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

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

  1. Llanfair

    Llanfair Well-Known Member

    </font><blockquote><font class="small">In reply to:</font><hr />
    Why do they insist on making Akira boring?

    [/ QUOTE ]

    Well, to be honest, they don't. It's people who play him who do. You can come up with different combos. I happen to like varying my combos, regardless of their damage.

    Want a good Akira combo that's damaging, hard to do, and different? Yoho (MC), P, Knee, DbPm. I can do this up to Lion - great damage, and fun to do.

    cheers,
     
  2. DRE

    DRE Well-Known Member

    </font><blockquote><font class="small">In reply to:</font><hr />
    Yoho (MC), P, Knee, DbPm

    [/ QUOTE ] I'm aware of that one, but it's essentially the same idea as: Yoho, P, m-shrm, m-dblpm. I was thinking more along the lines of: Yoho, P, b f+P, and ending with DJK/m-dblpm/K+G P/Knee. I just want more variety in his combos. I've seen Teppei (from daioh) do stuff like: PIT, RBC, df+P+K+G P, m-dblpm. That's so refreshing. We need more of that. /versus/images/icons/cool.gif
     
  3. CreeD

    CreeD Well-Known Member

    According to one source the yoho is only -12, making it less risky than that would be ridiculous. Akira gets a free 80 points every time it hits, he should be a little more than throwable.

    re: why do they have to lower the float and hence make akira's float combos more boring: again balance, I think the theory goes like this: you're "supposed" to get 80 pts for an average float combo vs mids, 95-100 for lightweights, and 60-65 for heavies. In other words 80's the standard and you can get + or - 20 points for different weight classes. But akira's been sort of breaking that rule from the start - for yoho he gets over 100 vs mw, over 90 vs heavies, and 110+ ( ! ) vs LW. Lowering the float is really the only way to fix that unless you want to knock 20 pts off the yoho damage.
     
  4. CreeD

    CreeD Well-Known Member

    I've moved the flame section of the this thread to General, if anyone is interested in continuing the discussion there.

    If anyone has something non-gameplay-related to say, or they want to reply to that sort of thing, put it in the "wahh wahhh" thread in general. I want to keep this thread as close to informative/useful as possible. DON'T reply with "thanks creed" or "fuck off creed" /versus/images/icons/laugh.gif , but DO feel free to reply with new evo ver.B info, speculations, or analysis of what was posted already.
     
  5. Mirage

    Mirage Well-Known Member

    [ QUOTE ]
    alantan said:

    Brad changes from that page,

    PK miss time recovery changed
    FC,d/f+P changed to mid P reversal. Last time it was treated as an elbow which is very good.
    b+p,k recovery changed.
    d+p+k becomes guard half
    does anyone have any idea what does "guard half" means?
    d+p+K,f+p damaged dropped and recovery changed.
    come to think of it they weakened this move a lot for ver B. Maybe can be exploited in Ver A. <img src="/versus/images/icons/smile.gif" alt="" />

    all slipping sway moves changed to minor counter... I think last time when you are interrupted, it is considered a normal hit and now it become minor counter which is pretty bad.


    d/f,d/f+p+g throw becomes easier to tech roll. I never knew it was hard to tech roll, maybe can try for pounce more often.

    b,f+p+g throw damage drop BAD.

    All the changes postition throws recovery changed. Wonder for the bettter or worse..??


    [/ QUOTE ]

    Question about these "recovery changed" which are longer and which are shorter?
     

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