GGACR/Miscellaneous: Difference between revisions

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==Comparison Charts==
==Normal Attack Comparison Charts==
===5H Comparison===
===5H Comparison===
{{#cargo_query:tables=MoveData_GGACR,ggacrCharacters
{{#cargo_query:tables=MoveData_GGACR,ggacrCharacters

Revision as of 19:14, 14 December 2022

This page explains the system mechanics in Guilty Gear XX Accent Core +R. Applicable frame data for mechanics can be found on the Frame Data page.

Lenient Input Option

Steam Version Only
Input parser was modified to simulate updating at 120 FPS, while keeping the amount of frames required to input a move the same as before. Only half-circles (HC+back, HC+forward as well) are affected. Changes allow skipping a direction if it looks like it was pressed, but for less than a frame.

As for feedback, we're most interested in any examples of game registering unintended moves due to changes in input parser, or game's behavior in general changing in any way aside from making it easier for keyboard and hitbox players to input the moves.

In depth: - Any direction other than the first or last can be skipped (i.e. 4123 is not a valid HCF, but 4136 can be, same for 63214 vs 63216 for HCB+F) - Incorrect direction is not allowed to be in place of the skipped one. For example, if expected input is 63214, 63514 is not valid. Alternatively, the "sum" of previous and next directions must result in the skipped one. For example, if expected input is 632146, then 632176 (1+7=4) will be considered valid. - Even if (for example) 6314 is accepted as HCB, the whole input must still be at least 5 frames long like before (i.e. some direction should be held for at least 2 frames)

Ranked Mode

0: Civilian
1: Cadet
2: Bodyguard
3: Enlistee
4: Low-ranking Soldier
5: High-ranking Soldier
6: Novice Squadsman
7: Squadsman
8: Senior Squadsman
9: Platoon Leader
10: Battalion Leader
11: Champion
12: Master
13: Holy Knight
14: Holy Knight Commander
15: Master Swordsman
16: Dragon Hunter
17: Titan
18: Hero
19: War God
20: Legend

Gap of 0, 1, 2, 3 and 4 (winner lower) ranks: Winner gets 40 points, loser loses 40 points
Gap of 4 (winner higher): Winner gets and loser loses 20 points
Gap of 5 (winner higher): Winner gets and loser loses 6 points
Gap of 5 ranks (winner lower): Winner gets and loser loses 80 points

Normal Attack Comparison Charts

5H Comparison

Character Total Duration startup recovery onBlock
GGACR A.B.A Icon.png A.B.A 46 13 27 -15
GGACR A.B.A Icon.png A.B.A (Goku Moroha) 25 11 11 +1
GGACR A.B.A Icon.png A.B.A (Moroha) 31 15 12 0
GGACR Anji Mito Icon.png Anji Mito 39 15 21 -6
GGACR Axl Low Icon.png Axl Low 36 16 17 -2
GGACR Baiken Icon.png Baiken 33 9 24 -6
GGACR Chipp Zanuff Icon.png Chipp Zanuff 25 7 12 0
GGACR Dizzy Icon.png Dizzy 32 12 15 -4
GGACR Eddie Icon.png Eddie 29 13 15 +1
GGACR Faust Icon.png Faust 27 9 17 -2
GGACR I-No Icon.png I-No 34 13 18 -3
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 30 13 15 +1
GGACR Johnny Icon.png Johnny 45 11 33 -16/+7/+10/+12
GGACR Justice Icon.png Justice 41 12 24 -11
GGACR Kliff Undersn Icon.png Kliff Undersn 40 14 15 -8
GGACR Ky Kiske Icon.png Ky Kiske 27 10 12 +1
GGACR May Icon.png May 24 13 8 +7
GGACR Millia Rage Icon.png Millia Rage 30 6 21 -4
GGACR Order-Sol Icon.png Order-Sol 30 13 16 +1
GGACR Potemkin Icon.png Potemkin 37 15 16 -4
GGACR Robo-Ky Icon.png Robo-Ky 40 5 29 -17
GGACR Slayer Icon.png Slayer 35 13 18 -4
GGACR Sol Badguy Icon.png Sol Badguy 38 11 26 -9
GGACR Testament Icon.png Testament 31 10 18 -3
GGACR Venom Icon.png Venom 34 10 18 -6
GGACR Zappa Icon.png Zappa 36 22 12 -13
GGACR Zappa Icon.png Zappa (Raou) 34 13 13 -3
GGACR Zappa Icon.png Zappa (Sword) 26 9 16 -2
GGACR Zappa Icon.png Zappa (Triplets) 31 14 13 -4

6P Comparison

Character Total Duration startup recovery onBlock
GGACR A.B.A Icon.png A.B.A 22 10 10 -1
GGACR A.B.A Icon.png A.B.A (Goku Moroha) 20 7 12 -1
GGACR A.B.A Icon.png A.B.A (Moroha) 29 10 17 -6
GGACR Anji Mito Icon.png Anji Mito 37 18 16 -1
GGACR Axl Low Icon.png Axl Low 27 9 17 -5
GGACR Baiken Icon.png Baiken 22 8 9 -3
GGACR Bridget Icon.png Bridget 30 11 14 -6
GGACR Chipp Zanuff Icon.png Chipp Zanuff 21 9 10 -1
GGACR Dizzy Icon.png Dizzy 33 11 19 -9
GGACR Eddie Icon.png Eddie 28 13 12 -2
GGACR Faust Icon.png Faust 36 8 26 -15
GGACR I-No Icon.png I-No 32 9 21 -10
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi 19 7 12 +2
GGACR Johnny Icon.png Johnny 26 11 10 -2/+2/+5/+7
GGACR Justice Icon.png Justice 23 10 12 -4
GGACR Ky Kiske Icon.png Ky Kiske 28 9 15 -6
GGACR May Icon.png May 39 16 18 -7
GGACR Millia Rage Icon.png Millia Rage 35 7 20 -9
GGACR Order-Sol Icon.png Order-Sol 31 20 9 +2
GGACR Potemkin Icon.png Potemkin 38 13 19 -9
GGACR Slayer Icon.png Slayer 37 18 14 -1
GGACR Sol Badguy Icon.png Sol Badguy 33 11 20 -9
GGACR Testament Icon.png Testament 45 17 26 -15
GGACR Venom Icon.png Venom 34 9 20 -12
GGACR Zappa Icon.png Zappa 31 11 18 -7

Selecting a Win Pose

Hold P/K/S/H/D during "Slash" at round end

At the end of a match, players can select their characters winpose by holding the associated button during the "Slash" screen. If nothing is held, the animation that plays is randomly selected from all possible winposes.

Characters have either 1, 2, or 3 win poses. This is specific to each character.

Button to hold P K S H D
2 Winposes A B A B A
3 Winposes A B C A B

Characters with One Win Pose

 Sol,

Characters with Two Win Poses

 Ky,

Characters with Three Win Poses

 Dizzy,

Unique winposes

In some cases the winpose is forced to a specific animation regardless of player input, these are found in specific match-ups or when killing with certain moves.

Japanese Character Nicknames and Shorthands

JP Short Kanji Character Nicknames:

 Sol Badguy = 炎 「Fire」
 Ky Kiske = 雷 「Lightning」
 Slayer = 髭 「Beard」
 Chipp Zanuff = 神 「"Kami" God」(When he's winning)
 Chipp Zanuff = 紙 「"kami" Paper」(When he's losing)
 Potemkin = 肉 「MEAT」
 Bridget = 鰤 「fish that is read as 'buri' for 'burigetto'」
 Baiken = 梅 「Plum, it's part of her name」
 Anji Mito = 扇 「Fans, the later characters mean Half-Naked」 (but also often半裸)
 Johnny = 霧 「Mist」
 Dizzy = 翼/羽? 「Wings」
 Justice = 正義 「literally the word (not the character) Justice in Japanese」
 Order-Sol = 聖/聖ソル 「Means Holy, despite there being multiple Holy Order Knights in the game, this is widely understood to refer to HOS」
 Millia Rage = 髪 「Hair」
 Venom = 球? 「Balls」

Button Macros Rapid Fire Bug (PS3 Only)

This bug is used to make linking special attacks and reversals very very easy.

Built-in button macros have a strange property where holding down the button repeats a negative edge input every frame. This means that by holding down a macro button and buffering the motion, it is very easy to perform one frame links of specials and supers.

To use this bug on a specific button, hold down the macro button as well as the buttons you wish to exclude. For example to use this bug specifically for H inputs, bind the P+K+S+H Macro to button X, then hold X + P + K + S.

Example with Ky
  • Bind the P+K+S Macro to button X, then hold X and perform 236. Ky will perform Stun Dipper (236K).
  • Ky has multiple special attacks that use 236 motions: 236K, 236S, 236H, 236D, 236236P
  • To perform 236S with this bug, hold X + P + K and perform the 236 motion.

This bug allows for some once difficult links to be performed very easily.

More examples
  • As Robo-Ky, bind the P+K Macro to button X, then hold X and start running. Robo-Ky will perform his invincible dashing attack special as fast as possible!
  • As Sol, bind the P+K+S+H macro to button X, then hold X and mash 623 motions when knocked down and you will get a reversal S Volcanic Viper on wakeup! Hold X + S to specifically get H Volcanic Viper.
  • As Anji, bind the P+K Macro to button X, then hold X and continually perform 236 motions to easily perform Anji's double butterfly glitch!
Note this bug does not work in the PC version, nor does it work in Training Mode in the console version.

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