Why is it that every time I find something new with Zero, the inputs are retardedly tight.
Does VJoe’s bomb still hit himself?
I’m just trying to figure out if the bomb has improved at all since the old version. I’m really confused as to why they would leave that bomb the way it is… Its SUCH a bad move. Even though it comes out faster, its still a piece of shit for the most part. And I’m rather irked that they left it as his assist, which makes it harder for me to find a working teammate.
I’m just praying we’re doing something wrong with Karas. Are you sure you’re doing the inputs fast enough?
put joe on point and try to team him with someone with a good assist tekkaman or ryu or Zero.
Yeah, its easy to make Joe pair well with someone else while he’s actually fighting. But the problem I had in the original was that Joe’s partner has to be someone that was good by themselves, because Joe’s assist was (is) garbage and his DHCs were (are?) laughably weak.
Zero has a horrible, horrible assist.
What’s wrong with Zero’s assist?
It just doesn’t really have any purpose. It’s not that great as an anti-air for the same reason as Batsu’s assist. It’s not particularly good in combos because it lifts, and just like all of his moves it adds heavily to damage scaling.
By the way. Karas wallbounce combo re-confirmed. It’s just hard.
Yup! I’m glad to be wrong this time, you just need to double tap the overhead rekka in order to get it super fast! It’s hard as hell but it’s doable, needs timing, just tried it. Tekkaman Blade still has his air to ground combo show in vids as well, needs timing too.
Speaking of change, when are we going to see this board change?
Uh Zero’s assist is nice for anti air.
I want to know the same thing.
Does Ken still have the runaway ability that he did before? Did they slow down/reduce distance on 623 or take away movement options after?
The bomb can still hit him. Still basically a worthless move.
Ken still has all his previous runaway from what I can tell.
Polymar
+Can combo 2C/6C, 236C, (charge back,)forward+A anywhere on the ground
+Off of wallbounce punch, dash, 5B, 5C… works well enough
-Aerial rave with C Handou Sandangeri: 3C launch, j.A, j.A, j.B, j.B, 623+C,C,214+C, Shinkuu Kakategoma (two hits less in the air from before)
+Can DHC j.Shinkuu Kakategoma (360 degrees super) much easier/more consistently into partner’s super
Ippatsuman
+Can combo 623A in the middle of an aerial rave, follow with j.B (only tested in corner)
+In corner after j.C during aerial rave and upon landing, CAN buffer 214+B/C, so some corner combos (solo and w/[Polymar] assist) require new timing. Once Ippatsuman lands, input 214~B+P.
+From partner’s super, can DHC 63214 Super much more consistently now
Ken the Eagle
+/- In corner, cannot combo two 623+B/C in one air combo (with exception of baroque), but can do one 623+B/C, then 63214A
Sample combo: 3C launch, j.A, j.A, j.B, j.B, JC, j.B, 623B, j.A, 63214A, 623+2 attacks super (all off the top of my head)
It looks like, but I need to confirm this, Souki’s lvl 3 transformation lets you act quicker, so you can continue combos with it. So you can do like BnB > transform > BnB. Due to the increased amount of souls gained per hit you can sometimes get all the red orbs you need for the demon super guaranteed off a set up like that. I was able to do it on the computer today while unlocking characters in arcade. Still need to test it out on a player to make sure it isn’t just the computer being stupid. Even then though, I still don’t really like that super.
red soals chmed souls. Yellow souls are most important.
And good stuff with the change discovveries. I added some new ones to PTX too. He can randomly get missiles while reloading now (the explody kind)
Yeah like I said, I don’t really like that super anyway, but at least its better than it used to be. I’ll try to get some combos listed that work well with it and see if I can find something worth doing.
EDIT: Confirmed you can cancel Souki’s 6C into Oni mode and continue comboing. So he could theoretically do something like:
A, B, 2B, C, 6C, 22C, BBQ, A, B, 2B, C, 6C, assist, A, B, 2B, C, 6C, LVL3, A, B, 2B, C, 6C, 623A, A, B, C, 3C, j.A, j.A, j.B, Double Jump, j.B, j.C, land 22C.
Obviously thats alot of hits, and scaling would hit it hard, but the point is he can use his level 3 after 6C to extend a combo, and get guaranteed souls. Unfourtanetly as was mentioned, you get a ton of red souls in this version, and really that oni super just isn’t worth it. Would be better if you got more blue/yellow really, just my opinion.
Tekkaman can combo 6C from 5B and 2B
As someone else noted, you can still double ferris wheel in an aerial rave as well, just switch up the combo a bit :
3C, (charge down) j.A, j.B, j.B Ferris Wheel (charge down) Ferris Wheel