Souki lv3 hyper armor is back, and WAY more orbs come out when he hits you. RUN FOR YO LIFE!
Ryu hurricane kick does less damage, and may have some juggle limitations as a few of the longer combos with it dropped. Basically the same all around though.
This was not the final build, so things may change. S-kill said it was close to final though.
Alex did more damage overall. C elbow still wall bounces. Unblockable chop did a LOT more damage. Seemed to have more range on c.B, making combos easier.
What about Daimao? Did he get any improvements? You know what I mean, he is the main star of the game after all.
So basically, mobility is the main weak point of Tekkaman Blade, I have nothing to complain about this, after all he can do good damage, has decent health, crazy mix-ups and and one of the fastest special moves of the game, this can be considered a way to balance him in some sort.
And I just watched one of the videos of Kurasa that shows that launcher can be used without baroque and the improvement of Roll’s damage output, man, this is just too beautiful, haha.
I dont know where you’ve been, but Daimao is not in this game.
Blade’s moves -
qcf+a/b/c = throw hooks. A throws forward and recovers quick, but does not trigger any special animation. B throws up diagonal and C forward again, and both of these trigger a grab animation on hit and deal about 5k damage. Works on giants ><
qcb+a/b/c = YoYoDash(TM!). Leaves the spinning lance behind and dashes forward through you, then the lance comes back to him. Makes for very hard to read crossups with an assist, and works great against IAD happy opponents. Can combo off of this with an assist or BBQ. Button changes distance dashed.
mash a/b/c = crazy stupid good slashes move. amazing priority, seems to beat everything. hard to get out when being pressured though.
charge down, up +a/b/c = spins the lance above him then in front of him as he flies to the corner. Using an assist or BBQ, you can use this to close in on opponents instead of dashing. You can combo it off of ground combos or even air combos ending in down+C dive (TIGHT timing). Once you reach the corner, you can relaunch… or super if you are lame.
qcf+AB = best super in the game. rush move, stupid fast, 10k damage, works on giants.
dp+AB = diagonal lazer. shitty move.
qcb+AB = lv3. shitty startup. flashy though. I wouldnt use it.
so how did the game feel, because at evo i complained that it felt stiff, and certain bnb air combos with chun li where off for whatever reasons on the way the system changed. did it still feel the same as evo, and you got use to it, or did things feel a little stiff. actually, a lot of people had that complaint, and i know it was there, because when we played the japanese version on the same tv’s, it felt fine, so it wasnt tv lag.
w/e, that move will still be terrible. Unless they make his jabs shoot lasers all over the place or some shit, there’s no way he’ll stop you from just running away.
He’s faster now, probably has more mixup options. It also draws out more orbs on hit. He can combo into his level 3, which pretty much means that if he starts it smartly, he gets at least 10 orbs just by jabbing 5 times.
That doesn’t change the fact that once he jabs you 5 times, he has 10 orbs and then you run away until all his 5 levels are gone and he did 5 jabs worth of damage to you for it. Also, unless you have evidence of this “more mixups” claim, I’m not buying it.
It’s a crappy Lv3 overall. How’s it going to be better -without- the hyper armor?
Well if discussing this was somehow an issue before, then forget it.
Sucks that giants are again weak to Tekkaman lasso-type moves and that Blade pinball super. I don’t even like how that super looks, the cinema has Blade moving too fast… :looney:
Don’t be silly. after 5 jabs he can combo. He still gets a basic combo off it plus extra health/access to his 4th super (which I think he can keep even after oni mode now)
Also, don’t forget that it’s much easier to throw people now. Sure the opponent can run away and block low, but now they actually have to worry about getting grabbed, and it’s even easier for him when he has super armour.
Also, giants being weak to lassos is not so bad now that they can’t be infinited.
I think that Souki’s lvl 3 is fine. Most opponents can’t just “run away” like you think as they have to land and Souki is fast enough on the ground to stay under them. On top of that, its very easy to grab people in this game, so most of the time, they’ll be able to run for about 5 secs before you catch them.
OK yeah I was exaggerating a little bit. Seriously though, you get a standard combo into launcher and then knockdown, decent damage, but not tons. After that, you dont’ run and block, you just run. Soki can not chase. He has no projectiles and low mobility. Also again, I’m going to ask you where you heard that he can keep the extra super after he leaves oni mode?
EDIT: All due respect guys, but I’ve seen plenty of soki users try to use that, and they get run away from without landing a hit for the entire duration, after which they’re left with 0 bar.
Well I’m not 100% sure about that, but I recall that at a previous test build, he would keep his spirit guage even after the super ended. Not sure if it’s the case this time around but evidence seemed to point at him being able to use his 4th super after oni mode ran out.
Also, souki is faster now. his mobility is better.
Stan, stop talking like a scrub. There’s no reason to use Souki’s fire spin super when he’s in oni mode because a) there can only be a limited number of orbs on screen at once and b) you don’t have meter to waste doing that.
Standard ground combo including assists and baroque into launcher does pretty decent damage and puts the opponent into the corner for you, where it’s easier to pressure them on block and go for grabs.
You don’t want to use supers in oni mode because you have no idea when the next opportunity to hit the opponent will be. After fire spin, the opponent just ends up in a good position to run away again, and you don’t have any way to pressure them. besides, you need to stop and absorb all those orbs, which takes time.
You can get the same amount of orbs (given the orb limit) just by doing a regular combo.
We’re talking about after you combo off of the oni transform. i.e. he doesn’t have any orbs yet to do the special super. He needs to absorb to get the souls, and he can’t do that during a combo. Soki players do this shit all the time, his highest damage option other than just a super is to launcher, get all the hits, knockdown, and then go for otg.