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  #1  
Old 08-08-2013, 04:38 PM
VaroFN VaroFN is offline
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Default Street Fighter X Tekken Mobile - Update Proposal

UPDATE!!!!!!
The petition is finished and it's now on change.org. There you'll find the finished doc with the changelog (I didn't feel like updating all that's written here) and of course the button to sign up.
Once some days pass I'll send this petition to EH and some other webs, and of course to Capcom Unity.

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Just like the update petition for Volt, the purpose behind this thread is creating a detailed changelog for Capcom to update SFxT Mobile.

One of the main problems of SFxT is that it's too oriented to casual gamers. Not only because of the boost combos (canceling a light attack into a medium one, and a medium into a heavy one), but also because of the gem system, which is WAY more unbalanced than the console system, allowing someone to end a round in two combos, and how gameplay works (Pandora being OP, only one health bar...). Damage scaling rewards short and easy combos instead of long ones. cr.MK, cr.HP xx Devil Beam deals 470 damage, while cr.MK, cr.HP xx Rising Uppercut, Devil Beam deals 418. Then, juggles. This game has way less juggle than in the console version, without things that make the tag battles interesting in the console version like Tag Cancel and Cross Assault.
Some could say that there's no problem about making a game easy for casual players, but the problem we have here is that it doesn't reward advanced gameplay but just pure luck. Things like the OP damage boost received when low in health make amateur combos like ABC, launcher, ABC, launcher drain more than half a health bar, and that's without taking about gems, with some adding 60% more damage or making characters move at lightspeed.

With this petition we will not only show Capcom how to improve the game, but also why they should make it less casual and what they win by doing that.

This "project" started in the SFxT chat since no one here really plays this game here, but since everyone there doesn't have anything left to say I brought it here. I hope even people who didn't play this game a lot could give their opinion and such.

The list of changes is still a work in progress. I'm still not happy with things like the Lei's move list, which is almost the full version (except different strengths for some specials), but there's no way to make Lei good without giving every stance their respective normals, since that's what really makes the differences between the stances. I'm also sure that some people will find the move list combos (like Kazuya's Twing Fang combos) a bit difficult, but most of them are the same in the console version, and I can say from my experience with advanced combos with Hwo in this game which need lots of inputs that those are easier than they seem.

The changelog is here, but since it's too big I'll write everything here so it's easier to read.

Part 1
"Introduction". This would explain Capcom what model they should follow with the update, with explained reasons and all.

Part 2
Changes for the game in general. iPhone 5 compatibility, better netcode, some changes in the gameplay, etc.

Part 3
Buffs, nerfs, fixes and changes for the current characters. Even while the game should be more in line with 2013, there are some things that shouldn't follow the 2013 path. For example, Guile was nerfed for 2013, yet if we nerf him for Mobile, he would be below bottom tier.

Part 4
New characters. New characters should work just like the current characters, and that means they need boost combos and they should have different moves for each joystick input.

Last edited by VaroFN; 09-23-2013 at 02:38 PM..
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  #2  
Old 08-08-2013, 04:38 PM
VaroFN VaroFN is offline
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Part 1

What’s this?


This is a petition for an update to Street Fighter X Tekken Mobile. This update would bring balance and new features to the game following the changelog that was already made.

Why should Capcom invest on a mobile game?

The mobile market keeps growing and growing. We all know how mobile games like Angry Birds, Block Fortress, Infinity Blade and the mobile ports of GTA were successful in the App Store. Now even some large companies try their luck on the platform by releasing new console-like experiences, like SE with Deus Ex: The Fall. Right now there isn’t any other platform that it’s growing faster than the mobile market, and that it’s worth checking out.
But this update isn’t only good for Capcom. Everyone who tried SF IV Volt on their devices can tell that having a fighting game in a mobile device and playing it on the go is the best thing ever.

But what will Capcom win by releasing an update for one of their games?

We’re not talking about a free update for the current version of the game, but about a new app like how Volt was to Vanilla. There’s no better way to do an update for the game: it would more likely get the New & Noteworthy from Apple on its release, get the attention from players who played and didn’t play the current version of the game and thus reach the Top of the App Store without many problems.

How will Capcom sell the update?

The best way to sell it would be setting a price for the new game and making the DLC characters from the console version also DLC here. The premium price should be enough to get revenue from the game but also to get attention from people who usually don’t buy games, something like $2,99. Those who will get the game but without playing much would still pay the price of the game, and those who will play the game a lot (which happens very often with fighting games) will buy the DLC characters. BUT by setting a price for the update the credits and the gems should be deleted. While it’s true that mobile games are most of the time just for getting the attention from new potential players, and that the mobile market is known for the casual games, we should remember that we’re talking about a fighting game. If someone’s first experience is a casual game, but then they play the console experience and they find that “it’s not so casual”, they will quit that franchise. The boost combo system from the mobile game and the SP button are already a great help for the player. Gems don’t help the player, they just make everything faster and random, so the game stops being a matter of skill but of pure luck, which MUST be avoided at any cost in a fighting game. That’s why Volt, which was released 2 years ago, still has a GROWING community, while SFxT’s is sadly dying.

Gamers are willing to pay for a good game no matter what it costs. That’s why we see so many ports of console games those days. But what’s better about that it’s that the companies are still getting more players. People who pay for those ports aren’t usually people who already played them, but people who are new to those franchises. When we’re talking about console games, it’s true that FTP is the best way to get new players in that platform, but when we’re talking about mobile games, any model can get the company new players, so what's important here is finding a model that wouldn't make the players annoyed, and that's premium.

How will the update add balance and new features to the current version?

This petition already has the things that should be fixed and changed, from minor to major changes, how the current characters should be balanced and how the characters missing in the console version should be added. Everything here follows the gameplay and features of the console version, except some parts like some characters having 3 versions of the same attack for one single input (like Jack-x’s Rocket Uppercut), much like Guile’s cr.HP and Ryu's far st.HP being cancelable in the mobile version of SFxT and Viper’s Seismic Hammer “autotracking” the opponent in Volt.

Last edited by VaroFN; 09-14-2013 at 10:28 AM..
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  #3  
Old 08-08-2013, 04:39 PM
VaroFN VaroFN is offline
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Part 2

- iPhone 5 compatibility.
- Fix the "Sending Data" bug which causes the game to be stuck in this window for some time in the main menu and make the Card List menu crash very often.
- Fix random crashes at the loading screen in both MP and Arcade.
- Better netcode. Right now the game suffers from huge lag.
- Better graphics and sounds. Other games in the AppStore can confirm that it's possible to make a game with great graphics without affecting framerate. About sound quality, right now sounds aren't only mono but also low quality ones.
- Avatars for players' cards. Just like the titles, they can be unlocked with some being only available with SP.
- Customizable colors for the characters. Some colors are bought with SP.
- New titles.
- Get ride of (or at least nerf) the gems. They kill gameplay by making it possible to kill someone by just 2 combos. They should be deleted or at least heavily nerfed and balanced.
- In the case of getting ride of the gems, every player should get the SP they spent in the store back.
- SP, gems and credits are linked to players’ profiles, so it's known how many SP, gems and credits someone has in the current version to give him those back.
- Delete credit system. No matter how much we have to wait after 3 matches, it's very tedious. The game's paid after all.
- After deleting credits, the credits remaining for each player will be changed into SP.
- SP will be used to buy customes and colors for the characters, some titles and some avatars. Players can buy SP by IAP or getting them by playing.
- Add Wandering Warrior-like feature and link it with the Card info. It should also reward players with SP.
- Add something like BN (Battle Network) from Volt. It's way better than Nakamap (now Lobi). It should have every feature that made BN that good (replay management, profiles, tournaments, etc.).
- More options for friendlies. Friendlies right now are just 1 rounds and that's all. We should be able to change the number of rounds and also handicap. Also, friendlies should be available from the start instead of unlocking it by leveling up.
- Solve the problem which disables SP for some matches randomly.
- Delete Autoblock. SP is already a good help for novice players, and just like the gems it kills part of the gameplay (no more cross ups, mindgames or anything). Knowing how to block is even more important than knowing how to buff moves, so if the game is for new players it should teach them the basics of a fighting game.
- Cooldown system for SP. Right now SP is more a handicap than a help since it makes it easy to mash forward + SP during a blockstring to do a SRK. Therefore, it should be balanced with a cooldown system which would create some delay when mashing a move. This cooldown would happen when in blockstun, hitstun and while knockeddown. Fighting games punish bad timing, and that’s another leason to new players.
- Add two throws for each character (Ken gets Knee Bash as forward throw and Hell Wheel as back throw).
- Shake the device to taunt. Option for the sensitivity in the Options menu.
- Option to disable music or sounds in the Options menu.
- Names of the players appear under the life bars.
- Names of the players appear in the replays menu.
- Option to see both players' inputs in the replays.
- Leaderboards for Survival mode (Gauntlet).
- No more rendered cutscenes for Pandora, Super and Cross Arts. Use 3D animations without camera angle changes for those cutscenes. This way it's easier to see where both characters are to avoid dropping Pandora combos and the like.
- Use the two life bars system instead of the actual one. Right now using the partner is useless and most people just use launcher into launcher to get the gem's powerup.
- Add Tag Cancel (press X while other move is active) and Cross Assault (QCB + X). Launcher is now forward + X in boost combos.
- Add changes from 2013 like throwing someone out of rolling, faster throws, throws delete recoverable damage.
- Pandora should also work like in the console version. Right now the players recovers damage and gets a huge boost from the box they use, so people use it near the time over and just runaway, which isn't fair at all.
- Recoverable damage should be recovered at a slower pace (just like in 2013) and be lost after tagging.
- Proper damage scaling. Right now it only rewards small and easy combos. Damage scaling should be just like in the console version.
- Juggling should work like in the console version (long combos).
- Physics fixed so that Hugo's cr.LP after Lariat sends opponent higher, counter hits before wall bounce don't change the arc, etc.
- Character in crumple becomes airborne after a while.
- Add 2 vs 2 MP mode, for both online and BT.
- Less pushback on all moves. Right now the pushback is too high for everything.
- Less room for boost combos, so frame advantage combos still exist.
- Less recovery on ALL moves so that hit confirm and frame advantage combos exist. Right now Chun is the only char with hit confirm combos, and they are still too tough. And then, some things that should exist like Rolento's cr.MP into st.LP don't.
- Everything faster, on par with the console version. By taking a look at Rolento's far st.HP in both versions of the game it's obvious that the mobile version's gameplay is slower.
- All moves slightly safer on block, more in line with the console version.
- Option to select English or Japanese VA individually for each character.
-
Full VA (some files from the Japanese VA and some VA when tagging are missing).
-
All stages from the console version. Full Arcade mode.
- Music filter when low in health.
- More win animations.
- No camera zoom in after winning.
- New battle points (BP) system more in line with Volt. No more 10000 BP as max.
- Less room for Cross Cancel.
- down + X no longer a block/Cross Cancel OS. Will trigger Tag or Cross Cancel just like just X.
- Less screen freeze for launcher and block strings.
- Less damage boost/0 damage boost when low in health.
- iCade/Controller support (upcoming Xcode will add official controller API).
- No more "Do you want to play?" option. That question is not only unneeded, but also most people keep trolling pressing No.
- forward/back + P is only a throw when it's possible to use a throw, which means that it shouldn't be a throw when the opponent is waking up, but should be a throw when the opponent is rolling.
- "Fight" premier disappears before players can attack.
- Easier to see recovery life.
- Characters can be hit earlier while rolling (they can still block), but they can only attack later.

Last edited by VaroFN; 09-15-2013 at 10:21 AM..
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Old 08-08-2013, 04:46 PM
VaroFN VaroFN is offline
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Part 3

Ryu


- (EX) Air Tatsumaki with better hitbox.
- Air Tatsumaki "pushes" Ryu.
- down + SP -> Hadouken.
- (New move) Collarbone Breaker instead of Solar Plexus Strike (forward + P). Solar Plexus Strike is just a tool for pressure, and in this game Ryu already has many tools for pressure, but he misses an overhead.
- (New move) far st.MP instead of close st.MP. It has better range and it's still special cancelable.
- cr.HK with better hitbox. In the current version cr.MK has way better hitbox than cr.HK, and cr.HK is just useless unless you want to make a wake up setup. Special cancelable. Damage 70 -> 90.
- cr.LP with (slightly) better range.
- Super with less recovery (not in the likes of SF IV, but at least better than the actual recovery). Right now it's even possible to block the Super in the other side of the stage and punish Ryu.
- (EX) SRK has slightly better invinc.
- Joudan's damage 80 -> 90.
- cr.HP damage 70 -> 90.
- cr.MK damage 50 -> 60.
- Add cr.MP after cr.LP.
- j.MP cancelable into (EX) Air Tatsu after the first hit.
- EX Air Tatsu’s damage 30x5 -> 28x5.
- EX Air Tatsumaki's damage 150 -> 140.
- Tatsumaki Senpukyaku slightly faster and doesn't send the opponent too far, on par with the console version.
- Slightly less recovery on Hadouken.
- Cross Cancel is 3 hits instead of 5. Damage 30x5 -> 30x2, 40. Hard knockdown.
- Cross Art's damage 100+ -> 150+.

Chun-Li

- Hazanshu with way better hitstun.
- EX Spinning Bird Kick sends the opponent higher.
- Kintekishu's damage 60 -> 50.
- Tenkukyaku’s damage 60 -> 50.
- Tenshokyaku's damage 16x5 -> 20x5.
- Air Target Combo’s damage 100+30 -> 100+40.
- Yosokyaku's damage 60 -> 55.
- Kikoken's damage 75 -> 50.
- Spinning Bird Kick's damage 15x8, 30 -> 12x8, 34.
- EX Hyakuretsukyaku's damage 30x4 -> 30x3, 50.
- Air throw’s damage 150 -> 190.
- Yosokyaku’s damage 60 -> 50.
- far st.MP faster and with less recovery.
- EX Kikoken with more hitstun and blockstun.
- (New move) close st.HK (back + K in boost combo). Great offensive tool that can be canceled into a jump. forward + K/K in boost combo for far st.HK.
- (New move) cr.MP (down + P). Great tool for poking. cr.MP after cr.LP in boost combos.
- (New move) j.LK instead of j.MK. Its short hitstun and cross up makes it a deadly weapon for mixups.
- (New move) cr.LK instead of cr.MK (down-back + K). It has about the same range and it's faster.
- (New move) Rear Spin Kick (down-forward + K). Not only a great AA, but also can be used for some interesting combos in the corner. cr.HK is now down + K.
- Mashed Hyakuretsukyaku with more hitstun (can combo into cr.LP).
- Instant stomp makes the jump shorter.
- cr.HP is only special cancelable in first hit.
- Cross Cancel causes a hard knockdown.
- Cross Art's damage 100+ -> 150+.

Dhalsim

- Slightly slower startup for Yoga Inferno.
- Yoga Volcano's damage 250 -> 280.
- Double Zoom Punch's damage 90 -> 80. Blockstun reduced.
- Double Zoom Straight's damage 90 -> 80. Blockstun reduced.
- Jump Double Zoom Punch's damage 100 -> 80. Blockstun reduced.
- Yoga Flame less safe on block.
- Opponent can't tech after Yoga Blast.
- (New move) Yoga Tower (up + P). Allows him to avoid FBs while playing ground.
- (air) down/down-back + K -> Heavy Yoga Spear. (air) down-forward + K -> Medium Yoga Spear.
- (New move) (air) down + P -> Yoga Mummy.
- cr.HP after cr.MP.
- (New move) cr.HK (down + K).
- Cross Cancel: two hits (60, 60) instead of 3 (60, 40, 40). Hard knockdown.
- Cross Art's damage 100+ -> 150+.

Guile

- Better hitstun and way less pushback on hit for (EX) Sonic Boom. Right now doing combos it’s impossible.
- (New move) Reverse Spin Kick (forward + K). He needs more offensive tools. This move can lead to very powerful combos with some timing.
- (New move) cr.MP (down + P). Continues with cr.HP.
- j.MK crosses up just like in Volt.
- Less pushback for all punches.
- Spinning Back Knuckle's damage 80 -> 100.
- Target Combo with more hitstun.
- Knee Bazooka's damage 40 -> 50.
- Sonic Hurricane's damage 100, 20x4, 120 -> 120, 20x4, 120.
- Bigger vertical hitbox and more active frames for GHK.
- Throw’s damage 150 -> 130.
- Air throw’s damage 120 -> 180.
- Throw has more priority than Sonic Boom.
- Cross Cancel's damage 150 -> 100. Hard knockdown.
- Cross Art's damage 100+ -> 150+.

Hugo

- Less blockstun, hitstun, and active frames for Body Press. Bigger hurtbox. Juggles an airborne opponent. Damage 90 -> 110.
- Less frames with Super Armor for Monster Lariat. Damage 60 -> 70.
- Shootdown Backbreaker with smaller hitbox and bigger hurtbox. Damage 120 -> 160.
- EX Shootdown Backbreaker’s damage 160 -> 200.
- Meat Squasher’s damage 180 -> 200.
- EX Meat Squasher's damage 200 -> 260.
- cr.LK and cr.MK with less range.
- cr.LK damage 30 -> 50.
- cr.MK damage 90 -> 130.
- cr.HK damage 70 -> 130.
- cr.HP with slightly bigger hitbox. Damage 90 -> 130. Special cancelable.
- cr.MP damage 60 -> 70.
- cr.LP damage 30 -> 40. Rapid fire.
- st.HK damage 90 -> 130.
- Hammer Hook causes wall bounce on CH. Damage 130 -> 160.
- j.HP damage 100 -> 140.
- j.HK damage 100 -> 140.
- Leap Attack moves Hugo a bit more forward.
- (New move) down + P -> cr.MP instead of cr.LP. Continues with cr.HP.
- (New move) down-forward + K -> cr.HK. cr.MK is now down + K.
- Giant Palm Breaker with more hitstun (can combo into Super from the ground).
- st.HP causes hard knockdown on airborne characters. Damage 90 -> 130. Startup slightly slower.
- st.MP damage 70 -> 100.
- st.LK damage 30 -> 50.
- EX Giant Palm Breaker’s damage 140 -> 130.
- Moonsault Press’ damage 220 -> 230.
- EX Moonsault Press’ damage 270 -> 250.
- Cross Cancel's damage 150 -> 100.
- Cross Art's damage 100+ -> 150+.
- Fix Rising Sun and other low attacks whiffing on Hugo when they should have hit him.

Rolento

- Bigger hitbox for st.MP.
- far st.HP damage 50+90 -> 40+50.
- Bigger hitbox for close st.HP.
- More blockstun for EX Mekong Delta Air Raid.
- (New move) (air) forward + P -> j.HP. Not only a great jump in but also a move with huge range.
- (New move) back + K -> far st.HK. Can combo into cr.MK and into itself and has cool juggles in corner.
- (New move) cr.HP instead of cr.MP (down-forward + P). I
t isn't special cancelable, but it has better range than any other ground normal and its startup is a bit faster than far st.HP and can combo into cr.MK. cr.HP instead of close st.HP after cr.MP in boost combos. cr.MP is now down + P.
- back + P/SP, P/SP, forward + P/SP to select angle for Stinger. Better hitbox.
- Cross Cancel causes a hard knockdown.
- Camera zoom out for his Cross Art. Damage 100+ -> 150+.

Last edited by VaroFN; 09-15-2013 at 10:09 AM..
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Old 08-08-2013, 04:47 PM
VaroFN VaroFN is offline
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Part 3

Kazuya


- No invinc. vs standing moves for Mist Step, so it’s like a crouch. Invinc. vs FBs and jumping attacks remains.
- Back dash invinc slightly nerfed.
- Smaller horizontal hitbox for st.HK. Far crouching opponents can avoid it.
- (New move) Demon Slayer (P, P, back + P).
- (New move) Twin Fang Stature Smash (P, P, back + K).
- (New move) Twin Fang Double Kick (P, P, back + K, K).
- Add wave dash for non-SP input (for both SRK and down-forward x2 inputs).
- Allow EGWF to be used as down-forward, down-forward + P.
- Less range for jab.
- (EX) Slaughter Hook/Devastator/Slaughter High Kick damage scaling fixed.
- EX Demon God Fist's damage 80+100 -> 80+120. EX Demon God Fist can be canceled into Super after the first hit.
- EX Rising Uppercut's damage 90 -> 100.
- EX Slaughter Hook/EX Devastator/EX Slaughter High Kick loses strike invinc.
- Oni Front Kick's damage 90 -> 110.
- cr.MK damage 50 -> 60.
- st.HP damage 70 -> 90.
- Dragon Uppercut to Middle Kick's damage 100+50 -> 100+80.
- Dragon Uppercut to Spinning Low Kick's damage 100+50 -> 100+70.
- Slaughter Hook's damage 40+40 -> 60+30. EX Slaughter Hook’s damage 50+40 -> 80+30.
- Slaughter High Kick's damage 40+60 -> 60+70. EX Slaughter High Kick’s damage 50+60 -> 80+70.
- Devastator's damage 40+80 -> 60+100. EX Devastator’s damage 50+80 -> 80+100.
- Demon God Fist's damage 100 -> 120.
- cr.MP added after cr.LP.
- cr.HP gets invinc against air moves.
- j.MK damage 60 -> 70.
- cr.HK damage 80 -> 90.
- j.HP damage 90 -> 100.
- Rising Uppercut’s damage 80 -> 70.
- Spinning Demon’s damage 50+60 -> 70+70.
- EX Spinning Demon’s damage 70+60 -> 70+70.
- Spinning Demon Hook’s damage 50+70 -> 70+100.
- EX Spinning Demon Hook’s damage 70+70 -> 70+100.
- Cross Cancel causes a hard knockdown.
- Cross Art's damage 100+ -> 150+.

Nina

- cr.HP can hit opponents in ground bounce. Slightly faster. Damage 90 -> 80.
- Skull Splitter's damage 70 -> 80.
- EX Skull Splitter’s damage 80 -> 120.
- Geyser Cannon's damage 80 -> 100.
- Less pushback on block with Super. Slightly more recovery when landing.
- (New move) st.HP (back + P).
- j.MK has a slightly better hitbox for crossing up.
- Spider Knee moves Nina forward for better combos.
- Ivory Cutter's damage 50+40 -> 50x2.
- Arm Break's damage 60 -> 80.
- j.HP damage 90 -> 100.
- down-back + K -> cr.MK. down + K -> cr.HK.
- (New move) down-forward + K, K, K, K -> Flash Kicks.
- (New move) down-forward + K, P, down + K, P -> Creeping Snake to the Left Low Uppercut.
- (New move) down-forward + K, P, down + K, K -> Creeping Snake to the Left Low High Kick.
- Blonde Bomb causes a more prominent knockdown (sends the opponent further).
- EX Blonde Bomb’s damage 120 -> 130. Better recovery on hit.
- EX Backhand Slap’s damage 60 -> 40.
- EX Double Arm Break’s damage 120 -> 100.
- (EX) Backhand Slap can be used against opponents in ground bounce.
- Cross Cancel causes a hard knockdown.
- Cross Art's damage 100+ -> 150+.

Paul

- Faster (both walkspeed and dashes).
- far st.HP damage 80 -> 90. Slightly faster startup.
- down + SP -> Mountain Raze. down-forward + SP -> Shredder.
- Sway can be canceled into any special. P = Rubber Band Attack, down + P = God Hammer Punch.
- EX Sway moves Paul more forward after the second hit.
- Shredder gets some invinc. Damage 20+20+60 -> 50+30+30. Doesn't send the opponent too far. Hitbox slightly bigger.
- EX Shredder gains more invinc than its meterless counterpart and hits crouching opponents. Damage 30+30+60 -> 20+30+60. Doesn't send the opponent too far. Hitbox slightly bigger.
- EX Mortar Punch can be controled with the joystick. Damage 100 -> 130. Slightly less recovery on hit.
- Phoenix Smasher's damage on CH 137 -> 220. EX SRK sound effect and cinematic/stage shaking added. Damage on hit 110 -> 120. Slightly unsafer on block.
- cr.HP with faster startup, less pushback and smaller hurtbox.
- More hitstun for j.MK. Damage 60 -> 70.
- Meterless Mountain Raze gains the EX version's effect. Faster startup. Doesn't send the opponent too far.
- EX Mountain Raze's startup faster. Full invinc. Doesn't send the opponent too far.
- st.LP/cr.LP can be linked into far st.HP.
- cr.MP added after cr.LP.
- Rubber Band Attack's damage 100 -> 150. Hard knockdown on CH.
- God Hummer Punch has better recovery on hit. Invinc against crouching attacks.
- Demolition Man can only be followed by Super. Damage 80 -> 100.
- Mortar Punch's damage 70 -> 130. On CH causes ground bounce.
- (New move) close st.HK (back + K). Fast strong move that can be used after full Shredder for powerful combos.
- Hang Over's damage 50+40+40 -> 50+50+50. Better recovery on both hit and block.
- Bone Breaker’s damage 40+40 -> 50+50.
- More recovery on blocked Super.
- cr.MK damage 50 -> 60.
- Throw’s damage 150 -> 130.
- Hammer Punch can also be canceled into Phoenix Smasher and Burning Fist.
- EX Phoenix Smasher’s damage 130 -> 120. On CH 162 -> 200.
- Launcher moves Paul a bit more forward.
- j.MK damage 60 -> 70.
- (New move) nj.HP (P in neutral jumps). GREAT neutral air move.
- (New move) CH charge (hold down for a second). Makes next hit a CH.
- Cross Cancel's damage 130 -> 120. Causes a hard knockdown.
- Cross Art's damage 100+ -> 150+.

Last edited by VaroFN; 09-14-2013 at 02:11 PM..
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  #6  
Old 08-08-2013, 04:48 PM
VaroFN VaroFN is offline
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Part 3

Hwoarang


- Special Step cancelable into any special, thus K and SP are no longer Sky Rocket and EX Sky Rocket.
- Sky Rocket gets a bit of invinc at startup. Damage 110 -> 150. Low damage 80 -> 90. Less blockstun.
- EX Sky Rocket gets invinc at startup (more than the meterless counterpart). Damage - 130 -> 180. Low damage 100 -> 120.
- Improve Flamingo's moves effects (pushback and such) so they match the console's.
- Hwo's leg in st.MP invinc against air moves.
- Slightly better hitstun with Air Raid. Damage 50+20+40 -> 50+30+40.
- Better recovery on hit with EX Air Raid.
- Air Raid Special doesn't have any pushback on hit/block, and has better hitstun.
- Dynamite Heel causes ground bounce on airborne character. Better range. Damage 100 -> 80.
- Less pushback on hit and better hitbox for Super. Less blockstun.
- EX Dynamite Heel with less pushback on hit on airborne opponent, better hitbox and less recovery on hit. Less blockstun.
- Iron Heel's damage 60 -> 70.
- Fade Away Kick's damage 50 -> 70. Invinc against crouching attacks until the first active frame.
- cr.HP damage 80 -> 90. Bigger horizontal hitbox and invinc against air moves.
- st.HP damage 80 -> 90.
- st.HK damage 80 -> 90.
- (New move) (in Flamingo) forward + P -> Flamingo st.HP. Good AA move while in Flamingo.
- Hwo’s leg in Flamingo st.HK invinc against air moves.
- cr.MP damage 50 -> 60.
- (New move) down + K -> cr.MK instead of cr.LK. Great AA. Damage 50 -> 60.
- Throw’s damage 120 -> 130.
- Hunting Hawk’s damage 30+30+40 -> 50+50+50.
- EX Hunting Hawk’s damage 30+10x3+50 -> 50+20x3+50.
- EX Air Raid Special’s damage 130 -> 120. Faster startup, startup invinc and more hitstun. No pushback on hit/block.
- Cross Cancel causes hard knockdown.
- Cross Art's damage 100+ -> 150+.

Heihachi

- EX Dragon Uppercut doesn't make Heihachi move forward. Invinc from startup to finish.
- Slightly better walkspeed and backdashes.
- First hit of Double Palm Strike has better recovery so that on hit without followup is 0 f.
- Muso Kageki with stagger on CH.
- EX Demon Breath has slightly faster startup.
- Less pushback for st.HK on both block and hit.
- cr.HP with less blockstun.
- Chrome Dome's (lvl 1) damage 50 -> 80.
- Chrome Dome's (lvl 2) damage 50 -> 120.
- Chrome Dome's (lvl 3) damage 100 -> 160.
- EX Raijin Stance's damage 90+80 -> 130+80.
- Heaven's Wrath has less active frames towards the end of the move.
- Jichinsai's damage 50 -> 90.
- Raijin Stance's damage 100 -> 70.
- Raijin's Wrath damage 320 -> 300.
- j.HK instead of j.MK.
- Throw’s damage 120 -> 130.
- (New move) P, back + P -> Left Right combo.
- (New move) P, back + P, P -> Demon Slayer.
- (New move) P, back + P, K -> Demon Kicker.
- EX Hell Axle’s damage 100+50 -> 50+50.
- More recovery on blocked Super.
- Cross Cancel's damage 120 -> 100.
- Cross Art's damage 100+ -> 150+.

King

- Faster forward dash.
- Decrease number of Jumping Knee Left in a combo. Misses on crouching opponents. Damage 60 -> 100.

- Fix bug when charging an attack (King starts moving on his own and you can't do attacks which need joystick inputs while charging).
- Rolling Elbow Dash faster (3rd hit still doesn’t combo) and with better range. First hit has more hitstun (can combo into st.MP). Third hit (overhead) has better recovery on hit (can combo into st.LK).
- close st.MP damage 60 -> 65. Better recovery on hit. Better horizontal hitbox.
- st.MK damage 60 -> 70.
- st.HP damage 90 -> 100.
- st.HK damage 90 -> 110.
- cr.HP with invinc against air attacks.
- Lariat's damage 70 -> 100.
- Leg Screw's and Mid-Air Leg Screw's damage 100 -> 130.
- DDT's damage 90 -> 120.
- Reverse Arm Slam Combo 20+110 -> 60+120.
- EX Reverse Arm Slam Combo 20+50+100 -> 60+40+120
- (New move) cr.LP (down/down-back + P). Continues with cr.MP and cr.HP.
- Throw’s damage 130 -> 150.
- Disgraceful Kick’s damage 70 -> 90.
- EX Convict Kick with better recovery (combo into Jumping Knee Lift easier). Less pushback.
- Shoulder Tackle’s damage 80 -> 110.
- Mid-Air Leg Screw’s damage 100 -> 170.
- Leg Screw’s damage 100 -> 220.
- Water Surface Kick’s damage 80 -> 140.
- Giant Swing’s damage 210 -> 230.
- Tomahawk’s damage 170 -> 210.
- EX Tomahawk’s damage 210 -> 230.
- Light Running Jaguar Bomb instead of Heavy with proper range, startup and invinc against air moves.
- Muscle Buster follow-up Super’s damage 330 -> 338.
- (New move) nj.HP (neutral jump P). Great neutral jump attack with a lot of active frames and less pushback than j.HP.
- Cross Cancel causes hard knockdown.
- Cross Art's damage 100+ -> 150+.

Last edited by VaroFN; 09-14-2013 at 11:52 AM..
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  #7  
Old 08-08-2013, 05:09 PM
VaroFN VaroFN is offline
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Part 4

Abel


P/back + P -> cl.LP. Continues with cl.MP and cl.HP.
forward + P -> cl.HP.
down/down-back + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP.

K -> cl.LK. Continues with cl.MK and far st.HK.
forward + K -> Step Kick.
back + K -> far st.HK.
down/down-back + K -> cr.MK. Continues with cr.HK.
down-forward + K -> cr.HK.

(air) P -> j.HP.
(air) K -> j.MK.

back 180 + P -> Medium Tornado Throw.
QCF + P -> Heavy Change of Direction.
- P -> Second Mid. P again -> Finish Mid.

- K -> Second Low. K again -> Finish Low.

back (charge) forward + K -> Heavy Shoulder Tackle.

QCF + K -> Light Marseilles Roll.
forward 180 + K -> Heavy Marseilles Roll.
SRK + P -> Heavy Falling Sky.
QCB + K -> Light Wheel kick.

SP -> Medium Tornado Throw.
forward + SP -> Heavy Change of Direction.
- SP -> Second Mid. SP again -> Finish Mid.

- down + SP -> Second Low. down + SP again -> Finish Low.

back (charge) + SP -> Heavy Shoulder Tackle.

down + SP -> Light Marseilles Roll.
down-forward + SP -> Heavy Marseilles Roll.
up-forward + SP -> Heavy Falling Sky.
down-back + SP -> Light Wheel Kick.

back 180 + SP -> EX Tornado Throw.
QCF + SP -> EX Change of Direction.
- SP -> Second Mid. SP again -> Finish Mid.

- down + SP -> Second Low. down + SP again -> Finish Low.

back (charge) down-forward + SP -> EX Shoulder Tackle.

down, down + SP -> EX Marseilles Roll.
SRK + SP -> EX Falling Sky.
QCB + SP -> EX Wheel Kick.

touch Super bar -> Breathless. K -> Breathless cancel. Hold SP -> wait.

Akuma

P -> far st.LP. Continues with far st.MP and cl.HP.
forward + P -> Zugaihasatsu.
back + P -> cl.HP.
down/down-back + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP.

K/forward + K -> far st.HK.
back + K -> cl.HK.
down/down-back + K -> cr.MK. Continues with cr.HK.
down-forward + K -> cr.HK.

(air) P -> j.HP.
(air) K -> j.MK.
(air, top of jump) down + K -> Tenmakujinkyaku.

up-forward/up-back + SP -> Far Ashura Senkuu. Recovery and distance from pre-2013.

QCF + P -> Heavy Gohadouken.
(air) QCF + P -> Medium Zanku Hadouken.
back 180 + P -> Heavy Shakunetsu Hadouken.
SRK + P -> Heavy Goshoryuken.
QCB + K -> Light Tatsumaki Zankukyaku.
(air) QCB + K -> Heavy Air Tatsumaki Zankukyaku.
SRK + K -> Heavy Hyakkishu.
reverse SRK + K -> Light Hyakkishu.
- No input -> Hyakki Gozan.

- P -> Hyakki Gosho.

- K -> Hyakki Gojin.

- SP -> Hyakki Gosai.


SP -> Heavy Gohadouken.

(air) SP -> Medium Zanku Hadouken.
down + SP -> Heavy Shakunetsu Hadouken.
forward + SP -> Heavy Goshoryuken.
back + SP -> Light Tatsumaki Zankukyaku.
(air) back + SP -> Heavy Air Tatsumaki Zankukyaku.
down-forward + SP -> Heavy Hyakkishu.
down-back + SP -> Light Hyakkishu.
- No input -> Hyakki Gozan.

- P -> Hyakki Gosho.

- K -> Hyakki Gojin.

- SP -> Hyakki Gosai.


QCF + SP -> EX Gohadouken.
(air) QCF + SP -> EX Zanku Hadouken.
back 180 + SP -> EX Shakunetsu Hadouken.
SRK + SP -> EX Goshoryuken.
QCB + SP -> EX Tatsumaki Zankukyaku.
(air) QCB + SP -> EX Air Tatsumaki Zankukyaku.
reverse SRK + SP -> EX Hyakkishu.
- No input -> Hyakki Gozan.

- P -> Hyakki Gosho.
-
K -> Hyakki Gojin.
- SP -> Hyakki Gosai.


touch Super bar -> Raging Demon. down + touch Super bar -> Misogi.

Balrog (Boxer)

P/back + P -> far st.LP. Continues with cl.MP and far st.HP.
forward + P -> far st.HP.
down/down-back + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP. Just like Guile’s, Balrog’s cr.HP is also special-cancelable.

K/back + K -> far st.LK. Continues with cl.MK and far st.HK.
forward + K -> far st.HK.
down/down-back + K -> cr.MK. Continues with cr.HK.
down-forward + K -> cr.HK.

(air) P -> j.MP
(air) K -> j.HK.

hold P/K -> Turn Punch.

back (charge) forward + P -> Heavy Dash Straight.
back (charge) forward + P, down -> Heavy Dash Low Straight.
back (charge) forward + hold P -> Heavy Dash Swing Blow.
back (charge) forward + K -> Heavy Dash Upper.
back (charge) forward + hold K -> Heavy Dash Low Smash.
down (charge) up + P -> Heavy Buffalo Head.

back (charge) + SP -> Heavy Dash Straight.
back (charge) + SP, down -> Heavy Dash Low Straight.
back (charge) + hold SP -> Heavy Dash Swing Blow.
down-back (charge) + SP -> Heavy Dash Upper.
down-back (charge) + hold SP -> Heavy Dash Low Smash.
down (charge) + SP -> Heavy Buffalo Head.

back (charge) forward + SP -> EX Dash Straight.
back (charge) forward + SP, down -> EX Dash Low Straight.
back (charge) forward + hold SP -> EX Dash Swing Blow.
back (charge) down-forward + SP -> EX Dash Upper.
back (charge) down-forward + hold SP -> EX Dash Low Smash.
down (charge) up + SP -> EX Buffalo Head.

touch Super bar -> Crazy Buffalo.
  • Hold SP for uppers. Don’t hold SP for rush punches.

Last edited by VaroFN; 09-14-2013 at 12:02 PM..
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  #8  
Old 08-08-2013, 05:11 PM
VaroFN VaroFN is offline
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Part 4

Cammy


P -> far st.LP. Continues with far st.MP and close st.HP.
forward + P -> close st.HP.
back + P -> close st.MP. Continues with close st.HP.
down/down-back + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP.

K -> far st.MK. Continues with far st.HK.
forward + K -> far st.HK.
back + K -> close st.HK.
down/down-back + K -> cr.MK. Continues with cr.HK.
down-forward + K -> cr.HK.

(air) P -> j.HP.
(air) K -> j.HK.

SRK + K -> Heavy Cannon Spike. Invinc from Medium Cannon Spike.
back 180 + P -> Heavy Quick Spin Knuckle.
down-back, down, down-forward, forward, up-forward + P -> Heavy Hooligan Combination.
- No input -> Razor’s Edge Slicer.

- P near grounded opponent -> Fatal Leg Twister.

- P near airborne opponent -> Crossed Scissors.

(forward jump) QCB + K -> Heavy Cannon Strike. Instant CS can be used with this input.

QCF + K -> Heavy Spiral Arrow.

forward/down-forward/down + SP -> Heavy Cannon Spike. Invinc from Medium Cannon Spike.
back/down-back + SP -> Heavy Quick Spin Knuckle.
up-back/up/up-forward + SP -> Heavy Hooligan Combination.
- No input -> Razor’s Edge Slicer.

- SP near grounded opponent -> Fatal Leg Twister.

- SP near airborne opponent -> Crossed Scissors.

(forward jump) SP -> Heavy Cannon Strike. Instant CS cannot be used with this input.

SP -> Heavy Spiral Arrow.

SRK + SP -> EX Cannon Spike.
back 180 + SP -> EX Quick Spin Knuckle.
down-back, down, down-forward, forward, up-forward + SP -> EX Hooligan Combination.
- No input -> Razor’s Edge Slicer.

- SP near grounded opponent -> Fatal Leg Twister.

- SP near airborne opponent -> Crossed Scissors.

(forward jump) QCB + SP -> EX Cannon Strike. Instant EX CS can be used with this input.

QCF + SP -> EX Spiral Arrow.

touch Super bar -> Spin Drive Smasher.

Cody

P -> close st.HP.
forward + P -> Stomach Blow.
back + P -> Jaw Crusher.
down-back + P -> cr.LP. Continues with cr.MP and cr.HP.
down + P -> cr.MP. Continues with cr.HP.
down-forward + P -> cr.HP.
(during techable knockdown) up + P -> Bad Spray.

K -> close st.LK. Continues with close st.MK and far st.HK.
forward + K -> Crack Kick.
back + K -> far st.HK.
down-back + K -> cr.LK. Continues with cr.MK and cr.HK.
down + K -> cr.MK. Continues with cr.HK.
down-forward + K -> cr.HK.

(air) P -> j.HP.
(neutral jump) P -> nj.HP.
(air) K -> j.MK.

(Knife)
P/forward + P -> Knife L. Continues with Knife M and H.
back + P -> Knife H.
down/down-back + P -> Knife cr.L. Continues with Knife cr.M and cr.H.
down-forward + P -> Knife cr.H.

(air) P -> Knife j.M.

hold P/K, release -> Zonk Knuckle (lvl 1/lvl 2/lvl 3).
hold SP, release -> EX Zonk Knuckle.
down + SP -> Fake Bad Stone.
up + SP -> pick up knife.

QCF + P -> Heavy Bad Stone. Hold P to increase power.
QCB + P -> Heavy Criminal Upper.
SRK + K -> Heavy Ruffian Kick.
QCF + K -> Medium Ruffian Kick.

SP -> Heavy Bad Stone. Hold SP to increase power.
back/down-back + SP -> Heavy Criminal Upper.
forward + SP -> Heavy Ruffian Kick.
down-forward + SP -> Medium Ruffian Kick.

QCF + SP -> EX Bad Stone.
QCB + SP -> EX Criminal Upper.
SRK + SP -> EX Ruffian Kick.

touch Super bar -> Final Destruction.

Dudley

P -> st.LP. Continues with st.MP and st.HP.
forward + P -> Slipping Jab.
back + P -> st.HP.
down-back + P -> cr.LP. Continues with cr.MP and cr.HP.
down + P -> cr.HP.
down-forward + P -> Step Straight.

K -> st.MK. Continues with st.HK.
forward + K -> Kidney Blow.
back + K -> Dart Shot.
down-back/down + K -> cr.MK. Continues with cr.HK.
down-forward + K -> cr.HK.

forward + P, P -> TC 1.
back + K, K -> TC 3.
forward + K, K, P -> TC 5.

(air) P -> j.MP.
(air) K -> j.MK.
(air) down + K -> j.HK. pre-2013 damage.

SRK + P -> Heavy Jet Upper. Invinc from Medium Jet Upper.
forward 180 + P -> Light Machine Gun Blow.
back 180 + P -> Medium Cross Counter.
forward 180 + K -> Heavy Ducking.
- P -> Duck Straight.

- K -> Duck Upper.
down (charge) up + K -> Thunderbolt. Version changes depending on the distance between the chars, like C. Viper’s Seismic Hammer in Volt.
back 180 + K -> Short Swing Blow.

down-forward + SP -> Heavy Jet Upper. Invinc from Medium Jet Upper.
SP -> Light Machine Gun Blow.
back + SP -> Medium Cross Counter.
forward + SP -> Heavy Ducking.
- P -> Duck Straight.

- K -> Duck Upper.

down (charge) + SP ->
Thunderbolt. Version changes depending on the distance between the chars, like C. Viper’s Seismic Hammer in Volt.
down-back + SP -> Short Swing Blow.

SRK + SP -> EX Jet Upper.
QCF + SP -> EX Machine Gun Blow.
back 180 + SP -> EX Cross Counter.
down (charge) up + SP -> EX Thunderbolt.
QCB + SP -> EX Short Swing Blow.

touch Super bar -> Rolling Thunder.

Last edited by VaroFN; 09-14-2013 at 05:06 PM..
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  #9  
Old 08-08-2013, 05:14 PM
VaroFN VaroFN is offline
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Part 4

Elena


P -> st.LP. Continues with st.MP and st.HP.
forward + P -> Handstand Kick.
back + P -> st.MP. Continues with st.HP.
down-back/down + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP.

K -> st.HK.
forward + K -> Handstand Whip.
back + K -> Round Arch.
down-back + K -> cr.MK. Continues with cr.HK.
down + K -> cr.HK.
down-forward + K -> Sliding.

back + P, K -> TC 3.
K, K, down + P -> TC 4.

(air) forward + P, P -> TC 1.
(air) P, P -> TC 2.
(air) K -> cr.MK.

back 180 + P -> Medium Mallet Smash.
SRK + K -> Heavy Scratch Wheel. Invinc from Light Scratch Wheel.
reverse SRK + K -> Heavy Lynx Tail.
QCB + K -> Heavy Spin Scythe. K again for second Spin Scythe.
forward 180 + K -> Heavy Rhino Horn.

down + SP -> Medium Mallet Smash.
forward/down-forward + SP -> Heavy Scratch Wheel. Invinc from Light Scratch Wheel.
down-back + SP -> Heavy Lynx Tail.
back + SP -> Heavy Spin Scythe. SP again for second Spin Scythe.
SP -> Heavy Rhino Horn.

back 180 + SP -> EX Mallet Smash.
SRK + SP -> EX Scratch Wheel.
reverse SRK + SP -> EX Lynx Tail.
QCB + SP -> EX Spin Scythe. SP again for second EX Spin Scythe.
QCF + SP -> EX Rhino Horn.

touch Super bar -> Brave Dance.

Guy

P -> close st.LP. Continues with far st.MP and close st.HP.
forward + P -> Neck Breaker.
back + P -> close st.MP.
down-back + P -> cr.LP. Continues with cr.MP.
down + P -> cr.MP.
down-forward + P -> cr.HP.

K -> close st.MK. Continues with far st.HK.
forward + K -> Ninka Sickle.
back + K -> close st.HK.
down-back + K -> cr.LK. Continues with cr.MK.
down + K -> cr.MK.
down-forward + K -> cr.HK.

back + P, P -> Target Combo.
P, P, P, K -> Bushin Gokusaken.
P, P, P, down + K -> Bushin Gokusaken (Throw).

(air) P -> j.MP.
(air) down + P -> Elbow Drop.
(air) K -> j.MK.
(neutral jump) K -> nj.HK.

QCB + K -> Medium Bushin Senpukyaku.
QCF + P -> Heavy Bushin Izuna Otoshi.
- P near -> grab.

- P far -> Elbow Drop.

QCF + K -> Run.

- SP -> Sudden Stop.

- down + K -> Shadow Kick.

- K -> Neck Flip.

(air) QCF + P -> Medium Kaizen Izuna Otoshi.

QCB + P -> Light Hozanto.

back + SP -> Medium Bushin Senpukyaku.
down/down-back + SP -> Heavy Bushin Izuna Otoshi.
- SP near -> grab.

- SP far -> Elbow Drop.

forward + SP -> Run.

- SP -> Sudden Stop.

- down + K -> Shadow Kick.

- K -> Neck Flip.

(air) down + SP -> Medium Kaizen Izuna Otoshi.

down-forward + SP -> Light Hozanto.

QCB + SP -> EX Bushin Senpukyaku.
reverse SRK + SP -> EX Bushin Izuna Otoshi.
- P near -> grab.

- P far -> Elbow Drop.

QCF + SP -> EX Run.

- SP -> Sudden Stop.

- down + K -> Shadow Kick.

- K -> Neck Flip.
(air) QCF + SP -> EX Kaizen Izuna Otoshi.
SRK + SP -> EX Hozanto.

touch Super bar -> Bushin Goraisenpujin.

Ibuki

P -> far st.LP. Continues with far st.MP and close st.HP.
forward + P -> close st.HP.
back + P -> Agemen.
down-back/down + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP.

K -> st.MK. Continues with cl.HK.
forward + K -> Hammer Kick.
back + K -> far st.HK.
down-back + K -> cr.MK. Continues with cr.HK.
down + K -> cr.HK.
down-forward + K -> Sazan.

P, back + P, forward + K -> TC 5.
forward + P, down-forward + K, K -> TC 8.

(air) P, forward + K -> TC 1.
(air) forward + P, P -> TC 2.
(air) K, forward + K -> TC 3.
(air) down + K -> j.HK. damage and startup from pre-2013.

(air) QCF + P -> Heavy Kunai.
SRK + P -> Medium Tsuijigoe.
forward 180 + P -> Heavy Neck Breaker.
QCF + K -> Heavy Kasumi Gake.
SRK + K -> Heavy Kazakiri.
QCB + K -> Heavy Tsumuji.
- SP/K -> Mid.

- down + SP/K -> Low.
reverse SRK + K -> Heavy Hien.
back 180 + P -> Raida.

(air) SP -> Heavy Kunai.
down-back + SP -> Medium Tsuijigoe.
down + SP -> Heavy Neck Breaker.
forward + SP -> Heavy Kasumi Gake.
down-forward + SP -> Heavy Kazakiri.
back + SP -> Heavy Tsumuji.
- SP/K -> Mid.

- down + SP/K -> Low.

up-forward + SP -> Heavy Hien.

SP -> Raida.

(air) QCF + SP -> EX Kunai.
down, down + SP -> EX Tsuijigoe.
forward 180 + SP -> EX Neck Breaker.
QCF + SP -> EX Kasumi Gake.
SRK + SP -> EX Kazakiri.
QCB + SP -> EX Tsumuji.
- SP/K -> Mid.

- down + SP/K -> Low.

reverse SRK + SP -> EX Hien.

back 180 + SP -> EX Raida.

touch Super bar -> Yoroitoshi.

Last edited by VaroFN; 09-14-2013 at 04:30 PM..
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  #10  
Old 08-08-2013, 05:16 PM
VaroFN VaroFN is offline
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Join Date: Sep 2011
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Part 4

Juri

P/back + P -> far st.LP. Continues with far st.MP and close st.HP.
forward + P -> far st.HP.
down/down-back + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP. pre-2013 damage.

K -> close st.LK. Continues with close st.MK and close st.HK.
forward + K -> far st.HK.
back + K -> Sekku.
down/down-back + K -> cr.MK. Continues with cr.HK.
down-forward + K -> cr.HK.

(air) P -> j.MP.
(air) down + P -> j.HP. pre-2013 damage.
(air) K -> j.MK.
(neutral jump) K -> nj.HK.

QCF + K -> Fuhajin. Hold K for Light Fireball.
forward 180 + K -> Fuhajin. Hold K for Medium Fireball.
SRK + K -> Fuhajin. Hold K for Heavy Fireball.
(air) QCB + K -> Medium Shikusen.
- K -> 2nd Impact.

- K again -> 3rd Strike.

QCB + K -> Medium Senpusha.

QCB + P -> Light Kasatushi.
back 180 + P -> Medium Kasatushi.

SP -> Fuhajin. Hold SP for Light Fireball.
forward + SP -> Fuhajin. Hold SP for Medium Fireball.
down-forward + SP -> Fuhajin. Hold SP for Heavy Fireball.
(air) SP -> Medium Shikusen.
- SP -> 2nd Impact.

- SP again -> 3rd Strike.

back + SP -> Medium Senpusha.

down + SP -> Light Kasatushi.
down-back + SP -> Medium Kasatushi.

QCF + SP -> EX Fuhajin. Hold SP for Light Fireball.
forward 180 + SP -> EX Fuhajin. Hold SP for Medium Fireball.
SRK + SP -> EX Fuhajin. Hold SP for Heavy Fireball.
(air) QCB + SP -> EX Shikusen.
- SP -> 2nd Impact.

- SP again -> 3rd Strike.

QCB + SP -> EX Senpusha.

reverse SRK + SP -> EX Kasatushi.
- back -> back teleport.

- forward/nothing -> forward teleport.

- up -> up teleport.

- up-forward -> diagonally up teleport.


touch Super bar -> Kaisen Dankairaku.

Ken

P/forward + P -> far st.LP. Continues with far st.MP and close st.HP.
back + P, P -> Target Combo.
down-back/down + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP.

K -> far st.HK.
forward + K -> Forward Step Kick.
back + K -> Thunder Kick. Hold K to faint.
down-back/down + K -> cr.MK. Continues with cr.HK.
down-forward + K -> cr.HK.

(air) P -> j.HP.
(air) K -> j.MK.

QCF + P -> Heavy Hadouken.
SRK + P -> Heavy Shoryuken. Invinc from Medium Shoryuken.
QCB + K -> Heavy Tatsumaki Senpukyaku.
(air) QCB + K -> Heavy Air Tatsumaki Senpukyaku.
reverse SRK + P -> Light Shoryuken.

SP -> Heavy Hadouken.
forward/down-forward + SP -> Heavy Shoryuken. Invinc from Medium Shoryuken.
back/down-back + SP -> Heavy Tatsumaki Senpukyaku.
(air) SP -> Heavy Air Tatsumaki Senpukyaku.
down + SP -> Light Shoryuken.

QCF + SP -> EX Hadouken.
SRK + SP -> EX Shoryuken.
QCB + SP -> EX Tatsumaki Senpukyaku.
(air) QCB + SP -> EX Air Tatsumaki Senpukyaku.

touch Super bar -> Shippu Jinraikyaku.

M. Bison (Dictator)

P/back + P -> far st.LP. Continues with far st.MP and close st.HP.
forward + P -> close st.HP.
down/down-back + P -> cr.LP. Continues with cr.MP and cr.HP.
down-forward + P -> cr.HP.

K/back + K -> far st.MK. Continues with far st.HK.
forward + K -> far st.HK.
down/down-back + K -> cr.LK. Continues with cr.MK and cr.HK.
down-forward + K -> cr.HK.

(air) P, P -> Hell Attack.
(air) down + P -> j.HP.
(air) K -> j.HK.

up-back/up-forward + SP -> far Bison Warp. Recovery from pre-2013.

back (charge) forward + P -> Heavy Psycho Crusher.
down (charge) up + K -> Head Press.
- P before hit -> Devil Reverse.

- P after hit -> Somersault Skull Diver.

- SP before hit -> EX Devil Reverse.

- SP after hit -> EX Somersault Skull Diver.
back (charge) forward + K -> Medium Double Knee Press.

back (charge) + SP -> Heavy Psycho Crusher.
down (charge) + SP -> Head Press.
- P before hit -> Devil Reverse.

- P after hit -> Somersault Skull Diver.

- SP before hit -> EX Devil Reverse.

- SP after hit -> EX Somersault Skull Diver.

down-back (charge) + SP -> Medium Double Knee Press.

back (charge) forward + SP -> EX Psycho Crusher.
down (charge) up + SP -> EX Head Press.
- P before hit -> Devil Reverse.

- P after hit -> Somersault Skull Diver.

- SP before hit -> EX Devil Reverse.

- SP after hit -> EX Somersault Skull Diver.

down-back (charge) down-forward + SP -> EX Double Knee press.

touch Super bar -> Knee Press Nightmare.

Last edited by VaroFN; 09-14-2013 at 04:49 PM..
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