Hope they carry this philosophy over to iOS as well... http://www.eventhubs.com/news/2013/sep/11/capcom-if-we-have-plans-create-new-version-game-we-wont-disrupt-users-if-theyre-enjoying-current-product-focus-dlc-incoming/
Ken doesn't have that same kick, and Evil Ryu's version is a bit different. It's main use is really just for a huge punish combo after FA or a big whiff. I guess a bit more depth to Ryu's game would be nice but giving him more damage would be scary. Ryu currently does 325/484 with FA 3, s.HP xx Shoryuken. If he could do FA 3, cl.HK, s.HP xx Shoryuken would be like 388/606
Damn, I forgot that Abel is the second only SFIV native character. I personally think Seth would add a lot of depth to the game, and something needs to be done about E.Honda, because he seems very stale to play.
This is referred to console market, Dlc for pay, in case for IOS Capcom should release a new app! Capcom moves only for cash!
The way I see it, it's talking about Capcom trying to extract as much money from each title without having to make a new one. This is good news for us as they will look to update Volt if they can make some more income from it
well, dx2 + sp will be hard for combos so either how you suggeested it tap SP (neutral position) from crane to mantis and b+sp from mantis style to crane or something else we havent yet thought about.
No one really switches style to link normals. And I want a universal dx2+sp input to change style as well as some easier ones, but there aren't many common unused SP slots between the styles
o yes i have seen it alot, (crane) jump TC, (change to mantis) st.hp in to whatever, and after the OGA mixup you want to change right away too. The crane crossover kick you also want to change to mantis right away. Also you almost always want to hit ultra 1 (mantis), so after that crane crouch lk juggle you want to change to mantis for ultra.
You can change stance at any time; you don't need to be in a neutral state. So if you wanna change for a post ultra juggle, you have 2389346973467346 frames to do it.
You can change stances anytime. Even attacking. So as soon as your first attack hits, you can change stance
Guy in Volts hmmm... to make Guy to fit into Volts... The most difficult part is to decide which flip to use in this sense, because the 3 of them have different distances and I don't think auto-aim like Viper's Seismic Hammer is a good idea Normals standing P = far standing medium punch, which PP should make out for his target combo, very similar to Ken's target combo but x10 more useful standing K = far standing medium kick, one of Guy's best pokes along with standing MP, slightly further in terms of distance but not special cancel-able down + P = crouching light punch, a fast jab that kinda works like the shotos' crouching jab, frame adv+ down + K = Guy's slide, worse version of DJ's slide because it doesn't anti-air well and also no hard knock-down when used too far. I still include this move because it ducks under Sagat's high tiger shot to close the distance down + forward P = crouching medium punch, very good move which lowers Guy's hurt-box for a great anti-air, special cancel-able and also puts him on frame advantage, this is a MUST down + forward K = crouching medium kick, a better version of DJ's fast sweep because it hits twice to break focus, long active frames for a good meaty attack! Jump + P = Guy's jumping hard punch, great move both air-to-air and air-to-ground Jump + K = Jumping medium kick, Guy's cross up, very ambiguous neutral Jump + K = Guy's neutral jump HK, hits twice and you can combo it afterwards like Ryu's jumping P and Bison's hell attack, except your options are limited when you're outta the corner due to distance can still combo into ex shoulder when outta corner Unique normal forward + P = Guy's overhead, a bit like Ryu's overhead which hits twice but better in terms of range, and you can cancel the animation with any special move, could be one of the most deceiving overhead in the game back + P = Guy's standing light punch, the reason why I included this move is to make his chain combo valid: stLP xx stMP xx stHP xx stHK. This unique target combo is good coz it leads to a free ex shoulder or even ultra1/ spin kicks at the corner back + K = Guy's far standing HK, another great anti-air like Ryu's stHK, especially useful against Gief because it has more priority than his chest attack and his jumping HP so I figure that this should be included. jump + any down input + P = Guy's elbow drop, very useful move as you can cancel your jump arc to drop straight down and bait out a SRK, or use it to fake a cross up. It has more frame adv than Guy's flip -> drop even though they looked the same specials come in my next post
Guy in Volts Specials SP alone = Guy's run move, this should be able to follow up with K being his overhead kick (kinda like Abel's wheel kick but hits twice, no armor break), then down + K being his shadow kick (command slide) and pressing P = sudden stop to bait out moves (ex = QCB + SP) forward + SP = The Bushin Flip, press SP again for his flip-grab, kinda works like a demon flip grab but doesn't work on crouching opponents. If you press P then you will cancel his flip before reaching his opponents with an elbow drop. I figure that we should use the HP version of this move which is both useful in terms of closing distance and escaping corners. The ex version should have the auto-aim effect like AE. The weird angle of this ex move can flip behind a SRK can grab it from the back! (ex = QCF + SP) down forward + SP = Tetsuzanko, Guy's shoulder slam, goes through fireballs while he spins forward like Yun's shoulder, except better because it breaks armor. (ex = SRK motion + SP) back + SP = Guy's senpukyaku, which spins diagonally up and forward, good combo ender and it does work as an anti-air sometimes. It has lower body invinc on the active frames and full invinc on the ex version which goes straight up. (ex = reverse SRK motion + SP) Jump + SP = Guy's air grab which is a special move, good anti-air too, ex version of this has full invincibility for a brief moment. You can actually use the ex version to catch any uppercut!!! One of the very few moves which has invincibility in the air (ex = jumping QCF + SP) Super All of his super are about the same, which is an anti-air combo that deals 370 damage. Super cancel-able from his shoulder and also his target combo, and even his chain combo. Can be followed up at the corner after landing a spin-kick which deals great damage. *In AE every character has 3 versions of super, but for Guy they are pretty much all the same... (for example, Ryu's super has 3 types of speed and Abel's super has 3 types of invinc: hit invinc/ throw invinc and fireball invinc) Ultras Ultra1 = very high damage (around 470) which the downside is, you can only combo into it at the corner. Guy can be very dangerous at the corner with this ultra Ultra2 = 1f grab ultra, can be jumped away after activation, definitely not as good as Gief's ultra but can also kill safe jumps because of the invincibility. The range is about equivalent to Abel's tornado throw, and it has about 5f of invinc in AE if my memory is correct. Deals 500 raw damage these 2 posts shall finish up how to make Guy available in Volts, if you like half rush down/ half baiting character then Guy is definitely your choice. He can cancel a lot of his specials like flip, run and even overhead to bait out something, and his pressure game is excellent especially at the corner... there's even a saying that when Guy corners his opponent, his tier rank would go from mid-low to high
Guy s.P: s.MP (special cancellable) f+p: Neckbreaker (overhead) db+p: cr.MP (special cancellable) df+p: cr.HP (aa, and good frame advantage on hit) P,P: Target Combo (special cancellable) s.K: cl.HK f+K: far s.MK (poke) db+k: cr.MK (knocks down) d+k: Bushin Slide df+k: Ninja Sickle j.d+p: Elbow Drop nj.k: nj.HK j.P: j.HP j.K: j.MK (crosses over) Hozanto (Light): qcb+p/df+sp/reverse dp+sp Bushin Senpukyaku (Hard): qcb+k/b+sp/qcb+sp Bushin Izuna Otoshi (Medium): qcf+p/d+sp/dp+sp (p for followup) Run: qcf+k/sp or f+sp/qcf+sp Sudden Stop: k/sp Shadow Kick: d+k Neck Flip: f+k Kaiten Izuna Otoshi (air): qcf+p/sp/qcf+sp Forward Throw Super Bushin Hasoken: qcfx2+p Ultra Bushin Goraisenpujin (U1): qcfx2+sp Some small changes. Working on Ibuki. But it's tough
Ibuki s.P: s.LP (special cancellable) s.P,P,P: Target Combo 4 (last hit is special cancellable) s.P,P,d+K,K: Target Combo 6 (last hit resets) b+P: Agemen (aa, special cancellable on first hit) db+P: cr.MP (special cancellable) df+P: cr.HP (super jump cancellable) s.K: s.MK (special cancellable) f+K: Hammer Kick (overhead) b+K: Reverse Spin Kick (special cancellable) b+k, f+k: Target Combo 7 db+k: cr.LK (special cancellable) d+k: Sazan (slide) df+K: cr.RH df+K,K: Target Combo 10 (super jump cancellable) j.P: j.HP j.P, f+K: Target Combo 1 (Buff second hit to hit crouching characters) j.K: j.MK (buff hitbox so it crosses over more easily) nj.K: nj.MK Kunai (Air) (Light): qcb+p/sp/qcf+sp Kunai (Air) (Hard): qcf+p/f+sp/qcf+sp Tsuijigoe (Light): dp+p/b+sp (Can cancel into Kunai or Super) Neck Breaker (Hard): hcf+p/d+sp/hcf+sp Raida (Hard): hcb+p/b+sp/hcb+sp Kasumi Gake (Light): qcf+k/f+sp Kazegiri (Hard): dp+k/df+sp/dp+sk Tsumuji (Medium): qcb+k/sp/qcb+sp (hold k or sp for knockdown) Hien (Medium): reverse dp+k/db+sp/reverse dp+sp Back Throw Super Kasumi Suzaku (Medium): qcfx2+p Ultra Hashinsho (U2): qcfx2+sp Enough normals for Ibuki?
Next set of chars: Juri Oni Rose Rufus Will update first page of posts soon. Remember, feel free to comment about any aspect of the update proposal, I'll address all points people make