF) is now dp+K.
-last hit of chonshus chain where he launches you for a juggle he now is lined by a blue aura.
-chonshus aura palm slap to teleport beat down now has him teleporting at a slower pace so you can see him slap the opponent better plus the teleport looks cooler, looks good.
-chonrei has a super where he seems to do his s.A from rb2 (a light punch) but it has a pink afterglow and looks like a throw or touch move.
-HP->throw the thing rush attack super (k’s) no longer seems to combo.
-ioris command grab no longer seems to give you enough time to follow it up, saw some guys trying with the s.HP and s.LP as well as rushing in after it… none of them would connect.
-crazy kyo combo, double kicks->qcf+p (rekka) one hit->juggle into d assault.
GRAPHICS:
-scaling is subtley done.
-chonreis upper body is completely new as is chonshus. they have a real kof look to them.
-all faces seemed to be changed to look more consistent, sorta kof style.
-robert looks more stocky, bigger legs might be totally redrawn.
-effects are nice (hit sparks, block sparks, supers, etc).
-new animation for chonshu dragon super.
-asura didnt seem out of place to me.
-king lion seems to be a totally redrawn sprite… sorta looks like hes got a bit of heavy d (stance) and krauzer in him, looks really good.
-zooming way out gives slightly less space than in say ss2.
its grown on me a lot since my first impression. whether its balanced or not is still of course impossible to tell though gcfs, tagging and the other things tried in svc and 2k3 seem to be pretty solid so far. the blurry sprites disappoint me as does the lack of tightness i feel when playing it (though it doesnt feel sloppy at all like svc).
ok yesterdays written report.
character colors :
-geese red hair, yellow pants and black top (B button iirc)
-tung black and grey outfit (B button iirc)
-moriya black hair, black cloak, white shirt and dark eyes.
-purple pants and vest, beige shirt and blue haired kaede.
-iori, all black, dark purple vest and white hair.
-LK geese dark purple pants geese purple shirt and white hair with tanned skin.
-kogyaru kisarah (died blonde hair and dark skin) lol
-all white with red detail asura.
moves :
-terry has no rising tackle it would seem, hes got his fb, qcb+P, cant cancel off c.HK (oh no!!!), qcb+K move, power dunk is move effective and cooler looking now (dp+K). rock style fbx2+K super + standard power geyser super.
-geese has throw super 360+P
-wall jump HK into c.LP seemingly able to be comboed (cool!)
-f+C is overhead for tung, its his s.C from rb2 (much slower now though useful as an overhead).
-1/5 or so block damage on tungs lvl 3 super (his new beam one) hcfx2+P.
-hcbx2+P is hanzos air super (ninja slash thingy from whp).
-asura is ss style (3 slashes + kick).
-mr big has an overhead f+B (he beats you down with his sticks).
-chonshu teleport seems better fb is still slow though.
-tungs j.D crosses up.
-fuuma has an overhead hit where he charges (3/4 of a screen or so with heavy version) and slashes with a knife (it has a purple flame on the edge), works as an overhead and launches with the hvy version (though i couldnt juggle a d assault off the launcher you might be able to dp after it in the corner for a juggle).
-athena shoots arrows which she can do in the air or on the ground, arcs like an ingrid fb. her dp she slaps with a fish tail on the way up.
-chonrei rush super (new), he does his s.LP with pink shadows and if it hits he ranbus you, cool. also has a qcb+P that seems to be some sort of charge up move, electricity type sound and he shakes/vibrates… didnt work as a reversal.
-terry has a new move (fb+K) which makes him run (this is where the run i saw came from, akari also has it, you do the move run them attack from it… akari does lb style push back kicks from it terry does his rb2 dashing overhead kick from it (all the other buttons except B do nothing)). doesnt seem comboable (i was hoping to do c.HK into the move for a nice mix up but no luck.
-robert seems to have a front kick move where his foot glows as it does when he does his dp, not sure if its a special or a normal.
misc + system :
-no C+D kof counter, rather E button while blocking hits for pixels of damage then tags your second character in while the opponent is on their ass.
-in hyper charge you seem to take less damage as well as deal more.
-intro artwork is cool, very bright and colorful done in an anime style sorta like evangelion or something… intro is quite long at something like 20 secs though it has little in the way of animation, does look good though imo. the character select artwork is the stuff from the website and the post fight stuff is different again… three artists used for ingame it would seem (maybe 4 as i didnt look closely at cut scenes).
And some stuff from Iggy:
Ky doesn’t have his mushiki at all.
K’ : down Ax2 ->strong ein trigger doesn’t connect. forward B ->mini spike does.
Voice when the fight begins : Ore o kakawaru na…ore hitori de juubun da…
He also has a special intro with Ky and Iori (but the voices are hard to understand).
His voice for the chain drive : Sora yo! Oraoraoraora!..Kore de finish yo!
Victory quote against Ky : Senhappyakunen no rekishi? Kottouhin nara keesu (case) ni irete kazatte ageyo.
Geese is extremely strong. His raging storm does crap damage, but his normals are too good. The damage of the first might be fixed, I’m afraid the later won’t.
Robert can hold the Hashokoken. Since the color changes with the color of the character, it’s quite weird sometimes.
Kisara :
her slide isn’t like Chris, it’s very short.
Jump B is quite strong (well, Geese can beat her, but he is broken anyways in this test)
forward D is an overhead, but far slower than Ky’s for example.
214 A makes her hit repetedly with her bag. It hits at the face-heigth.
214 C makes her guard with the bag (counter move). If she doesn’t counter anything, she then does the A motion. Even if the opponent guards, she doesn’t push him back but make him come her way. you can hold it, and it has a follow up.
214 B or D makes the same thing as A or C, except it hits low.
The jealousy bomber makes a heart that flies at around half a character of distance. During this period, IT IS A THROW. When it hits, she kisses her boyfriend, the opponent’s heart is broken, then huge explosion. Does a lot of damage. It takes 2 gauges.
If you do it from a long distance, the heart becomes a projectile, but nothing more (no kissing, no heart broken). It does make a bit of damage even then.
?down Bx2-weak cutey rainbow-cancel at second hit-Splash Air dance
?closeC-Bomber
?(Kisara cornered)214?C-the opponent is countered-down B-cutey rainbow-cancel at second hit-Splash Air dance
?downB2-Bomber.
prefight voice : Fuu~ Boku ni makasete?
When she wins, she receives a mail then talks in english (Uuuugh… It’s going to be brilliant).
Overall, she is nothing near her old self (as we could have foretold with her art alone) but she’s fun to play, even if she’ll never be the strongest of the game (well, or if an Imoya bug curses her).
Victory quote against Mai : Iru no yo ne, ren ni koi suru otomette ne, anata wa hontou ni Andy tte hito no koto suki na no?
Mizuchi glows, and his air are not like Orochi in 97 but like in 02 (sanagi wo yaburi etc). Maybe redrawn, at least his head. His aura is purple, when Orochi’s was blue.
Kaede is 100% his riki self. Akari’s move are slower and heavier.
Shiki’s teleport can also make her appear in the air.
Cyber Woo’s 360 is like Gaira’s throw. He is strangely fast for a big thrower.
Also, Mudman seems to be really like in Perfect. Weird characters are hard to change …
SHERMIE UPDATE : 6D = a new special.
6B is combo friendly as hell.
There may be a follow up to the Shermie hop.