King Lion
- Slapper Joe
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Interesting to see there is not already a topic for him, but regardless he is now selectable in Brisbane (go to Mizuchi and tap down).
First thing you notice is that with the lack of yellow energy coming off everything the sprite is really well done.
Anyway a quick and dirty move list.
Quick normal rundown.
jD: Crossup kick
jC: Body Splash (and no 360 throw to follow it up)
cA,A: Fast chainable punches.
Long range kick
cB: Not cancelable
cC: Slow upwards sweep with sword
cD: Even slower trip with sword
f+A: Simple uppercut, launches a little bit allowing for a quick followup.
f+C: Overhead(??) lunging down punch, can chain f+A after it if this move is not used to cancel another (so f+C, f+A works but C, f+C cannot be followed up with f+A.)
+A/C: Hurricane move, Lion creates a hurricane in front of him with the width of about half a screen. This thing eats other projectiles for breakfast and has a shocking amount of invulnerability in general. Chonshu's lvl2 went straight though this projectile and right through Lion. A is on ground C does at a slight upwards angle. On counterhit the opponent is thrown into the air, no luck following it up though. This has good recovery too but only hits once.
+A/C: Large downwards slash with sword. Makes Haohmaru green with envy. A version is good enough for anti-air and has about 1/2 screen range. C takes a while to come out but does scary damage, and has a little autoguard at the start and nearly goes full screen when you also consider the little dust storm it creates. Both seem to swallow fireballs. They don't hit grounded though, which is strange. A is a suitable combo ender though
+A/C: Rush shoulder tackle, autofollows up with a punch if the first hit succeeds. This can pull people out of the air too. A version is very fast on start up and is BnB comboender. Very unsafe on block though.
+B/D: Counterattack, comes out really quick and counters any non-projectile hit. Terrible damage and can't be followed up, but since this even stops stuff like buster wolf and hanzo/fuumas air spin thank christ it doesn't do much damage.
,f+A/C: Super, same as boss version and with pretty much the same damage. A is short range punch, high priority, high damage and stays out for quite a while (short range is a bit deceiving, it is a pretty long punch.) C fires out 3 little snake things that go full screen. Think Marco's vomit super (minus chip damage) but if all 3 snakes hit it does really big damage (see a pattern??)
He doesn't seem to have his sword projectiles from Kizuna, and that hugely annoying overhead Liu Kang kick the boss has isn't here either, but his one-hit damage from specials like +C is absolutely scary.
Some simple combos:
s or c.Ax2, +A
c, f+C, +A
f+C, f+A, +A/dp+A/hcb,f+A
First thing you notice is that with the lack of yellow energy coming off everything the sprite is really well done.
Anyway a quick and dirty move list.
Quick normal rundown.
jD: Crossup kick
jC: Body Splash (and no 360 throw to follow it up)
cA,A: Fast chainable punches.
Long range kick
cB: Not cancelable
cC: Slow upwards sweep with sword
cD: Even slower trip with sword
f+A: Simple uppercut, launches a little bit allowing for a quick followup.
f+C: Overhead(??) lunging down punch, can chain f+A after it if this move is not used to cancel another (so f+C, f+A works but C, f+C cannot be followed up with f+A.)
+A/C: Hurricane move, Lion creates a hurricane in front of him with the width of about half a screen. This thing eats other projectiles for breakfast and has a shocking amount of invulnerability in general. Chonshu's lvl2 went straight though this projectile and right through Lion. A is on ground C does at a slight upwards angle. On counterhit the opponent is thrown into the air, no luck following it up though. This has good recovery too but only hits once.
+A/C: Large downwards slash with sword. Makes Haohmaru green with envy. A version is good enough for anti-air and has about 1/2 screen range. C takes a while to come out but does scary damage, and has a little autoguard at the start and nearly goes full screen when you also consider the little dust storm it creates. Both seem to swallow fireballs. They don't hit grounded though, which is strange. A is a suitable combo ender though
+A/C: Rush shoulder tackle, autofollows up with a punch if the first hit succeeds. This can pull people out of the air too. A version is very fast on start up and is BnB comboender. Very unsafe on block though.
+B/D: Counterattack, comes out really quick and counters any non-projectile hit. Terrible damage and can't be followed up, but since this even stops stuff like buster wolf and hanzo/fuumas air spin thank christ it doesn't do much damage.
,f+A/C: Super, same as boss version and with pretty much the same damage. A is short range punch, high priority, high damage and stays out for quite a while (short range is a bit deceiving, it is a pretty long punch.) C fires out 3 little snake things that go full screen. Think Marco's vomit super (minus chip damage) but if all 3 snakes hit it does really big damage (see a pattern??)
He doesn't seem to have his sword projectiles from Kizuna, and that hugely annoying overhead Liu Kang kick the boss has isn't here either, but his one-hit damage from specials like +C is absolutely scary.
Some simple combos:
s or c.Ax2, +A
c, f+C, +A
f+C, f+A, +A/dp+A/hcb,f+A
- Slapper Joe
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He doesn't have that torpedo/Liu Kang kick which was by far the boss versions best move, without it you notice just how slow he is. Once a decent footsie char gets in it is even worse than with most characters (and it is not hard to get close to him, only thing you have to watch out from our playtesting on friday is +A). The only real option lion has against strong pressure is his counter since everything is so damn slow, even off a GCFS (alright, the A shoulder is fast but recovery more than makes up for that.) Landing the counter isn't much of a win since he is too slow to follow it up with any sort of mixup or mind game.
Counter will change the way some characters are played though, number one use might be on Mudman since you can stop rushdown easy and gain spacing. Then if the mudman decides to be stupid and change to plan B you can lvl 1 super him for about 40% life out of his projectile game.
Lion will rank simply because the amount of damage you can do by random counter or stupid mistake by other player (lets call him haohmaru-2). This doesn't mean in any way he is in the same league as Kim or Marco. Not unless he has some sort of real pressure game, be it forward momentum or projectile chip damage that he can use once he gets the advantage. Couldn't see it yesterday and doubt it exists.
A cancelable low, his multiple sword projectile or that damn flaming kick probably would of made this a different story. We might have missed a move or two but testing was pretty heavy. Moves were all found in about 2-3 minutes and nothing else was found in a session lasting about 5hrs and involving multiple people.
Counter will change the way some characters are played though, number one use might be on Mudman since you can stop rushdown easy and gain spacing. Then if the mudman decides to be stupid and change to plan B you can lvl 1 super him for about 40% life out of his projectile game.
Lion will rank simply because the amount of damage you can do by random counter or stupid mistake by other player (lets call him haohmaru-2). This doesn't mean in any way he is in the same league as Kim or Marco. Not unless he has some sort of real pressure game, be it forward momentum or projectile chip damage that he can use once he gets the advantage. Couldn't see it yesterday and doubt it exists.
A cancelable low, his multiple sword projectile or that damn flaming kick probably would of made this a different story. We might have missed a move or two but testing was pretty heavy. Moves were all found in about 2-3 minutes and nothing else was found in a session lasting about 5hrs and involving multiple people.
- Slapper Joe
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His ,f+C could very much be the best super in the game. Lvl 3 damage at lvl1 cost, full screen and fast. A version is wierd that it loses all priority once it comes out, you can just hit the fist most of the time. Even when used in juggles where it appears that it would hit early (high) the hit detection only kicks in just before the opponent touches the ground. Strange that.
I've been shown to be wrong with his cD as well. Crazy fast with great range, awesome fight starter. jD has good air-to-air priority as well, which is confusing when you see the animation of it.
That super alone could break him into the top 10 or so. Its relatively easy to avoid Haoh's C. Avoiding Lions super and sword are a different matter.
I've been shown to be wrong with his cD as well. Crazy fast with great range, awesome fight starter. jD has good air-to-air priority as well, which is confusing when you see the animation of it.
That super alone could break him into the top 10 or so. Its relatively easy to avoid Haoh's C. Avoiding Lions super and sword are a different matter.
- Empyrian
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- christensenray
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- Slapper Joe
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Yeah, we found that out today. On 2nd last hit it is consistant, it can be done after last hit with a bit more timing. Slightly under 1/4 of a bar, not bad at all.Empyrian wrote:Counter may deal lousy damage BUT it is SCable to his super.
None of us have had luck with anything but sA or +A after cA. Guess that can be looked at again, it would be the forward momentum he needs.
He can also punch projectiles with f+C. Definately Chonshu's and Washizuka's and I'm pretty sure Akari's as well. I don't think any of these can be negated with normal attacks. This shouldn't be used for normal play though, it is way to slow since it only seems to be the end frames and at the end of his fist.
He has some shocking matchups though. Kisarah's cheerleader kick destroys him. Attempt counter and it'll hit him from behind.
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- Higashi Hurricane
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Shishioh is surpisingly fun to use for such a simple character. He's probably the most fun of the 3 usable bosses IMHO. His +P has little recovery if blocked, and you can sort of spam this move against a blocking character if they don't GCFS. Has horrid priority though, unlike Shin Shishioh's version.
He's probably at his best at medium range, as all his specials make good keepaways. The C King Straight really punishes turtles who try to throw fireballs, while his Nightmare counter is great as the occassional surprise, and throw in a Super Cancel, it's painful as heck.
The real problem with Shishioh is mobilty. Shishioh isn't slow, but he's a huge target, so it's hard to simply rush in against opponent unless you've got them locked down in the corner. +P covers a lot of distance quickly, but it's hardly safe.
He's probably at his best at medium range, as all his specials make good keepaways. The C King Straight really punishes turtles who try to throw fireballs, while his Nightmare counter is great as the occassional surprise, and throw in a Super Cancel, it's painful as heck.
The real problem with Shishioh is mobilty. Shishioh isn't slow, but he's a huge target, so it's hard to simply rush in against opponent unless you've got them locked down in the corner. +P covers a lot of distance quickly, but it's hardly safe.
- Dark Geese
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