Didn't get to try the netplay much yesterday because my family kept hogging the net with streaming. Figured I’d try a couple of characters in training and head to story mode... ended up in practice mode for 5 hours straight lol. Going by impressions it’s probably not worth trying online anyway until there are some patches.
Zarina is probably my fave Capo fighter ever, an excellent successor to Bob. Her animation is so good and I like how they thought outside of the usual 2.5D box with it (look at her neutral hop animation). Her moves flow really well together and she has great hit confirms, even from lows.
Ryo is a snore, they took away what made him fun in XIII and didn’t give him anything in return.
Love Heart is a beast, the new XIII Ryo. The sword slashes into super are so damn good, excellent damage even if cancelled into a regular super. Both her far standing HP and cr. HP are special cancellable which makes those slashes into super a huge threat. She shaves of big chunks of health with minimal effort. Pressing back+LK for her command normal feels funky though.
Terry feels really solid and benefits heavily from the cheap supercancel costs. The hard version of Power Charge is a launcher and lets him juggle but doesn’t combo from normals. The light version combos and leaves him positive on hit (he can link an LK after it for example). Unlike XIII he can cancel his f+A into a super now in combos.
Angel transitioned well into 3D both in terms of looks and gameplay, people will be in for a world of hurt against a competent Angel player.
Alice is so fun and easy to learn. Like a spear user from the Souls game though, you really don’t want to whiff special moves with her, them whiff animations.
I really like how distinct Kim, Gang-Il and Luong feel despite being cut from the same dough. Gang-Il has some really interesting stuff going on and is even able to jump cancel the ender of one of his special moves. They made him focus more on kick combination and barrage moves compared to Kim. He also looks better than I expected in person, feels like a nice classic design. His damage feels on the low side so far though.
Ralf feels very ‘complete’. A lot of tools, a lot of potential and good damage. In comparison Clark feels kinda, meh? Probably just because he’s different but so far the loss of a command normal hit confirm and turn punch nerfs make him feel weaker. Having a command overhead to quick max from should be pretty useful though and he also received the buff of being able to cancel his close standing HP into supers after the 2nd hit.
Also, Slash Saber DM has upper body projectile invulnerability, so instead jumping into fireballs with V slasher now, I can just DM through them on the ground. A fair tool to have for the girl with the worse fireball bakudan startup in gaming, hehe.
She could do that in XIII too, used it all the time. Don’t know if it’s the same in XIV but in XIII it seemed to be upper body invincible on the 1st frame, or somewhere close to that. So if King did a normal into a light fireball (a non-true block string) then you could blow it up with this super, she would go right under the fireball.