TVC US version character changes (to be updated)

i was the very tall guy with the thin north face track jacket i dont think we played

overall i liked Joe the most he seems to be the best out of the new guys

frank west seemed slow and difficult and i didnt like him for my first try

zero seems too safe and that kind of annoyed me but he didnt inflict much damage and has low defense so i guess it balances it out. however, he has that roll and quick dashes to dance around stage for a run away :confused:

and tekkaman blade is weird also, his dash starts off with a pause so he can charge it but his attacks are lightning fast.

Really pleased to hear that.

So now Yatterman has no way of landing Level 1s without extreme difficulty, eh… Roll needed a boost, Doronjo is Doronjo. I noticed that Frank’s moves were slow from watching the videos. However I think he hits harder than most characters. Joe’s counter does look super cool, sort of like Akuma’s raging demon in SF3 with the sudden color swap. I wasn’t really interested in Zero, to be honest.

Now, that Gold Lightan jump kick I noticed right away. And that is awesome. It also seemed to go higher. So if someone’s throwing projectiles full screen it might be easier to catch them. Still, if no Lightan attacks hit low he’s still going to have loads of trouble. :looney:

No more accidental cancels into command grab.

I remember Keits saying that Roll’s damage output was improved and also I remember reading before that her Air dash is now faster, did you tested these changes or just the launcher improvement? Also, Did you tested Emptyshiki’s questions about Roll and Yatter? I would like to know this.

For some reason I thought that Frank’s first impression would be being the weakest of the new characters, but I’m sure that he will be a good character, at least his Mega buster is really fast and does decent damage.

In any case, good information man! :tup:

And Rock will really need something to compensate these harsh nerfs, I usually use him with Roll and it sucks to know that his weapon switch has a horrible delay.

Yep, the input system is definitely being improved just like keits said!

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Looks like Condor Joe’s lv3 has either gatchman performing it with regardless of his actual partner.

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Zero’s angled slash from the air seems to do stagger.

Another thing with Yatter though. I noticed it’s easier to land fire breath in the corner. You know how you would usually score a knockdown then fire breath in the corner and it would sort of throw the opp. just out of reach? Well it seems to not throw them as far anymore. So you could still land big combos in the corner.

And dash canceling into his fire breath mid screen is not as hard as it seems, but is annoying. I didn’t really see a need for it other then the fact that people who played againist Yatter were butt hurt.

Thehe kara Lightan command I guess was sort of needed. I abused the shit out of that. It’s not as easy but it still works. I pull that off 10/10 times on the JPN ver. But I landed it like 3/10, 4/10 times last night.

Should have put in Racer X and scraped Frank. His sprite looks crappy too.

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What the fuck happened at 5 seconds in?!

Alex gets his air C push-blocked and recovers instantly… holy shit.

I REALLY don’t see the need for that but oh well. It sounds like your options for hitting the fire dog super are now after the electric kendama or maybe off a 214B+B slide, then fire dog OTG. Hopefully that (slide into fire dog) at least still works. If anyone got to try it out, it’d be great.

Thanks for the info everyone.

I think male character = Ken and female character = Jun.

It was always like this. ll.nd uses that attack a lot, but sometime I pushblock and don’t get a chance to punish.

That’s always happened. It happens with Morrigan’s 5C and tag-ins too.

Also, I noticed that Zero is invulnerable during the duration of his giga attack. Alex tried to hit him and got hit by the super in one of those vids.

And why is there no information on Petey? ;_;

also in this video it seems to me that Viewtiful Joe’s charged voomerangs home in more tightly now http://www.youtube.com/user/Kurasa#p/u/1/pnM3A1wSb0w

seemed to me liek player1 was on a diff. level then player2, still cool nonetheless. especially dat mach speed into polymar super thing.

Mack speed into polymar grab is surprising, because it actually comboed. I’m pretty sure it didn’t used to do that.

This basically means that either VJ’s hits during mach speed have more stun, or Polymar’s grab super comes out faster.

I wanted to see him continue into an air combo though. :3 I would imagine that if you had 3 levels you could even do Mach Speed > air juggle > aerial tag > polymar air juggle > shinkuu katatekoma reset.

Maybe because Zero’s in a crouching state?

But can she combo Rock - Tree - Rock - Tree - Rock - Tree? If she can’t land 2 Trees per combo, I consider it a pretty big nerf.

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At fight club somebody told me that Casshern’s knee doesn’t have super armor anymore. I didn’t try it myself because I was always using it in combos.
C denkou punch seemed like it had more cooldown after a full charge

It’s like an 9:1 Match up for Rock vs Lightan at worst for Lightan and 8:2 at best.

Shit is that bad.

PTX its more like 8:2 - 6:4. Probably 7:3. He still gets countered. And this is without shield gun.

With shield gun it’s a solid 9:1 lightan and 8:2 PTX. They cant do anything against a Shield Gun’d Mega who runs away nearly perfectly and always uses Max Charge blasts. They can’t even chip to death and Max Charge buster is an epic meter builder so they can’t chip meter to chip health. Any command grabs end up with Rock Mega Crashing out, and with constant 4-5 meter, he can probably out mega crash the giants.

It’s true, big scary robots got nothing on the little blue one.