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Hatred Edge

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Everything posted by Hatred Edge

  1. Thanks. I thought it was only invincible to strikes and projectiles.
  2. Ok... Like what? Ok here's a few I can give: -Make sure no matter what that you know when Bandit revolver will connect. It's common for (new)players to land Sol's 2D and go into BR thinking it'll connect. At certain ranges Sol can only connect [insert normal]>2D. Moves like BR won't so you gotta know that range. -Another: Never, I mean NEVER do whatever>2D then do a Gunflame. Gunflame OTGs and you might lose your advantage. You should only do Gunflame after 2D if the 2D is a counter hit. -Don't always use j.P and j.HS to jump in. Both especially j.HS can hit really deep meaning you might put yourself in your opponents throw range. -Master the cover Gunflame. What that is is when you FRC Gunflame Sol is running within it. The trick to doing this is to input fwd FRC fwd. So what it looks like is QCF+P fwd FRC fwd. If you do it right you'll be running inside Gunflame. Ask me whatever you want. I'll try to help best I can.

  3. Blood Kain has throw invulnerability?
  4. http://www.youtube.com/user/turetanjanaituttanda Search this guy's account.
  5. Uploaded yesterday. http://www.youtube.com/watch?v=Gens-5RHeOk Dio(Carl) vs R-1(Noel), Dio(Carl) vs Kaqn(Ragna) Damn. TWO WEEKS AGO. I need to check more frequently... http://www.youtube.com/watch?v=5Ru1Nw_fwR0 Kaqn(Ragna) vs Dio(Carl)/R-1(Noel)/Shadow(Rachel) These aren't recent. Just linking to whatever I can find on youtube. http://www.youtube.com/watch?v=9yIjq58vUoA Chierio(v-13 vs Toriniku(Ragna), Shadown(Bang) vs Nise Pachi(Jin) http://www.youtube.com/watch?v=_QqPSIB5pWc Kagetsu(Ranga) vs Gussan(Ragna) match 1 http://www.youtube.com/watch?v=tHjEnKGttxg Buppa(Jin) vs Naru(Ragna) http://www.youtube.com/watch?v=cOrMC8vZUX8 Kaqn(Ragna) vs Yutta(Jin)
  6. So when was it discovered that j.K crosses up? Didn't someone say Order-Sol has no cross ups? Or was that Sol?
  7. I'm pretty sure most people are aware that in this day and age, you can get lots of games for free. You can't post a link to a free download for BBB or ask for it. That's illegal.
  8. Man.. Bang Install is gonna be a pain: http://www.youtube.com/watch?v=tM_Ell7tywg Kaqn(Ragna) vs Dora(Bang) http://www.youtube.com/watch?v=e17uaGRYFxI Wagen(Ragna) vs Dora(Bang)
  9. There's only so many combos you can learn and most players use the most reliable damaging combos that they can hit consistently. After all this time I doubt there's much left.
  10. Eh don't worry about it. Order-Sol gained more frame advantage with a lvl.3 BHB(+40 something?) in Accent Core and that move (on lvl3) wasn't used often. Hell if at all on block.
  11. I don't think you can ask for that.
  12. Some of these characters look pretty damn cool. But what's with the chibis?
  13. http://www.youtube.com/watch?v=3u_QMBH5Eo4 http://www.youtube.com/watch?v=-0SjvLkgeQs http://bbb.mizuumi.net/index.php/Main_Page
  14. Hi, He's Hecatom and I'm Hatred Edge. And here on Dustloop, we're the only people who care about a new BBB. High five Hecatom. High. Five. Anybody else? Oh c'mon. I KNOW some of you like BBB.
  15. Heh, someone started the thread I said I would. Anyway... http://www.youtube.com/watch?v=San8eAV7T4s Yusa(Litchi) vs Gussan(Ragna) http://www.youtube.com/watch?v=GnBPko0-yEk Unknown Rachel vs Kaqn(Ragna) http://www.youtube.com/watch?v=GfsHvLpiZhw Shadow(Bang) vs Kaqn(Ragna) http://www.youtube.com/watch?v=_FoIvmLDCSc Kaqn(Ragna) vs Matsu(Rachel)3 http://www.youtube.com/watch?v=FKMGXKMwtS8 Kaqn(v-13) vs Gussan(Ragna) http://www.youtube.com/watch?v=UDYN5qQPLME Kaqn(Ragna) vs Matsu(Rachel)2 http://www.youtube.com/watch?v=wl1MnBHH1v4 Kaqn(Ragna) vs Yusa(Litchi) http://www.youtube.com/watch?v=yCQ6Qxvf7Ao Shadow(Bang) vs Kaqn(Ragna) http://www.youtube.com/watch?v=RCsDWRh5v3Y Kaqn(Rachel) vs Kaqn(Ragna) http://www.youtube.com/watch?v=XcocZeADeGs Kegani(Ragna) vs Surippa(Bang) http://www.youtube.com/watch?v=1_DydtbbpTI Naru(Ragna) vs Shadow(Hakumen) http://www.youtube.com/watch?v=F3pV4qdKJyc Kaqn(Ragna) vs BLEED(Litchi) http://www.youtube.com/watch?v=otznKXaf8Kw Nagi(Noel) vs Naru(Ragna) http://www.youtube.com/watch?v=U-FRdN8LpWI Kaqn(Ragna) vs Matsu(Rachel)1 http://www.youtube.com/watch?v=9HnqR0hKXdo GUCCHI(Noel) Naru(Ragna) http://www.youtube.com/watch?v=aOkZuXUfdnM Kaqn(Ragna) vs Matsu(Rachel)5 http://www.youtube.com/watch?v=dA6tWN2OC8M Kaqn(Ragna) vs Kuro Ragna(Ragna) http://www.youtube.com/watch?v=_w3M1Hvvvcw Kaqn(Ragna) vs DIO(Carl) http://www.youtube.com/watch?v=or38BzMxbs0 Kegani(Ragna) vs Buppa(Jin) http://www.youtube.com/watch?v=vfb6bIuTI_4 D-1(Noel) vs Naru(Ragna) http://www.youtube.com/watch?v=m-gh3uRrZ04 Naru(Ragna) vs DIO(Carl) http://www.youtube.com/watch?v=1_DydtbbpTI Naru(Ragna) vs Shadow(Hakumen) http://www.youtube.com/watch?v=5Gja_BaJLbE Naru(Ragna) vs Nise Pachi(Jin) http://www.youtube.com/watch?v=l00TtNLenGI Dio(Carl) vs Kaqn(Ragna) http://www.youtube.com/watch?v=QtTcZa0ihCs Kaqn(Ragna) vs Rocku(Bang)/Chari Ten(Bang) http://www.youtube.com/watch?v=sUCXejrsMSM Kaqn(Ragna) vs Keita(Jin) http://www.youtube.com/watch?v=8Amd01lOQL8 Kaqn(Ragna) vs Nise Pachi(Jin) http://www.youtube.com/watch?v=mAKwGYzUd0I Kaqn(Ragna) vs Buppa(Jin) http://www.youtube.com/watch?v=ABh0WCPDeJI Kaqn(Ragna) vs Unknown(Jin) http://www.youtube.com/watch?v=jsBQySEme_8 Kaqn(Ragna) vs Matsu(Rachel)6 http://www.youtube.com/watch?v=l2Dnxejjpeg Fio(Taokaka) vs Toriniku(Ragna) http://www.youtube.com/watch?v=2TaFL-klKfY Naru(Ragna) vs Toriniku(Ragna) http://www.youtube.com/watch?v=Ti15XzRI8Jc Kaqn(Ragna) vs Yutta(Ragna) Oh don't worry guys! There's a lot more coming! I'll make sure you're sick of hearing Ragna vs Rachel just as much as I am.
  16. 2K backstep VV? I have never heard of this. I'm not insulting you or anything like that but you've had success with this strategy?
  17. What is back step?
  18. Thanks. I've seen your work in the trans thread. Good job.

  19. It's not that I'm exaggerating. It's that that's how it feels to me. A major weakness of mine has always been grapplers. Gief, Clark, Daimon, Potemkin. Everyone knows Potemkin is a pure monster in AC. A mid or low mid or a low tier grappler gives me major problems so a high one like SFIV Gief or AC Pot would be a serious issue. It's a personal thing. No matter the game if I face a grappler, that's my bad matchup. However I'm not lying when I say Pot has strong normals. Close and mid. He has strong AAs. Slayer is a beast in AC. Nuff said. You fought a good Slayer before. I'll admit Slayer isn't as bad as Eddie. But those 3? It's like walking on 1 cm thick ice. To you it may not seem that bad. But I know you are aware some people are just about to rip their flesh over some matchups. Some people believe Eddie is nothing but broken in every form. People out there think O.Sol is bullshit and that he needs to be nerfed. I have on one end an Eddie player and on the other a Pot player complaining about how much damage O.Sol does and asking me why I'm complaining. You think the matchups aren't that bad in general. I'm not pointing out Test/Venom/Jo/Buri/ABA/Axl. I pointed out Eddie/Pot/Slayer. To me these are my worst fights. Especially Eddie and Potemkin. Just like I hate fighting Potemkin, I'm 100% sure there's a Potemkin player that curses every match that he has to face O.Sol.
  20. By that definition.... Slayer, Eddie, Potemkin vs Order-Sol? Ha. I want to break fingers when I face those guys. Thing is it's not that they outzone O.Sol, it's just how strong they are. It's like whatever you do they can beat it and better 100 times over. When I look at these guys the last thing that comes to mind is "balanced". I've said a couple of times but playing Sol/O.Sol vs Eddie/Potemkin/Slayer feels like facing an SNK boss. Potemkin is something else. I have no idea what to do against that guy at all. There is no gameplan. Fight up close and hi's strong pokes win and Pot Buster beats all but ONE normal and you can't fight mid/long range because he wins at that. Plus he has strong AAs. He's slow sure and Sol and O.Sol are faster than him but it feels like he outclasses them in every way. Same with Slayer. I have no gameplan vs that guy either. I just back the hell away and hope for the best. Simply put being outclassed in every way is the worse. That is the ultimate bad matchup. I don't play GG anymore but if I did again and I faced those guys, I'll simply put my mind on blank and zone out. I won't even fight to win. I'll do what they say about GG: It's balanced enough for every to compete and that's what I'll do. Compete. But hell if I enter that fight thinking I'll win. It's kinda my own fault as well. I didn't face a diverse group of players so that did bite me in the ass.
  21. With some characters the proper area is their head. Like vs Ky I always punch the bastard in the face for the clean hit. Vs Johnny, it's the stomach. You gotta learn what the spot is for the cast. Everyone falls into some category. Mid-section, headshot etc....
  22. Some vids: http://www.youtube.com/watch?v=4nQx_RO1O98 http://www.youtube.com/watch?v=B-Tj75wEjv0 http://www.youtube.com/watch?v=gndq0KILnF0 http://www.youtube.com/watch?v=BjJnK90HHPg http://www.youtube.com/watch?v=EyHT6ksW09U Thanks to the various people from CX.
  23. King - Based on the KOF2001 version - New HSDM - she creates shockwaves from multiple kicks, called 'Secret Mirage'. Has good reach, can be comboed or used on its own as a tick damage move. - weak Tornado Kick and Mirage Kick have had their invincibility time increased - Second projectile of Double Strike knocks down Mai - New move from Real Bout Special - Midare Kachousen. - SDM version of Chou Hissatsu Shinobi Bachi has a 1/16 chance for Mai to do it in her RBFF leotard outfit instead (wtf?). This special version has complete invincibility and apparently ignores any attacks that might overlap it (so you can't hit her out of it or trade with it, it sounds like). Kasumi - Based on the KOF2000 version - New HSDM 'Sousei Kasaneate Ryuuka' (lots of kanji so I'm probably messing this up), which as you've seen in the videos is a HUGE Kasaneate. The DM freeze lasts until the Kasaneate comes out, and like Mai's new SDM it also ignores overlapping attacks. - Atemi Nage (her counter I think) has had its lag on whiff reduced - Jump D crosses up more easily now Xiangfei - Based on the KOF2001 version - New HSDM - 'Tenshin Zanhouga'. Xiangfei dodges into the background and does a line attack on the opponent (more stuff from Real Bout). Depending on the button used the starting move either hits mid or hits low. - Eikishuuhou (the followup from her HCB,f + P grab) can be freecancelled (in MAX mode) or super cancelled out of. - Eisaka (her counter move with the weird command) has had its input window made more restrictive Hinako - Based on the KOF2000 version - 2 new moves: * 'Shikofumi' - Full-screen ground pound move like Chang's Hakikyaku * 'Gorinzuki' - double-handed thrust that knocks the opponent away - New HSDM - 'Daisharin no Dorin Otoshi'. She grabs the opponent, jumps into the air and smashes them on the ground. - Crouch D animation has changed (it looks like Chang's and has more range now) and is cancellable. - Far C can had its priority adjusted so it can be used as an anti-air now May Lee - Animations have been redrawn, particularly animations they weren't satisfied with (some of which have been redrawn from scratch). - Changed her move names in Normal mode back to kanji-based names as per the KOF2001 version (lol what) - Voicework has been re-recorded - Spinning Edge (K followup from QCF+K in Normal mode, now called Kyoufuushakyaku) now knocks down - Gauze Tail Tinkerbell (QCBx2+K DM, now called Jinjuukyaku...lol) causes wire damage - She can't roll in Hero mode anymore Kim - Ending kick of his HSDM now looks like the Real Bout Special version (phoenix and everything) - Crouch B is cancellable - Hishou Kyaku (air QCF+K) does more damage when you combo into it - Close C distance has been shortened - Hishou Kyaku and Sankuu Kyaku (QCB+P, uf+K, d+K) have more lag Chang - After his Tekkyuu Taikouchi (HCF+K) hits he has a 40% chance to cause a big explosion that causes high damage (lol) - During his Tekkyuu Daikaiten (hit P repeatedly) you can enter QCB+P to follow up with his Tekkyuu Funsaigeki (b_f+P) - His HSDM has been changed quite a bit. Faster startup (so you can use it on opponent wakeup) and during the time freeze you can apparently do whatever you want. Pretty much a completely different move. Choi - Regained his Shin! Rinkaiten Toppa DM (QCFx2 + K in mid-air) from KOF'99 - He only does four slashes during his HSDM now, and getting hit will put you into a state where you're spinning in mid-air, getting knocked away at the end. - far A and Hishou Kyaku (QCF+K) have more lag - Hou'ou kyaku (QCB,HCF+K) does less damage -Jhun- Based on KOF '00 version. Gains NeoWave's Zankou Haikigeki MAX2. Hitbox of Houou Tenbukyaku (air qcfx2+K) extended upward; now connects off of Kuusajin (charge d, u+P) super-canceled. Now takes counter damage if hit during Soshuujin or Ryuukoujin (d, d+A and d, d+B stances). Ryuuroushuu (air d+B) damage reduced. -Lin- Based on KOF '00 version Jatotsuga (rdp+A/B/C/D) and Senju Rakansatsu (d, d, d+AC) from KOF '01 added. Hizoku Ougi Dokushakou (d, d, d+AC also...one move will need its command changed) changed to MAX2. Hizoku Ougi Ranbu: Dokuga (qcb, hcf+P) now can be super-canceled from Zantetsubu Rasatsu (qcf+A) Last part of B Hitenkyaku (hcb+K) is a down attack. Hop C and cr. C startup slowed. Jatotsuga's priority reduced. -Shingo- Based on KOF '01 version MAX2 is Shingo Kensei: Oreshiki: Kamukura (imitation of Kyo's MAX2). Recovery on Aragami (qcf+A) reduced. Nietogi (dp+K) range increased and now connects from strong attacks easily. Shingo Kick (hcf+K) always knocks down on hit now. Nitotsuki and Ore Mushiki startup reduced and now connects from light attacks easily. -Yashiro- Added Missile Might Bash (hcb+P) and MAX Million Bash Stream (qcb, hcf+AC) from KOF '98. Cr. C's and normal j. C's priority increased. Autoguard on Upper Duel (dp+P) increased. Regret Bash (f+A) sped up but no longer knocks down. MAX2 "「ERROR…」CODE**2002**" starts up faster and connects from strong attacks now. -Shermie- Yokedousa (ABC) now has full-body invincibility and can be canceled into a dodge attack. Inazuma Leg Lariat MAX2 now involves multiple throws before the final flying knee attack. Cr.C startup reduced. First part of Shermie Stand (f+B) removed; now easier to use in combos. -Chris- MAX2 (transform to O. Chris) now deals a hit, and can be comboed after. Glider Stamp (air qcf+K) can be juggled after and is now usable as a down attack. Twister Drive (qcbx2+K) has absolute priority (can juggle an opponent who normally couldn't be juggled, etc.) -O. Yashiro- New move: Unaru Daichi. Does a 2-handed ground pound that creates a shockwave. Strong version hits overhead, is special-cancelable, but slow. B Odoru Daichi's (hcf+K) and Armageddon's (B, D, A, ABC) startup reduced. -O. Shermie- New command nove: Jinrai. Hop attack that can be used like Robert's f+A. New move: Takeru Mikazuchi. Emits a lightning field around Shermie and gives her enough advantage on hit to follow up. -O. Chris- New stand animation. New DM: Daichi wo Kurau Gouka. Fires a giant, slow-moving fireball (might be like Kain's super in MOTW). Invincibility frames added to A Tsuki wo Tsumu Honoo (dp+P). C version can be super-canceled on 2nd hit. MAX2 ("Sanagi wo yaburichou wa mau" now deals more hits. Yamazaki - New move 'Nejikomi'. He rears up and does a body blow. Light version knocks off 33% of the guard meter while heavy version will always guard crush. Wires on counter hit. Startup is slow, so be careful when using it. - B Hebitsukai (QCF+B) comes out faster. C Hebitsukai OTGs. - Guillotine (QCFx2+P) has been made more reliable as an anti-air - incidents where the first rising punch connects and the rest of the move whiffs should be less common. Mary - 2 new moves from Real Bout Special - 'Stun Fang' and 'Spin Heel Attack'. - Her new HSDM has her start with a Straight Slicer (b_f+K animation) and go into a repeated throw attack. It's called 'M.Infinity Rose'. - Her old HSDM M.Typhoon is now a regular DM. - Real Counter is now invincible from startup - D version of Vertical Arrow (dp+K) has longer invincibility and can be super cancelled Billy - New move 'Kumosuzumeotoshi', which is a feint version of 'Suzumeotoshi' (QCB+P). When he pulls back his stick he causes an explosion in mid-air where it was. The explosion can be used as a followup attack. - His HSDM can now counter attacks from the moment the command is completed. - f+A has less priority and has more lag Iori - Regained his Saku Tsumagushi (QCFx2+K) DM from KOF'99 - His HSDM has a different animation. - far D has faster startup - Oniyaki (dp+P) has more invincibility - Kuzukaze (HCB,f+P) has had its invincibility removed - Saika (QCFx4+AC after QCF,HCB+P DM) has had its damage lowered - Depending on the situation he has different intros when fighting against Kyo (they use all 3 intros from KOF'99 through 2001) Mature - Despair (QCF+P) can be done in mid-air - B version of Decide (HCF+K) will drag the opponent up to where Mature is standing. You can then cancel it into any special move other than Decide. - far C uses the KOF'96 animation, and can be cancelled on the first and second hits - HSDM has faster startup and can be comboed from strong attacks Vice - HSDM 'Overkill' is now a regular DM (this was apparently by fan request) - New HSDM 'Cannibal Corpse' which is a moving counter move (think K's new Crimson Star Road or Freeman's QCFx2+K super from MOTW). As a side note, all counter specials, DMs, SDMs and HSDMs will cause the screen to black out when they connect (including Vice's new move). This is in order to confuse the opponent as to the startup of these moves. - far C has faster startup - Outrage (QCB+K) can be super cancelled Vanessa - The animation for her HSDM 'Gaia Gear' has been changed to be closer to that of Rick Strowd's 'Gaia Bless' from Real Bout 2 - after it hits, it pushes the opponent against the wall and they rebound off it). - If you cancel into f+A you can cancel out of it on the second hit - crouch D is cancellable - Machinegun Puncher (HCF+P) has had its hitstun reduced ( (ST's note: Presumably to remove the 100% max mode combo she had in 2002) - A version of Dash Puncher (b_f+P) has more lag Seth - Regained the remaining two air special attacks he had in KOF2000 (QCF+A, QCF+C). - The startup speed of the other two air special attacks (QCF+B, QCF+D) has been increased. - All of his air specials can be freecancelled, allowing you do some tricky setups when activating max mode. - Both f+B and the followup f+A can be cancelled now. - Generally closer to the KOF2000 version. Ramon - the d,d+P followup to Flying Body Attack (dp+K after dp+K) can now be done after his QCB+K, QCF+A attack hits as well. - stand CD wires on counter hit - HSDM 'Hypnotic Tiger' has faster startup and can even combo from far strong attacks - To compensate for these buffs the damage on some of his normals has been reduced
  24. 98UM got pushed back to 2010. OUCH. http://forums.ignitionusa.net/showpost.php?p=302&postcount=12 CHANGES K' - K' has two new followups from Ein Trigger - Second Spike and Blackout (the former is a Minutes Spike, as you might expect) - You can do Narrow Spike after D Minutes Spike now - Contrarily the B Minutes Spike now has autoguard frames Maxima - Maxima's old HSDM is now a regular SDM. His new SDM (called 'End of World' has him firing missiles and a big laser. - HCB+K can't be used as a wakeup move anymore. On the other hand the f+K followup is now guaranteed to connect. - The priority on his chest beam DM seems to have been increased. Whip - Whip has a new HSDM called 'Forbidden Engage Code: MC'. - You can apparently super cancel into it from her regular Boomerang Shot (you can super cancel into HSDMs now?) - Her down A OTGs again - Her stand CD lost its invincibility Kyo - Gained his HCB+K move from KOF'99 (replacing the existing one, I assume). Big damage possibilities when used as part of a super cancel or freecancel combo. - far B and far D come out faster - Increased the distance needed for far C to come out instead of close C - His HSDM is now a 1-frame grab (just like it is in XI) Benimaru - Regained his Super Inazuma Kick (dp+K) - Regained his grab (HCB,f+K I think?) - f+B now OTGs - You can have up to two lightning balls in his HSDM now Daimon - No new moves (lol) - You can cancel his QCB+K roll with any move except another roll (obviously) - dp+P (ground slam) can now be used in freecancel combos - You can combo his HSDM from strong attacks (the startup is faster) - Animation for HSDM has been changed Terry - Regained his 'Hammer Punch' from KOF'99 - Regained his Power Charge - Gained a new move 'Quick Burn' (apparently a DM from Real Bout Special?) - His HSDM can now be comboed off strong attacks Andy - Gained a new DM from Real Bout Special (Kunai Dan?) - jump D has been made easier to cross up - f+B knocks down by itself now - The 'throw period' of HCF+P has been increased (my guess is it's active for longer) - Generally improved Joe - Regained his low kick DM from KOF'99 - Tiger Kick and Slash Kick have similar effects as they do in the series - D Slash Kick wires on counter hit - Sliding move has been sped up to be connectable from light attacks - Generally improved Nameless- Specials: Yukikaze (glove drill) Shigure (leg blade) Shinonome (sliding attack, 3 parts rekka-style?) Sawarabe (ground flame), Yoizuki (anti-air flame slash) Amagiri (3-part follow-up) Shigure can be canceled into other specials, but not supers. Yoizuki is noted to be useful out of block or as a interrupting move (in addition to AA) DM: Shakuhou (flame dome) Zetsuei (rapid-fire flames) MAX DM: Rasen (giant drill, possibly of the heavens-piercing variety) MAX2: Rinkou (similar to Shakuhou, but stronger) Ryo - Regained his QCB+P (was missing from 2002) - Tenchi Haoh Ken (QCFx2+AC) is now a regular SDM - He has 2 HSDMs (!), one called "Retsu Ryuuko Ranbu" and the other called "Geki Ryuko Ranbu". Not sure what the difference is... - Lag of dp+A and QCF+A have been reduced. - far B and far D have faster startup Robert - Added tiger effect and sound to the end of his HSDM - QCF+C has faster startup - QCF+C flies a bit higher? (not sure about this one) - Increased the active duration of the startup of his HCB+K (autocombo) - QCFx2+K DM now has invincibility - Air QCB+K has more lag Yuri - New move, "Yuri Chou Slash". It's the kick she 'borrowed' from SF3 Ryu that you've all seen in the trailer already. Can be connected from weak and strong attacks, and causes sliding knockdown on hit (ie the opponent flies backwards rather than straight up). Wires on counter hit. D version wires if not comboed into. - New HSDM, "Chou! Ryuuko Ranbu". Can be comboed from strong attacks. - Crouch B and crouch D have had their priority reduced Leona - New HSDM "Dead End Inferno". The appearance differs depending on whether you're in Rage mode or not - once the move ends you return to normal. - Thanks to the new system she can do freecancel combos now, out of her Moon Slasher and Grand Sabre. Ralf - HSDM has been changed to allow a followup command to be entered in the middle, which causes a new move, "Galactica Vanguard" to come out. The timing is very tight (1 frame) but it causes a 1-hit KO (!) - far C and crouch D are faster - QCF+P and d,u+P now hit opponents OTG - down B links to SAB (I think?) Clark - Regained his Gatling Attack from KOF2000. C version can be cancelled into Napalm Stretch - New HSDM, "Rolling Sphere". You need to enter 6 separate commands for it to be executed fully (much like Daimon's HCFx2+K DM, I think) - far C and crouch C have better priority - down B links to SAB (again, not sure if this is true) Athena - Regained Psycho Shoot - New move - "Psychic Teleport Fake". The teleport animation moves forward but Athena stays where she is. - QCB+A has more lag - Healing followup from her SDM now heals a smaller amount Kensou - Added effects to his C throw and his air QCB+P - rdp+K has more invincibility now - his CD attack doesn't have him retreat backwards at the startup (so it doesn't look like his fireball startup anymore) Bao - Based on the KOF2000 version - HSDM is "Psycho Ball Gravity". As you might have seen in the trailer it's a static ball that sucks the opponent towards it. - Jump d+K and df+K now hit OTG - You can now escape his C throw
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