Things from the original games which are missing in SORR V5

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Re: Things from the original games which are missing in SORR

Postby realnabarl » Mon Nov 28, 2011 11:42 am

Today I go back playing BK3 and find there're almost no pause after a punch for char. So it's easy to grab enemies by moving and punching. Anyway I don't know V5 changes it or discards it.
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Re: Things from the original games which are missing in SORR

Postby CajNatalie » Mon Nov 28, 2011 5:55 pm

realnabarl wrote:Today I go back playing BK3 and find there're almost no pause after a punch for char. So it's easy to grab enemies by moving and punching. Anyway I don't know V5 changes it or discards it.
Are you using SoR2 combo type by any chance?

SoR2 combo type doesn't just make your combos require hits to continue, but also roots you in place so you can't move for a while even though the attack animation is over.
SoR3 combo type allows you to move between each hit.
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Re: Things from the original games which are missing in SORR

Postby realnabarl » Wed Nov 30, 2011 9:29 am

CajNatalie wrote:
realnabarl wrote:Today I go back playing BK3 and find there're almost no pause after a punch for char. So it's easy to grab enemies by moving and punching. Anyway I don't know V5 changes it or discards it.
Are you using SoR2 combo type by any chance?

SoR2 combo type doesn't just make your combos require hits to continue, but also roots you in place so you can't move for a while even though the attack animation is over.
SoR3 combo type allows you to move between each hit.

:o WTF, never noticed this before, just think SoR3 combo type will finish a combo without hitting enemies then abandoned it at first time. Now I should look back for it. :( Eh cool, it helps Axel-3 a lot, thx for the tip.
BTW, in the original game if you do 3 jabs then use one special, and if you want to jab again, your char will perform a damn kick, this is the most stupid thing. :( But thank godness V5 doesn't bring it back.

---------------

Plus, today's find. Axel throws a opponent further in the original game.

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BK3

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V5
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Re: Things from the original games which are missing in SORR

Postby realnabarl » Sun Dec 11, 2011 8:14 pm

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Another possible dodging in BK3 (missing in V5).

Edit: His 2/3 stars blitz can dodge as well, but only at very beginning.
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Re: Things from the original games which are missing in SORR

Postby realnabarl » Mon Dec 19, 2011 2:47 pm

OK, new finding.

In SoR2, Max's Hammer Punch deals two different kind of damage. In his rush combo it deals less and for his series attack it deals more damage. IDK if it is possible to do a rush combo that include a more powerful Hammer Punch, maybe it's impossible. Anyway in V5, his series attack deals same damage as it in his rush combo (less damage one).

Edit: Maybe it is best to define series button to be the less powerful one and hold B to be a more powerful one?

Another one, Max's Jumping Hammer Punch deals two kind of damage as well. But it is hard for V5 Max to hit enemies with the higher damage part. Maybe it is cause SoR2 chars stay longer in
'high-air' status and V5 chars stay longer 'low-air' status, so the mid-part of the Jumping Hammer Punch hits enemies much easier on a walking enemy. Hmm... can't reproduce what I usually did in SoR2 for V5, but to V5, it is right for its own way. So I'm just saying, not reporting.
Last edited by realnabarl on Thu Dec 22, 2011 6:31 am, edited 2 times in total.
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Re: Things from the original games which are missing in SORR

Postby realnabarl » Thu Dec 22, 2011 4:16 am

In BK3, Zan's defensive special will give enemies behind him a few hits and blow them to the forward.

Robo X is not invincible during the time its cigar missile flying, and the cigar missile won't get explosion if it didn't actually hit things, it won't get explosion when reach a low position char like Max was in his tackle, it should get through of him. Finally, it is possible to be destroy by attack, like a jumping kick.

realnabarl wrote:In BKIII, Zan throws Big-Ben from back results double hurt, this is the first missing thing. This is also the only throw move cause double hurt in BKIII. It's because Zan lifts and throws Big-Ben sucessfully though he hurts himself.

And today I find Shiva's tomoe nage (grab from front then back+attack) will cause double hurts, it should be changed IMO.
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Re: Things from the original games which are missing in SORR

Postby JoyJoyfulRabbit » Mon Jan 23, 2012 1:31 pm

I am sorry if there's already posted that or not and I am sorry that the game wants you to go back to school. :oops: This was found by gsaurus.

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Re: Things from the original games which are missing in SORR

Postby CajNatalie » Mon Jan 23, 2012 2:35 pm

That life was moved under the chandelier. It's not missing. :P
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Re: Things from the original games which are missing in SORR

Postby JoyJoyfulRabbit » Mon Jan 23, 2012 3:09 pm

CajNatalie wrote:That life was moved under the chandelier. It's not missing. :P

I feel so silly :oops: that's so unhide
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Re: Things from the original games which are missing in SORR

Postby realnabarl » Wed May 09, 2012 4:56 pm

Ash's front ←+B throw takes less HP than the original game, it should be the same as blaze's front ←+B throw.
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Re: Things from the original games which are missing in SORR

Postby DarkThief » Sun May 27, 2012 8:19 pm

It used to be possible to pull the punks in front of Vehelits without pulling the boss. (probably intentional change to make it harder though)

Knives thrown at the left wall on the SOR2 lift used to stay there, with the tip just sticking out onto the screen. (although tbh it's probably better how it is now as I'm always wanting to get rid of the knives to prevent Jack/Galsia from picking them up)

When you blow the claw off the end of Dr.Dahm's contraption, it used to be hittable until it went back up. (although again this change is probably intentional to make it harder)
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Re: Things from the original games which are missing in SORR

Postby graylandertagger » Mon Jul 23, 2012 12:33 am

This wasn't so much in the original games as much as the box art, but if you look at the box art for SOR2 you'll notice 3 weapons the punks are using that didn't apear in any of the games.
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The weapons are a chain(which is used by Jack in the ski stage in V5, but never by Galsia), a bowie knife(a large knife, not like the normal knife in the game) and a 2x4 lying on the ground(I don't consider the plank to be much like a 2x4). I never understood why none of the games had those. Must have been for show I guess.
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Re: Things from the original games which are missing in SORR

Postby JoyJoyfulRabbit » Mon Jul 23, 2012 4:56 am

graylandertagger wrote:This wasn't so much in the original games as much as the box art, but if you look at the box art for SOR2 you'll notice 3 weapons the punks are using that didn't apear in any of the games.
Image

The weapons are a chain(which is used by Jack in the ski stage in V5, but never by Galsia), a bowie knife(a large knife, not like the normal knife in the game) and a 2x4 lying on the ground(I don't consider the plank to be much like a 2x4). I never understood why none of the games had those. Must have been for show I guess.


Just because that weapon in boxart is just boxart and created by non-canon than original.
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Re: Things from the original games which are missing in SORR

Postby Don Vecta » Mon Aug 20, 2012 2:17 pm

I played a bit of the OG SOR1 and noticed some things.

- Galsia's 3-hit combo of FUUUUUUUUU~ can be interrupted and is escapable, a fact that cannot be done in v5.
- Haku's evade mode have a super long distance jump, almost crossing all screen. Plus, before doing the jump they crouch like for 2 seconds before leaping.
- Haku's don't have a hop side kick (not the normal multi kicks, but one that he hops a bit then kicks).
- Blaze's backflip knockdown kick on front grab hits 2 times though only one hit registers, knocks down the frontal kick while the flipkick hits OTG (where the damage comes out).
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Re: Things from the original games which are missing in SORR

Postby DarkThief » Tue Aug 28, 2012 1:52 am

Galsia's 3-hit combo of FUUUUUUUUU~ can be interrupted and is escapable, a fact that cannot be done in v5.


That's what really annoys me, not just the fact that the lowest enemy has an unstoppable combo, but the fact it wasn't like that originally. (and the combo's speed suggests it too, along with the lack of specials in SoR1)

Haku's evade mode have a super long distance jump, almost crossing all screen. Plus, before doing the jump they crouch like for 2 seconds before leaping.


That was a bit silly tbh, and they were also ineffective mobs in SoR1. (not what you'd expect from a pro fighter)

Haku's don't have a hop side kick (not the normal multi kicks, but one that he hops a bit then kicks).


Didn't they used to run at you from a bit away and then kick? (bit like Abadede's charge but a lot shorter)

Blaze's backflip knockdown kick on front grab hits 2 times though only one hit registers, knocks down the frontal kick while the flipkick hits OTG (where the damage comes out).


I always thought that move did no damage, I guess that's why if one of the hits doesn't work.
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