TVC US version character changes (to be updated)

If these Karas changes are real, he’s got destroyed.
he seems to still take and give damage like a girl, if standing C has a lot of lag now, and it’s punishable, his pressure game is now useless, also seems they took out his two reliable ways to give damage (Infinite and Megacrash combos) well, they seem to have made the coolest character on the game totally unplayable.

I was hoping for Karas to be on the game since the anouncement on Japan of TvC, I was sure I was going to play him even if he was weak, and I’ll probably play him on this version too, but if he’s as bad as he seems with all those changes, I’ll be sad.

god dammit, out of everything in this game the main thing i wanted changed was to be able to megacrash roll’s dump sweep. why cant they add that. i’m psyched that yatterman’s 2c has a smaller hit box. i’ve grown to be annoyed as hell by those two characters because my friend uses them as this obnoxious team. they’re good together, i’ll give him that, its just frustrating to fight them due to their OTG shenanigans.

Great stuff, thanks to changuillo, RoyalFlush and ll.nd for typing everything out.

Can I ask what you guys mean by “Throws are useful now”?

I’m real glad to see the lower tier characters like Alex and Soki get brought up.
They messed with Yattaman, though. With added lag to the kendama spin, he’s probably not going to work the same. Juggling with standing jab after aerial kendama spin and double aerial spin air combos were important to his damage output. I really don’t think it was necessary to nerf that. Also range reductions in 2C, why? Isn’t he about range? His ground game is already super-screwy, no need to limit it more. I hope other improvements were made no one saw…

Regarding Roll when you say the dash is faster, do you recall if the lag before the dash was removed? I’d hope so, that was a real pain. Also if she can combo standing fierce into launcher, that’s a huge improvement right there. Now she can do ground combo into air combo [double air combo if she has charged broom] into OTG sweeps in the corner. That’ll be fun.

Thanks again.

I didn’t get to watch EVO this weekend because I was gone. So did they show any of the new characters at all? If not then I guess they’re going to be added in as console extras.

iirc wasn’t this possible already?

the first game wasnt a bad game really. they thought the defensive and offensive options they gave us would help balance the game, but unfortunately it didnt work out exactly how they thought. no big, but they didnt have to nerf so much to make it a good game. they only did it for the whining ass bums and elitist who just wanted to completely shit on it because so many other new games were out and coming out.

basically tvc just got a mvsf makeover.

QFT

I already hate the general gameplay changes, honestly. Character specific ones are kind of ‘OK’ (with the exception of Karas and all the butchery they did), but the ones like different MCrash, aereal raves…what happened here? Like someone said, don’t make this game for babies…Did someone confirmed about no chip deaths?

let’s just calm down here, there’s still plenty of time to the release date, so there’s still hope we can tell devs about our feelings overall.

You can tick throws like you would in street fighter. You can throw an opponent out of a block string seeing as now some normals are unsafe without the use of advance guarding.

You can still chip to death. And yeah Karas got horribly beaten by the nerf stick, but lol people still complain about the megacrash combos I’ve done on the current build even though they’re extremely limited. What about aerial raves?

i cant believe they nerfed baroque. that was what made this game so unique. it seems fair to sacrifice a huge portion of your life to do huge damage. it also made it important to hold onto those megacrashes.

nerfed baroque, changed megacrashes, no chip death, changed air comboing…the mechanics of this game have changed a little too much.

hey everyone, just got a hold of some last minute comic con tickets for friday. is anyone else going so they can test out this [possibly] different build from evo?

i’m going with my gf so it will be hard for me to play alot.

but yeah, just tell me if you want anything checked out and i’ll do my best. maybe record some matches as well.

bout’ to go grind it out. laterrr.

I think it’s sensible to say that infinites are bad in both the eyes of the developer and the eyes of the casual gamer, so… they’re trying to make sure it doesn’t happen anymore.

Now I don’t know why they changed baroque, but I think I would have changed Megacrash like they did. With Megacrash->Baroque->Megacrash->Baroque loops just waiting to be found in the japanese version, they’re probably taking precaution.

Changes to air combos and falling speed, sure whatever. Air combos seemed kinda wobbly to begin with; whether now its more so or less so, it doesn’t seem like a big deal to me.

And no one said you can’t chip to death in the new build. Don’t be spreading false info, djjizzdrinky :razz:

This game is looking sweet but all the people who played saying it is slower, keep in mind it was on a tv which had lag so it may not be as slow as we think. I was playing for hours at EVO and i was getting pretty used to it and i like it so far. Since it is a beta you can expect changes to be made. So before you start assuming anything whether you like it or not it is not the final game.

Jun/Morrigan FTW!!!

Wait, can you get chipped to death in EVO or not?

Could you confirm that she can combo 2b>5C like she did in videos?

Remind me why this is a great job? No disrespect, but Saki was already really good and fucking frustrating for a big chunk of the cast to fight against. Her getting buffed is not a good thing IMO.

These were both already like this.

Thank you. This was one of the few legit things people could point out that was really stupid about the game. I’m glad it’s gone.

Also yeah, Jun could always go 5C>2C>6C, this was one of the things that made her good, first off because it gave her high ground combo damage, and secondly because it goes low>overhead, so if you’re not on top of it you’ll get tagged pretty easily.

Anyways, thanks for looking out for all these changes.

For the record, you can only Baroque once in a combo, so there’s no infinites on that front. Also, a lot of people were saying that you can’t chip die in the new version, I heard that plenty of times. I dunno, I don’t mind it one way or the other.

When I remembered playing, chip deaths were actually possible.

Mega crash corner combos were a lot more difficult to land, but it may have been the TVs. With Polymar, I was still able to do corner mega crash, 5B, 6C, 623B,B,[P]214C, Ippatsu assist hits, first hit of 5B, 5C, 3C, to air combo to reset grab super.

Ken didn’t seem any different to me at all. Didn’t do any corner mega crash combos with him. I don’t know how to do the infinite either, but I will assume that it is gone. Ken can still do in corner ground combo to 3C, sj.A, j.A, j.B, j.B, JC, j.B, 623B, j.A, 623B, j.A, etc. shenanigans.

well shit… :<

So, it takes longer for the rocket’s hitbox to become active? I suppose that isn’t so bad as long as you don’t do it from far away, but still…no megacrash grab and nerfed rockets. Despite all the other buffs I feel this is going to cause major problems for him.

I still don’t see what all the complaining is about though. They got rid of quite a few broken elements in the game. Just because it doesn’t have infinites, just means you’ll need to engage the opponent more than once in a match, which is more exciting for everyone concerned. I admit some of the changes are a little questionable but there’s still chance they can be changed. Someone write Capcom a letter or something.

Ewyuck at Saki being buffed though. Why? Didn’t the developers see her BS unblockable shenanigans?

tv lag wasnt the problem. the game was just changed like that. yaris said everything worked perfectly fine when they were playing the japanese version on the same tvs.

Sooooo…looking at these changes, I’m tempted to do a bit of theory fighter based on what we already know. I honestly don’t think these changes are going to make the game any worse than it is now. Just different. Different characters dominating, different kinds of BS than we were used to. It’s all good.

Ryu: He didn’t get changed much. His combos might be affected by the new falling speed. I reckon he’ll still be a threat at high level play.

Chun: No more infinite! This means that all the buffs she got were necessary to keep her a good character. I think she’ll be absolutely fine now. She can still triple jump and do long and damaging combos on her own which will continue to make her a solid and valuable character.

Jun: Some better combo options and a huge buff to her assist. Jun didn’t get changed much (though some report her to feel more ‘clunky’) she is still going to be a solid as she was before.

Alex: now that the throw mechanics in the game have been changed and his command grabs are stronger, Alex should be able to finally put his grappling skills to good use. Wall bounce and knockdown off the shoulder charges should help him a lot in order to create more damage. He might become once again as scary as he seemed back when the game was new.

Ken: Oh hello, I’m just going to go up here for a little while. You may follow if you can. Toodle-oo and pip pip! I’ll see you again once the timer reaches ten seconds remaining or something.

Rock Volnutt: he got nerfed it seems. Weapon changing has become laggier so a lot of his combo options may or may not still exist. At least he can still run away and spam stuff and his machinegun super still looks as fast as ever. I don’t think his effectiveness will change all that much.

Roll: Faster air dash and better ground combos. She can now go into air raves on her own and still has OTGs. This means she can now start a ground combo, launch, re-launch (if she has charge) then OTG. Roll + Casshan just got even better.

Casshan: Hasn’t changed much strangely enough. Should be as useful as a team player as ever. He now has the option of staggering with his B denkou punch which will no doubt be very useful for getting off unblockables.

Karas: No longer has the right to wear the Bastard Belt. He got hilariously nerfed. No more pressure since he can’t combo rekkas from 5C and doesn’t have an infinite any more yet still takes loads of damage. I think they went a bit overboard here, but in the same vein his rekkas were improved substantially. Too bad you can’t combo into them from his B&B ground chains! Karas still has range and attack speed to his advantage even if he isn’t so safe anymore, and is still going to be good at catching people by surprise because of this. I believe he can still be a useful character with a different style of play. Maybe learn to use his supers more or something.

Tekkaman: In some areas he got buffed, in some he got nerfed. Faster and still strong, I think it’s worth a hit in power to his voltekka beam. He’s probably going to be a monster.

PTX: now think of it this way: the giants weren’t a threat in the old game because there was usually some way that most characters could weedle them down without much risk and some characters like Karas or Tekkaman just outright destroyed them. Now the giants can no longer be trapped in infinites or even comboed as effectively as they used to. PTX is certainly no longer scared of Karas, and as for Tekkaman, his riot tackles now wallbounce no matter where they hit, meaning space lariat is going to be less safe against bulldoser tactics. He does more damage, can still pressure just fine with J.5C and such, and now has no reason not to use the chainsaw super (which has become a lot stronger). PTX is definately going to be a beast now. Sure the rockets got a nerf and megacrash grabs no longer work, but now that he has fewer natural predators I don’t think this is such a big deal. Saki is still going to cause some problem though.

Gold Lightan: Is Tekkaman abusing you with B version space lariat? Don’t worry. 22C now hits the full length of the screen and does more damage. Though I think having the jabs push the opponent away more is not really needed.

Viewtiful Joe: Minor changes shouldn’t really change his effectiveness I think. He’ll still be a good zoner and still annoying. Now with tick throws in the game, his J.5C assaults may become even more worrying.

Saki: the new owner of the Bastard Belt. If she isn’t top tier in Karas’s place, then she’ll be up there somewhere sipping tea with Ken or Tekkaman. As if she wasn’t good enough already she just was given better combo options which will make her a threat up close as well as full screen. At least she can’t lock people in the corner all day like Karas could in the old version so top tier or not she may still not be as bad. At least she doesn’t have an infinite…yet.

Ippatsuman: Ippatsuman was already really good and he got buffed! He never exactly stood out much compared to the top tiers in the old game. So I think it’s nice that he got these buffs. Perhaps he might even be able to do a pseudo Ken runaway too.

Doronjo: her combos got nerfed but her damage went up and her zoning tools improved. A fair traid I think considering how nasty she can be in the hands of someone who knows what they’re doing. I think she’ll be just fine.

Yatterman No1: Got some small nerfs, both of which were a bit unnecessary. More recovery on 623A/B/C worries me more than the decrease in his 2C’s range. But videos show that he can still combo 2 kendama spins in an air rave so it can’t be all that bad. At least he’s still fast-ish.

Polimar: nothing but buffs. I see nothing wrong with this! Royalflush must be pretty happy that his trademark team has been all around improved by the looks of things.

Batsu: more info is needed on him. Fireballs not knocking down may be a bit of a problem but still a fair nerf since he IS rather good.

Soki: He’s faster and has better combo options. He really needed that boost in speed to make up for his lack of effective mixup. Oni mode was needlessly nerfed though and his counters still aren’t going to be very useful. I can see him being a bit more effective but not amazingly so.

Morrigan: buffs buffs buffs. More damage and better combos to compliment her already decent speed. I think she’ll become much more common once people start finding out more stuff with her, though it’s hard to say if she’ll jump up a tier or so.

Dang. I was hoping somehow, someway Doronjo’s j.B infinite would stay. It’s the tightest looking thing ever. Oh well, second coolest infinite is Doronjo’s j.A rejump infinite…which I guess is still in? It’s really hard and not very practical so I wouldn’t be surprised to see it overpassed (or maybe no one even knows about it, I’ve never seen it mentioned anywhere).

Also it sounds like Saki unblockable trap and Doronjo grab trap loops are still there???

And with the new weight mechanics, did anyone try the Rock/Roll only dash 2a infinites that so many people have?

And how about Jun’s corner rejump infinite? I think it would take a significant change in falling speed to fix this one. I don’t remember what made Ippatsuman’s hard for me, but faster falling could possibly make that easier too. In fact, now that I think about it, I don’t think there’s any way faster falling would kill the Jun infinite because she has room to add 2 more hits to make it work. Her 2a just needs more recovery/less hitstun if opponent is airborn.

I guess I’m just greedy and want all the infinites I found to stay in 'cause it makes me feel special lol.

tried jun jump corner infinite, but i kept dropping it because they fell faster. i admit i didnt spend more than ten minutes trying it, but i would go with no, it doesnt connect like it use to, and i have no problem doing that infinite. hopefully someone can confirm that next time its available for play, and adjust the timing and reps of, a, to see if it will work somehow. i feel bad i didnt try more stuff, but i only play with a select few, and llnd, flush, kurasa and them were testing other stuff, and i was mainly testing karas/chun, karas/ryu.