landstalker Report post Posted June 2, 2012 some more [A.B.A] 5HS has slower start-up {f.S, 5HS} doesn't combo some correction [sol] HS Fafnir doesn't combo from normal f.S, only counter hit f.S and a bug already got found (by Robo-Ky player GAKU) [Robo-Ky] doing 2HS on the moment he explodes freezes the game Share this post Link to post Share on other sites
destruction_adv Report post Posted June 2, 2012 Just noticed the speed up on Johnny's mist, that seems like it'll be really cool. Share this post Link to post Share on other sites
landstalker Report post Posted June 2, 2012 (edited) [General] Doing an IB in the air (like in BB) causes a "Guard Clean"? [Testament] EXE Beast can be hold Bad Lands Loop doesn't exist anymore (?) From Hama's twitter [Order-Sol] Lv2 Rock It doesn't bounce Lv2 Bandit Revolver causes sliding Dodges Slide Head with FD Lv1 and Lv3 moves still the same Lv2 Blockhead Buster has bigger start-up, causes wall stick Dragon Install: Sakkai caused 40% damage on Millia Throw combo finishing with {HJ j.HS, j.D, j.236K Lv2} didn't cause knockdown 2D apparently has a shorter range Edited June 2, 2012 by landstalker Share this post Link to post Share on other sites
landstalker Report post Posted June 2, 2012 (edited) From Ogawa's twitter Eddie got weaker... it's just a bad first impression, but now I have a better grasp on the changes. The most obvious one is the Drill Special, its recovery got greatly increased, which influenced the combos after it a lot. On the other hand, FB Exhaustion is actually better, so there will be lots of changes (in the gameplay). The unblockables are still fine, thank you another tweet Damned Fang lost its FRC? Nobiru doesn't hit sliding opponents (smaller lower hitbox?). Mawaru Loop -> Shadow Hole Unblockable -> Invite Hell Unblockable still possible. Didn't test normals a lot, but didn't look like they changed a lot? I'd like to do more tests... ah, and I didn't win against an I-No lol; But it's still the first loketest, is that all....? Edited June 2, 2012 by landstalker another tweet Share this post Link to post Share on other sites
Roldy Report post Posted June 2, 2012 I'm curious as to how the Venom changes affect him, would anyone more expirenced than I care to explainWell, Venom's 6P > 6H chain was basically one of his best combo tools. Now that he's lost it, he can no longer do 6P > 6H > [2]8S, which will definitely lower his damage potential. Also, since 6P is his main anti-air move, we'll have to think of an alternate combo as a follow-up. Actually, unless 6P is jump cancellable, I have no clue what he'll do. Can anyone confirm if Venom's c.5S still launches on the 3rd hit, and if so, does 6H afterwards combo? Share this post Link to post Share on other sites
shinquickman Report post Posted June 2, 2012 (edited) Hmmm, seems like the devs are going with the XX/ treatment for this game. I don't mind, honestly, as long as Sol and Ky aren't top tier again :p BTW, am I reading this correctly, or was Justice's ground dash removed? What is up with that?! Edited June 2, 2012 by shinquickman Share this post Link to post Share on other sites
xlolxlolx Report post Posted June 2, 2012 ogawa also said that shadow gauge refill is slower Share this post Link to post Share on other sites
Ekiso Report post Posted June 2, 2012 Well, Venom's 6P > 6H chain was basically one of his best combo tools. Now that he's lost it, he can no longer do 6P > 6H > [2]8S, which will definitely lower his damage potential. Also, since 6P is his main anti-air move, we'll have to think of an alternate combo as a follow-up. Actually, unless 6P is jump cancellable, I have no clue what he'll do. Can anyone confirm if Venom's c.5S still launches on the 3rd hit, and if so, does 6H afterwards combo? That's a bit of a bummer. It's a little discouraging, but I think Venom'll still be good, Share this post Link to post Share on other sites
destruction_adv Report post Posted June 2, 2012 Guard Clean? Any idea what that means? Share this post Link to post Share on other sites
landstalker Report post Posted June 2, 2012 @xlolxlolx yup, no matter if it gets empty or you just call him back the tweet where he says that also, from kuni's twitter Looks like you can do {chain, yoshijin, aerial}... the character is really different Share this post Link to post Share on other sites
Dr. Stormlocke Report post Posted June 2, 2012 (edited) ....and a bug already got found (by Robo-Ky player GAKU) [Robo-Ky] doing 2HS on the moment he explodes freezes the game Thanks for the info I've had it translated to me as "while in heat mode if you do 2HS he explodes." It could also be what you posted though, I dunno. Lol. We're off to a great start Robot fans. I'm going to suffer from GG:Slash PTSD/flashbacks unless we get some more interesting news here. Edited June 2, 2012 by Dr. Stormlocke Share this post Link to post Share on other sites
landstalker Report post Posted June 2, 2012 (edited) [slayer] HS D-Step is like a S D-Step, but goes really far. Something like 2/3 of the screen 5HS doesn't cause stagger anymore, but it's still possible to do (5HS, Pile Bunker} Bite looks the same Undertow causes bounce without CH, and its FRC isn't hard EDIT: didn't feel like double posting just for this. anyway 2HS causes stagger (i.e., doesn't launch the character anymore) Edited June 2, 2012 by landstalker another info Share this post Link to post Share on other sites
excelence Report post Posted June 2, 2012 Guard Clean? Any idea what that means? You can IB VV/VT/whatever unblockable anti air on mid air? Share this post Link to post Share on other sites
Circuitous Report post Posted June 2, 2012 Go ahead and keep posting changes here, but let's take the character change discussion to their respective boards. General system changes can be discussed here. Share this post Link to post Share on other sites
landstalker Report post Posted June 2, 2012 from Kuni's twitter again If you hit the aerial Tatami below the opponent, the 2nd hit whiffs and you can combo from it. The question is if it's possible to do it from a TK Youzansen RC... Share this post Link to post Share on other sites
Jais Report post Posted June 2, 2012 (edited) Go ahead and keep posting changes here, but let's take the character change discussion to their respective boards. General system changes can be discussed here. I strongly disagree Kyle I think that making that happen will deter any kind of posting. At this point - all credible posting anything is good for the community ( excitement, HYPE ) especially when it is actual new* content. This thread will be deleted anyways. Thoughts? Edited June 2, 2012 by Jais Share this post Link to post Share on other sites
landstalker Report post Posted June 2, 2012 If I may, you should wait until this loketest ends, at least. Then put the info wherever it is fit to be Basically, use this one as some kind of gathering point Share this post Link to post Share on other sites
Circuitous Report post Posted June 2, 2012 I don't want to clutter up the thread while new info is being posted. The easier it is to find the info, the better. Compromise: if you're want to discuss character changes at length, take it to the character board. Clarification and short discussion here should be fine. If it gets out of hand we'll take it from there. (In other words, carry on.) Share this post Link to post Share on other sites
Shinjin Report post Posted June 2, 2012 (edited) Some stuff: Hama(or) The sign that the character on May-ship holds: does not say Location Test in progress!!! Tsujikawa I will focus on Bridget. Hama(or) [on Slashback] You can now still guard even after you have missed a slashback-timing. And they might have changed the blockstun that the person doing the slashback gets? And maybe even the tension gain.. Kedako(ma) [on May] OHK fucking sucks... it doesn't feel like it will ever conect.. Mogura [on Sol] Sol 5H to normalfafnir connects. FB-Sidewinder seems to be a guaranteed cleanhit. Woshige [on +R] They have nerfed the amount of stuff that the upper tier can do, and buffed the lower tier ones. At the moment: Eddie feels so strong and it doesn't feel like any character can win against him. LOX [on Jam] FB-Hyappo doesn't wallstick.......... FB-Hyappo doesn't wallstick, if it hits them in air you get a down. And I don't know if the startup of it has gotten slower, or if it is because of it getting slower, but 2HS to FB-hyappo in the corner sends them in the opposite direction.. And 6HS doesn't wallstick either... Edited June 2, 2012 by Shinjin Share this post Link to post Share on other sites
Yggjrasil Report post Posted June 2, 2012 so, here are some stuff already found from the loketes [May] Overhead Kiss is now a dash throw (like Platinum's) (?) [Justice] Lost triple jump, ground dash and triple airdash thanks goes to Nikki, from www.hitconfirm.com.br the original sources are Twitter (lots of users), this 2ch thread and ggxx jbbs Yo...I was kinda guessing on the Overhead Kiss/Dramatic Sammy thing, but I didnt think they would do it and I guess Justice losing her dashes and jumps makes her a bit more fair. Share this post Link to post Share on other sites
landstalker Report post Posted June 2, 2012 [sol] Fafnir doesn't have FRC (?) Bandit Bringer causes bounce even if it hits the opponent on the ground Dragon Install j.214K is fiery (lol) (start-up similar to FB Greed Saber?) From Woody's twitter Tried Zeinest and Hitomi's input with 236 instead of 623 and it worked. Couldn't do Bad Lands Loop. With the lag, wasn't hitting {Throw 6K}. You call EXE Beast with the command, hold the button and let it go whenever you feel like it. After you let it go, EXE Beast hits even if you get hit. another tweet Normals didn't change. f.S, 6K and j.S are still strong. Couldn't do 6HS' FRC... but I can do EXE Beast's normally, so I don't know if it's the lag or not. I forgot to test if EXE Beast's activation got slower (compared to AC) if you don't hold the button.... probably not I think? Share this post Link to post Share on other sites
Vulcan422 Report post Posted June 2, 2012 [Justice] Lost triple jump, ground dash and triple airdash Oh FUCK the HELL yes. With the proper balancing, starting with this, Justice could FINALLY be a legit character, and I would main her in a heartbeat. Share this post Link to post Share on other sites
ElvenShadow Report post Posted June 2, 2012 (edited) Sorry these are late. Was gonna post it on my blog but fuck it. Here are changes I noticed or heard from other ppl. They are not all of the changes and I might post more later. JO Noticed 6k pass through horizontal chemical love Can double jump after super jump (?) Jackhound still force break New coin not overhead New coin causes knockdown on hit in air TE Can still do counter version of warrant Badlands property changed lost loop Can do both exe beasts instant or delay them. Can summon one while other is still charging. Both have FRC ZA Spinning sword move in air has FRC and it knocks up on hit for combos KY Can do either wall bounce or wall stick follow up after DP Force break lightning orb sucks opponent down more when hit in air(?) New FB greed saber move can't be combod into off normals from what I saw JU No tripple jump Slow walk Counter doesn't work on lows Can't combo off lightning tail DP like move ED 6p nerfed Shadow gallery nerfed Overall weaker PO Slide head causes regular OTG state so no combos unless you FRC and hit them while they are in air. Still knocks drown long time so you can use it to get in full screen like before but you can only use it for oki setups without FRC FA New food item just gives health I guess. Lame New dumbbell causes knockdown on hit. I used it in an item super and I think it hit another item and got canceled out or something Force break door only works from back door. Can be combod off off only if you RC it and catch with 5p RO Lazer normal power up by heat does 2 hits and launches. Game froze 3 times as Gaku mentioned BA Tatami seems it can still wall bounce in corner. Not sure of exact properties SO FB fafnir does ground slide. Can combo in corner Can do DP follow up kick on its own in dragon install as regular air special. Flaming MI Air dust causes ground slide on hit if they touch ground AB Projectile stays out longer after going end of its distance and does more hits causing longer block and hit stun and controls more spacE longer General Slashback changed. Causes hit stop. Will Investigate more later No EX colors but they will probly add later Didn't notice lag but only played once so far Taunting gives meter but not always. I think your opponent has to havE taunted first If some of this info is wrong redundant or not actually a change, my bad Edited June 2, 2012 by ElvenShadow Share this post Link to post Share on other sites
doragonkoroshi Report post Posted June 2, 2012 Well, Venom's 6P > 6H chain was basically one of his best combo tools. Now that he's lost it, he can no longer do 6P > 6H > [2]8S, which will definitely lower his damage potential. Also, since 6P is his main anti-air move, we'll have to think of an alternate combo as a follow-up. Actually, unless 6P is jump cancellable, I have no clue what he'll do. Can anyone confirm if Venom's c.5S still launches on the 3rd hit, and if so, does 6H afterwards combo? Just to put you at ease a little here, the promo video actually shows venom's c.S 2nd hit into 6h on a standing opponent. Share this post Link to post Share on other sites
Dream Maker Report post Posted June 2, 2012 (edited) Hey, I'm just back from the loketet in Osaka. Had time to observe quite a lot, just had one game against a Slayer. All I can say is that people who thought this game will be a brokefest can sleep well, they seem to have nerfed the cheapest aspects of the top chars, even though they provided them with new weapons. Here is what I could observe, sorry if it's incomplete, unsure, or already mentioned. Characters that aren't mentioned : I didn't notice anything more than what we already knew or I didn't see playing. Anji : - 3K doesn't make the opponent float anymore, he stays on the ground when taking the hit. - 2H, 6H is gatling but doesn't combo on a standing character Venom : - 6P, 6H doesn't seem possible anymore, at least I saw a player seeming to attempt that and he could only get 6P, H Order-Sol : - Rock it level 2 knocks down. Zappa : - Sword 2H stays in place for a bit after the animation, this seems to allow for some pretty nasty keepaway tactics (like 2H spam). Justice : - Walking speed seemed slow has hell and the guy who tried to play her didn't seem to dash even once, I'm wondering if she got Potemkin style ground movement ? Hard to say if this isn't a little to much to make up for her abilities though. Jam : - 6H followup causes KD instead of wallstick now. - Puffbal FB also causes KD instead of wallstick. Johnny : - Lv2 S Mist finer seems to launch behind him very often, still possible to combo though. Slayer : - 2H doesn't launch anymore, causes stagger instead. Sol : - FB fafnir is cancellable into just as the normal one. - FB sidewinder looks like auto clean hit and seems to have a crazy hitbox. - j214K in dragon install looks like a new animation, goes down to the ground with a Jam like 214K fire kick, very fast Dizzy : - Not all the fish bites are 3 hits, some are 1 hit like before. Can't tell which though I don't know the character enough for that. Testament : - S Exe beast now does 2 hits, seems slower to come out (maybe not usable in pressure strings anymore ?). It advances a bit and bites 2 times, if hits it launches the opponent far away towards Testament. Don't know about the H version, but I believe it behaves somewhat similar. - New warrant move seems like just a teleport, doesn't hit and the old counter warrant is still there. Baiken : - The new 214P counter is super fast to come out, looks like a guaranteed anti air but not comboable even with RC the guy playing didn't seem to be able to combo. - 236K can wallbounce if close enough from the corner and the tatami is done far enough from the opponent so that the 2nd knockdown hit doesn't hit. You can then pick up with far S. On air version it knocks down in a forward/downards way unless a wall is close : it wallbounces in that case. Faust : - New dumbbell item knocks down directly. Potemkin : - Slide head still gives KD after ground bounce, but it doesn't seem possible to OTG pickup anymore. - Megafist knocks down. - jS knocks down on air hit May : - cS, HS gatling on airbone opponent doesn't seem to work anymore : fucks up the cheap vertical dolphin loop. Robo-Ky : - HS after leveled up 214S doesn't seem to combo properly anymore, or the guy on the cab was just messing up. Edited June 2, 2012 by Dream Maker Share this post Link to post Share on other sites