TVC US version character changes (to be updated)

[media=youtube]A7scsrYuPmY[/media] Doronjo seems a bit stronger now. I tried doing the exact same combo at the beginning of the vid and she did nearly 2k more damage than what she does now.

whoo, a new vid. Thanks for posting this. I’m going to check over Alex and Karas too and see if I can find any new stuff.

I wouldn’t know much about Doronjo so I’m gld you picked that out.

Karas’s sword spin still looks really really fast. But it definately has just a tiny bit more startup. He also seems to be able to combo his rekka string on an airborn opponent which is kind of cool. I wish they’d show him do even part of the infinite so we’d be able to see if it would work or not. Karas got a minor nerf and a pretty decent buff so far. If his infinite is gone, then the new rekka combos should really help him keep his place as a good character. Delicious wallbounce goodness. Can’t you just imagine doing that rekka wallbounce into a DHC tekkaman disco super? Mmmmm!

Batsu’s fireball super also seems to go on for longer if blocked, which might be a lot of fun for characters who have unblockables. Hyper Combo Saki UB shot for example, Hohoho.

TEKKAMAN’s charge back to foward move now combos through all hit into down to foward hyper combo. It used to be blockable after the third hit.

Like if you did not cancle on or before the third hit then the freez screen would allow you to block but now it seem like the freeze screen holds the combo.

Like at 1:58 of this video [media=youtube]DVAzRzC7H50[/media] he does not cancle the move until at or even after the 5th hit of the combo(4th of the charge back move) and at 1:59 when the freeze screen starts is when the 6th hit of the combo counts(5th of the charge back move) but the assist from ken is frozed in place.

At 2:00 minutes the assist hits and the freeze screen is broken and the super hits there after.

At 1:08 of the same vid he does not cancle until right after the 5th hit of the charge back move(almot did not even cancle the move instead just doing one after the other) and it still combos.

None of this was possible in my game. Sorry it is so long and typed out but still good stuff for him I think.

So much changes hope everything goes well for the English Release

Good info about Tekkaman.

So far, I think the changes are fine. Casshern being able to stagger hit the opponent without an assist is not so bad, because now he can probably use it to get off unblockable traps with the aid of an assist.

Batsu’s knockdown on fireball might give him more ways with which to extend his ground combo. If you think about it, none of his specials were any good for that, especially his crescent kick move. At least he gets something extra to baroque and play with. I also think this change is a sign that they’re trying to weed out infinites, if taking somewhat drastic measures.

If Karas’s infinite is gone, then his changes look like a lot of fun IMO. I’ve always wanted to combo into that third move in his rekka.

And of course everything they’re doing to PTX is just wonderful.

Played at E3. There were some noticeable changes to Souki.

-623C now wall bounces (not sure if this is normal or only counter hit)
-His level 3 super (63214) does not have super armor during all moves anymore, only during the normal special attacks. I don’t know why they would change this.

Also for Karas:
-His level 3 super no longer lands when used immediately after a forward or back throw.

That’s a very silly change to Souki. :confused: perhaps he now deals more damage when in oni mode or some other less than obvious effect? Either way, wallbounce 623C is nice. He can probably use it to extend combos.

Also nice to see a minor nerf to Karas, even if it is very minor.

So his level 3 doesn’t OTG?

I think it still does. I was able to land it off of a simple 2C but the throws were a no go.

good dat shit was bull shit any ways…who else in the game had a full screen otg from foward and back grab into a level three

It wasn’t that bad though. Grabs are really, really hard to land in TvC, even for Karas. Also, he can now just go OTG from his rekkas now that he can combo into wall bounce, lol.

Karas players generally conserved meter for megacrash. You rarely see them use their level 3. Though if they really remove his infinate, then perhaps we’ll see combos into level 3 more often. (or even DHCs from sword spin super.)

Actually it’s pretty easy for Karas to land a throw. Once he gets his corner pressure it’s pretty much a free grab if he wants it. Just let up the pressure for a second and most people won’t hit you fast enough to stop you from throwing them.

Yeah but in this game you can just avoid any grabs by holding up + back.

i, for one, am glad they got rid of souki’s super armor. that stuff can be so annoying to deal with. if you get someone who knows how to use that super he can stay that way for quite a while, leaving you with little to do.

i’m also psyched about the tekkaman changes. i used to play him a ton but lately his speed and not being able to easily combo into this beam from the spacelance throw was annoying the fuck out of me. it seems both are being remedied.

Thing is, Souki’s level 3 was never all that useful anyway. It’s easy for most players to just run away from Souki while he wastes his meter, since Souki doesn’t have reliable mixups. When he hit oni mode, you could just run and block unless he comboed into it first, which was possible through some moves.

yeah, but running away from a 5 bar demon souki is kind of boring. id rather just be able to kick the shit out of him like he deserves.

It is extremely useful, actually. He gets to waste lots of time while you essentially get to do nothing.

if u do that they can hit standing jab and it will stop u from leaving the ground and u will b in standing animation…they can then go low

I don’t think it works quite like that. Anyway, in order to grab you need to use 5C and the opponent needs to be in a neutral position. So either they’re going to jab or try to grab, and both are hardly failproof in that situation given how fast characters can jump in this game. Also, you can block during landing animations.

well your still not in a good situation…if u were in the corner…but if u were hold up back it would activate the block if i pressed jab…its a street fighter trick…wiff a standing jab over ur head n u think grab n try to hit a button or jump…trust me it works holding up back against karas never really seemed to help the situation anyways