Unlocked today, but next to no-one to play against so sadly most of this info is vs CPU only.
Normals of Note:
j.
Same as the boss version, multiple hits(4), great meter builder. Not bad air-to-air either. Easy to combo ground hits after.
c.C: Mexican Uppercut, anti-air of choice.
c.B:
, a boss that has a comboable low that even links into itself. Good range too.
c.A: Super-fast, super high priority. Links to itself easy.
c.
Iori's super long range and fast c.D. Except even more range.
s.
Jumping sobat with a good chunk of range. Sure I jumped over a low with it.
Far s.C: Long range elbow-spike cross slash thingy
j.A: Seemed to be air-to-air of choice.
Command Moves:
f+C: Spikes come from his back and go a fair way forward. Looks like his rib cage is actually trying to grab you. Slowish but pulls a blocking enemy right to you. You don't have the advantage, but can be great when someone turtles up to keep up constant pressure. (Overhead?)
+B: Slide kick, knocks down when not linked into. A good chunk of range, but maybe not as much as d.D.
+D: Another slide kick, but this one hits twice. Up to second hit looks identical to B version. Same knockdown properties apply. Also can be comboed by d.B, d.B,
+D for a mudman like combo.
Special Moves:
+A/C: Dashing straight elbow. Hella fast in both execution and recovery. A hits once, C three times. Both combo from crouching lights.
+B/D: Identical to above except an uppercut elbow. Think of ST Balrog's dashing punches and you have these things.
+A/C: Spikes on head poke out infront of NeoDio and electricute opponent for a few hits. These are pretty damn slow, but I swear with right spacing and hit timing you actually end up with frame advantage on hit. Probably enough for the dash punches to be guarenteed. Maybe even his lvl 2, but thats a big maybe.
+A/C: His counter/morph behind. They stay stuck for nowhere near as long as the boss version. I think only a c.A is guarenteed (into
+C/D). This move comes out really slow as well. Used in anticipation of attacks only, certainly not on reaction.
,f+P: Command grab. Just grabs and does a glowing punch. Like young Geese's but a lot less impressive. No followups but I guess a command grab on a rushdown character is appreciated. Didn't seem to have the kick variation (fire/ice). This thing didn't even look like fire.
Supers:
qcfx2+A/C: Full screen fireball. About Robert size but nowhere near as good. Slow startup low damage.
qcfx2+B/D(Level 2): Dash autocombo attack. Bit of invulnerability at start so you can AA with it. Damage is pretty sad but might be able to get an extra hit at the end.
Of note:
For a character that charges meter so fast he sure doesn't have much way to use it. Chonshu seems like an awesome partner for him just for this reason.
Can't for the life of me find any special thats SCable. Even harder to use that meter.
Couldn't find any projectiles or spikes coming through the ground. Or that Rolling Smash from WH. He gets zoned pretty bad by Marco, believe he really needs something like this.
j.D, d.Bx2,
+C/D = 9 hits.
A Default color (Black), B Gold, C Blacker, D Red
Without GCFS and super fast hands/moves he'd probably destroy.
He can kill CPU True King Lion by doing (c.A,
+A) x n
+C/D eat up counter switches because of multiple hits.
He seemed to take a damn lot of damage as well.