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Old 07-25-2011, 07:04 PM   #1732
Kalyx triaD
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Character trailers for the four 'officially' revealed characters:

SPOILER: show





Notes (not official update notes, discovered by players, subject to change, etc):

SPOILER: show
Read changes as:
+ = Buff
- = Nerf
+/- = A change in mechanics that can be either a buff or a nerf and needs more experimentation to determine which it is

Akuma

+ Akuma is able to use Demon Flip and moves in the air now. [Oh shit]
+ Akuma has a Demon Flip Command Throw now (?) [Great if true]
+ Teleport seems slightly more useful, better but no real confirmation on this.
- Tatsu Assist is no longer a soft knockdown, so it's a bit more difficult to extend combos with it.
- Demon Flip dive kick OTG ground bounce relaunch is much more strict.
- Does not have a light Tatsu infinite in LVL3 XF anymore. [Shockingly rarely abused anyway.]

Amaterasu

+ Cold star appear to be faster when on point
+ Gets a speed bonus in X-Factor LVL2
- TAC gitch gone

Arthur

+ Increased overall health
+ J.S drops him downward more quickly for easier OTG after air combo
+ Arthur can throw 3 lances out (?)

C. Viper

+/- Unconfirmed, unseen new move hinted by Nitsumo himself
- It's possible her infinite from MVC3 is removed but it's not confirmed yet

Captain America

+ Shield Slash specials are faster
+ Has a Double jump now [HA!]
+ Captain America overall is a faster character
+ M/H versions of Charging Star now cause Soft Knockdown

Chris Redfield

+ Supposedly he has faster special moves start up now [I assume his gun specials come out faster now? That's great for me, since the closest thing to anti-air is his slow-ass shotgun. A faster j.SMG means better lock down when I wanna advance.]

Chun-Li

+ Appears to do overall more damage in combos
+ Chun-Li appears to be no longer vulnerable after doing her up kicks in the air (?)
+ Supposedly has new move properties (like chargeable fireballs). Very much unconfirmed, need more information on this.

Dante

+/- There have been changes to jab move (either addition or substraction of frame start up). Need more information on this.
- Hit stun scaling has been changed a bit for Dante particular on combos involving his Sky Dance. There may be other changes to his other special moves.
+/- J.S start up/frames changed up (either addition or substraction)
- Possible changes on Hammer (?) but unconfirmed

[Vague report, hope to get concrete stuff on him]

Deadpool

+ Quick Work: The distance/range/speed of this attack is said to have been increased.
+ Supposedly faster specials and Ninja gifts (?)

Dormammu

+ Reports that his Zoning Specials have become better in speed and recovery.
+ Dark Dimension has a larger hitbox. No longer passes under bouncing opponents.
+ Increased distance on backdash
+ Can use Purification in the air
+ Can charge Dark Spells while airborne. Can only charge one at a time and is vulnerable until he lands. He stops in the air when performing this special, in the same manner as Dark Hole.
Liberation in the air causes him to teleport to the ground and then perform the release.
+ Can attack out of down-back airdash. Most likely up-back too.
- Reduced hitstun on cr.M
- Dorm puts Flame Carpet slighty further out & hitbox change(?). Can cause OTG to hit once and knock people away mid-screen. Causes corner Flame Carpets to hit once on some characters because of the distance it's laid out. Flame Carpet also disappears when Dorm is hit.

[Well fuck.]

Dr. Doom

+ Dooms j.H laser is faster [Even I thought he needed this]
+ Faster cr.L
+ Launcher appears to be safer on block
+ Overall, Doom's projectiles appear to be faster now
+ Doom's forward throw causes a hard knockdown now
+ Air S moves faster vertically
+ Air S causes ground bounce on juggle

Haggar

- Lariat assist no longer causes Hardknockdown (it causes Soft knockdown)
+/- Haggars f+H now causes bounce rather than huge hitstun (?)
- He might be more vulnerable during Lariat

Hsien-Ko

+ Appears to be slightly faster, generally much less "floaty"
+ Appears to do slightly more damage due to less hit deterioration from her previously multi-hitting normals (some of them still have multi-hitting properties)
+ Airdash is a bit faster [I thought it was cute at the current speed]
+ f.M has slight better recovery (?)
+Senpuu Bu seems faster (?)
+Grounded Henkyo Ki recovery is faster
+ Anki-Hou (the Gong) has faster startup
+/- Supposedly she has new projectiles like a big Log. Need more confirmation on this. Seems like she got more than a couple.

Hulk

+ St.H has 3 points of super armor now [Crazy]
- OTG Gamma Wave into Gamma Crush is tighter now

Iron Man

+ Iron Mans UniBeam is faster and recovers faster, spammable
+ Ground dash moves him at least 1/2 screen across. Before it moved him about 1/3rd distance. [Combined with his long ranged M attack, this is scary]
+ Even faster flight cancel
+/- Triangle jump/air dash mechanics changed. Seem to have different trajectories and acceleration.
- Possibly removal of double jump (?)

M.O.D.O.K.

+ MODOK has a new air Psionic blaster done with S

Magneto

+ New move, that modifies your momentum anywhere on the screen (similar to the wind effect from Storm, or like Rachel's Wind Drive in Blazblue). Can pull you forward, push you back, or force you to stay more-or-less stationary. HUGE buff, due to the free nasty mixups on people jumping in. Pull them closer so they accidentally cross you up. Punish. [Very cool]
- Air dash reduced in range, and maybe slighty reduced in speed. Slightly affects some ROM midscreen combos of Magneto. Triangle jumps overall appear to be slightly slower.
- J.H pushes enemies away more and combined with the dash range reduction, combos are harder to do. He still has access to his Grav loop in the corner but you get less repetitions out of them.
- Disrupter start up slowed down and is generally slower but still a dominant projectile
- Throw trap time decreased slightly

Morrigan

+ Appears to do more damage on combos
+ Flight cancel combos appear to be more reliable/useful
+ New meter sucking fireball QCF+S that steals about 1/3rd of the opponents meter. Very buff new special for her.
+ Start up times on Missile hyper and Astral Vision buffed up (?)

Phoenix

- Only one action per jump. No more multiple fireballs, no more fireball into teleport. [She'll still be a bitch.]

Ryu

+ Ryu now has a "buff" super* (d, d+ two attacks) that enhances everything he does. This was seen in the UMVC3 trailer, when his Hurricane Hyper looked like a level 3 - its because of this buff. This buff also enhances his hadoken, which is best noticed in his Hadoken assist. It gets ridiculous Projectile Durability, and it seems harder to knock Ryu out of it. It also allows his Shinkuu Hadouken to bounce off of walls. Overall, it makes him a much threatening character.
+ Ryu's Hadoken and Shoryuken can be charged for additional effects, such as making Hadoken so fast it's invisible and causing wall bounce. Can be used in the air.
+ Ryu can cancel his overhead into specials now
+ Can now cancel his Tatsumaki's into other specials (?)

[Basically he's a new character. *Ryu tapping this 'Power of Nothingness' is a character arc that began in SF4, and now makes appearance in this and SFxT. It is an answer to the Satui no Hadou, Akuma himself regards it as interesting. I wish there was some media elaborating on this.]

Sentinel

+/- Sentinel drones have been sped up. They are now a true block string.
- Air combo into L Rocket Punch into HSF does not work anymore or at least isn't reliable.
+ Rocket punches and overall speed of Sentinel has been increased

She-Hulk

+ Appears to be overall faster (?)
+ New lampost projectile executed with RDP motion and causes wall bounce on impact. Has considerable start up.
- Slide now covers less distance
- TAC glitch removed

Spencer

+ New OTG Dive bomb move "Death from Above" that Spencer can combo after connecting [His tricky air game just got better.]

Storm

+ New Move: DP+S = Fair Wind, pushes opponent away, new move: RDP+S = Foul Wind, pulls opponent towards her [That's cool and canon.]
+ Appears to do better damage
+/- Slight changes to her jump cancel loops
- Cannot call assists while floating

Super Skrull

+ Meteor Smash is doable from the air now [Seems obvious]
+ LVL3 causes massive stagger, allowing you to combo after it

Taskmaster

+ New Move: Stab n Grab can be linked into Shield Charge
+ Shield Charge has its distance increased

Trish

+ Recovery on air and ground Hopscotches reduced
+ Recovery on air and ground Peakaboo reduced
+ Peakaboo assist comes out faster
+ Low Voltage projectiles have faster start ups

[Less recovery on her traps will open up her aerial combo game, faster projectile is great.]

Tron Bonne

- Tron Gustaff Fire assist has been nerfed, a bigger hittable box [Her glory days are over.]
- Tron's j.H knocks away making it difficult to hit confirm into a combo
+ Trons Bonne Strike has quicker recovery
+ Servebot projectiles come out faster (?)

Viewtiful Joe

+ New Dodge move that dodges mid/low moves easily. [Sounds cool]
+ Possibly faster mobility/j.S

Wesker

- Much lower health overall. Estimates put him in the 800-900K category now. We are talking at least a 200K drop in health. [Hmm]
- Appears to have slower teleports (?)
- Air throw pushes the opponent all the way to the corner making it harder to follow up. [WTF]

Wolverine

- Seems to have less health.
- Berserker Slash is slower, lost invincibility [Ha]
- Seems slower overall perhaps to make Berserker Charge more balanced overall
- Contrary to popular belief, Wolverine can still relaunch after a Dive Kick in the air combo the ground bounce may just not work if a dive kick stagger was used to start the initial combo
+/- Some sort of button-mashy Swiss cheese move [As noted, this may be a tacit nerf for players to be be more precise with Wolverine on the ground.]

X-23

+ OTG slash seems to have a slightly larger window, making OTG + assists easier. [Thank you.]
+ X-23 Rage Trigger hyper is faster.

Zero

+ Zero Rekoha hyper is now wider and covers more ground
- Zero's lv.3 Buster causes soft knockdown now (was hard knockdown before).
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