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This is an experimental update


The King of Fighters XIII blog update

(The following writeup is an edited re-post from the BBS.)

SNKPlaymore has updated its KOF13 Blog. Along with the Color contest results, there's a new video showing some techniques in the game. Quick rundown-

1. In 13, the button priority is D>C>B>A. What that means is, if you renda cancel (rapid cancel) by doing A or B into a A+D for example, it'll act as an option select where an A will come out after the opponent gets hit or blocks on the first hit, and a throw will come out instead if it whiffs.

2. Damage Scaling. There's two types of damage scaling set on multi-hit moves in KOF13: "a multi-hit move in which the damage consistantly scales during its attacks" and "a multi-hit in which the damage doesn't scale after the first hit of its attacks". Most moves are of the first type. With the second type, if you do another attack of the same type right afterwards with no delay, the scaling will remain in the same state as when the previous attack had hit.

3. Screen Blackout. You can't input commands when the screen's blacked out, but if you hold on to a button, it'll come out as soon as the screen turns back normal. Stick input also works but for 1 input only. So this means that movements done on just one input, like a AB roll or Duolon's attack, are always guaranteed to come out.

Related:
Official Site


The King of Fighters XIII CLIMAX, change log detailed on official blog update

SNK Playmore released the change log for its upcoming arcade location test title, The King of Fighters XIII Climax. As it stands, the changes are very minor and more or less par to a bug fix rather than an update. (As for this week's video, it covers most information already available in English; simplified inputs, ways to avoid wrong moves from coming out, and command partitioning.)

http://game.snkplaymore.co.jp/official/kof-xiii/blog/

Shen
- Shen will no longer receive a counter hit penalty when he's hit during his Far C
- Shen will gain some power meter when he bounces off anything stronger than an EX projectile with his Danken(Projectile parry)

Ralf
- Fixed issue where Ralf and Raiden's positions will change and his command has be input in reverse when doing Bareback Vulcan (DM) > MAX Cancel >NEOMAX

Saiki
- Fixed Normal throw so that it no longer raises the opponent's meters.

Benimaru
- Fixed issue where doing cl.D>HD bypass will make the characters switch position when the opponent is facing backwards

Billy
- Took out invincibility on HD bypass

Raiden
- Changed damage on short hop & hyper hop C from 72 to 70

Flame Iori
- Fixed issue where MAX canceling too late from normal Maiden Masher wouldn't target lock the NEOMAX.
- Changed input frames for canceling from Maiden Masher.
- Fixed issue where repeatedly blocking low would display his standing block for a split moment.

Hwa
- Changed cr.B so that it can be HD bypassed.


The King of Fighters XIII CLIMAX announced, location test this weekend

SNK Playmore has announced that it is currently developing The King of Fighters XIII Climax as a new arcade title release. Details are scarce at the moment, but its first location test is already scheduled for this weekend in Japan, both in Tokyo and Osaka.

Tokyo: Club Sega Akihabara Shinkan (#6 on map)
http://tempo.sega.jp/am/akiba-new/

Osaka: Sega Nanba Avion
http://tempo.sega.jp/am/avion/

SNK Playmore has opened a teaser page. The game's release date is TBA.
http://game.snkplaymore.co.jp/official/kof-xiii/climax/


KOF XIIIcs Official Blog update for 2/2/2012

SNKP has made its weekly blog update with three new tidbits of information.

http://game.snkplaymore.co.jp/official/kof-xiii/blog/

1- The version 1.02 patch is available starting today for the Xbox360. The PS3's was already released earlier this week.

2- The color contest deadline has been extended to next week. They're welcoming entries from overseas, and that's the main reason of the deadline extention. They're also thinking of giving out more prizes. They already around 300 entries.

3- A new video has been uploaded, covering some techniques in KOF13. details below.

- When you cancel into HD mode from a normal, you'll automatically dash if it's done as a buffer or during hitstop. But if you do it after the hitstop, a normal B or C attack will come out depending on which button you pressed early when doing B+C. If you pressed it perfectly together, a C will always come out. Same rule applies when doing it in the air.

- Alternate blocking is covered by the video (switch between standing and crouching while you're in block, and you can extend the blocking time).

- Your hurtbox/guardbox during a block is larger than your neutral pose. You can whiff the opponent's attack at times by crouching without blocking, wheras if you block it'll hit.

- If you finish off an HD combo by doing an HD cancel, there's a penalty time where the drive meter doesn't build up. If it naturally depletes at the end, the penalty time doesn't apply.

- The hurtbox during hitback motion is the same for all characters. Other damage motions (like in the air) are different by characters, so it doesn't mean that there's no character-dependent combos in the game.

- Some Neomax gain anywhere juggle property when Maxcanceled. This also means that you can whiff the super and kara Maxcancel it to give the Neomax an anywhere juggle property.

- The early frames in crumple motion is susceptible to throws.



KOF XIIIcs balance changes, Vol. 4/4

SNK Playmore has updated its site with the final batch of character balance changes for the upcoming console version of KOF XIII.

System Changes
-Backstep turns to aerial state in 1 frame. Backstepping can be used as a way to evade attacks on wakeup.
-The guard meter's recovery timing and recovery speed has been changed. Compared ot the arcade, it starts to recover sooner after blocking an attack, but its pace of recovery is slower.

Video Link: http://www.youtube.com/watch?v=ma_QoLwmM_Q

KENSOU
- [Featured in video] EX Ryuusougeki(qcb+AC in air) has faster startup.
- [Featured in video] st.B> st.C has been added in as a chain combo. A followup can be done when it hits.
- [Featured in video] Shinryuu Seikoushou(qcf,hcb+P) has been changed to a 1F throw
- [Featured in video] Ryuusougeki(qcb+P in air)'s recovery frames can be canceled with specials and higher
- [Featured in video] Chokyudan(qcb+P) has faster recovery.

Producer Yamamoto says-
Kensou's Shinryuu Seikoushou(qcf,hcb+P) can be useful not just to break through the opponent, but also to punish opponents that have rolled through his projectile. His projectile itself has faster recovery, so you should be able to use that as a main weapon. His Ryuusougeki(qcb+P in air) can be followed up with various specials, and the stB>st.C chain can be followed up with attacks like his cr.B and st.D. By using them together with his projectile, you can fight in a style with distance in your mind.


YURI
- [Featured in video] Kuuga(dp+P)'s travel distance and falling trajectory has been changed
- [Featured in video] Houyoku(dp+K)'s followup with Tsubame Otoshi(AC) has "anywhere juggle" detection (it hits regardless of the opponent's state)
- [Featured in video] Jump A can be canceled with Yuri Raijinkyaku(df.B).
- [Featured in video] Weak Hyakuretsu Binta(hcb+B) has been changed to a throw.
- [Featured in video] Hyakuretsu Binta(hcb+K) can be drive canceled. However, not the EX version.
- Standing B has faster Startup.
- Jump CD's hit detection stays out longer.
- Yuri Raijinkyaku(df.B in air)'s executable height limit has been eased.
- EX Hyakuretsu Binta has shorter invincibility after its attack detection comes out.
- Haou Shoukouken has faster recovery.

Producer Yamamoto says-
Depending on the button you press, her Hyakuretsu Binta(hcb+K) functions as a 1F throw, running grab, or an invincible hit attack, so you'll need to use them according to the situation. It becomes a powerful weapon if you can use them accordingly. Also, the biggest change we made to her is the Houyoku(dp+K)> Tsubame Otoshi(AC) which now has anywhere juggle detection. Use it in all sorts of situations to do additional damage!

MAXIMA
- [Featured in video] Maxima drops on the spot after his Air Vapor Cannon(qcb+P)
- [Featured in video] When the opponent's attack gets blocked with the autoguard on his normal moves, he can cancel his normal move before it comes out.
- [Featured in video] Followup hitbox on EX Maxima Press(hcb+BD) has been buffed. He can now follow up after a counter with his CD attack.
- EX Maxima Press does not open distance when blocked. Easier to get punished than before.
- M9 Missile(df.C) has faster recovery.

Producer Yamamoto says-
The M9 Missile(df.C) has faster recovery so it's easier to use it as an early anti-air. If his M9 Missile or jump CD hits as a counter, he can follow up with an EX Maxima Press. It'll be ideal to confirm counters for additional damage and to apply pressure on your opponent.

DUOLON
- [Featured in video] EX Genmuken(f.AC) knocks back opponent for a longer time on a hit. It can be followed up with attacks like a fierce punch or weak Juon Shikon(qcb+P).
- [Featured in video] EX Shakijuuryuu(qcf+P) can be canceled with specials and higher.
- [Featured in video] Juon Shikon(qcb+P)'s frames have been tweaked. The weak version comes out faster than before so it's easier to use for strings and combos.
- [Featured in video] Genmukyaku(f.K) can be canceled with supers(DMs) and higher.
- Neomax's damage has been increased from 400>448.

Producer Yamamoto says-
Genmukyaku(f.K) can be used by itself and canceled into a super, and it can also be useful for hit confirming during a combo from a Genmuken (f.P > qcf+K> f.K > DM). It's become easier to place his projectile, so try using it after a move so you can attack together with it.


KIM
- [Featured in video] Ex Hishoukyaku has faster recovery. He can follow up with a normal move.
- [Featured in video] Yopuchagi(f,f.A)'s hitbox has been enlarged and it hits crouching opponents in hitstun state.
- [Featured in video] Weak air Hangetsuzan(qcb+B in air) hits crouching opponents in hitstun state. However, the move's hitbox is shorter in its upper side when compared to the arcade version.
- [Featured in video] EX air Hououkyaku(qcb,hcf+BD) has been added to game. Only has a few frames of invincibility after hit detection comes out.
- Hangetsuzan(qcb+K) has slower recovery.
- Houou Hitenkyaku(qcfx2+K) has acts a bit differently than before. Both weak and fierce have slower recovery on a whiff.
.Weak ver: Has invincibility, thrusts opponent forward
.Fierce ver: No invincibility, thrusts opponent vertically
- Weak Hienzan(d.u+K) has less invincibility. Also, it only gives Kim invincivility on the upper half of his body.

Producer Yamamoto says-
His Hangetsuzan(qcb+K) has slower recovery and it's punishable on block, so be careful. On the other hand, his Yopuchagi(f,f.A) hits crouching opponents that are in hitstun, and his EX Hangetsuzan can be followed up with a Yopuchagi even from the middle of the screen, so you an do combos regardless of the opponent's state and distance. Unlike before, use various moves and keep on the offense!

K'
- [Featured in video] EX Iron Trigger(qcf+AC) > EX Second Shoot(f.B) acts a bit differently than before. The projectile gradually becomes faster and hits two times.
- [Featured in video] Air Minutes Spike(qcb+K) has anywhere juggle detection. (it hits regardless of the opponent's state)
- [Featured in video] EX Air Minutes Spike(qcb+BD) has faster recovery.
- [Featured in video] EX Chain Drive(qcf,hcb+AC) has anywhere juggle detection. (it hits regardless of the opponent's state)
- Jump B, Jump D's hitbox and length of hit detection time has been changed.
- Iron Trigger(qcf+P) has slower recovery. So does its followup attacks.
- Narrow Spike(qcb+K after Minutes Spike) has slower recovery than arcade version when blocked.
- Weak Crow Bites (dp+A) has shorter invincibility. Also, it only gives K' invincivility to the upper half of his body.
- Minutes Spike (including Air version) acts a bit differently than before. It comes out at a certain timing rather than the distance to the opponent.
- Neomax is completely invincible.

Producer Yamamoto says-
He has a lot of nerfs, but he has new buffs like the anywhere juggle detection on his Air Minutes Spike and EX Chain Drive which will let him do additional damage. By taking advantage of opportunities and doing the additional damage, he should be able to cope for his nerfs. Also, his EX second Shoot was mostly used for zoning until now, but with its new change, you can take control of the battle from a far distance depending on how you use it.


KULA
- [Featured in video] Standing B moves more forward, so it has more reach than the arcade version.
- [Featured in video] EX Rayspin(qcb+K) > Sit(f.D) has faster recovery.
- [Featured in video] Freeze Execution (hcbx2+P) has better followup hitbox and comes out faster.
- Slider Shoot (df.B) has faster recovery.
- Invincibility has been taken out from EX Rayspin(qcb+BD).
- EX Diamond Edge(qcfx2+AC) comes out faster.
- EX Counter Shell(qcb+AC) has larger hitbox.

Producer Yamamoto says-
Her supers that use two meters have both been buffed up. Both of them makes Kula invincible so she can use it to interrupt the opponent's strings or use them as an anti-air. She should be a character that uses a lot of power meter, so meter management will be vital for her. Her EX Counter Shell's hitbox is bigger, so aiming for a counter with it and doing wire damage should be interesting as well.





News & Wrapup for the week of 10/27/2011

KOF XIIIcs balance changes, Vol. 3/4

SNK Playmore has updated its site with a list of changes for the upcoming console version of KOF XIII.



The following is a translation made by Sonic Tempest, Orochinagi.com


SYSTEM
- DM damage can be scaled down to a maximum of 40% in combos now (as opposed to 50% before). However, scaling for NEOMAX DMs is unchanged, making them a better choice for ending HD combos. Moves that were unaffected by damage scaling in the arcade version continue to do 100% of their damage in the console version.
- (shown in video) You now get more meter when you are hit by or block an opponent's attacks, making it easier to escape from a rushdown situation using a guard cancel attack or something similar. It may be better to go for simple HD combos and to keep to combos that do fewer hits.

CHIN GENTSAI
- (shown in video) Chin can do a close C from his d,d+K stance
- (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can't follow up.
- (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
- Chin's defense no longer decreases when he has drink stocks
- The active time of his counters has been decreased. The normal version now has the active duration of the arcade's EX version, and the EX version's is shorter still.
- His EX counter does less damage.

ASH
- (shown in video) All versions of Genie stay on the screen longer.
- (shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.
- Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.
- B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.
- EX Genie now knocks away while retaining its juggling properties
- (shown in video) Germinal now takes no gauge
- (shown in video) Thermidor's startup is faster
- (shown in video) The version of EX Genie done using both kicks tracks the opponent.

ROBERT
- (shown in video) stand CD has faster startup
- You can't roll recover after being hit by his NEOMAX
- (shown in video) LK Hien Shippuu Kyaku has faster startup, such that it can be comboed from light attacks.
- (shown in video) his f+A floats the opponent upwards if done by itself
- (shown in video) EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock.
- EX Ryuuko Ranbu has more lag after being blocked.
- (shown in video) EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
- Haoh Shoukou Ken has faster startup and will combo from strong attacks.

VICE
- (shown in video) Strong version of Mayhem has less lag. If you hit with the edge of it you can do a strong attack as a followup.
- (shown in video) Added a new chain combo D -> D. Only cancellable in HD mode.
- jump CD is faster.
- (shown in video) EX Mayhem has faster startup.
- (shown in video) Strong version of Decide can be comboed into the Strong version of Mayhem.
- EX Decide has less lag and is easier to followup with normal attacks.
- (shown in video) Splash (including the followup version) can be super cancelled into Overkill AFTER it hits.
- (shown in video) Overkill can be MAX Cancelled.
- Overkill's command has been made easier. If the last input is in any downward direction it will register.
- Damage adjustments:
* Her f+A (when cancelled) does 45 damage (down from 70)
* Her Overkill does 200 damage (down from 220)
* Her EX Mayhem does 120 damage (down from 160)

RAIDEN
- (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw
- Adjustments to Super Drop Kick (lol)
* Charge times have been increased.
* Invincibility removed
* Guard crush ability has been reduced
* Can no longer be connected after a guard cancel attack
* Knocks the opponent away.
- Jump D's hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
- (shown in video) Giant Bomb (feint) has less recovery
- EX Raiden Bomb's forward travel distance has been reduced.
- (shown in video) Raiden Bomber now has complete invincibility.

RALF
- (shown in video)Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel.
- (shown in video) During Vulcan Punch (all versions) Ralf can move forward.
- (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks.
- (shown in video) Both versions of Galactica Phantom can be charged.
- crouch D has less lag.

KING
- (shown in video) Jump D stays out longer
- (shown in video) close C has faster startup
- (shown in video) D Venom Strike (air) has a smaller recoil
- far D has less lag
- (shown in video) Slide can be cancelled without being cancelled into

KYO (a new color was shown on the video)
- (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
- Kototsuki You (HCB+K) has more lag on block
- (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.




KOF XIIIcs balance changes, Vol. 2/4

SNK Playmore has updated its site with a list of changes for the upcoming console version of KOF XIII. The following is a translation. Disclaimer: this translation is a rough job and there may be some odd wordings.

Note:
"Drive cancel" can refer to both normal drive cancel and max cancel.
Asterisk ( * ) notes that the move is presented in SNKP's sample video.


Changes in game system:

- The Hitstun on normal jump attacks have been reduced. (Meaning it's harder to do combos)
- Special attacks in the air have generally been adjusted to come out faster, so combos from canceling normal moves in the air that could be done in the arcade version can still be done.

Elisabeth
- Etincelle (qcf+P) builds up less meter
- Ex Reverie-Geler (qcb+P) has a longer recovery time on a success. Because of that, normal moves can't be used to make an additional hit. The recovery time can be canceled with a special.
- An Ex version of her Reverie-Souhaiter (qcb+K) and Reverie-Prier (qcf+K) have been added in the game. It's invincible while in movement and cancelable with a special. What's more, the special will automatically come out as an Ex version without the cost of a meter. However, supers are an exception and will not turn into an Ex.
* Grand Rafale's (qcf,hcb+P) damage has been dropped from 200 to 150.
- Noble-Blanche (qcf*2+P) has longer invincibility.
- Ex Noble-Blanche's hitbox has been changed so that it's easier to get in all the multiple hits. With this change, it lands full hit in the corner.
* Grand Rafale has more Max cancelable frames.

Producer Yamamoto says:
With the new Ex version of Reverie-souhaiter and Reverie-prier, she has more options for attacks. It can even be used as a sort of running throw with Mistral, so please try things out. Grand Rafale's damage has been reduced to 150, but it can be Max canceled even after the first hit now. Also, Noble-Blanche can be Max canceled as well, so it can be used in various situations such as the finishing touch on combos.

Terry
* Crouching A > Crouching C is a chain combo. Can be canceled.
* Normal Buster Wolf's dashing speed is now identical to the EX version. But the Invincibility is the same as before.
- Far D's recovery time has been reduced.
- Standing CD's hit detection lasts a bit longer.
* Trinity Geyser's hitbox has been changed so that it actually hits 3 times.

Producer Yamamoto says:
We've mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser's hitbox has been changed, and he can also hit the opponent afterwards in the corner.

Goro
- Crouching C's recovery time has been reduced.
- Kirikabugaeshi's (qcf+C) recovery time on a whiff has been reduced. Doesn't cause a knockback when blocked.
* EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi (qcf+C) and Kumotsukaminage (qcf+A) can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi (qcb*2+ P) has been added to the game.
* EX Chou Oosotogari's (dp+BD) recovery time on a whiff has been reduced.

Producer Yamamoto says:
As a judo fighter, we've strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.

Joe
* Ex Screw Upper will stay in position when it hits. With this change, Joe can't be punished afterwards when he hits the opponent with it in the corner.
* Sliding can be canceled with his Bakuretsuken. But not with any other specials.
* Hit detection will remain on the opponent after his sliding hits. Again, it can't be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.
* Slash Kick can be drive canceled.
- EX Tiger Kick comes out faster. Has strong invincibility in the front.
- Screw Straight comes out faster. It has no invincibility and it has the same shot limit as projectiles. (Probably means that you can't do it while there's another projectile on the screen.)

Producer Yamamoto says:
He can actually juggle other attacks aside from his Bakuretsuken after his slide so please try them from going into HD mode from his slide and whatnot. Also, his EX Screw Upper has been changed so you can use it in the corner without worrying. He does things a bit differently on a Max Cancel too.

Ryo
- Ryo travels more forward when doing his Ko'ouken.
* Ryo's parries-- the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)
* Fierce Zanretsuken recovers faster on a hit. It can be comboed to a weak Ko'ouken in the corner.
* Standalone f +A Hyouchuuwari (meaning, not from a cancel) comes out faster.
- Weak Koho's (dp+P) rising time/hit detection time has been reduced. But the move itself is faster, so it can be used for more various occasions.
* Weak Koho can be drive canceled and allows for juggling.
- Haou Shoukouken comes out faster. It can be comboed from a normal fierce, or even be used as an anti-projectile.

Producer Yamamoto says:
We've mainly buffed up his defense, and it brings justice to his nickname "The invincible dragon". Ryo's unique moves, the Joudannuke and Gedannuke, have been dramatically changed. His Gedannuke is especially fast, and aside from using it for defense, it can also be used to reduce his recovery on attacks. His Weak Koho's motion is also faster than before, and it can be used in HD combos.

Andy Bogard
* Normal/high jump D has better hitbox for use in crossups.
* Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
* B>D is a chain combo. Can be canceled.
* Chou Reppadan's damage has been increased from 162 to 198.
- EX Kuhadan's invincibility has been taken out.
* Chou Shin Soku Zan'eiken (Neomax) comes out faster.

Producer Yamamoto says:
We've focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out.

Athena
* Phoenix Bomb (from Cancel) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow's recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it's also a normal cancel now (doesn't cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit doesn't move back on execution.

Producer Yamamoto says:
Weak Phoenix Arrow has been balanced so that it can't be punished with normal moves on a block. Since there's less worries about it being punished, it should be effective to use it together with her buffed up Phoenix bomb, There's other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.

Iori
* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can't be saferolled after it hits.
* EX Shogetsu's invinciblity has been taken out. However, he's still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can't be punished with normal moves.

Producer Yamamoto says:
With Fierce Shogetsu's longer reach and Fierce Akegarasu's shorter recovery, it's easier to do strings and combos. His Yaotome can't be saferolled so attacking on wakeups may become important. With his EX Akegarasu's projectile invincibility and EX Yaotome's long invincibility, we've designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that's a bit different from the arcade version.

 



 




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