Blu Blazer Irregular
Joined: Jan 2000
Posts: 1815
From: Japan
# “Quote” Edit Post
Originally posted by Brahma
Work in progress.

New moves

-First hit is same u/f+2 with no knockdown.
-2nd hit looks similar to WR 1+2 and knocks the opponent far away.

-M, similar to Bryan b+1 in speed (?)
-Normal hit opponent FUFT, free fast M/L
-CH ground bounce
-OFC on block
-Does not B!
-OFC on block, safe(?)
-tracking or linear?

-Mostly useful as juggle filler, has good wall carry
-d/f+4 by itself has slooooow recovery
-1st 2 hits NC, 2nd 2 hits NCc(?)
-Last hit looks safe. Does the 2nd hit jail?

Not sure what this is.

Move Changes

-NCc, possible NC (?).
-Possible faster. Maybe i14?

-Far knockback on CH

-Knocks back like BR off-axis version did.
-Possibly safe (?)
-CH throws still mashable (?)

-No longer knocks down on CH.
-Has 1+2 extension.

Let me know if I missed anything.

- f,f+3 doesn't hit any more productively on CH than on NH - I just posted in the Q&A thread about this.

- b+2,1,2_d+2 - Unless I have played about 12-14 of the stupidest Tekken players ever, the first two hits are NC. The trip ender now is unproductive (except possibly near a wall) - it trips the opponent away from Ganny. Not as far as Jack's hcf+1, but... I am going to try to see if there are any guaranteed follow-ups. d+4, f,f+3, u/f+3+4 seem to be the likeliest candidates (desperately hoping f,f, b+2,1 works), but...

- Taggable moves: hcf+1, b,f+2, ws+2, f,f+2(CH),1+2 (note: this means we might get more mileage out of the other two options, if input immediately (can the throw follow-ups be buffered?))

- f+2 CH now causes re-animated fall down. Still haven't found what, if anything, is guaranteed.

- b+1+2 - Did this always cause a floated opp to go shooting across the screen like a bullet? And really, really far? I put a guy into the wall from what must have been about 10 meters away. Could be good with breakable walls and especially balconies (which become auto tag combos). I will try to get more concrete info and report back.

- His BnB TA filler is probably d/f+1,4>1. Example (w/Jack starting): d/f+2, 2, f,f+1~5(B!), (d/f+1,4>1), f,f+1+2,2. It can be a bit tricky, tho', because delaying too long will just give control back to Jack.

- I just noticed his f+3+4 seems to keep the opp closer on CH. A second one might be guaranteed..? (EDIT: Unless opp QR's, of course...) Will check.

- (Side grumble: If Bruce's b+1+2~5 works, why not Ganny's d/b+1+2,2?!)

- Actually, since I've mentioned d/b+1+2, I should note that it's been re-animated. He doesn't get as low to the ground (it looks more like he's an offensive lineman in (American) football than a sumo getting ready for a tachiai), but when he flies forward, he extends his hands, giving this move just an extra bit of reach. Wondering if that now makes it as reversible as a punch...

Last edited by aviax on Sep 20th, 2011 at 17:15

Signature Autocrat1: "Default winning animation: Bryan punching face, minus punching just twerking"
My reply: OK, but only if they give him back his laugh and 'DIE!' during it.

handle: 六鬼袋《`》武雷庵