GGXRD-R2/Patch Notes/Ver.2.10: Difference between revisions

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*Translation source
*Translation source
**https://www.evernote.com/shard/s296/sh/f44307c3-6046-42f6-8b68-e5976b520f1a/14cdc7db9aafd0045e392847437e6a8f
**https://www.evernote.com/shard/s296/sh/f44307c3-6046-42f6-8b68-e5976b520f1a/14cdc7db9aafd0045e392847437e6a8f
*Second source
**https://www.eventhubs.com/news/2018/feb/13/guilty-gear-xrd-rev-2-version-21-patch-notes-officially-released/
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==System Changes==
===System Changes===
*'''Air blitz:''' Fixed a bug where doing blitz before landing would not take meter
Air [[GGXRD-R2/Defense#Blitz_Shield|Blitz Shield]] {{clr|nerf|NERF}}
*Fixed a bug where doing Blitz Shield before landing would not use Tension


==Sol==
==={{Character Label|GGXRD-R2|Sol|32px}}===
*'''Forward dash:''' Acceleration increased, including the Dragon Install version.
Forward dash {{clr|buff|BUFF}}
*<b>{{MMC|chara=Sol Badguy|input=6H|lable=6H}}</b>: Force crouch on hit. Knock back reduced.
*In both regular state and Dragon Install, Sol will now accelerate faster.
**Pushbox expanded forward.
{{MMC|chara=Sol Badguy|input=623S|label=Ground S Volcanic Viper ({{clr|S|623S}})}} {{clr|buff|BUFF}}
*'''Volcanic Viper (DI version) (623S/H):''' screen shake increased on first hit.
*First part of 2nd hit's hitbox size increased overall.
*'''Ground S Volcanic Viper (623S):''' First part of 2nd hit's hitbox size increased overall.
*Untech time increased on 2nd hit.
**Untech time increased on 2nd hit.
{{MMC|chara=Sol Badguy|input=DI 623S|label=Ground S Volcanic Viper (DI version) (DI {{clr|S|623S}})}} {{clr|buff|BUFF}}
*'''Ground S Volcanic Viper (DI version) (623S):''' First part of 2nd hit's hitbox size increased overall.
*First part of 2nd hit's hitbox size increased overall.
*'''Air Bandit Revolver (j.236K):''' added horizontal knock back.
{{MMC|chara=Sol Badguy|input=623K|label=Wild Throw ({{clr|K|623K}})}} {{clr|buff|BUFF}}
**2nd hit starts up earlier, more active frames, recovery is unchanged.
*Including both the regular and Dragon Install versions, the window in which you can Roman Cancel this move on hit has been extended.
**Does not do 2 hits on the later part if the move any longer.
{{MMC|chara=Sol Badguy|input=214S|label=Grand Viper ({{clr|S|214S}})}} {{clr|buff|BUFF}}
*'''Wild Throw (623K):''' RC buffer on hit increased, including DI version.
*the time before Sol moves forward was reduced.
*'''Grand Viper (214S):''' the time before Sol moves forward was reduced.
*Startup and active frames unchanged.
**Startup and active frames unchanged.
*Added acceleration to the grounded part of the move.
**Added acceleration to the rushing part of the move.
*Including both the regular and Dragon Install versions, the falling part of this move will now also be faster.
**Added forward acceleration on the falling part of the move in DI.
{{MMC|chara=Sol Badguy|input=DI j.623K|label=P.B.B. (DI {{clr|K|j.623K}})}} {{clr|buff|BUFF}}
*'''Fafnir (DI version) (41236H):''' screen shake increased.
*Screen shake added.
*'''PBB (j.623K):''' screen shake increased. Added RC buffer on hit.
*Increased RC buffer on hit.
{{MMC|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} {{clr|reworked|REWORKED}}
*Force crouch on hit. Knock back reduced.
*Pushbox expanded forward.
{{MMC|chara=Sol Badguy|input=j.236K|label=Air Bandit Revolver ({{clr|K|j.236K}})}} {{clr|reworked|REWORKED}}
*Added horizontal knock back.
*2nd hit starts up earlier, more active frames, recovery is unchanged.
*The move will no longer become two hits after the initial movement.
{{MMC|chara=Sol Badguy|input=DI 623H|label=Volcanic Viper (DI version) (DI {{clr|S|623S}}/{{clr|H|H}})}} {{clr|reworked|AESTHETIC}}
*Screen shake added on first hit.
{{MMC|chara=Sol Badguy|input=DI 41236H|label=Fafnir (DI version) (DI {{clr|H|41236H}})}} {{clr|reworked|AESTHETIC}}
*Screen shake added.
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==Ky==
==={{Character Label|GGXRD-R2|Ky Kiske|32px}}===
*'''6H:''' 2nd hit changed to regular hitstun. Pushback on block increased on 2nd hit
{{MMC|chara=Ky Kiske|input=236D|label=Grinder}} {{clr|buff|BUFF}}
*'''j.D:''' Moved the grinder set location lower, this affects the hitbox.
*The area in which a Stun Edge will be enhanced has been vertically increased.
**Lower hitbox smaller
{{MMC|chara=Ky Kiske|input=236S Grinder|label=Ground Stun Edge (Fortified version) ({{clr|S|236S}})}} {{clr|buff|BUFF}}
*'''Ground Stun Edge (Fortified version) (236S):''' hitstop increased
*Hitstop increased
*'''Greed Sever (214K):''' Pushback on block decreased. Hitbox size decreased overall.
{{MMC|chara=Ky Kiske|input=6H|label={{clr|H|6H}}}} {{clr|nerf|NERF}}
**Lower hurtbox increased. Ground bounce height lowered.
*2nd hit changed to regular hitstun.  
**Changed the timing where ky starts falling downwards and the fall speed.
*Pushback on block increased on 2nd hit.
**Air duration and recovery is unchanged
{{MMC|chara=Ky Kiske|input=214K|label=Greed Sever ({{clr|K|214K}})}} {{clr|nerf|NERF}}
*'''H Air Vapor Thrust (j.623H):''' increased horizontal knock back
*Pushback on block decreased.  
*'''Grinder:''' vetical hitbox when it strengthens a stunedge increased.
*Hitbox size decreased overall.
*Lower hurtbox increased.  
*Ground bounce height lowered.
*The timing in which opponents will begin to fall, and the speed or their descent has been changed. There is no overall change to how long opponents will stay airborne from this move.
{{MMC|chara=Ky Kiske|input=j.623S/H|label=H Air Vapor Thrust ({{clr|H|j.623H}})}} {{clr|nerf|NERF}}
*Increased horizontal knockback.
{{MMC|chara=Ky Kiske|input=j.D|label={{clr|D|j.D}}}} {{clr|reworked|REWORKED}}
*Hitbox and the Grinder Creation box has been moved further down.
*Downward hitbox has been decreased.


==May==
==={{Character Label|GGXRD-R2|May|32px}}===
*'''2S:''' gatlings into 3K
{{MMC|chara=May|input=2S|label={{clr|S|2S}}}} {{clr|buff|BUFF}}
*'''3K:''' moves forward faster.
*Gatlings into 3K
**Deceleration starts earlier, overall slower movement
{{MMC|chara=May|input=j.D|label={{clr|D|j.D}}}} {{clr|buff|BUFF}}
*'''j.D:''' counter hit untech time increased.
*Counter hit untech time increased.
**Horizontal knock back on counter hit decreased
*Horizontal knock back on counter hit decreased
*'''S vertical dolphin:''' hurtbox during the upwards movement decreased.
{{MMC|chara=May|input=[2]8S|label=Mr. Dolphin Vertical (S) ({{clr|S|[2]8S}})}} {{clr|buff|BUFF}}
**Bounce back when the downward moving parts hits decreased.
*Hurtbox during the upwards movement decreased.
**Downward part changed to regular hitstun
*Bounce back when the downward moving parts hits decreased.
*'''H vertical dolphin:''' Bounce back when the downward moving parts hits decreased
*Downward part changed to regular hitstun
*'''Ensenga? (j.41236H):''' First hit on the rising portion is an overhead.
{{MMC|chara=May|input=[2]8H|label=Mr. Dolphin Vertical (H) ({{clr|H|[2]8H}})}} {{clr|buff|BUFF}}
**Startup on the first hit decreased.
*Bounce back when the downward moving parts hits decreased
**Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
{{MMC|chara=May|input=j.41236H|label=Ensenga? ({{clr|H|j.41236H}})}} {{clr|buff|BUFF}}
**First hit lower hitbox increased.
*First hit on the rising portion is an overhead.
*Startup on the first hit decreased.
*Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
*First hit lower hitbox increased.
{{MMC|chara=May|input=3K|label={{clr|K|3K}}}} {{clr|reworked|REWORKED}}
*Moves forward faster.
*Deceleration starts earlier, overall slower movement


==Millia==
==={{Character Label|GGXRD-R2|Millia Rage|32px}}===
*'''6P:''' gatling into 6H added.
{{MMC|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} {{clr|buff|BUFF}}
*'''Badmoon (above minimum height) (j.236P):''' hit count increases with height
*Gatling into 6H added.
**Forward speed increased
{{MMC|chara=Millia Rage|input=j.236P|label=Bad Moon (above minimum height) ({{clr|P|j.236P}})}} {{clr|buff|BUFF}}
**Damage reduced
*Hit count increases with height
**Hitstop reduced
*Forward speed increased
**Untech time reduced
*Damage reduced
**Ground bounces on hit and knocks away
*Hitstop reduced
**Regular hitstun on ground hit
*Untech time reduced
*'''Silent Force (j.214S/H):''' can pick up pin with roll and 2nd roll follow up
*Ground bounces on hit and knocks away
*'''Emerald Rain (236236S):''' forced proration added
*Regular hitstun on ground hit
**Wall bounce decreased
{{MMC|chara=Millia Rage|input=j.214S|label=Silent Force ({{clr|S|j.214S}}/{{clr|H|H}})}} {{clr|buff|BUFF}}
**Height, speed and knock back of projectiles changed
*Can pick up pin with roll and 2nd roll follow up
*'''Chroming Rose (214214S):''' Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose
{{MMC|chara=Millia Rage|input=214214S|label=Chroming Rose ({{clr|S|214214S}})}} {{clr|buff|BUFF}}
**Turbofalls speed and startup are faster in chroming rose
*Badmoon (above minimum height), hitbox moved forward, startup decreased
*Turbofalls speed and startup are faster in chroming rose
{{MMC|chara=Millia Rage|input=236236S|label=Emerald Rain ({{clr|S|236236S}})}} {{clr|nerf|NERF}}
*Forced proration added
*Wall bounce decreased
*Height, speed and knock back of projectiles changed


==Zato==
==={{Character Label|GGXRD-R2|Zato-1|32px}}===
*'''2K:''' gatling into 5D added
{{MMC|chara=Zato-1|input=2K|label={{clr|K|2K}}}} {{clr|buff|BUFF}}
*'''f.S:''' gatling into 6H added
*Gatling into 5D added
*'''6H:''' horizontal knock back on hit increased
{{MMC|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} {{clr|buff|BUFF}}
**Horizontal knock back on counter hit increased slightly
*Gatling into 6H added
*'''j.S:''' jump cancelable
{{MMC|chara=Zato-1|input=j.S|label={{clr|S|j.S}}}} {{clr|buff|BUFF}}
*'''Eddie unsummon:''' doesn't take Eddie meter if you release P, K or S while unsummoning
*Jump cancelable
*'''Deadman's Hand (Eddie > 214D):''' forward movement faster at the start, slower during active frames
{{MMC|chara=Zato-1|input=Eddie > 236P/K/S/H|label=Eddie Unsummon}} {{clr|buff|BUFF}}
**Lower hurtbox on start and active decreased
*Doesn't take Eddie meter if you release P, K or S while unsummoning
*'''Damned Fang (623S):''' RC buffer on hit increased
{{MMC|chara=Zato-1|input=Eddie 214D|label=Dead Man's Hand (Eddie {{clr|D|214D}})}} {{clr|buff|BUFF}}
*'''Drunken Shade (214S):''' horizontal knock back increased, vertical knock back reduced
*Forward movement faster at the start, slower during active frames
*'''Great White (632146S):''' hitbox influenced by time stop
*Lower hurtbox on start and active decreased
**consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
{{MMC|chara=Zato-1|input=623S|label=Damned Fang ({{clr|S|623S}})}} {{clr|buff|BUFF}}
**Attacks 3 times, depending on the amount of Eddie gauge left.
*RC buffer on hit increased
{{MMC|chara=Zato-1|input=6H|label={{clr|H|6H}}}} {{clr|nerf|NERF}}
*Horizontal knock back on hit increased
*Horizontal knock back on counter hit increased slightly
{{MMC|chara=Zato-1|input=214S|label=Drunken Shade ({{clr|S|214S}})}} {{clr|nerf|NERF}}
*Horizontal knock back increased, vertical knock back reduced
{{MMC|chara=Zato-1|input=632146S|label=Great White ({{clr|S|632146S}})}} {{clr|reworked|REWORKED}}
*Hitbox influenced by time stop
*Consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
*Attacks 3 times, depending on the amount of Eddie gauge left.


==Potemkin==
==={{Character Label|GGXRD-R2|Potemkin|32px}}===
*'''j.D:''' fixed a bug where pot would not transition into landing.
'''j.D:'''  
*'''Heat Knuckle (623H):''' startup decreased
*fixed a bug where pot would not transition into landing.
**Recovery on hit increased
'''Heat Knuckle (623H):'''  
*'''Forward Mega Fist (236P):''' knocks downwards on air hit
*startup decreased
*'''Potemkin Buster (632146P):''' RC buffer on hit increased
*Recovery on hit increased
*'''ICPM (41236H):''' can combo after on RC
'''Forward Mega Fist (236P):'''  
*'''Heavenly Potemkin Buster (236236S):'''  RC buffer on hit increased
*knocks downwards on air hit
**Startup decreased
'''Potemkin Buster (632146P):'''  
*RC buffer on hit increased
'''ICPM (41236H):'''  
*can combo after on RC
'''Heavenly Potemkin Buster (236236S):'''   
*RC buffer on hit increased
*Startup decreased


==Chipp==
==={{Character Label|GGXRD-R2|Chipp Zanuff|32px}}===
*'''Pre standing animation:''' hurtbox in the back decreased
'''Pre standing animation:'''  
*'''Jump startup:''' hurtbox in the back decreased
*hurtbox in the back decreased
*'''j.S:''' lower hitbox increased
'''Jump startup:'''  
*'''j.H:''' first hits vertical knock back decreased
*hurtbox in the back decreased
*'''Air Alpha Blade (j.236P):''' turns to face the opponent if the early part hits
'''j.S:'''  
*'''Ground Beta Blade (623S):''' throw invul added
*lower hitbox increased
*'''Genrouzan/wall cling genrouzan (63214S):'''  RC buffer on hit increased
'''j.H:'''  
*'''Wall Cling Alpha Blade (Wall > P):''' hitstop increased
*first hits vertical knock back decreased
**Horizontal knock back increased, vertical knock back decreased
'''Air Alpha Blade (j.236P):'''  
**Knocks opponent in the direction chipp is facing
*turns to face the opponent if the early part hits
**Horizontal movement decreased
'''Ground Beta Blade (623S):'''  
*'''Zansei Rouga (632146H):''' last hit horizontal knock back increased
*throw invul added
**Last hit can be RCed
'''Genrouzan/wall cling genrouzan (63214S):'''   
*'''Ryuu Yanagi (j.214214K):''' minimum damage reduced
*RC buffer on hit increased
'''Wall Cling Alpha Blade (Wall > P):'''  
*hitstop increased
*Horizontal knock back increased, vertical knock back decreased
*Knocks opponent in the direction chipp is facing
*Horizontal movement decreased
'''Zansei Rouga (632146H):'''  
*last hit horizontal knock back increased
*Last hit can be RCed
'''Ryuu Yanagi (j.214214K):'''  
*minimum damage reduced


==Faust==
==={{Character Label|GGXRD-R2|Faust|32px}}===
*'''Going My Way (j.236H):''' Pushbox while active removed
'''Going My Way (j.236H):'''  
**Removed landing recovery after all hits land
*Pushbox while active removed
**Hitbox and hurtbox altered
*Removed landing recovery after all hits land
**Untech time increased
*Hitbox and hurtbox altered
**Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
*Untech time increased
**Faust rises high up in the latter half of the move
*Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
*'''From Above (214S):''' Faust falls faster
*Faust rises high up in the latter half of the move
**Faust does not bounce off on hit
'''From Above (214S):'''  
**Faust has no pushbox after hitting until he lands
*Faust falls faster
**Hit type changed to ground bounce from regular hitstun
*Faust does not bounce off on hit
**Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
*Faust has no pushbox after hitting until he lands
**The speed at which Faust bounces back on block or whiff was altered
*Hit type changed to ground bounce from regular hitstun
*'''Spear Point Centripetal Dance (236S):''' Can cancel into followups earlier
*Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
*'''Growing Flower (Pogo~K):''' Front hurtbox is smaller in the first half of the move, and wider in the second half
*The speed at which Faust bounces back on block or whiff was altered
**Hitbox is wider
'''Spear Point Centripetal Dance (236S):'''  
*'''See? I'm A Flower! (Pogo~S):''' If YRCed, the flower comes out as a mid hitting projectile
*Can cancel into followups earlier
**When done in the corner, the flower will still appear on stage
'''Growing Flower (Pogo~K):'''  
*'''Small Jump (Pogo~9):''' Buffer into Pogo~P/K/S/H/D extended
*Front hurtbox is smaller in the first half of the move, and wider in the second half
*'''Doctor Copter (Pogo~8):''' Startup is faster
*Hitbox is wider
*'''Stimulating Fists of Annihilation (236236S):''' RC buffer on hit increased
'''See? I'm A Flower! (Pogo~S):'''  
*If YRCed, the flower comes out as a mid hitting projectile
*When done in the corner, the flower will still appear on stage
'''Small Jump (Pogo~9):'''  
*Buffer into Pogo~P/K/S/H/D extended
'''Doctor Copter (Pogo~8):'''  
*Startup is faster
'''Stimulating Fists of Annihilation (236236S):'''  
*RC buffer on hit increased


==Axl==
==={{Character Label|GGXRD-R2|Axl Low|32px}}===
*'''5K:''' Removed gatling into 2H
'''5K:'''  
*'''2P:''' Can cancel into f.S regardless of distance from the opponent
*Removed gatling into 2H
*'''2K:''' Removed gatling into 2H
'''2P:'''  
*'''2S:''' Vacuums the opponent even on air block
*Can cancel into f.S regardless of distance from the opponent
*'''2H:''' Special cancelable
'''2K:'''  
**Startup increased, overall duration longer
*Removed gatling into 2H
**Normal hitstun on hit
'''2S:'''  
**Attack level on first hit reduced
*Vacuums the opponent even on air block
**Amount of RISC taken off by the first hit increased
'''2H:'''  
**Added initial proration
*Special cancelable
**2nd hit vacuums the opponent even on air block
*Startup increased, overall duration longer
**In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki
*Normal hitstun on hit
*'''6P:''' Removed gatling into 2H
*Attack level on first hit reduced
*'''6K:''' Vacuums the opponent even on air block
*Amount of RISC taken off by the first hit increased
*'''j.S:''' Vacuums the opponent even on air block
*Added initial proration
*'''j.6K:''' Vacuums the opponent even on air block
*2nd hit vacuums the opponent even on air block
*'''j.2S:''' Added gatling into j.P  
*In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki
*'''Heaven Can Wait (Mid) (214P):''' Overall duration when not successful is longer, counter catch time is the same
'''6P:'''  
**Overall duration on successful counter is shorter
*Removed gatling into 2H
**Vertical knock back increased, unaffected by the opponent's weight
'''6K:'''  
**RC buffer on hit increased
*Vacuums the opponent even on air block
*'''Heaven Can Wait (Low) (214K):''' RC buffer on hit increased
'''j.S:'''  
*'''Sparrowhawk Stance (63214H):''' Follow up attacks do not stay unblockable
*Vacuums the opponent even on air block
*'''Sickle Storm (2363214H):''' First hit horizontal knock back increased
'''j.6K:'''  
**Second hit vertical knock back increased
*Vacuums the opponent even on air block
**Axl takes longer to throw the sickle out, overall duration unchanged
'''j.2S:'''  
**The above mentioned part's hitbox is widens backwards
*Added gatling into j.P  
**Fixed a bug where the opponent would be stuck in a block animation
'''Heaven Can Wait (Mid) (214P):'''  
*'''Shark Strike (214214S):''' Vacuums the opponents even on air block
*Overall duration when not successful is longer, counter catch time is the same
*Overall duration on successful counter is shorter
*Vertical knock back increased, unaffected by the opponent's weight
*RC buffer on hit increased
'''Heaven Can Wait (Low) (214K):'''  
*RC buffer on hit increased
'''Sparrowhawk Stance (63214H):'''  
*Follow up attacks do not stay unblockable
'''Sickle Storm (2363214H):'''  
*First hit horizontal knock back increased
*Second hit vertical knock back increased
*Axl takes longer to throw the sickle out, overall duration unchanged
*The above mentioned part's hitbox is widens backwards
*Fixed a bug where the opponent would be stuck in a block animation
'''Shark Strike (214214S):'''  
*Vacuums the opponents even on air block


==Venom==
==={{Character Label|GGXRD-R2|Venom|32px}}===
*'''j.S:''' Lowered damage
'''j.S:'''  
*'''j.H:''' Lowered damage
*Lowered damage
*'''j.D:''' Lowered damage
'''j.H:'''  
*'''Stinger Aim ([4]6S/H):''' First hit builds more RISC on block, second hit builds the same amount as before
*Lowered damage
*'''Carcass Raid ([2]8S/H):''' First hit builds more RISC on block, second hit builds the same amount as before
'''j.D:'''  
*'''S Double Head Morbid (623S):''' The hitbox on the interior portion is widened backwards
*Lowered damage
**Launches balls upwards on contact, which then bounce off the ceiling and the ground
'''Stinger Aim ([4]6S/H):'''  
**Ball speed increased
*First hit builds more RISC on block, second hit builds the same amount as before
*'''H Double Head Morbid (623H):''' The hitbox on the interior portion is widened backwards
'''Carcass Raid ([2]8S/H):'''  
**Knock back increased on block
*First hit builds more RISC on block, second hit builds the same amount as before
**Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
'''S Double Head Morbid (623S):'''  
**Ball speed increased
*The hitbox on the interior portion is widened backwards
*'''QV (41236P/K/S/H):''' Screen shake added right before active frames
*Launches balls upwards on contact, which then bounce off the ceiling and the ground
**The hitbox on the inner portion is larger behind
*Ball speed increased
*'''Dark Angel (2363214S):''' Chip damage increased
'''H Double Head Morbid (623H):'''  
*The hitbox on the interior portion is widened backwards
*Knock back increased on block
*Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
*Ball speed increased
'''QV (41236P/K/S/H):'''  
*Screen shake added right before active frames
*The hitbox on the inner portion is larger behind
'''Dark Angel (2363214S):'''  
*Chip damage increased


==Slayer==
==={{Character Label|GGXRD-R2|Slayer|32px}}===
*'''5P:''' Attack level increased
'''5P:'''  
*'''2K:''' Damage increased
*Attack level increased
**Knockback reduced
'''2K:'''  
*'''2S:''' Damage increased
*Damage increased
*'''6K:''' Once the K button is released, you cannot do the feint
*Knockback reduced
**Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
'''2S:'''  
*'''6H:''' Cancel window extended
*Damage increased
*'''Bloodsucking Universe (63214H):''' RC buffer on hit increased
'''6K:'''  
**Whiffing a special does not end the CH buff state
*Once the K button is released, you cannot do the feint
**If you land a bite while in the CH buff state, the new buff will last longer
*Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
**Time during cinematics no longer counts to the CH buff timer
'''6H:'''  
*Cancel window extended
'''Bloodsucking Universe (63214H):'''  
*RC buffer on hit increased
*Whiffing a special does not end the CH buff state
*If you land a bite while in the CH buff state, the new buff will last longer
*Time during cinematics no longer counts to the CH buff timer


==I-No==
==={{Character Label|GGXRD-R2|I-No|32px}}===
*'''Air Dash after 663:''' Special cancelable
'''Air Dash after 663:'''  
*'''f.S:''' Startup faster, recovery reduced
*Special cancelable
**Hitbox larger in every direction other than behind
'''f.S:'''  
*'''f.S>6S:''' recovery reduced
*Startup faster, recovery reduced
**Hitbox larger in every direction other than downwards
*Hitbox larger in every direction other than behind
*'''2D:''' Startup faster
'''f.S>6S:'''  
*'''j.S:''' Hitbox larger behind
*recovery reduced
*'''j.H:''' recovery shorter
*Hitbox larger in every direction other than downwards
*'''Antidepressant Scale (214P):''' Up and Down inputs affect the movement of the note more
'''2D:'''  
*'''S Stroke The Big Tree (4236S):''' stagger time increased
*Startup faster
*'''P Sultry Performance (j.236P):''' Minimum height added
'''j.S:'''  
**If the attack hits at the same time I-no lands, she bounces backwards
*Hitbox larger behind
**Max charge ground bounces on hit
'''j.H:'''  
**The bounce back after the attack lands can be cancelled into Fortissimo
*recovery shorter
*'''K Sultry Performance (j.236K):''' Minimum height added
'''Antidepressant Scale (214P):'''  
*'''S Sultry Performance (j.236S):''' Minimum height added
*Up and Down inputs affect the movement of the note more
*'''H Sultry Performance (j.236H):''' Standardized the speed I-no moves during the active frames
'''S Stroke The Big Tree (4236S):'''  
**I-no now has a pushbox during the active frames
*stagger time increased
**Landing recovery reduced, max charge version has no landing recovery
'''P Sultry Performance (j.236P):'''  
**Knock back increased
*Minimum height added
*'''Air Vertical Chemical Love (j.214S):''' When done during the air dash after 663, the trajectory is altered
*If the attack hits at the same time I-no lands, she bounces backwards
*Max charge ground bounces on hit
*The bounce back after the attack lands can be cancelled into Fortissimo
'''K Sultry Performance (j.236K):'''  
*Minimum height added
'''S Sultry Performance (j.236S):'''  
*Minimum height added
'''H Sultry Performance (j.236H):'''  
*Standardized the speed I-no moves during the active frames
*I-no now has a pushbox during the active frames
*Landing recovery reduced, max charge version has no landing recovery
*Knock back increased
'''Air Vertical Chemical Love (j.214S):'''  
*When done during the air dash after 663, the trajectory is altered


==Bedman==
==={{Character Label|GGXRD-R2|Bedman|32px}}===
*'''Forward Dash:''' Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
'''Forward Dash:'''  
*'''1/2/3H:''' Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
*Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
*'''6P:''' Untech time increased on counter hit
'''1/2/3H:'''  
*'''6HH:''' Startup slower
*Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
**First hit's knock back decreased
'''6P:'''  
**Only the first hit is special cancelable
*Untech time increased on counter hit
*'''Ground Blitz Shield:''' Return position of Task A and Task A' altered while doing Blitz on the ground
'''6HH:'''  
*'''Task B (236S):''' Hitbox and hurtbox on the lower portion increased
*Startup slower
**Return position of Task A and Task A' altered
*First hit's knock back decreased
*'''Ground Task B (236S):''' Startup faster
*Only the first hit is special cancelable
**The initial speed is fast, but it decelerates as the move goes on
'''Ground Blitz Shield:'''  
*'''Ground Task C (236H):''' If RCed in the air, Bedman has air actions and will face the opponent
*Return position of Task A and Task A' altered while doing Blitz on the ground
*'''Dejavu (214P/K/S/H):''' Damage increased on all dejavu moves other than air icon Dejavu B.
'''Task B (236S):'''  
*'''Various Air Dejavus (j.214P/K/S/H):''' Minimum height increased
*Hitbox and hurtbox on the lower portion increased
**Landing recovery decreased
*Return position of Task A and Task A' altered
*'''Hemi Jack (632146S):''' Overall duration shortened
'''Ground Task B (236S):'''  
**Made it hard to build meter while Hemijack is active
*Startup faster
*'''Hemi Jack (projectile):''' Cannot hit grounded opponents
*The initial speed is fast, but it decelerates as the move goes on
**Appears directly above the opponent
'''Ground Task C (236H):'''  
**Destroyed after taking 3 attacks
*If RCed in the air, Bedman has air actions and will face the opponent
**Hitbox and hurtbox changed
'''Dejavu (214P/K/S/H):'''  
*Damage increased on all dejavu moves other than air icon Dejavu B.
'''Various Air Dejavus (j.214P/K/S/H):'''  
*Minimum height increased
*Landing recovery decreased
'''Hemi Jack (632146S):'''  
*Overall duration shortened
*Made it hard to build meter while Hemijack is active
'''Hemi Jack (projectile):'''  
*Cannot hit grounded opponents
*Appears directly above the opponent
*Destroyed after taking 3 attacks
*Hitbox and hurtbox changed


==Ramlethal==
==={{Character Label|GGXRD-R2|Ramlethal Valentine|32px}}===
*'''f.S(sword):''' cancels into forpelli in stylish mode on auto combo
'''f.S(sword):'''  
*'''f.S(no sword):''' cancels into martelli in stylish mode on auto combo
*cancels into forpelli in stylish mode on auto combo
*'''2D:''' cancels into martelli in stylish mode on block auto combo
'''f.S(no sword):'''  
*'''Ground/air throw:''' distance opponent lands after throw reduced
*cancels into martelli in stylish mode on auto combo
*'''Various sword sets:''' when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
'''2D:'''  
*'''PPK, KPK:''' increased attack level
*cancels into martelli in stylish mode on block auto combo
**Increased knock back on block
'''Ground/air throw:'''  
*'''PK4K, KK4K, K4K:''' decreased upper hurtbox before the attack
*distance opponent lands after throw reduced
*'''Dauro (623P):''' accepts buffer inputs.
'''Various sword sets:'''  
*'''Dauro (just frame) (623P):''' forced proration removed
*when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
*'''Flama Cargo (236K):''' easier to carry dash momentum before the active frames
'''PPK, KPK:'''  
**RC buffer on hit increased
*increased attack level
*'''Cassius (214P):''' hitbox on the back right after startup larger
*Increased knock back on block
*'''Martelli (214S):''' can do this move when S sword is set. Slower startup than equipped version.
'''PK4K, KK4K, K4K:'''  
**Knocks away on ground hit.
*decreased upper hurtbox before the attack
**Untech time increased
'''Dauro (623P):'''  
*'''Forpelli (214H):''' can do this move when H sword is set. Slower startup than equipped version.
*accepts buffer inputs.
*'''Explode (2363214K):''' RC buffer on hit increased  
'''Dauro (just frame) (623P):'''  
*forced proration removed
'''Flama Cargo (236K):'''  
*easier to carry dash momentum before the active frames
*RC buffer on hit increased
'''Cassius (214P):'''  
*hitbox on the back right after startup larger
'''Martelli (214S):'''  
*can do this move when S sword is set. Slower startup than equipped version.
*Knocks away on ground hit.
*Untech time increased
'''Forpelli (214H):'''  
*can do this move when H sword is set. Slower startup than equipped version.
'''Explode (2363214K):'''  
*RC buffer on hit increased  


==Sin==
==={{Character Label|GGXRD-R2|Sin Kiske|32px}}===
*'''5H (2nd hit):''' Changed knock back to a horizontal one, pulls the opponent in (vacuums)
'''5H (2nd hit):'''  
**Has vertical knock back on counter hit
*Changed knock back to a horizontal one, pulls the opponent in (vacuums)
**Knocks down (where they fall forward (probably face down kd)) on air hit
*Has vertical knock back on counter hit
*'''6H:''' Knock back decreased
*Knocks down (where they fall forward (probably face down kd)) on air hit
*'''2D:''' Startup reduced by 1f
'''6H:'''  
*'''Ground Beak Driver (236H):''' Last 2 active frames of uncharged Beak Driver's 2nd hit replaced with recovery frames, overall duration unchanged
*Knock back decreased
**Maximum hold time for charged version is halved(?)
'''2D:'''  
*'''I'm Sure I'll Hit Something (236H > H):''' All hits untech time normalized to be the same as the final hits untech time
*Startup reduced by 1f
*'''Bull Bash (214S):''' Startup reduced by 1f
'''Ground Beak Driver (236H):'''  
*'''Elk Hunt (236K):''' Hitbox of the beginning part of the attack made taller
*Last 2 active frames of uncharged Beak Driver's 2nd hit replaced with recovery frames, overall duration unchanged
*'''Air Beak Driver (j.236H):''' Hitbox and hurtbox at the start of the 2nd hit increased
*Maximum hold time for charged version is halved(?)
'''I'm Sure I'll Hit Something (236H > H):'''  
*All hits untech time normalized to be the same as the final hits untech time
'''Bull Bash (214S):'''  
*Startup reduced by 1f
'''Elk Hunt (236K):'''  
*Hitbox of the beginning part of the attack made taller
'''Air Beak Driver (j.236H):'''  
*Hitbox and hurtbox at the start of the 2nd hit increased


==Elphelt==
==={{Character Label|GGXRD-R2|Elphelt Valentine|32px}}===
*'''2S:''' Vertical knock back decreased
'''2S:'''  
**Added gatling into 2H
*Vertical knock back decreased
*'''2H:''' First hit's vertical knock back decreased
*Added gatling into 2H
*'''6P:''' knock back decreased
'''2H:'''  
*'''j.D:''' Vertical knock back on counter hit increased
*First hit's vertical knock back decreased
**When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
'''6P:'''  
*'''j.D (RCed just before active):''' Made it possible to hit crouchers
*knock back decreased
**Lower hitbox increased
'''j.D:'''  
*'''Ground Bridal Express (214K):''' Made it so that it will always knock the opponent forward
*Vertical knock back on counter hit increased
*'''Miss Confire (236S):''' Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
*When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
*'''Miss Travailler Demolish (shotgun grab) (236H~D):''' Cancelable into Miss Confire
'''j.D (RCed just before active):'''  
*'''Judge Better Half (236236H):''' Knock back on the latter half of the active frames increased
*Made it possible to hit crouchers
**RC Buffer for after the cinematic increased
*Lower hitbox increased
*'''Genoise (632146H):''' The hitbox right at the beginning of startup is extended forward
'''Ground Bridal Express (214K):'''  
*Made it so that it will always knock the opponent forward
'''Miss Confire (236S):'''  
*Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
'''Miss Travailler Demolish (shotgun grab) (236H~D):'''  
*Cancelable into Miss Confire
'''Judge Better Half (236236H):'''  
*Knock back on the latter half of the active frames increased
*RC Buffer for after the cinematic increased
'''Genoise (632146H):'''  
*The hitbox right at the beginning of startup is extended forward


==Leo==
==={{Character Label|GGXRD-R2|Leo Whitefang|32px}}===
*'''f.S~P:''' Can YRC when it guard points a move
'''f.S~P:'''  
*'''5H~P:''' Can YRC when it guard points a move
*Can YRC when it guard points a move
*'''6P:''' Hitstop on armor reduced, start up varies based on the timing it armored a move
'''5H~P:'''  
*'''j.D:''' Hits 3 times
*Can YRC when it guard points a move
**Along with the above change, it's performance is changed entirely
'''6P:'''  
**When cancelled after making contact with the opponent, Leo will turn to face the opponent
*Hitstop on armor reduced, start up varies based on the timing it armored a move
*'''air throw:''' Leo falls slower
'''j.D:'''  
*'''S Graviert Würde ([4]6S):''' YRC window increased
*Hits 3 times
*'''S Eisen Sturm ([2]8S):''' Horizontal movement increased on the rising portion
*Along with the above change, it's performance is changed entirely
**1st hit active frames reduced
*When cancelled after making contact with the opponent, Leo will turn to face the opponent
**2nd hit vertical knock back increased, horizontal knock back decreased
'''Air throw:'''  
**2nd hit untech time increased
*Leo falls slower
*'''H Eisen Sturm ([2]8H):''' 1st hit active frames reduced
'''S Graviert Würde ([4]6S):'''  
**Vertical knock back on later active frames decreased
*YRC window increased
*'''Brynhildr Stance:''' Buffer on everything other than dashes increased
'''S Eisen Sturm ([2]8S):'''  
*'''Leidenschaft Dirigent (632146H):''' Cinematic animation switched to 4th or 5th hit
*Horizontal movement increased on the rising portion
*1st hit active frames reduced
*2nd hit vertical knock back increased, horizontal knock back decreased
*2nd hit untech time increased
'''H Eisen Sturm ([2]8H):'''  
*1st hit active frames reduced
*Vertical knock back on later active frames decreased
'''Brynhildr Stance:'''  
*Buffer on everything other than dashes increased
'''Leidenschaft Dirigent (632146H):'''  
*Cinematic animation switched to 4th or 5th hit


==Johnny==
==={{Character Label|GGXRD-R2|Johnny|32px}}===
*'''j.D:''' Cancel window larger
'''j.D:'''  
*'''Mist Finer Stance (214P/K/S/H):''' Time to buffer ground dash increased
*Cancel window larger
**Mist Finer Air dash overall duration decreased
'''Mist Finer Stance (214P/K/S/H):'''  
**Mist Finer Dash can be canceled into Mist Finer
*Time to buffer ground dash increased
**Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
*Mist Finer Air dash overall duration decreased
*'''Mist Finer:''' The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
*Mist Finer Dash can be canceled into Mist Finer
*'''Ground Zweihander (623K~K):''' The timing on the jump is later when the follow up input is used
*Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
**Projectile hitbox larger
'''Mist Finer:'''  
*'''Air Zweihander (j.623K):''' Projectile hitbox larger
*The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
*'''That's My Name (2363214H):''' RC buffer on hit increased
'''Ground Zweihander (623K~K):'''  
*The timing on the jump is later when the follow up input is used
*Projectile hitbox larger
'''Air Zweihander (j.623K):'''  
*Projectile hitbox larger
'''That's My Name (2363214H):'''  
*RC buffer on hit increased


==Jack-O==
==={{Character Label|GGXRD-R2|Jack-O|32px}}===
*'''Elysion Driver (6D):''' RC Buffer on hit increased
'''Elysion Driver (6D):'''  
*'''Hunger of Dopoulos (4D/Meterless Version):''' Startup reduced
*RC Buffer on hit increased
**The direction and the timing the opponent gets knocked back on hit cannot be controlled
'''Hunger of Dopoulos (4D/Meterless Version):'''  
*'''Hunger of Dopoulos (4D/Metered Version):''' RC buffer on hit increased
*Startup reduced
*'''Ghost Pick Up (2P near Ghost):''' Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
*The direction and the timing the opponent gets knocked back on hit cannot be controlled
**After a certain amount of time, the ghost you are hold starts to regenerate health
'''Hunger of Dopoulos (4D/Metered Version):'''  
**The time until the next servant spawns for the ghost you're holding is decreased
*RC buffer on hit increased
*'''Ghost Throw (Pick Up Ghost > 5P/K/S):''' Damage increases with Ghost levels
'''Ghost Pick Up (2P near Ghost):'''  
**After throwing the ghost, the time until the next servant spawns is increased
*Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
*'''Servant:''' Fixed a bug where more than 3 servants of a kind could be spawned
*After a certain amount of time, the ghost you are hold starts to regenerate health
*'''K Servant:''' Depending on the level, the about of RISC taken away on hit is reduced
*The time until the next servant spawns for the ghost you're holding is decreased
*'''Organ Deployment (22H):''' If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter
'''Ghost Throw (Pick Up Ghost > 5P/K/S):'''  
*'''Organ Followups (Organ > P/K/S/H):''' Clock Up, Explode, Aegis Field cooldowns shortened
*Damage increases with Ghost levels
**Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening
*After throwing the ghost, the time until the next servant spawns is increased
*'''Clock Up (Organ > K):''' Fixed a bug where the servants kept animating powering up even though they were at max level
'''Servant:'''  
*'''Forever Elysion Driver (360P):''' RC buffer on hit increased
*Fixed a bug where more than 3 servants of a kind could be spawned
'''K Servant:'''  
*Depending on the level, the about of RISC taken away on hit is reduced
'''Organ Deployment (22H):'''  
*If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter
'''Organ Followups (Organ > P/K/S/H):'''  
*Clock Up, Explode, Aegis Field cooldowns shortened
*Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening
'''Clock Up (Organ > K):'''  
*Fixed a bug where the servants kept animating powering up even though they were at max level
'''Forever Elysion Driver (360P):'''  
*RC buffer on hit increased


==Jam==
==={{Character Label|GGXRD-R2|Jam Kuradoberi|32px}}===
*'''5H:''' Can cancel into f.S regardless of distance from the opponent
'''5H:'''  
*'''6P:''' Knock back on the first hit decreased
*Can cancel into f.S regardless of distance from the opponent
**Knock back decreased
'''6P:'''  
*'''j.S:''' Vertical knock back decreased
*Knock back on the first hit decreased
*'''Senri Shinshou (Hyappo Shinshou > H):''' When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
*Knock back decreased
*'''Hochifu~P (46~P):''' Cancels projectiles
'''j.S:'''  
*'''Renhoukyaku (632146H):''' Overall duration increased, hitstop increased
*Vertical knock back decreased
**Advantage on block unchanged
'''Senri Shinshou (Hyappo Shinshou > H):'''  
*'''Bao Saishinshou (236236H):''' Fixed a bug where the animation on his changed based on the platform the game was running on
*When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
'''Hochifu~P (46~P):'''  
*Cancels projectiles
'''Renhoukyaku (632146H):'''  
*Overall duration increased, hitstop increased
*Advantage on block unchanged
'''Bao Saishinshou (236236H):'''  
*Fixed a bug where the animation on his changed based on the platform the game was running on


==Raven==
==={{Character Label|GGXRD-R2|Raven|32px}}===
*'''Excitement:''' Does not decrease while Raven takes damage
'''Excitement:'''  
**Fixed a bug where his excitement would not decreased during charged blitz
*Does not decrease while Raven takes damage
*'''Crouch:''' Hurtbox widened forward
*Fixed a bug where his excitement would not decreased during charged blitz
*'''j.D:''' Untech time on 2nd hit reduced
'''Crouch:'''  
*'''Air Grausam Impuls (j.236S):''' If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
*Hurtbox widened forward
**Active frames reduced
'''j.D:'''  
**Landing recovery added if raven lands during the move, no landing recovery if move is completed
*Untech time on 2nd hit reduced
*'''Ground Scharf Kugel (236H):''' Moves forward less, slowly rises
'''Air Grausam Impuls (j.236S):'''  
**Startup increased
*If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
**Active frames increased
*Active frames reduced
*Landing recovery added if raven lands during the move, no landing recovery if move is completed
'''Ground Scharf Kugel (236H):'''  
*Moves forward less, slowly rises
*Startup increased
*Active frames increased


==Haehyun==
==={{Character Label|GGXRD-R2|Kum Haehyun|32px}}===
*'''6P:''' Attack level increased
'''6P:'''  
**Vertical knock back on regular hit decreased
*Attack level increased
*'''5D:''' When YRCed, the dust becomes a mid hitting projectile (like ky and ino)
*Vertical knock back on regular hit decreased
*'''j.H:''' Untech time reduced
'''5D:'''  
*'''j.2K:''' When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
*When YRCed, the dust becomes a mid hitting projectile (like ky and ino)
**Attack level increased
'''j.H:'''  
**Active frames increased
*Untech time reduced
**Recovery increased
'''j.2K:'''  
*'''Four Tigers Sword (623K):''' Cannot transition into Four Tigers Sword (Reverse) after jumping up
*When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
*'''Falcon Dive (Reverse) (214K):''' The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
*Attack level increased
*'''Enlightened 3000 Palm Strike (236236H):''' Grants roll hit stun state no matter how many times it is used successively
*Active frames increased
*Recovery increased
'''Four Tigers Sword (623K):'''  
*Cannot transition into Four Tigers Sword (Reverse) after jumping up
'''Falcon Dive (Reverse) (214K):'''  
*The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
'''Enlightened 3000 Palm Strike (236236H):'''  
*Grants roll hit stun state no matter how many times it is used successively


==Dizzy==
==={{Character Label|GGXRD-R2|Dizzy|32px}}===
*'''f.S:''' The Hurtbox on the Latter half of the move is larger in front
'''f.S:'''  
*'''2H:''' Buffer time on jump cancel for the second hit increased
*The Hurtbox on the Latter half of the move is larger in front
*'''6H:''' Fully charged version is an overhead
'''2H:'''  
**Fully charged version ground bounces on ground hit
*Buffer time on jump cancel for the second hit increased
*'''2D:''' Hitbox made taller
'''6H:'''  
*'''j.D:''' Effect on hit changed from vertical hit stun to normal hit stun
*Fully charged version is an overhead
**Vertical knock back decreased, horizontal knock back increased
*Fully charged version ground bounces on ground hit
**First hit's untech time decreased
'''2D:'''  
*'''Fire Spear (421H):''' Fixed a bug where the trajectory of the spears would not change upon being fully charged
*Hitbox made taller
*'''Ice and Fire Bubbles (j.236P/K):''' Increased the window for accepting a down input to affect the trajectory of the bubble
'''j.D:'''  
**Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall
*Effect on hit changed from vertical hit stun to normal hit stun
*'''Gamma Ray (64641236H):''' Startup reduced
*Vertical knock back decreased, horizontal knock back increased
**Initial proration increased (more than what it's traditionally been)
*First hit's untech time decreased
**Hitbox for the first half of the attack increased
'''Fire Spear (421H):'''  
**Damage for the second half of the attack increased
*Fixed a bug where the trajectory of the spears would not change upon being fully charged
'''Ice and Fire Bubbles (j.236P/K):'''  
*Increased the window for accepting a down input to affect the trajectory of the bubble
*Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall
'''Gamma Ray (64641236H):'''  
*Startup reduced
*Initial proration increased (more than what it's traditionally been)
*Hitbox for the first half of the attack increased
*Damage for the second half of the attack increased


==Baiken==
==={{Character Label|GGXRD-R2|Baiken|32px}}===
*'''Defense Modifier: Increased
'''Defense Modifier:  
*'''Push box:''' Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)
*Increased
*'''5H:''' Hitbox and hurtbox made larger in front
'''Push box:'''  
*'''6P:''' Internal hitbox larger
*Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)
*'''2D:''' Initial proration reduced
'''5H:'''  
*'''j.S:''' Hitbox extends forward faster
*Hitbox and hurtbox made larger in front
*'''Dead Angle Attack:''' Internal hitbox larger
'''6P:'''  
*'''Youzansen (j.623S):''' Landing recovery reduced
*Internal hitbox larger
**Baiken falls faster after the move
'''2D:'''  
*'''Azami (S+H):''' Overall duration increased
*Initial proration reduced
*'''Azami (Hold) (S+H):''' if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop
'''j.S:'''  
**Fixed a bug where Azami followups didn't come out when using the SP button in stylish mode
*Hitbox extends forward faster
*'''Azami (Guard Cancel) (S+H):''' The window to catch attacks can be extended by holding the buttons
'''Dead Angle Attack:'''  
**Given counter hit recovery
*Internal hitbox larger
*'''Air Azami (j.S+H):''' Unheld version shortest possible catch window increased
'''Youzansen (j.623S):'''  
**Along with the change above, overall duration increased
*Landing recovery reduced
**Even when done right before landing, landing recovery will apply
*Baiken falls faster after the move
**Landing recovery reduced
'''Azami (S+H):'''  
**On successful Azami, landing recovery is removed
*Overall duration increased
*'''Rokkonsogi (Azami > H):''' When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased
'''Azami (Hold) (S+H):'''  
*'''Kabari (41236S/H):''' Made it so that Kabari cannot be cancelled into Himawari, Tetsuzansen or Rokkonsogi while a backwards input is being held (all followups)
*if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop
*'''S Kabari (41236S):''' Fixed a bug where hitting a lowest possible opponent would cause the move to act differently
*Fixed a bug where Azami followups didn't come out when using the SP button in stylish mode
*'''H Kabari (41236H):''' Untech time increased
'''Azami (Guard Cancel) (S+H):'''  
**Vertical knock back decreased
*The window to catch attacks can be extended by holding the buttons
*'''Himawari (Kabari > P):''' RCing once the move is active will now be PRC
*Given counter hit recovery
**RC buffer on hit increased
'''Air Azami (j.S+H):'''  
*'''Tsurane Sanzu Watashi (236236S):''' If the super hits such that the cinematic plays, the last hit cannot be RCed
*Unheld version shortest possible catch window increased
*Along with the change above, overall duration increased
*Even when done right before landing, landing recovery will apply
*Landing recovery reduced
*On successful Azami, landing recovery is removed
'''Rokkonsogi (Azami > H):'''  
*When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased
'''Kabari (41236S/H):'''  
*Made it so that Kabari cannot be cancelled into Himawari, Tetsuzansen or Rokkonsogi while a backwards input is being held (all followups)
'''S Kabari (41236S):'''  
*Fixed a bug where hitting a lowest possible opponent would cause the move to act differently
'''H Kabari (41236H):'''  
*Untech time increased
*Vertical knock back decreased
'''Himawari (Kabari > P):'''  
*RCing once the move is active will now be PRC
*RC buffer on hit increased
'''Tsurane Sanzu Watashi (236236S):'''  
*If the super hits such that the cinematic plays, the last hit cannot be RCed


==Answer==
==={{Character Label|GGXRD-R2|Answer|32px}}===
*'''5K:''' Added gatling into 6K
'''5K:'''  
*'''c.S:''' First and second hits' damage reduced, thirds hit's damage increased
*Added gatling into 6K
**Amount of RISC taken on hit increased
'''c.S:'''  
*'''5H:''' Attack level reduced
*First and second hits' damage reduced, thirds hit's damage increased
**Damage reduced
*Amount of RISC taken on hit increased
*'''2H:''' Damage reduced
'''5H:'''  
*'''6K:''' Damage reduced
*Attack level reduced
**Vertical knock back reduced
*Damage reduced
**Once the K button is released, you cannot do the feint
'''2H:'''  
*'''j.H: Damage reduced
*Damage reduced
*'''j.D: Damage increased
'''6K:'''  
*'''Business Ninpo; Under the Bus (421S/H):''' If the opponent is within a set distance of where the clone would be summoned, the clone will appear at the opponent's location
*Damage reduced
**Startup reduced
*Vertical knock back reduced
**Damage increased
*Once the K button is released, you cannot do the feint
*'''Savvy Ninpo: Stepping Down (seal slide): Damage increased
'''j.H:  
*'''Savvy Ninpo: Safety Net (seal~D):''' Damage increased
*Damage reduced
*'''Resshou (46P):''' Damage increased
'''j.D:  
*'''Ground Savvy Ninpo: Tax Write-off (623K):''' Cannot cancel into from normals
*Damage increased
*'''Ground Dead Stock Ninpo; Firesale (632146S/D):''' First hits's hitbox moves forward
'''Business Ninpo; Under the Bus (421S/H):'''  
**First hit's hitbox larger overall
*If the opponent is within a set distance of where the clone would be summoned, the clone will appear at the opponent's location
*'''Air Dead Stock Ninpo: Firesale (j.63216S/D):''' The spot Answer appears at, the hitbox and the knock back are all changed to make it easier to hit
*Startup reduced
*'''Business Ultimate Ninpo: All Hands (236236K):''' RC buffer on hit increased
*Damage increased
'''Savvy Ninpo: Stepping Down (seal slide):  
*Damage increased
'''Savvy Ninpo: Safety Net (seal~D):'''  
*Damage increased
'''Resshou (46P):'''  
*Damage increased
'''Ground Savvy Ninpo: Tax Write-off (623K):'''  
*Cannot cancel into from normals
'''Ground Dead Stock Ninpo; Firesale (632146S/D):'''  
*First hits's hitbox moves forward
*First hit's hitbox larger overall
'''Air Dead Stock Ninpo: Firesale (j.63216S/D):'''  
*The spot Answer appears at, the hitbox and the knock back are all changed to make it easier to hit
'''Business Ultimate Ninpo: All Hands (236236K):'''  
*RC buffer on hit increased
==Navigation==
==Navigation==
{{#lst:GGXRD-R2/Navigation}}
{{#lst:GGXRD-R2/Navigation}}

Revision as of 05:15, 28 September 2022

System Changes

Air Blitz Shield NERF

  • Fixed a bug where doing Blitz Shield before landing would not use Tension

 Sol

Forward dash BUFF

  • In both regular state and Dragon Install, Sol will now accelerate faster.

Ground S Volcanic Viper (623S)GGXRD Sol VolcanicViper.pngGuardMidStartup7Recovery21+8 after landingAdvantage-26 BUFF

  • First part of 2nd hit's hitbox size increased overall.
  • Untech time increased on 2nd hit.

Ground S Volcanic Viper (DI version) (DI 623S)GGXRD Sol VolcanicViperDI.pngGuardMidStartup7Recovery21+8 after landingAdvantage-17 BUFF

  • First part of 2nd hit's hitbox size increased overall.

Wild Throw (623K)GGXRD Sol WildThrow1.pngGuardGround Throw: 122500Startup4RecoveryWhiff: 45Advantage- BUFF

  • Including both the regular and Dragon Install versions, the window in which you can Roman Cancel this move on hit has been extended.

Grand Viper (214S)GGXRD Sol GrandViper1.pngGuardLowx2~6,
Midx3
Startup17Recovery37+10 after landingAdvantage-56
BUFF

  • the time before Sol moves forward was reduced.
  • Startup and active frames unchanged.
  • Added acceleration to the grounded part of the move.
  • Including both the regular and Dragon Install versions, the falling part of this move will now also be faster.

P.B.B. (DI j.623K)GGXRD Sol PBB1.pngGuardAir Throw: 122500Startup9RecoveryWhiff: Until Landing+12Advantage- BUFF

  • Screen shake added.
  • Increased RC buffer on hit.

6HGGXRD-R2 Sol 6H.pngGuardMidStartup17Recovery26Advantage-10 REWORKED

  • Force crouch on hit. Knock back reduced.
  • Pushbox expanded forward.

Air Bandit Revolver (j.236K)GGXRD Sol BanditRevolver1.pngGuardAllStartup4RecoveryUntil landing+12Advantage- REWORKED

  • Added horizontal knock back.
  • 2nd hit starts up earlier, more active frames, recovery is unchanged.
  • The move will no longer become two hits after the initial movement.

Volcanic Viper (DI version) (DI 623S/H)GGXRD Sol VolcanicViperDI.pngGuardMidStartup7Recovery38+8 after landingAdvantage-71 AESTHETIC

  • Screen shake added on first hit.

Fafnir (DI version) (DI 41236H)GGXRD Sol FafnirDI.pngGuardMidStartup18Recovery23Advantage+4 AESTHETIC

  • Screen shake added.


 Ky Kiske

GrinderGGXRD Ky SplitCiel.pngGuardMidStartup15Recovery15Advantage-1 BUFF

  • The area in which a Stun Edge will be enhanced has been vertically increased.

Ground Stun Edge (Fortified version) (236S)GGXRD Ky StunEdge2.pngGuardAllStartup~+9RecoveryAdvantage+8 BUFF

  • Hitstop increased

6HGGXRD-R2 Ky 6H.pngGuardMidStartup23Recovery6Advantage+11 NERF

  • 2nd hit changed to regular hitstun.
  • Pushback on block increased on 2nd hit.

Greed Sever (214K)GGXRD Ky GreedSever.pngGuardHigh/AirStartup19Recovery5+11 LandingAdvantage-10 NERF

  • Pushback on block decreased.
  • Hitbox size decreased overall.
  • Lower hurtbox increased.
  • Ground bounce height lowered.
  • The timing in which opponents will begin to fall, and the speed or their descent has been changed. There is no overall change to how long opponents will stay airborne from this move.

H Air Vapor Thrust (j.623H)GGXRD Ky VaporThrust.pngGuardAllStartup9Recovery9 After LandingAdvantage- NERF

  • Increased horizontal knockback.

j.DGGXRD Ky jD.pngGuardAllStartup38RecoveryTotal 25+8 after landingAdvantage- REWORKED

  • Hitbox and the Grinder Creation box has been moved further down.
  • Downward hitbox has been decreased.

 May

2SGGXRD May 2S.pngGuardMidStartup9Recovery15Advantage-4 BUFF

  • Gatlings into 3K

j.DGGXRD May jD.pngGuardHigh / AirStartup10Recovery24 + 5 Landing RecoveryAdvantage- BUFF

  • Counter hit untech time increased.
  • Horizontal knock back on counter hit decreased

Mr. Dolphin Vertical (S) ([2]8S)GGXRD May MrDolphinVertical.pngGuardMid,High / AirStartup8Recovery2+5 After LandingAdvantage-9 BUFF

  • Hurtbox during the upwards movement decreased.
  • Bounce back when the downward moving parts hits decreased.
  • Downward part changed to regular hitstun

Mr. Dolphin Vertical (H) ([2]8H)GGXRD May MrDolphinVertical.pngGuardMid,High / AirStartup15Recovery2+5 After LandingAdvantage-9 BUFF

  • Bounce back when the downward moving parts hits decreased

Ensenga? (j.41236H)GGXRD May Ensenga.pngGuardHigh / AirStartup14Recovery17 After LandingAdvantage-15 BUFF

  • First hit on the rising portion is an overhead.
  • Startup on the first hit decreased.
  • Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
  • First hit lower hitbox increased.

3KGGXRD May 3K.pngGuardLowStartup8Recovery18Advantage-27 REWORKED

  • Moves forward faster.
  • Deceleration starts earlier, overall slower movement

 Millia Rage

6PGGXRD Millia 6P.pngGuardMidStartup10Recovery22Advantage-13 BUFF

  • Gatling into 6H added.

Bad Moon (above minimum height) (j.236P)GGXRD Millia BadMoon.pngGuardHigh/AirStartup11RecoverySee notesAdvantage-17 BUFF

  • Hit count increases with height
  • Forward speed increased
  • Damage reduced
  • Hitstop reduced
  • Untech time reduced
  • Ground bounces on hit and knocks away
  • Regular hitstun on ground hit

Silent Force (j.214S/H)GGXRD Millia SilentForce.pngGuardAllStartup11Recovery23 TotalAdvantage- BUFF

  • Can pick up pin with roll and 2nd roll follow up

Chroming Rose (214214S)GGXRD Millia ChromingRose.pngGuardStartup23+0RecoveryAdvantage- BUFF

  • Badmoon (above minimum height), hitbox moved forward, startup decreased
  • Turbofalls speed and startup are faster in chroming rose

Emerald Rain (236236S)GGXRD Millia EmeraldRain.pngGuardAllStartup4+1RecoveryTotal: 74Advantage-3 NERF

  • Forced proration added
  • Wall bounce decreased
  • Height, speed and knock back of projectiles changed

 Zato-1

2KGGXRD Zato 2K.pngGuardLowStartup7Recovery9Advantage+3 BUFF

  • Gatling into 5D added

f.SGGXRD Zato f.S.pngGuardMidStartup7Recovery20Advantage-9 BUFF

  • Gatling into 6H added

j.SGGXRD Zato j.S.pngGuardHigh / AirStartup7Recovery12Advantage- BUFF

  • Jump cancelable

Eddie UnsummonGGXRD Zato Summon.pngGuardStartupRecoveryTotal 33Advantage- BUFF

  • Doesn't take Eddie meter if you release P, K or S while unsummoning

Dead Man's Hand (Eddie 214D)GGXRD Zato DeadMansHand.pngGuardGround ThrowStartup30RecoverySummon Total 77Advantage- BUFF

  • Forward movement faster at the start, slower during active frames
  • Lower hurtbox on start and active decreased

Damned Fang (623S)GGXRD Zato DamnedFang.pngGuardGround Throw: 122500Startup6RecoveryWhiff Total: 43FAdvantage+62 BUFF

  • RC buffer on hit increased

6HGGXRD Zato 6H.pngGuardMidStartup13Recovery23Advantage-16 NERF

  • Horizontal knock back on hit increased
  • Horizontal knock back on counter hit increased slightly

Drunken Shade (214S)GGXRD Zato DrunkardShade.pngGuardMidStartup9Recovery10Advantage-6 NERF

  • Horizontal knock back increased, vertical knock back reduced

Great White (632146S)GGXRD Zato GreatWhite.pngGuardAllStartup6 After Searching for OpponentRecoveryTotal 22Advantage- REWORKED

  • Hitbox influenced by time stop
  • Consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
  • Attacks 3 times, depending on the amount of Eddie gauge left.

 Potemkin

j.D:

  • fixed a bug where pot would not transition into landing.

Heat Knuckle (623H):

  • startup decreased
  • Recovery on hit increased

Forward Mega Fist (236P):

  • knocks downwards on air hit

Potemkin Buster (632146P):

  • RC buffer on hit increased

ICPM (41236H):

  • can combo after on RC

Heavenly Potemkin Buster (236236S):

  • RC buffer on hit increased
  • Startup decreased

 Chipp Zanuff

Pre standing animation:

  • hurtbox in the back decreased

Jump startup:

  • hurtbox in the back decreased

j.S:

  • lower hitbox increased

j.H:

  • first hits vertical knock back decreased

Air Alpha Blade (j.236P):

  • turns to face the opponent if the early part hits

Ground Beta Blade (623S):

  • throw invul added

Genrouzan/wall cling genrouzan (63214S):

  • RC buffer on hit increased

Wall Cling Alpha Blade (Wall > P):

  • hitstop increased
  • Horizontal knock back increased, vertical knock back decreased
  • Knocks opponent in the direction chipp is facing
  • Horizontal movement decreased

Zansei Rouga (632146H):

  • last hit horizontal knock back increased
  • Last hit can be RCed

Ryuu Yanagi (j.214214K):

  • minimum damage reduced

 Faust

Going My Way (j.236H):

  • Pushbox while active removed
  • Removed landing recovery after all hits land
  • Hitbox and hurtbox altered
  • Untech time increased
  • Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
  • Faust rises high up in the latter half of the move

From Above (214S):

  • Faust falls faster
  • Faust does not bounce off on hit
  • Faust has no pushbox after hitting until he lands
  • Hit type changed to ground bounce from regular hitstun
  • Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
  • The speed at which Faust bounces back on block or whiff was altered

Spear Point Centripetal Dance (236S):

  • Can cancel into followups earlier

Growing Flower (Pogo~K):

  • Front hurtbox is smaller in the first half of the move, and wider in the second half
  • Hitbox is wider

See? I'm A Flower! (Pogo~S):

  • If YRCed, the flower comes out as a mid hitting projectile
  • When done in the corner, the flower will still appear on stage

Small Jump (Pogo~9):

  • Buffer into Pogo~P/K/S/H/D extended

Doctor Copter (Pogo~8):

  • Startup is faster

Stimulating Fists of Annihilation (236236S):

  • RC buffer on hit increased

 Axl Low

5K:

  • Removed gatling into 2H

2P:

  • Can cancel into f.S regardless of distance from the opponent

2K:

  • Removed gatling into 2H

2S:

  • Vacuums the opponent even on air block

2H:

  • Special cancelable
  • Startup increased, overall duration longer
  • Normal hitstun on hit
  • Attack level on first hit reduced
  • Amount of RISC taken off by the first hit increased
  • Added initial proration
  • 2nd hit vacuums the opponent even on air block
  • In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki

6P:

  • Removed gatling into 2H

6K:

  • Vacuums the opponent even on air block

j.S:

  • Vacuums the opponent even on air block

j.6K:

  • Vacuums the opponent even on air block

j.2S:

  • Added gatling into j.P

Heaven Can Wait (Mid) (214P):

  • Overall duration when not successful is longer, counter catch time is the same
  • Overall duration on successful counter is shorter
  • Vertical knock back increased, unaffected by the opponent's weight
  • RC buffer on hit increased

Heaven Can Wait (Low) (214K):

  • RC buffer on hit increased

Sparrowhawk Stance (63214H):

  • Follow up attacks do not stay unblockable

Sickle Storm (2363214H):

  • First hit horizontal knock back increased
  • Second hit vertical knock back increased
  • Axl takes longer to throw the sickle out, overall duration unchanged
  • The above mentioned part's hitbox is widens backwards
  • Fixed a bug where the opponent would be stuck in a block animation

Shark Strike (214214S):

  • Vacuums the opponents even on air block

 Venom

j.S:

  • Lowered damage

j.H:

  • Lowered damage

j.D:

  • Lowered damage

Stinger Aim ([4]6S/H):

  • First hit builds more RISC on block, second hit builds the same amount as before

Carcass Raid ([2]8S/H):

  • First hit builds more RISC on block, second hit builds the same amount as before

S Double Head Morbid (623S):

  • The hitbox on the interior portion is widened backwards
  • Launches balls upwards on contact, which then bounce off the ceiling and the ground
  • Ball speed increased

H Double Head Morbid (623H):

  • The hitbox on the interior portion is widened backwards
  • Knock back increased on block
  • Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
  • Ball speed increased

QV (41236P/K/S/H):

  • Screen shake added right before active frames
  • The hitbox on the inner portion is larger behind

Dark Angel (2363214S):

  • Chip damage increased

 Slayer

5P:

  • Attack level increased

2K:

  • Damage increased
  • Knockback reduced

2S:

  • Damage increased

6K:

  • Once the K button is released, you cannot do the feint
  • Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active

6H:

  • Cancel window extended

Bloodsucking Universe (63214H):

  • RC buffer on hit increased
  • Whiffing a special does not end the CH buff state
  • If you land a bite while in the CH buff state, the new buff will last longer
  • Time during cinematics no longer counts to the CH buff timer

 I-No

Air Dash after 663:

  • Special cancelable

f.S:

  • Startup faster, recovery reduced
  • Hitbox larger in every direction other than behind

f.S>6S:

  • recovery reduced
  • Hitbox larger in every direction other than downwards

2D:

  • Startup faster

j.S:

  • Hitbox larger behind

j.H:

  • recovery shorter

Antidepressant Scale (214P):

  • Up and Down inputs affect the movement of the note more

S Stroke The Big Tree (4236S):

  • stagger time increased

P Sultry Performance (j.236P):

  • Minimum height added
  • If the attack hits at the same time I-no lands, she bounces backwards
  • Max charge ground bounces on hit
  • The bounce back after the attack lands can be cancelled into Fortissimo

K Sultry Performance (j.236K):

  • Minimum height added

S Sultry Performance (j.236S):

  • Minimum height added

H Sultry Performance (j.236H):

  • Standardized the speed I-no moves during the active frames
  • I-no now has a pushbox during the active frames
  • Landing recovery reduced, max charge version has no landing recovery
  • Knock back increased

Air Vertical Chemical Love (j.214S):

  • When done during the air dash after 663, the trajectory is altered

 Bedman

Forward Dash:

  • Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.

1/2/3H:

  • Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)

6P:

  • Untech time increased on counter hit

6HH:

  • Startup slower
  • First hit's knock back decreased
  • Only the first hit is special cancelable

Ground Blitz Shield:

  • Return position of Task A and Task A' altered while doing Blitz on the ground

Task B (236S):

  • Hitbox and hurtbox on the lower portion increased
  • Return position of Task A and Task A' altered

Ground Task B (236S):

  • Startup faster
  • The initial speed is fast, but it decelerates as the move goes on

Ground Task C (236H):

  • If RCed in the air, Bedman has air actions and will face the opponent

Dejavu (214P/K/S/H):

  • Damage increased on all dejavu moves other than air icon Dejavu B.

Various Air Dejavus (j.214P/K/S/H):

  • Minimum height increased
  • Landing recovery decreased

Hemi Jack (632146S):

  • Overall duration shortened
  • Made it hard to build meter while Hemijack is active

Hemi Jack (projectile):

  • Cannot hit grounded opponents
  • Appears directly above the opponent
  • Destroyed after taking 3 attacks
  • Hitbox and hurtbox changed

 Ramlethal Valentine

f.S(sword):

  • cancels into forpelli in stylish mode on auto combo

f.S(no sword):

  • cancels into martelli in stylish mode on auto combo

2D:

  • cancels into martelli in stylish mode on block auto combo

Ground/air throw:

  • distance opponent lands after throw reduced

Various sword sets:

  • when Ram or the swords are hit before the swing, the familiars respawn in the same position as before

PPK, KPK:

  • increased attack level
  • Increased knock back on block

PK4K, KK4K, K4K:

  • decreased upper hurtbox before the attack

Dauro (623P):

  • accepts buffer inputs.

Dauro (just frame) (623P):

  • forced proration removed

Flama Cargo (236K):

  • easier to carry dash momentum before the active frames
  • RC buffer on hit increased

Cassius (214P):

  • hitbox on the back right after startup larger

Martelli (214S):

  • can do this move when S sword is set. Slower startup than equipped version.
  • Knocks away on ground hit.
  • Untech time increased

Forpelli (214H):

  • can do this move when H sword is set. Slower startup than equipped version.

Explode (2363214K):

  • RC buffer on hit increased

 Sin Kiske

5H (2nd hit):

  • Changed knock back to a horizontal one, pulls the opponent in (vacuums)
  • Has vertical knock back on counter hit
  • Knocks down (where they fall forward (probably face down kd)) on air hit

6H:

  • Knock back decreased

2D:

  • Startup reduced by 1f

Ground Beak Driver (236H):

  • Last 2 active frames of uncharged Beak Driver's 2nd hit replaced with recovery frames, overall duration unchanged
  • Maximum hold time for charged version is halved(?)

I'm Sure I'll Hit Something (236H > H):

  • All hits untech time normalized to be the same as the final hits untech time

Bull Bash (214S):

  • Startup reduced by 1f

Elk Hunt (236K):

  • Hitbox of the beginning part of the attack made taller

Air Beak Driver (j.236H):

  • Hitbox and hurtbox at the start of the 2nd hit increased

 Elphelt Valentine

2S:

  • Vertical knock back decreased
  • Added gatling into 2H

2H:

  • First hit's vertical knock back decreased

6P:

  • knock back decreased

j.D:

  • Vertical knock back on counter hit increased
  • When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)

j.D (RCed just before active):

  • Made it possible to hit crouchers
  • Lower hitbox increased

Ground Bridal Express (214K):

  • Made it so that it will always knock the opponent forward

Miss Confire (236S):

  • Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)

Miss Travailler Demolish (shotgun grab) (236H~D):

  • Cancelable into Miss Confire

Judge Better Half (236236H):

  • Knock back on the latter half of the active frames increased
  • RC Buffer for after the cinematic increased

Genoise (632146H):

  • The hitbox right at the beginning of startup is extended forward

 Leo Whitefang

f.S~P:

  • Can YRC when it guard points a move

5H~P:

  • Can YRC when it guard points a move

6P:

  • Hitstop on armor reduced, start up varies based on the timing it armored a move

j.D:

  • Hits 3 times
  • Along with the above change, it's performance is changed entirely
  • When cancelled after making contact with the opponent, Leo will turn to face the opponent

Air throw:

  • Leo falls slower

S Graviert Würde ([4]6S):

  • YRC window increased

S Eisen Sturm ([2]8S):

  • Horizontal movement increased on the rising portion
  • 1st hit active frames reduced
  • 2nd hit vertical knock back increased, horizontal knock back decreased
  • 2nd hit untech time increased

H Eisen Sturm ([2]8H):

  • 1st hit active frames reduced
  • Vertical knock back on later active frames decreased

Brynhildr Stance:

  • Buffer on everything other than dashes increased

Leidenschaft Dirigent (632146H):

  • Cinematic animation switched to 4th or 5th hit

 Johnny

j.D:

  • Cancel window larger

Mist Finer Stance (214P/K/S/H):

  • Time to buffer ground dash increased
  • Mist Finer Air dash overall duration decreased
  • Mist Finer Dash can be canceled into Mist Finer
  • Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer

Mist Finer:

  • The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels

Ground Zweihander (623K~K):

  • The timing on the jump is later when the follow up input is used
  • Projectile hitbox larger

Air Zweihander (j.623K):

  • Projectile hitbox larger

That's My Name (2363214H):

  • RC buffer on hit increased

 Jack-O

Elysion Driver (6D):

  • RC Buffer on hit increased

Hunger of Dopoulos (4D/Meterless Version):

  • Startup reduced
  • The direction and the timing the opponent gets knocked back on hit cannot be controlled

Hunger of Dopoulos (4D/Metered Version):

  • RC buffer on hit increased

Ghost Pick Up (2P near Ghost):

  • Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
  • After a certain amount of time, the ghost you are hold starts to regenerate health
  • The time until the next servant spawns for the ghost you're holding is decreased

Ghost Throw (Pick Up Ghost > 5P/K/S):

  • Damage increases with Ghost levels
  • After throwing the ghost, the time until the next servant spawns is increased

Servant:

  • Fixed a bug where more than 3 servants of a kind could be spawned

K Servant:

  • Depending on the level, the about of RISC taken away on hit is reduced

Organ Deployment (22H):

  • If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter

Organ Followups (Organ > P/K/S/H):

  • Clock Up, Explode, Aegis Field cooldowns shortened
  • Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening

Clock Up (Organ > K):

  • Fixed a bug where the servants kept animating powering up even though they were at max level

Forever Elysion Driver (360P):

  • RC buffer on hit increased

 Jam Kuradoberi

5H:

  • Can cancel into f.S regardless of distance from the opponent

6P:

  • Knock back on the first hit decreased
  • Knock back decreased

j.S:

  • Vertical knock back decreased

Senri Shinshou (Hyappo Shinshou > H):

  • When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent

Hochifu~P (46~P):

  • Cancels projectiles

Renhoukyaku (632146H):

  • Overall duration increased, hitstop increased
  • Advantage on block unchanged

Bao Saishinshou (236236H):

  • Fixed a bug where the animation on his changed based on the platform the game was running on

 Raven

Excitement:

  • Does not decrease while Raven takes damage
  • Fixed a bug where his excitement would not decreased during charged blitz

Crouch:

  • Hurtbox widened forward

j.D:

  • Untech time on 2nd hit reduced

Air Grausam Impuls (j.236S):

  • If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
  • Active frames reduced
  • Landing recovery added if raven lands during the move, no landing recovery if move is completed

Ground Scharf Kugel (236H):

  • Moves forward less, slowly rises
  • Startup increased
  • Active frames increased

 Kum Haehyun

6P:

  • Attack level increased
  • Vertical knock back on regular hit decreased

5D:

  • When YRCed, the dust becomes a mid hitting projectile (like ky and ino)

j.H:

  • Untech time reduced

j.2K:

  • When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
  • Attack level increased
  • Active frames increased
  • Recovery increased

Four Tigers Sword (623K):

  • Cannot transition into Four Tigers Sword (Reverse) after jumping up

Falcon Dive (Reverse) (214K):

  • The speed at which Haehyun moves forwards is increased; this applies to the charged version as well

Enlightened 3000 Palm Strike (236236H):

  • Grants roll hit stun state no matter how many times it is used successively

 Dizzy

f.S:

  • The Hurtbox on the Latter half of the move is larger in front

2H:

  • Buffer time on jump cancel for the second hit increased

6H:

  • Fully charged version is an overhead
  • Fully charged version ground bounces on ground hit

2D:

  • Hitbox made taller

j.D:

  • Effect on hit changed from vertical hit stun to normal hit stun
  • Vertical knock back decreased, horizontal knock back increased
  • First hit's untech time decreased

Fire Spear (421H):

  • Fixed a bug where the trajectory of the spears would not change upon being fully charged

Ice and Fire Bubbles (j.236P/K):

  • Increased the window for accepting a down input to affect the trajectory of the bubble
  • Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall

Gamma Ray (64641236H):

  • Startup reduced
  • Initial proration increased (more than what it's traditionally been)
  • Hitbox for the first half of the attack increased
  • Damage for the second half of the attack increased

 Baiken

Defense Modifier:

  • Increased

Push box:

  • Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)

5H:

  • Hitbox and hurtbox made larger in front

6P:

  • Internal hitbox larger

2D:

  • Initial proration reduced

j.S:

  • Hitbox extends forward faster

Dead Angle Attack:

  • Internal hitbox larger

Youzansen (j.623S):

  • Landing recovery reduced
  • Baiken falls faster after the move

Azami (S+H):

  • Overall duration increased

Azami (Hold) (S+H):

  • if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop
  • Fixed a bug where Azami followups didn't come out when using the SP button in stylish mode

Azami (Guard Cancel) (S+H):

  • The window to catch attacks can be extended by holding the buttons
  • Given counter hit recovery

Air Azami (j.S+H):

  • Unheld version shortest possible catch window increased
  • Along with the change above, overall duration increased
  • Even when done right before landing, landing recovery will apply
  • Landing recovery reduced
  • On successful Azami, landing recovery is removed

Rokkonsogi (Azami > H):

  • When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased

Kabari (41236S/H):

  • Made it so that Kabari cannot be cancelled into Himawari, Tetsuzansen or Rokkonsogi while a backwards input is being held (all followups)

S Kabari (41236S):

  • Fixed a bug where hitting a lowest possible opponent would cause the move to act differently

H Kabari (41236H):

  • Untech time increased
  • Vertical knock back decreased

Himawari (Kabari > P):

  • RCing once the move is active will now be PRC
  • RC buffer on hit increased

Tsurane Sanzu Watashi (236236S):

  • If the super hits such that the cinematic plays, the last hit cannot be RCed

 Answer

5K:

  • Added gatling into 6K

c.S:

  • First and second hits' damage reduced, thirds hit's damage increased
  • Amount of RISC taken on hit increased

5H:

  • Attack level reduced
  • Damage reduced

2H:

  • Damage reduced

6K:

  • Damage reduced
  • Vertical knock back reduced
  • Once the K button is released, you cannot do the feint

j.H:

  • Damage reduced

j.D:

  • Damage increased

Business Ninpo; Under the Bus (421S/H):

  • If the opponent is within a set distance of where the clone would be summoned, the clone will appear at the opponent's location
  • Startup reduced
  • Damage increased

Savvy Ninpo: Stepping Down (seal slide):

  • Damage increased

Savvy Ninpo: Safety Net (seal~D):

  • Damage increased

Resshou (46P):

  • Damage increased

Ground Savvy Ninpo: Tax Write-off (623K):

  • Cannot cancel into from normals

Ground Dead Stock Ninpo; Firesale (632146S/D):

  • First hits's hitbox moves forward
  • First hit's hitbox larger overall

Air Dead Stock Ninpo: Firesale (j.63216S/D):

  • The spot Answer appears at, the hitbox and the knock back are all changed to make it easier to hit

Business Ultimate Ninpo: All Hands (236236K):

  • RC buffer on hit increased

Navigation

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