VinylBoy
Vanessa's Drinking Buddy,
- Joined
- Oct 12, 2000
- Posts
- 1,318
OK... I've just given this game my first dedicated 4 hours of gameplay, and I've already noticed a few differences with the characters I like to use most.
Athena:
I'm not sure if she's actually good or REALLY good as of yet. She has been given some nice tweaks to some of her moves, yet some of her patented combos are not in the game.
1. Her "Butt Blitz" (in air, FD+K) move was slightly altered. She now has the nice ability to do another move after she bounces back. However, unlike in KOF you can't do this move if you just jump straight up. Very awkward.
2. Her teleport (although a little slow) even goes through fireballs. That's a NICE addition. <IMG SRC="smilies/biggrin.gif" border="0">
3. All the patented Athena Phoenix Combos are gone since you cannot seem to buffer in a move after her in-close standing MK which does her 2-hit hop kick. Maybe I'm just not in sync with the game as of yet, but I've tried everything from regular uppercuts to Shining Crystal bits, and nothing seems to connect after this move.
4. No bufferable moves off her crouching HP, which takes away some more of her combos. This really puts some of her potential down since all of her footsweeps have little to no range.
5. Actual nice combo abilities in A-Groove... in corner, LP, LK, LP, LK, MP, Psycho Swordx2, Shining Crystal Bit.
6. Psycho Reflector remains it's traditional strength. Had no problems reflecting a Kaiser Wave back at Rugal. <IMG SRC="smilies/biggrin.gif" border="0">
Terry Bogard:
1. Rising Tackle has been slowed down and limited on range, preventing some of the drastic "Roll/Rising Tackle" tactics from CvS1. It still works well on the ground, but if your opponent jumps, it doesn't do as well.
2. Power Wave travels better and faster.
3. Crack Shot NOW goes over fireballs... certain ones, of course... including aerial ones like it's supposed to. <IMG SRC="smilies/smile.gif" border="0">
4. R4 Terry combo - Instant Death to R2 Characters, (S or N Groove) LP Power Wave, Run, In-Close HP (2-hit), Buster Wolf, Power Geyser. <IMG SRC="smilies/biggrin.gif" border="0">
Blanka:
He's still the beast from the east.
1. He seems to bounce back a littlle further to help him avoid counter attacks after blocked balling attacks.
2. Still no return of MK Roundhouse from original Street Fighter II... <IMG SRC="smilies/frown.gif" border="0">
3. Standing MP has GREAT range... Squatting MP stopped Terry's Crack Shot WHILE HE WAS IN MOTION.
4. Slide has better recovery time.
And is anyone else having problems doing regular combos with Eagle? He seems to have the moves, but why are they so difficult to connect with?
Anyhoo... I'm due for another 4 hours or so. Let's see what else I can find. <IMG SRC="smilies/biggrin.gif" border="0">
Athena:
I'm not sure if she's actually good or REALLY good as of yet. She has been given some nice tweaks to some of her moves, yet some of her patented combos are not in the game.
1. Her "Butt Blitz" (in air, FD+K) move was slightly altered. She now has the nice ability to do another move after she bounces back. However, unlike in KOF you can't do this move if you just jump straight up. Very awkward.
2. Her teleport (although a little slow) even goes through fireballs. That's a NICE addition. <IMG SRC="smilies/biggrin.gif" border="0">
3. All the patented Athena Phoenix Combos are gone since you cannot seem to buffer in a move after her in-close standing MK which does her 2-hit hop kick. Maybe I'm just not in sync with the game as of yet, but I've tried everything from regular uppercuts to Shining Crystal bits, and nothing seems to connect after this move.
4. No bufferable moves off her crouching HP, which takes away some more of her combos. This really puts some of her potential down since all of her footsweeps have little to no range.
5. Actual nice combo abilities in A-Groove... in corner, LP, LK, LP, LK, MP, Psycho Swordx2, Shining Crystal Bit.
6. Psycho Reflector remains it's traditional strength. Had no problems reflecting a Kaiser Wave back at Rugal. <IMG SRC="smilies/biggrin.gif" border="0">
Terry Bogard:
1. Rising Tackle has been slowed down and limited on range, preventing some of the drastic "Roll/Rising Tackle" tactics from CvS1. It still works well on the ground, but if your opponent jumps, it doesn't do as well.
2. Power Wave travels better and faster.
3. Crack Shot NOW goes over fireballs... certain ones, of course... including aerial ones like it's supposed to. <IMG SRC="smilies/smile.gif" border="0">
4. R4 Terry combo - Instant Death to R2 Characters, (S or N Groove) LP Power Wave, Run, In-Close HP (2-hit), Buster Wolf, Power Geyser. <IMG SRC="smilies/biggrin.gif" border="0">
Blanka:
He's still the beast from the east.
1. He seems to bounce back a littlle further to help him avoid counter attacks after blocked balling attacks.
2. Still no return of MK Roundhouse from original Street Fighter II... <IMG SRC="smilies/frown.gif" border="0">
3. Standing MP has GREAT range... Squatting MP stopped Terry's Crack Shot WHILE HE WAS IN MOTION.
4. Slide has better recovery time.
And is anyone else having problems doing regular combos with Eagle? He seems to have the moves, but why are they so difficult to connect with?
Anyhoo... I'm due for another 4 hours or so. Let's see what else I can find. <IMG SRC="smilies/biggrin.gif" border="0">