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Posted

okay then...

How do u unlike MG Hikaru.

For story mode, how do you get ending b

What is the basic mechanic (is there alpha counter? Faultless defense? Rapid Cancel? Air tech/recovery? Ground tech? Ground roll? what does the B+C mode do? )

Posted
How do u unlike MG Hikaru.

I'm not sure what you mean by "unlike"

For story mode, how do you get ending b

Already answered this, for sure you can get it by Super KOing the first 3 opponents:

I'm not 100% sure on the specifics, but you need to activate the "Special Stage" which occurs after the 3rd fight if done correctly. For the sake of running through everyone's story mode quickly I currently have my game set to 1 round. Originally I thought it was a score related thing as I got my first one by mistake, however it appears you might just have to get a certain number of Super KOs, in order to make sure I Super KO all 3 of the first opponents, however I have still activated the Sp. Stage by only S.KOing 2 of the first 3. But yeah so long as you get the Sp. Stage you are on the "B route", even if you use a continue.

What is the basic mechanic (is there alpha counter? Faultless defense? Rapid Cancel? Air tech/recovery? Ground tech? Ground roll? what does the B+C mode do? )

No, no, sorta, yes, yes, yes, I'll explain below.

There's an action known as "Chaos Shift" that allows you to cancel a Super attack and return to neutral, so in a way it is an RC but can only be applied to Super attacks. Outside of "Exceed Chaos" mode this is a costly option since it requires a whole bar (so essentially 2 bars are spent). Chaos Shift can be done with A+B during a Super attack.

Air and Ground teching is down with A+B, which is also the roll command (you can only roll forward, it does cross over if room is there, vulnerable to throws like in KoF)

Chaos Shift (B+C) requires max meter (3 bars) and on top of giving you health regen and having a Burst like effect, it converts your meter into a timer, which you can spend to execute moves and actions that cost meter more frequently. This is pretty much "swag" mode since you do most of the crazy combos with it on. Of course once the timer depletes you will be in "Overheat" state an can NOT build meter or a time.

You didn't ask but there are Guard Break attacks (6C+D, costs 1 bar), "Tactical Guards" (C+D, costs 1 bar, think of them like Parries, can be done in the air), and just so you know Super Cancelling costs 2 bars to do.

I think that roughly covers the basics.

Posted (edited)

Teching:

You can air tech, and ground tech. Given the training mode options, and my experiences with the game at a local meetup yesterday, it's only neutral tech.

Mechanics

- Push A+B to roll. You can only roll forward. There's no guard cancel rolls like KOF.

- Push both punches to throw. Tech with the same input.

- You can airblock air normals and fireballs, but not grounded normals or specials. So, Street Fighter Alpha/GG airblock rules, without the faultless.

- You're allowed to airdash after a double jump. You cannot, however, double jump or airdash after a high jump. This is important because...

- Pretty much all ground normals can be high jump cancelled. We IaMP now.

- If you select Step instead of Run, pretty much all normals can be dash cancelled. With the right character (read: anyone with a command grab) this can be very nasty.

- C+D when defending/at neutral is essentially a parry that costs 1 bar, and puts the opponent in a comboable state. Think of it like SamSho 6 reflect, but better.

- Forward with C+D whilst on the offensive is a guard crush that costs 1 bar. It has pretty nice startup, but loses to weak normals.

- The game has magic series. All normals can be cancelled into a command normal if you have one, anywhere on the chain. Some far normals have no gatlings though, such as Rui's f.C.

- B+C (I just call it MAX Mode out of old habits): Costs 3 bars. A great deal of normals and specials can cancel into it, but not sweeps from my experience. Puts you back at neutral (like an RC) and from my understanding, gives you infinite meter temporarily. However, when time runs out you aren't allowed to build or use meter for something long like 15 seconds.

- Special moves can be cancelled into supers. It costs 2 bars, same as KOF 2002 and Super Cosplay War Ultra. The super will also do a great deal more damage, from my experience. Things like Celia II doing ABC6A, Barrier xx GENOCIDE UPPER did about 50%, whereas just ABC6A xx GENOCIDE UPPER did somewhat less. (Incidentally, comboing into Celia II's unblockable super via her command grab does about the same damage. Command grabs scale your damage far harder than plain ol' hitcount so far.)

- Whether you can combo into a command grab or not depends entirely on the character.

From my first impressions playing with people, most of your optimal stuff's going to come from counterhits and anti-airs. Still got plenty of stuff to find. There's certainly a lot more versatility than good ol' SCWU...

EDIT: Oh, MAX Mode has health regen? Guess I'm calling it Blood Heat from now on. :v:

Edited by Pichy
Posted
- You're allowed to airdash after a double jump. You cannot, however, double jump or airdash after a high jump. This is important because...

Incorrect, you are only allowed 1 air option. You can air dash after a super jump but not after a double jump

- B+C (I just call it MAX Mode out of old habits): Costs 3 bars. A great deal of normals and specials can cancel into it, but not sweeps from my experience. Puts you back at neutral (like an RC) and from my understanding, gives you infinite meter temporarily. However, when time runs out you aren't allowed to build or use meter for something long like 15 seconds.

To be more accurate, you aren't given "infinite" meter, every time you preform an action that costs meter you will instead spend your "time" in Extend Chaos mode. So how much you get out of it is all about how you plan for it. And yes Extend Chaos gives you health regen (in fact it begins by giving you a big chunk back immediately and then slowly continues from there). It also pauses the timer while active, so yes I suppose calling it Blood Heat is appropriate-ish.

Also worth noting, when your health sinks into the "Danger Zone" (when your HP bar begins to flash red) defense increases. Also you can build meter from whiffed Specials.

Posted (edited)

Oh, he's available from the start, just press left of Hikaru. (also just so you know, he shares the same story mode with regular Hikaru, except more burning hot MOE!!!)

Edited by SolxBaiken
Posted (edited)
Incorrect, you are only allowed 1 air option. You can air dash after a super jump but not after a double jump

Yeah, my bad. Either way, you can't do IAD stuff off an anti-air jab like in GG.

EDIT: You can also hit A+B at the end of a super to RC it for 1 bar. Do this in BC mode and explode with delight.

Edited by Pichy
Posted
According to FKD's latest blog, netplay is coming, they ask for patience as they complete their "secret" development!

That was sweet of them to give people the base game to practice with while they finish up the netcode.

In other news, I have no excuse now.

Posted

To be fair...

Even though they're a Taiwanese based company, I don't think CC was ever released in Asia, only Japan. So that probably explains the release only in that territory for the time being. Maybe netplay patch will be ready for the Japanese release (gotta squeeze out those extra few yens!). So this might've been like a "sorry for all the lost time" because the way the blog is kinda worded and the way they make a point to state it was a rage in Japanese arcades makes me feel like this is the home region's first time being able to play it.

Posted (edited)

I see why they disable most HK cancle features outside of heat mode. (or what ever its call) Since it seem majority of the cast HK have a lot priority over most attacks except those with invul frames. (With some cases even becoming trades if character has alot of active)

For celia it has alot of active frames and very fast. It seems even some j.HK having this feature as it allow me to beat alot of options. (it seems lights lose out right to HK)

in general it seems Hk are the go to option for pokes.

Edited by Keo-bas
Posted

For Kagari combos, I've been doing 2B5C(2)5D3B rekka.

While in your combo vids it's mainly 2B5C(2)2B3B rekka. Doesn't using 5D does more damage then 2B? (I wish there was a damage calc in the training mode)

Posted (edited)
I see why they disable most HK cancle features outside of heat mode. (or what ever its call) Since it seem majority of the cast HK have a lot priority over most attacks except those with invul frames. (With some cases even becoming trades if character has alot of active)

For celia it has alot of active frames and very fast. It seems even some j.HK having this feature as it allow me to beat alot of options. (it seems lights lose out right to HK)

in general it seems Hk are the go to option for pokes.

Actually you are right (never tried it) plust it makes the combo hit easier to do. Im using it now.

CHAOS CODE Kagari Advanced Stun Combo:

http://www.youtube.com/watch?v=BDuvzlxvhwg&feature=youtu.be

CHAOS CODE Hikaru Stage TV Screen (Whats on it?)

http://www.youtube.com/watch?v=YRVMn26CfHo

Edited by Abelcru
Posted
I swear that somewhere in those TV Screen images there's a dumb meme I can't remember.

Japan seems to really like that meme, if you'll remember BBCT's achievement/trophy icons

04CLiGJhbC9MCxsBGlBTVkQ1L2FjaC8wLzE4AAAAAOfn5-wPxII=.jpg

BuruRaji also recently used it in one of the W episodes.

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