Halcyone3 Posted November 27, 2009 Posted November 27, 2009 In a nutshell: something deliciously good happens if you Fatal counter your opponent, but we aren't exactly sure what it is exactly. think i read somewhere that u get positive proration for the combo u get off of that hit.
kreichjr Posted November 27, 2009 Posted November 27, 2009 think i read somewhere that u get positive proration for the combo u get off of that hit. I think you missed Ryokoalways' post above... In the system thread on the JP BBS, there is another theory for how fatal counter works. The way to achieve fatal counter is basically confirmed, with main difference in effect. Fatal counter occurs when counter result from a move that can guard crush (the same) or certain other special property moves (basically certain other moves just have fatal counter built in. An example is rachel's lv3 j2C). The effect is changed from better proration to For a limited amount of time (or perhaps hits), following hits all have counter property built in. This is basically the counter carry-over in the loc tests. Again, I don't know which one is true, but I thought it should be known. Meaning we're unsure if it's positive proration or if the counter hit property carries over to multiple hits, but Fatal Counters are attained by counter hitting with a guard break move, and certain moves have the Fatal Counter attrib built in.
Halcyone3 Posted November 27, 2009 Posted November 27, 2009 ah, apparently i did miss that, sorry bout that. that other effect (counter carry-over) sounds hella nice as well.
ryokoalways Posted November 27, 2009 Posted November 27, 2009 Character HP: (may not be 100% correct) 13000 Tager 12000 Hakumen 11500 Jin, Bang 11000 Noel, Rachel, Litchi, Tsubaki, Hazama 10500 Arakune 10000 Ragna, Nu 9500 Taokaka, Carl
Halcyone3 Posted November 27, 2009 Posted November 27, 2009 i think bang's went up if i remember correctly, i think he used to be below noel in hp. carls increased as well...... i think, not sure, but i think i remember it in the high 8ks on CT. Tao's most definately went down though. the rest of them seem to be about the same.
Skye Posted November 27, 2009 Posted November 27, 2009 In CT Hakumen and Bang were tied in 2nd highest HP.
Halcyone3 Posted November 27, 2009 Posted November 27, 2009 In CT Hakumen and Bang were tied in 2nd highest HP. rly? huh, brain failure there in that case, i stand corrected.
ryokoalways Posted November 27, 2009 Posted November 27, 2009 I thought bang always had 11500. I'm sure hakumen was the only one with 12000. Everyone remained the same other than taokaka I think.
Felicia Posted November 27, 2009 Posted November 27, 2009 Not sure if it was posted or not, but regarding Astral Heats... Several of them have become blockable. While others remain unblockable. Right off the bat, Hazama's and Tsubaki's are both blockable. Ragna's is blockable Jin's remains unblockable (need more testing on this one) Litchi's is blockable Rachel's is unblockable. The rest are currently unknown.
ryokoalways Posted November 27, 2009 Posted November 27, 2009 Are you sure about Litchi's? I swear one of the newer match vids had a litchi use it, and it was blocked.
Felicia Posted November 27, 2009 Posted November 27, 2009 Are you sure about Litchi's? I swear one of the newer match vids had a litchi use it, and it was blocked. Really? I was told it was still unblockable along with Rachel's, I'll edit my post.
Skye Posted November 28, 2009 Posted November 28, 2009 I thought bang always had 11500. I'm sure hakumen was the only one with 12000. Everyone remained the same other than taokaka I think. My source was here, although in the link it shows that Bang's hp is 11500. Don't quite know which to follow, suppose it doesn't matter since I'm not playing Bang, but chances are the zetaboards' link is most likely right.
ryokoalways Posted November 28, 2009 Posted November 28, 2009 Fatal counter apparently adds 2F of untech time for all hits following said counter for the rest of the combo. The dude said it's confirmed. I'll check back in a few days to make sure.
Vulcan422 Posted November 29, 2009 Posted November 29, 2009 Bang's Astral animation has been changed a bit, and can now be performed anywhere in the air, not just above a certain point (in CT you had to be above the characters' heads to be able top perform it, but now you can do it right before he lands). http://www.youtube.com/watch?v=9QRje3hBIiQ
ryu-bi Posted November 29, 2009 Posted November 29, 2009 kind of weird how he lost so much life and he still get the perfect victory win pose
Vulcan422 Posted November 29, 2009 Posted November 29, 2009 That might also be new, and exclusive to certain characters.
Klaige Posted November 30, 2009 Posted November 30, 2009 Anyone else notice that in none of the videos that feature Jin has the sound of people trying to mash out of Freeze status. Did they just eliminate the sound, or is it no longer required to mash out of moves that freeze? Or am I just being retarded and japanese players don't bother mashing because they know Good players will either finish the combo or go for a reset?
Brotrr Posted November 30, 2009 Posted November 30, 2009 Jin's ice moves are auto-break now, since the first loketest. They're just there for eye-candy.
Almadiel Posted November 30, 2009 Posted November 30, 2009 The only unique properties of the ice now, compared to normal hitstun, are that it goes away instantly if you trade hits and can only occur once per combo.
ryokoalways Posted November 30, 2009 Posted November 30, 2009 Bang: Furinkazan information- Dash invincibility removed Cannot use nail momentum D moves dmg up D, jB, j4C untech time increase Fatal counter moves- 3C, 623B, air 623B (so not all guard crush moves can guard crush).
Spirit Juice Posted November 30, 2009 Posted November 30, 2009 Yeah, not all guard crush moves are fatal counters. Ragna's 2D on CH does not fatal counter.
Irrsinn Posted November 30, 2009 Posted November 30, 2009 And not all fatal counter moves are guard crushing moves apparently, just like Arakune's 5C.
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