Did you play Ippatsuman or Rock? How are they in the current build?
what about the roll and yatterman stuff?
Any lightan buffs? How’re the new characters?
Ippatsuman seems mostly unchanged. The timing on his Lv3 Robot juggles was different, but its still possible to juggle for a while if you get a hit.
My Rock is terrible, so I could only do basic shit with him. From my limited point of view, I didnt notice any changes. Im sure his infinite is gone, though, I didnt try it.
Yatterman has a harder time comboing into fire-dog midscreen now. You have to be much closer to your opponent to get it to hit OTG. Air combo timing is different for him, but it all still works.
Roll can combo into launcher from standing C, and her basic (2a 2a 2b 5c 3c sj ja jb jb dj jb jc) did about 12-13k damage. This is a huge boost for her. Finding ways to land super sweep OTG after this will help her a lot.
Overall, unthrowability in blockstun is much shorter, so we saw a lot more throws connecting. The input system was tweaked, and I noticed a LOT less random dragon punches coming out when i got crossed up. Damage scaling was changed a lot in a lot of situations. DHCs scale much more harshly now, so even though they fixed Tekkaman’s glitch (his inability to DHC out), it didnt matter much because most DHCs felt like a waste of meter unless you needed to tag. Also, your healthbar’s damage scaling is stacked thicker at the end of your health, so you saw people ending up with one pixel basically every other match.
Lightan got a little more HP. His fullscreen dropkick is also VERY useful in closing in quickly and using BBQ it can start short combos for him. the B chop also causes free fall and if you BBQ that, another short combo. His normals push him out faster (especially As), but not as fast as at evo. Overall, I felt better about him.
Frank is going to take some time to figure out, like Doronjo did, but we were starting to see his potential. The problem is that his zombies can hit him, too. Megabuster super is shinkuu fast. Grab super has a lot of startup, but after the super flash its 0-frame (no jumping out!!!). Lv3 hits overhead but was unreliable and doesnt do huge damage. His assist hits fullscreen for 0-damage and a very quick hit/block stun. Very weird assist. Basic BnB combos we found were doing about 13k damage. I’m sure we can find better.
Blade will also take you time to figure out, because he cant dash normally. That fucks with your mind. But the yo-yo-dash made Kurasa want to choke me. It hits lv1 super hard sometimes, and can lead to combos with an assist or a BBQ. His lv1 dash super is the best super in the game hands down now. I punished jabs full screen with it. I punished blocked shinkuu hadouken fullscreen with it. Its punishable, but its really good and probably does about 2k more damage than it should for how sick it is.
Tell me anything about Roll, Roll and Roll :lovin:
Oh yeah and Casshern too, haha.
-Edit-
Oh , you already posted some information, thanks a lot Keits.
So Roll now has a way to combo into launcher without needing baroque or assist, you have no idea how interesting this is. I’m sure this is gonna make Roll’s air option increase notably, and altough I still doubt that they will play great part of her strategy, this is a really good improvement for her.
And seems like they did actually improve her damage output, Please correct me If I am wrong, Keits. But in the case that they did actually improve this, then I wonder how much damage her Normal and charged Roll sweep will deal now.
I wonder if there are more changes for her.
As other question, how ridiculously good is Saki now?
Casshan got a few nerfs. There may be some buffs in there, but I didnt see them. Unblockable punch takes a couple full seconds longer to charge, making hitting it off a blocked fire-dog impossible now without an assist. I think one of the denkou punches staggers now for free extra combos without BBQ or assist, but I didnt get a chance to test it or play with it.
karas
what about him?
I’m on this as soon as it comes out. I vowed not to play it if they put in the shitty megamanzero zero from SVC chaos, but they’ve got awesome Zero in it. Any info on him at all?
Karas is a legit character now, so you may not like him anymore! (LOL!)
Lower damage overall on normals and combos. Infinites are gone. He has a legit mixup now off his rekkas. Combos to chain-hook-thing auto-corner your opponent (and you can still combo off a megacrash so its a terrible place to be) and can be comboed after for more damage fun. Counter super seemed to hit harder. He may have a little more recovery after B attacks but it was hard to tell. Still going to be top tier for sure, he is just going to have to hit you 3-4 times instead of 1-2 times to get the kill.
did this stuff get a chance to be tested or did you miss my posts? you mentioned yatter could still go into super from air combo does that mean he can use normals after kendama spin?
Less DPs huh? I was just talking about the shortcuts in another topic before, so hearing this it may be safe to say they’re gone now. Thank god.
So lightan still can’t dash cancel… Bummer. Doesn’t sound much different from the evo build though.
Frank sounds like fun and Tekkaman Blade sounds like the new karas. haha.
No more knockdown supers for yatter you saying? You have to dash cancel super now? what?
Blade is NOTHING like Karas. You cannot even dash with Blade. He is awkward and you will lose for 2 hours when you first pick him up. He has juice though, and is going to be a force to be reconed with… but he is far from easy to play as at this point. From what I gathered talking to S-Kill, all of the new characters (except Zero) are more on the advanced end in terms of easy-of-playability. So the new karas will likely still be Ryu, Karas, and now Zero.
You can still land knockdown supers with Yatter, you just have to do it early or be close to a corner. Its not as FRAY as it was in TVC 1.0.
Tekkaman Blade - Sweet JESUS this char is tight! His Yo-Yo is the most aggrivating move in the game as you have to switch your block to block it, and it is reasonably fast. When paired with an Assist like Ippatsu, Jun, Souki, or Ryu, you have silly shenanigans.
S-Kill wouldn’t tell us how to do his sweet reset air combo, so we weren’t playing him as well as we could have. Keits and I were able to land it a few times, but there is supposedly an easier way to get it.
Frank West - I really like this char. His 2B is DOG DOOKIE! It whiffs against crouching opponents, so his BnB chain was 2A - 5B - 2C xx RDP+C, which gets very aggrivating very quickly. His Zombies do seem good, he can spam multiple at once. I’m going to invest some serious effort into him once the game is released. (also, his golf club is 5C)
Doronjo - I guess Tree-Rock-Tree-Rock-Tree-Rock-Rock combos were too good for this game, so they made the tree explode later. This is a big blow to her lockdown, but I’m sure I’ll figure something out.
Air rock starts lower now (at the top of the screen as opposed to above) so it lands faster.
You can still quick-drop rocks
JB is still nerfed and the new pursuit rate makes float combos impossible.
Grab loops still work.
Saki -
Saki/Tekka loop still works
Can still cancel ground shot into grenade.
I’ll post more stuff later, but I have to go back to work. I’ve posted many vids on my youtube channel, so enjoy.
You’re a saint man, thanks for checking that out.
I would like to know if EmptyShiki’s questions were tested as well.
And good info Keits and Kurasa, you guys did a really nice job.
And like I expected, Tekkaman Blade does seem to be a complicated yet powerful character, and Frank sounds like fun.
Thanks so much for all this info. Keits.
Seriously, what was the need to nerf the fire-dog OTG super? It was about the only reliable way to to combo into a Lv1 without assist or DHC/double-team super. They supposedly reduced the range on his 2C anyway, so…
And previous Yattaman air combos involved double aerial Kendama spins; I don’t assume you can still do that with the supposed lag they added after the kendama spin (due to the infinites).
It sucks that Yattaman only seems to be getting nerfs. Wasn’t the infinite the main reason he was high tier before? Why start nerfing everywhere else?
Glad there’s a damage boost associated with that. I used to use baroque into launcher, into corner air combo into OTG sweeps, but now that launcher can be used without baroque, we’ll have to find another use for it. Roll should use baroque’s liberally, in my opinion.
Ugh, just like Guilty Gear. I really hate it when they do that. Don’t lifebars start to lose their purpose when they no longer accurately represent how much health a character has? Why even do this?
I’ve played a character with a 45-degree ground dash before. Can’t you do something like air dash again right after the ground dash starts, and approach that way?
Thanks again for all the info.
Did anyone try out Ken and Tekkaman and notice any huge differences?
Nope he is still really evil even without it. he just relies more on resets(or dhcs) for big damage like pre infinite karas with a much stronger air game and a only really good pressure instead of better than godlike pressure but he has more mix-ups and a zoning game.
did i mention he is an amazing battery, probubly 3rd best after doronjo and karas.