Fresh EVO version B news, part 1. Thanks plasma, shou, srider!

Discussion in 'Junky's Jungle' started by CreeD, Dec 13, 2002.

  1. baobab

    baobab Well-Known Member

    XBL:
    surgical donuts
    Makes sense, it's kind of a bummer. It looks like some of her recovery times may have actually been decreased, though, so it's all good /versus/images/icons/smile.gif

    Thanks Nutlog
     
  2. Shadowdean

    Shadowdean Well-Known Member

    Hmm, why weaken her though? We all know Chibita is the reason Lion was weakened...who was so godly with her that they toned her down?
     
  3. Nutlog

    Nutlog Well-Known Member

    It seems they really are pushing Sarah towards the stance ground fighter, instead of the float queen that she was. With the damage drop, you can't use the u+K+G to beat rising attacks anymore, so that hurts a bit. Her one reliable float starter (cannon) gets a nudge down...I mean it was pretty obvious that they were pushing to decentralize her on floats, but this really hammered the point home. I would have hoped that they'd have put in an iageri situation from her f+P+K,P,K(G) if they were going that route.

    The shin slicer change may be a bit much, though...the damage output was definitely in line with the risk of doing it (how much more counterable do you need? Slow execution, spod counterable on block, damn near low throw counterable on regular hit). If they change the recovery enough to where the combo won't connect, then it definitely won't be worth it...a 50 pt max low with that kind of risk? not worth it...
     
  4. baobab

    baobab Well-Known Member

    XBL:
    surgical donuts
    How is she weaker? Just because she lost the ground throw after a couple of reversals? Like I said before, it looks as though the recovery times for some of her moves has decreased(according to some poorly translated japanese bbs anyways). I'd rather have decreased recovery times instead of an escapeable followup anyways. But that's prolly just me. /versus/images/icons/tongue.gif
     
  5. Nutlog

    Nutlog Well-Known Member

    Man, it looks like they really put the wood to Akira, too...(spent some time going through a few translators to get this to this point...some of this may be off, but it's the best of what I came up with...)

    The good:
    The DLC had all it's hits raised from 50% base damage in floats (10,10,15) to 60% base damage in float (11,12,18).
    Floats starting from guard breaks now float higher.
    d/f+P+K+G sobers shun 1pt.

    The bad:
    The damage adjustments for the standing single palm and the shoulder ram are for when it hits in a float. In those cases, the ram has a base damage of 22 instead of 28 and the standing single palm is 20 instead of 25.
    Doublepalm looks like it's punch counterable now, though I dunno if it applies to all punches.
    Yoho was seriously neutered. Dropped to same damage as the knee and same float, but with all it's bad properties still intact.
    P+G throw dropped in damage to 35.
    Crouching single palm damage reduced to 22-30.
    Second hit from the jumpkick reduced...maybe I'm seeing things but it says from 25 to 22. Was it 25 before in Evo A? Always thought it was 30.
    Smaller stagger from blocking crouching single palm while crouching. Possible to guard the canned elbow follow?

    The maybe:
    I still can't make out the last part on the ram, but judging by the weakening of the yoho, I'd say that the ram probably got some of it's old float power back for its adjustment.
    Stance open when escaping d/f+P+G.
     
  6. BMF

    BMF Well-Known Member

    Dbpm was midweight punch counterable in VF4. In EVO ver A it was elbow counterable, at -14f on block.
     
  7. CreeD

    CreeD Well-Known Member

    (how much more counterable do you need? Slow execution, spod counterable on block, damn near low throw counterable on regular hit).

    I think you exaggerate a little. It's uncounterable on normal hit and when blocked it's 5 frames shy of spod counterable, and 1or 2 frames shy of counterable by stuff like beat knuckles, knees, etc. The best counter would be something like a flawlessly timed heelkick from lau or pai for 30 pts, vs. sarah's reward on MC of 70+ pts. So it needed to be fixed =D

    Beyond that, I dunno what's up with making dragon cannon more counterable. What's wrong with -16? Maybe this was misinterpreted somewhere down the line /versus/images/icons/laugh.gif
    u+K+G probably still connects with b+K -> u+K.
     
  8. Blondie

    Blondie Well-Known Member

    GE: Thanks for making me aware, I totally understand how you feel.

    Bungle: So your telling me its vague and there are translation problems, I see. Now I see why I should read this for info, thanx.

    PS- Just trying to help some of the others not get too discouraged if they feel from this thread that their character was unfairly weakened or now the game is even more unbalanced. Anyways, I'm done. later guys.

    Creedo and company thanx for the info, good job. But I won't take it too seriously til I get it home and find out for myself, that's just me. I just didn't see the point in people whining and taking this thread sooo seriously. later.
     
  9. Mr. Bungle

    Mr. Bungle Well-Known Member

    read again, champ. i said AT WORST, and that there are a FEW translation problems. when i worked hard to bring preliminary VF4 info to VFDC before it was released, the vast, VAST majority of it was entirely accurate. and i didn't have people who understood japanese to help me, either.

    don't choose to be totally ignorant and run with something with full hyperbole and sarcasm, it's not needed.
     
  10. SummAh

    SummAh Well-Known Member

    com on..be realistic n face the fact the chibita wasn't the reason Lion got powered down...(frankly...I don't find it suprising that u made that claim n inserted the 'WE ALL' just to give urself some sort of credential')
     
  11. Nutlog

    Nutlog Well-Known Member

    Sorry bout the mix up on the dblplm...haven't played an Akira regularly since they upgraded the ver VF4 B. at the arcade to Evo A. At that point I only really remembered it as being throw counterable (especially since I was playing Wolf most of the time). So if it's gotten even easier to counter now, it's probably at -15 or -16.
     
  12. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    Is there some confirmation that the Yoho is actually the same as the knee now float wise? I just saw "float adjusted". That would suck if it was. I agree that some of the Yoho combos in Ver. A take too much damage, but they could have just compensated by lowering Yoho damage (which accounts for half of all that damage in those combos at 52 points for a counter hit Yoho). But they lowered damage AND the float...

    I hope it's still a little higher, as if it's the same there's no reason to use Yoho at all, being that it's slower and more counterable. Better range? Cases where the knee will be Sabaki'd but not middle punches?

    Guess it's back to (floater)- P- shoulder- DblPm boredom for the rest of VF4's life cycle... maybe some of the more colorful combos are still do-able on the girls.

    I'm also in the camp that mourns the loss of Sarah's d+K+G combos, even though Andy's Sarah is tough enough already. Why shouldn't she have that? They took her knee away, gave the Dragon Cannon a longer command, now this?

    It seems like there are these unwritten laws that big combos can't start from low attacks, or combos aren't allowed to do over half... why not?

    From all the info, ver. B sounds a little "sterile" to me.
     
  13. CreeD

    CreeD Well-Known Member

    It seems like there are these unwritten laws that big combos can't start from low attacks, or combos aren't allowed to do over half... why not?

    Balance?

    Anyway. Let's not jump the gun, it's not confirmed that sarah lost the d+K+G, probably it's just 6 pts less damage in the combo and more counterable. No biggie.

    And akira always uses boring combos anyway - P DJK or KG,P.
     
  14. Nutlog

    Nutlog Well-Known Member

    Through one translator the page came out very clearly in saying the yoho and knee were same in damage and float now, so take that for what it's worth.

    Yoho's saving grace now seems to be it's easier command input and that's about it. I can't think of any sabaki's offhand where it works on a knee, but not a mid punch, but it's been a while... So if you can't do it, and they didn't put the ram's float back to where it was, the SDE is going the be your best friend, hands down. (which still surprises me that they haven't made it at least throw counterable, what with all the tweaks to his other hallmarks...)
     
  15. Valiance

    Valiance Well-Known Member

    Hey Nutlog, can you explain what you mean by easier Yoho command input?
     
  16. imf

    imf Well-Known Member

    Boy, this looks like fun!

    Well, in Spotlite's defense (not that he needs any), I took what he said to mean that he's upset over less variety, not less power/winning potential/top tierness, which, I'm pretty sure, he doesn't care about. I hear Spotty is the flashy type. /versus/images/icons/cool.gif

    Val: I'm thinking Nutlog means that the Yoho's command input is easier than knee, although maybe I should actually read everything that's been posted.....nah....
     
  17. akiralove

    akiralove Well-Known Member

    XBL:
    JTGC
    exactly. I'd seriously have the base damage of Yoho reduced to 15 points to keep the high floats, or take a special Yoho damage modifier for the combos that followed it. I don't care about damage, I enjoy the sheer variety of combos you can do after that high float.

    a lot of the more interesting/technical combos that can be done after the Yoho in ver A can't be done after the Knee.

    One example I know of where the Knee'd get sabaki'd and the Yoho wouldn't is Lion's Meteor Punch.

    whatever's happened, we'll all be playing it regardless.

    Spotlite
     
  18. Valiance

    Valiance Well-Known Member

    Woohoo. After getting bored of the float,p,shrm,finisher combos, I'm glad the shrm float damage is reduced. Combined with the DLC increase, finally DLC is going to be a more viable option /versus/images/icons/smile.gif I really miss that sucker from VF3, and so hopefully we'll see more use of it. shrm,p,dlc close to 70? I hope so.

    As for Pai, I'm not sure I'm happy with her damage reductions, but then again, most characters are getting reduced damage anyway.
     
  19. DRE

    DRE Well-Known Member

    I completely agree with you about the Yoho. I have no idea what AM2's reasoning is for weakening this move. I originally thought that they wanted to emphasize it in Evo more because people weren't using it in Ver.C. It's almost useless in Ver.C (IMO), since m-shrm is 1 frame faster, the recovery is the same, and it can't be sabaki'd or reversed.

    I seriously hope this will be fixed in Evo Ver.C. I'm so sick of doing "floater" -> P -> m-shrm -> m-dblpm every time. Why do they insist on making Akira boring?

    P.S.
    This thread is hilarious now. Still informative, but I'm laughing my @ss off.
     
  20. Valiance

    Valiance Well-Known Member

    You know, I don't mind the reduction in Yoho damage. All I want is for them to make it more useful by decreasing execution time or recovery. The reward is already really high, so they should reduce the risk. There needs to be more variety and mixing up combos. The only unfortunate thing is that AM2 seems to really want to emphasize the 1-frame knee, which many players including myself have always had trouble executing. So for me it's either shrm or yoho, and shrm is safer and faster, so there we go, no variety. Maybe shrm should be changed so that it can't connect in the middle of float combos.
     

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