TVC US version character changes (to be updated)

Wow everything in the first post about ryu is completely wrong the ONLY 2 changes he has is a general damage decrease and less hitstun on assist. No invuln on tastsu super, grounded C Tatsu doesn’t knockdown, and their is no limit or else it’s above 5.

I’ve seen proof of invulnerability on the tatsu super in a video. IT was one where Chunli was attacking with kikkoushou. For the first few frames of tatsumaki, he was not taking damage.

can someone else de-confirm that stuff for me? I’m hesitant to change it just yet.

I thought Batsu’s Guts Upper Special was always a launcher, someone showed me that a long time ago…he never played the game but said that was the way it worked in Rival Schools…I eventually did get my hands on Rival Schools and it was a launcher back then also

yea, if the batsu change on the list was meant for his super, then yea it was always a launcher follow-up. Anyway, after playing UaS for a bit here’s a few changes I’ve come upon:

Batsu

  • his cruisin kick is alot slower, however you can connect 4 in one air combo now, as in do 2 kicks>double jump>2 more

Chun-li

  • seems like you can combo her light fireball in combo strings now, not a big deal but that wasn’t possible in CGoH
  • i tried doin her old infinite in the corner with just one jab. Seems like it loops a couple times, but it’s not a infinite, just a flashy combo, and you can still launch or SBK>lvl 3 or whutevr

Cashern

  • his unblockable seems to have more recovery after it connects, so you don’t have enough time to jump>dive kick, and you BARELY have enough time to 623+C

Yatterman

  • his kendema infinite is gone obviously, but i found a combo loop (not inifinite cuz it doesn’t connect after so many times, like Sol-Badguy dust loop) and its stupid easy to set up
  • damn near impossible to connect 2 kendema spins in a air combo now, but still tryin to find something consistent…
  • some air combos i did in CGoH that end in dog flame otg were not consistent with the flame part, such as when your in the corner and when you hit with the dog the opponent would go over Yatterman and not get hit by the flame. But it seems like the flame hits about 90% of the time, even when the opponent goes over. It’s kind of hard to understand by just me explaining so maybe I need to make a video for this one…

V.Joe

  • is it me, or are is Voomerangs ridiculously hard to t.knee? I mean i know the infinite was taken out but for some reason I could tk other moves with ease like his red hot kick, but voomerang is difficult…

Lastly, i don’t remember for sure, but were you able to renew your double jump after a baroque? I think in CGoH you lost your double jump no matter whut, but when i found out that it resets the jump i started making new combos. I was able to do 8 cruisin kicks with Batsu into fireball>fireball super!

No I’m not talking about the super, I’m talking about his light A special.

Maybe it’s the online lag or the fact I’m using a gamecube controller at the moment, but I can’t seem to do two 623A/B/C in a single jump or double jump with Ken the Eagle anymore or at least the timing is stricter. Also, Tekkaman’s “make it rain” super deals considerably less damage when it hits the opponent OTG.

o_o some very interesting stuff there, especially that baroque thing…I’ll add all that to the changelist. Thanks

by the way. It’s been discovered that your attacks do more damage the higher up your opponent is. That’s why there’s a height scale in the training mode stage. At a super jump height, the attacks will do about 30% more damage.

Doronjo can cancel her 2C into Ultra Relax 2C roll so easily in this game.

Oh and Roll can reflect projectiles with Roll Swing.

With all the nerfs to characters I imagine the tiers have changed greatly.

I guess these few weeks will be the best time for people to show off new shit discovered and who is better in UAS.

On the subject does anyone have a solid tier list for CGoH?

Well… here’s Japan’s ranking list and assist list (Giants and Console chars excluded)
Char rankings:

??? KEN?? KARAS??? YATTERMAN1??? DORONJO

??? VOLNUTT??? CHUN LI

??? CASSHAN??? JUN??? RYU??? MORRIGAN

??? TEKKAMAN ?? BATSU??? ROLL

??? POLIMAR??? ALEX??? SOKI

Assist rankings:

??? POLIMAR??? MORRIGAN??? CHUN LI??? VOLNUTT

??? KARAS??? TEKKAMAN??? RYU

??? JUN ?? BATSU??? ALEX??? ROLL

??? KEN??? CASSHAN??? DORONJO??? SOKI

??? YATTERMAN-1

I always knew that Mega was top 5.

But I didn’t think his assist was top 4 material. hahahaha.

Also, failure for exlcuding giants and console characters when there isnt an arcade release and they have the same game as us. >_>

that’s the CGoH list he posted there. Japan doesn’t have a tier list for UaS yet. They only got it yesterday.

Yeah, someone asked for a tier list and so far the only material we have regarding that is the Japan’s arcade tier list, which excludes giants (though they do agree PTX can last more vs. pairs, but Lightan wins vs. PTX).

Haha, my favorite character is un-tierable!

Are you sure about this, I can’t get it to work. I did Polymers air super right off the ground, then again at about super jump height off a reset, and the game said they both did the same damage.

100% sure. I discovered it.

Okay, it looks like it just doesn’t work for certain moves. Polymers air throw super does I think 11,996 or something like that no matter what height I test it at. Maybe it just doesn’t work on supers then. I am noticing a difference on damage with other attacks though.

This is especially nice when combined with Baroque giving double jump back now. I just spent quite a while working on how to work that into my game, and it seems like it opens up a lot of possibilities for a few characters. Not only dealing more damage, but getting some interesting mind games and cross ups out of it as well. Ippatsu resets are even more fun now.

Oh, so THAT’s why Polimar’s Hyper Tornado did seemingly random damage whenever I used it.

Amazing discovery!

What combo are you doing do get a reset off triple jump? and can you post it in the Ippatsu thread? thanks!