ryokoalways Posted October 3, 2009 Posted October 3, 2009 Carl and nu http://imepita.jp/20091003/376770 And I think so to your question. It wouldn't make sense otherwise. They didn't really specify the feint.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Hazama D moves: D is a directly horizontal strike 2D is directly vertical strike 6D is diagonal up. j2d(?) is diagonal down. when you land a D hit, press D again to teleport. They didn't specify where though, but I'd guess to your opponent. Also I think you get + to gauge when you hit? I need to confirm this further.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Tsubaki HP is similar to Jin's. That's pretty high for a rushdown char in this game.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 System: Burst is not +1 after losing a round. You only have 2 burst for the entire match. Everything else is the same as last loc test. Bursting also eats your own guard primer. How many wasn't stated.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Jin combo: B→C→mash C→6C→2D→air combo works on tsubaki.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Rachel: Frog combos are back it seems. new super doesn't use wind but may depend on current wind stock. Damage reduction. May require actual wind usuage. many questions to be answered here. Still will not recharge wind immediatley but not as bad as loc test 1. Also, it seems wind recharge penalty only applies when you have less than half or something. Need confirming. Wind doesn't seem like it recharges when you are OTG.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 System: Certain characters only have 1 burst per match (holy shit).
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Burst is now called break burst (... seriously guys, tell me you didn't spend more than 10 seconds thinking about this shit). Their explanation is that since burst has nothign to do with barrier anymore, they changed the name. I'm going to go punch a wall now.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Litchi: 3c combo removed. cannot RC tsubame.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Rachel: From flies further than first loc test but not by much. But now it's possible to use it as a shield in her offense again. As previously said, frog combos are back. Something about j2c, not very clear 6b counter but cannot retaliate (what?) 3c > 9d is harder
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Hazama's super (didn't specify which) looks like KOF zaki's (whatever that looks like).
ryokoalways Posted October 3, 2009 Posted October 3, 2009 蛇竜烈華斬 (the second super), hazama turns into terumi.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Tsubaki: DP has no invincibility (yo, what's up robo ky)
ryokoalways Posted October 3, 2009 Posted October 3, 2009 There is a change to dead spike, but it's impossible to make out what it is because people are spamming shit that just sound crazy (Dead spike in the air, lulwut).
ryokoalways Posted October 3, 2009 Posted October 3, 2009 nu: 2C start-up adjusted again. Not sure to what though. 6D more block stun +10F (seriously?) 5dd > pulsr B/C no longer combo 3C and 2B seems to have halved range Air dash distance and speed decrease backdash distance decrease.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Jin's damageincreased. The combo I posted earlier apparently does 3.5k.
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Hazama: The number is the number of D you can do. Probably recovers while you are on the ground. If you don't recover 1 in a set amount of time, you return to 2. I think his dash is a hop. Not sure if it's airborne or not. command throw does no damage but can combo afterwards.
Spirit Juice Posted October 3, 2009 Posted October 3, 2009 ryokoalways, if you could, possibly maybe make posts every 30 minutes if you can? It'd make things easier to organize. It's kinda silly to post one line of info and then post another one line of info a minute later. I appreciate all the work you're doing, but it'd probably be easier for the both of us.
Zinac Posted October 3, 2009 Posted October 3, 2009 Heres a move list for Hazama with most of the text. 236D 蛇刃牙(ジャバキ) 214D 蛇刹(ジャセツ) →A 裂閃牙レッセンクウ →B 牙昇脚(ガショウキャク) →C 残影牙(ザンエイガ) →D 構え中断 空中214B 飛鎌突(ヒレントツ) 236C 牙砕衝(ガサイショウ) 623D 蛇咬(ジャコウ) 236236B 蛇翼崩天刃(ジャヨクホウテンジン) 632146C 虫交竜烈華斬(ミズチレッカザン)
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Last one for now Jin: 5B is still slower but more usable now. 2B feels a little faster 5C slightly faster 2C still cannot be jump cancelled, but may also be faster new jc is slightly shorter than ky's jh, can be used for combo in the air. jb is still slow. probably mainly used for combo with new jc. c musou doesn't go as far (can't use it to escape as before) 5D can't cancel into specials. All fireball on the ground are faster. Air fireball has more landing recovery. rest is about the same as loc test1.
Suzaku Posted October 3, 2009 Posted October 3, 2009 Hazama movelist translation: Dirve Ouroboros (オロボロス, Oroborosu) Special Moves Jabaki (蛇刃牙(ジャバキ), Snake Blade Fang) - 236D Jasetsu (蛇刹(ジャセツ), Snake Temple) - 214D -> Ressenga (裂閃牙(レッセンガ), Tearing Flash Fang) - A -> Gashoukyaku (牙昇脚(ガショウキャク), Fang Rising Kick) - B -> Zaneiga (残影牙(ザネイガ), Afterimage Fang) - C -> Cancel Stance (構え中断, Kamae Chuudan) - D Hirentotsu (飛鎌突(ヒレントツ), Flying Sickle Thrust) - J214B Gasaishou (牙砕衝(ガサイショウ), Fang Crashing Stab) - 236C Jakou (蛇咬(ジャコウ), Snakebite) - 623D Distortion Drives Jayoku Houtenjin (蛇翼崩天刃(ジャヨクホウテンジン), Snake Wing Crumbling Heaven Blade) - 236236B Mizuchi Rekkazan (蛟竜烈華斬(ミズチレッカザン), Rain Dragon Brilliant Flower Flash) - 632146C
Suzaku Posted October 3, 2009 Posted October 3, 2009 Tentative Hazama analysis, lots of questions and things that need clarification and confirmation: Drive: Ouroboros - Press D to launch Ouroboros, and D again to pull yourself to its location (with a ducking/sliding movement). The maximum Drive Guage is 2, and it recovers over a set time when you're on the ground. A: A small punch, not sure if it can hit multiple times. B: ??? C: Cross slash with knives. D: Launches Ouroboros horizontally, useful for zoning? 2A: ??? 2B: Probably hits low? 2C: Anti-air like Jin's Rehhyou. 2D: Launches Ouroboros overhead, maybe for anti-air? 6A: Elbow, steps into it. 6B: Kicks at the ground beneath him, unknown use. 6C: Jumps forward and does a circular slash with both knives. 6D: ??? JA: ??? JB: Jumping side kick, seems strong. JC: A barrage of slashes. JD: Launches Ouroboros horizontally, useful for air-to-air? J2D: Launches Ouroboros right beneath, useful for air-to-air? J3D: Launches Ouroboros diagonally downward, good for movement? J9D: Launches Ouoroboros diagonally upward, good for movement? 236D (Jabaki): Dash through with something dark like a black snake, gap closer (?). 214D (Jasetsu) -> A (Ressenga): Slash with black darkness while jumping. -> B (Gashoukyaku): Genocide Cutter, I think there's some invincibility. -> C (Zaneiga): Short reach, anti-air? -> D (Cancel Stance): Like Mist Finer? J214B (Hirentotsu): Air attack which expands the black darkness. 236C (Gasaishou): A command throw that doesn't do any damage. 623D (Jakou): Launches Ouroboros in a circular direction to capture the opponent with it. Might be a throw that can't be guarded? 236236B (Jayoku Houtenjin): Disappears for a moment, then instantly appears in front of the enemy doing a flying kick. It's short, but seems to have invincibility at the beginning. 632146C (Mizuchi Rekkazan): Transforms into Terumi (???). [Note: The "black darkness", I believe refers to big black and green slashes, you can see one in the screens from the magazine article. Pretty sure that's him slashing with Ouroboros.]
ryokoalways Posted October 3, 2009 Posted October 3, 2009 Tsubaki: A dp has no invincibility. D dp has invincibility. If no stock, unlike Jin, C dp won't come out, instead 2d will come out. Against bang's j2c, a dp clash, b/c loses, d wins. nu: JD cannot be jump cancelled. D moves have more start-up and more block stun (not sure if it's compared to previous loc test or previous game) C moves are slower, less damage. 2C is about ragna's 6a (in damage potential I think), start-up is 70% (I don't get this, so is it faster or slower by 30%?) Gravity field didn't change. Gravity gauge added. takes 300F to charge to full. Sickle still good damage and offensive tool No backwards pulsr. air overhead has more untechability than lec test 1 ??? Hakumen: 6a is slower 6b has two hits, first hit is overhead. 5c range is now back to as before. 4c cannot cancel into specials. 4c can hit crouching opponent j2a is faster (feels like) gurren input is now 214a hop tsubaki > 2c still works. no mahha dash (sad panda) Carl: neesan hp recovery is faster. If not killed (from near death), full recovery is about 7 seconds. each 8D takes 20% of her health bar. More recovery to his forward hop (why?) Jin: Other than 2c and D moves, all moves are still jump cancellable. all dp, ground fireball, second hit of d musou all have guard crush properties. Current main Jin combo- 2A→5C→C mash→6C→2D→6B→C musou for about 3k and knockdown. Pretty damn good off 2a. Edit: Fixed listing.
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