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 [[GGXRD-R2/Defense#Blitz_Shield|Blitz Shield]] {{clr|nerf|NERF}}
*'''Air blitz:''' Fixed a bug where doing blitz before landing would not take meter
*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}}
*'''6H:''' 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==
*'''6H:''' 2nd hit changed to regular hitstun. Pushback on block increased on 2nd hit
*'''j.D:''' Moved the grinder set location lower, this affects the hitbox.
**Lower hitbox smaller
*'''Ground Stun Edge (Fortified version) (236S):''' hitstop increased
*'''Greed Sever (214K):''' Pushback on block decreased. Hitbox size decreased overall.
**Lower hurtbox increased. Ground bounce height lowered.
**Changed the timing where ky starts falling downwards and the fall speed.
**Air duration and recovery is unchanged
*'''H Air Vapor Thrust (j.623H):''' increased horizontal knock back
*'''Grinder:''' vetical hitbox when it strengthens a stunedge increased.


==May==
==={{Character Label|GGXRD-R2|Ky Kiske|32px}}===
*'''2S:''' gatlings into 3K
{{MMC|chara=Ky Kiske|input=236D|label=Grinder}} {{clr|buff|BUFF}}
*'''3K:''' moves forward faster.
*The area in which a Stun Edge will be enhanced has been vertically increased.
**Deceleration starts earlier, overall slower movement
{{MMC|chara=Ky Kiske|input=236S Grinder|label=Ground Stun Edge (Fortified version) ({{clr|S|236S}})}} {{clr|buff|BUFF}}
*'''j.D:''' counter hit untech time increased.
*Hitstop increased
**Horizontal knock back on counter hit decreased
{{MMC|chara=Ky Kiske|input=6H|label={{clr|H|6H}}}} {{clr|nerf|NERF}}
*'''S vertical dolphin:''' hurtbox during the upwards movement decreased.
*2nd hit changed to regular hitstun.
**Bounce back when the downward moving parts hits decreased.
*Pushback on block increased on 2nd hit.
**Downward part changed to regular hitstun
{{MMC|chara=Ky Kiske|input=214K|label=Greed Sever ({{clr|K|214K}})}} {{clr|nerf|NERF}}
*'''H vertical dolphin:''' Bounce back when the downward moving parts hits decreased
*Pushback on block decreased.
*'''Ensenga? (j.41236H):''' First hit on the rising portion is an overhead.
*Hitbox size decreased overall.
**Startup on the first hit decreased.
*Lower hurtbox increased.
**Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
*Ground bounce height lowered.
**First hit lower hitbox increased.
*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.


==Millia==
==={{Character Label|GGXRD-R2|May|32px}}===
*'''6P:''' gatling into 6H added.
{{MMC|chara=May|input=2S|label={{clr|S|2S}}}} {{clr|buff|BUFF}}
*'''Badmoon (above minimum height) (j.236P):''' hit count increases with height
*Gatlings into 3K
**Forward speed increased
{{MMC|chara=May|input=j.D|label={{clr|D|j.D}}}} {{clr|buff|BUFF}}
**Damage reduced
*Counter hit untech time increased.
**Hitstop reduced
*Horizontal knock back on counter hit decreased
**Untech time reduced
{{MMC|chara=May|input=[2]8S|label=Mr. Dolphin Vertical (S) ({{clr|S|[2]8S}})}} {{clr|buff|BUFF}}
**Ground bounces on hit and knocks away
*Hurtbox during the upwards movement decreased.
**Regular hitstun on ground hit
*Bounce back when the downward moving parts hits decreased.
*'''Silent Force (j.214S/H):''' can pick up pin with roll and 2nd roll follow up
*Downward part changed to regular hitstun
*'''Emerald Rain (236236S):''' forced proration added
{{MMC|chara=May|input=[2]8H|label=Mr. Dolphin Vertical (H) ({{clr|H|[2]8H}})}} {{clr|buff|BUFF}}
**Wall bounce decreased
*Bounce back when the downward moving parts hits decreased
**Height, speed and knock back of projectiles changed
{{MMC|chara=May|input=j.41236H|label=Ensenga? ({{clr|H|j.41236H}})}} {{clr|buff|BUFF}}
*'''Chroming Rose (214214S):''' Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose
*First hit on the rising portion is an overhead.
**Turbofalls speed and startup are faster in chroming rose
*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


==Zato==
==={{Character Label|GGXRD-R2|Millia Rage|32px}}===
*'''2K:''' gatling into 5D added
{{MMC|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} {{clr|buff|BUFF}}
*'''f.S:''' gatling into 6H added
*Gatling into 6H added.
*'''6H:''' horizontal knock back on hit increased
{{MMC|chara=Millia Rage|input=j.236P|label=Bad Moon (above minimum height) ({{clr|P|j.236P}})}} {{clr|buff|BUFF}}
**Horizontal knock back on counter hit increased slightly
*Hit count increases with height
*'''j.S:''' jump cancelable
*Forward speed increased
*'''Eddie unsummon:''' doesn't take Eddie meter if you release P, K or S while unsummoning
*Damage reduced
*'''Deadman's Hand (Eddie > 214D):''' forward movement faster at the start, slower during active frames
*Hitstop reduced
**Lower hurtbox on start and active decreased
*Untech time reduced
*'''Damned Fang (623S):''' RC buffer on hit increased
*Ground bounces on hit and knocks away
*'''Drunken Shade (214S):''' horizontal knock back increased, vertical knock back reduced
*Regular hitstun on ground hit
*'''Great White (632146S):''' hitbox influenced by time stop
{{MMC|chara=Millia Rage|input=j.214S|label=Silent Force ({{clr|S|j.214S}}/{{clr|H|H}})}} {{clr|buff|BUFF}}
**consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
*Can pick up pin with roll and 2nd roll follow up
**Attacks 3 times, depending on the amount of Eddie gauge left.
{{MMC|chara=Millia Rage|input=214214S|label=Chroming Rose ({{clr|S|214214S}})}} {{clr|buff|BUFF}}
*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


==Potemkin==
==={{Character Label|GGXRD-R2|Zato-1|32px}}===
*'''j.D:''' fixed a bug where pot would not transition into landing.
{{MMC|chara=Zato-1|input=2K|label={{clr|K|2K}}}} {{clr|buff|BUFF}}
*'''Heat Knuckle (623H):''' startup decreased
*Gatling into 5D added
**Recovery on hit increased
{{MMC|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} {{clr|buff|BUFF}}
*'''Forward Mega Fist (236P):''' knocks downwards on air hit
*Gatling into 6H added
*'''Potemkin Buster (632146P):''' RC buffer on hit increased
{{MMC|chara=Zato-1|input=j.S|label={{clr|S|j.S}}}} {{clr|buff|BUFF}}
*'''ICPM (41236H):''' can combo after on RC
*Jump cancelable
*'''Heavenly Potemkin Buster (236236S):'''  RC buffer on hit increased
{{MMC|chara=Zato-1|input=Eddie > 236P/K/S/H|label=Eddie Unsummon}} {{clr|buff|BUFF}}
**Startup decreased
*Doesn't take Eddie meter if you release P, K or S while unsummoning
{{MMC|chara=Zato-1|input=Eddie 214D|label=Dead Man's Hand (Eddie {{clr|D|214D}})}} {{clr|buff|BUFF}}
*Forward movement faster at the start, slower during active frames
*Lower hurtbox on start and active decreased
{{MMC|chara=Zato-1|input=623S|label=Damned Fang ({{clr|S|623S}})}} {{clr|buff|BUFF}}
*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.


==Chipp==
==={{Character Label|GGXRD-R2|Potemkin|32px}}===
*'''Pre standing animation:''' hurtbox in the back decreased
'''j.D:'''  
*'''Jump startup:''' hurtbox in the back decreased
*fixed a bug where pot would not transition into landing.
*'''j.S:''' lower hitbox increased
'''Heat Knuckle (623H):'''  
*'''j.H:''' first hits vertical knock back decreased
*startup decreased
*'''Air Alpha Blade (j.236P):''' turns to face the opponent if the early part hits
*Recovery on hit increased
*'''Ground Beta Blade (623S):''' throw invul added
'''Forward Mega Fist (236P):'''  
*'''Genrouzan/wall cling genrouzan (63214S):'''  RC buffer on hit increased
*knocks downwards on air hit
*'''Wall Cling Alpha Blade (Wall > P):''' hitstop increased
'''Potemkin Buster (632146P):'''  
**Horizontal knock back increased, vertical knock back decreased
*RC buffer on hit increased
**Knocks opponent in the direction chipp is facing
'''ICPM (41236H):'''  
**Horizontal movement decreased
*can combo after on RC
*'''Zansei Rouga (632146H):''' last hit horizontal knock back increased
'''Heavenly Potemkin Buster (236236S):'''
**Last hit can be RCed
*RC buffer on hit increased
*'''Ryuu Yanagi (j.214214K):''' minimum damage reduced
*Startup decreased


==Faust==
==={{Character Label|GGXRD-R2|Chipp Zanuff|32px}}===
*'''Going My Way (j.236H):''' Pushbox while active removed
'''Pre standing animation:'''  
**Removed landing recovery after all hits land
*hurtbox in the back decreased
**Hitbox and hurtbox altered
'''Jump startup:'''
**Untech time increased
*hurtbox in the back decreased
**Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
'''j.S:'''  
**Faust rises high up in the latter half of the move
*lower hitbox increased
*'''From Above (214S):''' Faust falls faster
'''j.H:'''
**Faust does not bounce off on hit
*first hits vertical knock back decreased
**Faust has no pushbox after hitting until he lands
'''Air Alpha Blade (j.236P):'''  
**Hit type changed to ground bounce from regular hitstun
*turns to face the opponent if the early part hits
**Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
'''Ground Beta Blade (623S):'''  
**The speed at which Faust bounces back on block or whiff was altered
*throw invul added
*'''Spear Point Centripetal Dance (236S):''' Can cancel into followups earlier
'''Genrouzan/wall cling genrouzan (63214S):'''
*'''Growing Flower (Pogo~K):''' Front hurtbox is smaller in the first half of the move, and wider in the second half
*RC buffer on hit increased
**Hitbox is wider
'''Wall Cling Alpha Blade (Wall > P):'''  
*'''See? I'm A Flower! (Pogo~S):''' If YRCed, the flower comes out as a mid hitting projectile
*hitstop increased
**When done in the corner, the flower will still appear on stage
*Horizontal knock back increased, vertical knock back decreased
*'''Small Jump (Pogo~9):''' Buffer into Pogo~P/K/S/H/D extended
*Knocks opponent in the direction chipp is facing
*'''Doctor Copter (Pogo~8):''' Startup is faster
*Horizontal movement decreased
*'''Stimulating Fists of Annihilation (236236S):''' RC buffer on hit increased
'''Zansei Rouga (632146H):'''  
*last hit horizontal knock back increased
*Last hit can be RCed
'''Ryuu Yanagi (j.214214K):'''  
*minimum damage reduced


==Axl==
==={{Character Label|GGXRD-R2|Faust|32px}}===
*'''5K:''' Removed gatling into 2H
'''Going My Way (j.236H):'''  
*'''2P:''' Can cancel into f.S regardless of distance from the opponent
*Pushbox while active removed
*'''2K:''' Removed gatling into 2H
*Removed landing recovery after all hits land
*'''2S:''' Vacuums the opponent even on air block
*Hitbox and hurtbox altered
*'''2H:''' Special cancelable
*Untech time increased
**Startup increased, overall duration longer
*Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further
**Normal hitstun on hit
*Faust rises high up in the latter half of the move
**Attack level on first hit reduced
'''From Above (214S):'''  
**Amount of RISC taken off by the first hit increased
*Faust falls faster
**Added initial proration
*Faust does not bounce off on hit
**2nd hit vacuums the opponent even on air block
*Faust has no pushbox after hitting until he lands
**In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki
*Hit type changed to ground bounce from regular hitstun
*'''6P:''' Removed gatling into 2H
*Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased
*'''6K:''' Vacuums the opponent even on air block
*The speed at which Faust bounces back on block or whiff was altered
*'''j.S:''' Vacuums the opponent even on air block
'''Spear Point Centripetal Dance (236S):'''  
*'''j.6K:''' Vacuums the opponent even on air block
*Can cancel into followups earlier
*'''j.2S:''' Added gatling into j.P
'''Growing Flower (Pogo~K):'''  
*'''Heaven Can Wait (Mid) (214P):''' Overall duration when not successful is longer, counter catch time is the same
*Front hurtbox is smaller in the first half of the move, and wider in the second half
**Overall duration on successful counter is shorter
*Hitbox is wider
**Vertical knock back increased, unaffected by the opponent's weight
'''See? I'm A Flower! (Pogo~S):'''  
**RC buffer on hit increased
*If YRCed, the flower comes out as a mid hitting projectile
*'''Heaven Can Wait (Low) (214K):''' RC buffer on hit increased
*When done in the corner, the flower will still appear on stage
*'''Sparrowhawk Stance (63214H):''' Follow up attacks do not stay unblockable
'''Small Jump (Pogo~9):'''  
*'''Sickle Storm (2363214H):''' First hit horizontal knock back increased
*Buffer into Pogo~P/K/S/H/D extended
**Second hit vertical knock back increased
'''Doctor Copter (Pogo~8):'''  
**Axl takes longer to throw the sickle out, overall duration unchanged
*Startup is faster
**The above mentioned part's hitbox is widens backwards
'''Stimulating Fists of Annihilation (236236S):'''  
**Fixed a bug where the opponent would be stuck in a block animation
*RC buffer on hit increased
*'''Shark Strike (214214S):''' Vacuums the opponents even on air block


==Venom==
==={{Character Label|GGXRD-R2|Axl Low|32px}}===
*'''j.S:''' Lowered damage
'''5K:'''
*'''j.H:''' Lowered damage
*Removed gatling into 2H
*'''j.D:''' Lowered damage
'''2P:'''  
*'''Stinger Aim ([4]6S/H):''' First hit builds more RISC on block, second hit builds the same amount as before
*Can cancel into f.S regardless of distance from the opponent
*'''Carcass Raid ([2]8S/H):''' First hit builds more RISC on block, second hit builds the same amount as before
'''2K:'''  
*'''S Double Head Morbid (623S):''' The hitbox on the interior portion is widened backwards
*Removed gatling into 2H
**Launches balls upwards on contact, which then bounce off the ceiling and the ground
'''2S:'''  
**Ball speed increased
*Vacuums the opponent even on air block
*'''H Double Head Morbid (623H):''' The hitbox on the interior portion is widened backwards
'''2H:'''  
**Knock back increased on block
*Special cancelable
**Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground
*Startup increased, overall duration longer
**Ball speed increased
*Normal hitstun on hit
*'''QV (41236P/K/S/H):''' Screen shake added right before active frames
*Attack level on first hit reduced
**The hitbox on the inner portion is larger behind
*Amount of RISC taken off by the first hit increased
*'''Dark Angel (2363214S):''' Chip damage 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


==Slayer==
==={{Character Label|GGXRD-R2|Venom|32px}}===
*'''5P:''' Attack level increased
'''j.S:'''  
*'''2K:''' Damage increased
*Lowered damage
**Knockback reduced
'''j.H:'''  
*'''2S:''' Damage increased
*Lowered damage
*'''6K:''' Once the K button is released, you cannot do the feint
'''j.D:'''  
**Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
*Lowered damage
*'''6H:''' Cancel window extended
'''Stinger Aim ([4]6S/H):'''  
*'''Bloodsucking Universe (63214H):''' RC buffer on hit increased
*First hit builds more RISC on block, second hit builds the same amount as before
**Whiffing a special does not end the CH buff state
'''Carcass Raid ([2]8S/H):'''
**If you land a bite while in the CH buff state, the new buff will last longer
*First hit builds more RISC on block, second hit builds the same amount as before
**Time during cinematics no longer counts to the CH buff timer
'''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


==I-No==
==={{Character Label|GGXRD-R2|Slayer|32px}}===
*'''Air Dash after 663:''' Special cancelable
'''5P:'''  
*'''f.S:''' Startup faster, recovery reduced
*Attack level increased
**Hitbox larger in every direction other than behind
'''2K:'''  
*'''f.S>6S:''' recovery reduced
*Damage increased
**Hitbox larger in every direction other than downwards
*Knockback reduced
*'''2D:''' Startup faster
'''2S:'''  
*'''j.S:''' Hitbox larger behind
*Damage increased
*'''j.H:''' recovery shorter
'''6K:'''  
*'''Antidepressant Scale (214P):''' Up and Down inputs affect the movement of the note more
*Once the K button is released, you cannot do the feint
*'''S Stroke The Big Tree (4236S):''' stagger time increased
*Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active
*'''P Sultry Performance (j.236P):''' Minimum height added
'''6H:'''  
**If the attack hits at the same time I-no lands, she bounces backwards
*Cancel window extended
**Max charge ground bounces on hit
'''Bloodsucking Universe (63214H):'''  
**The bounce back after the attack lands can be cancelled into Fortissimo
*RC buffer on hit increased
*'''K Sultry Performance (j.236K):''' Minimum height added
*Whiffing a special does not end the CH buff state
*'''S Sultry Performance (j.236S):''' Minimum height added
*If you land a bite while in the CH buff state, the new buff will last longer
*'''H Sultry Performance (j.236H):''' Standardized the speed I-no moves during the active frames
*Time during cinematics no longer counts to the CH buff timer
**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|I-No|32px}}===
*'''Forward Dash:''' Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
'''Air Dash after 663:'''  
*'''1/2/3H:''' Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
*Special cancelable
*'''6P:''' Untech time increased on counter hit
'''f.S:'''  
*'''6HH:''' Startup slower
*Startup faster, recovery reduced
**First hit's knock back decreased
*Hitbox larger in every direction other than behind
**Only the first hit is special cancelable
'''f.S>6S:'''  
*'''Ground Blitz Shield:''' Return position of Task A and Task A' altered while doing Blitz on the ground
*recovery reduced
*'''Task B (236S):''' Hitbox and hurtbox on the lower portion increased
*Hitbox larger in every direction other than downwards
**Return position of Task A and Task A' altered
'''2D:'''  
*'''Ground Task B (236S):''' Startup faster
*Startup faster
**The initial speed is fast, but it decelerates as the move goes on
'''j.S:'''  
*'''Ground Task C (236H):''' If RCed in the air, Bedman has air actions and will face the opponent
*Hitbox larger behind
*'''Dejavu (214P/K/S/H):''' Damage increased on all dejavu moves other than air icon Dejavu B.
'''j.H:'''  
*'''Various Air Dejavus (j.214P/K/S/H):''' Minimum height increased
*recovery shorter
**Landing recovery decreased
'''Antidepressant Scale (214P):'''  
*'''Hemi Jack (632146S):''' Overall duration shortened
*Up and Down inputs affect the movement of the note more
**Made it hard to build meter while Hemijack is active
'''S Stroke The Big Tree (4236S):'''  
*'''Hemi Jack (projectile):''' Cannot hit grounded opponents
*stagger time increased
**Appears directly above the opponent
'''P Sultry Performance (j.236P):'''  
**Destroyed after taking 3 attacks
*Minimum height added
**Hitbox and hurtbox changed
*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


==Ramlethal==
==={{Character Label|GGXRD-R2|Bedman|32px}}===
*'''f.S(sword):''' cancels into forpelli in stylish mode on auto combo
'''Forward Dash:'''  
*'''f.S(no sword):''' cancels into martelli in stylish mode on auto combo
*Jump cancelable in the beginning. When the dash successfully parries and opponent's move, it cannot be jump cancelled.
*'''2D:''' cancels into martelli in stylish mode on block auto combo
'''1/2/3H:'''  
*'''Ground/air throw:''' distance opponent lands after throw reduced
*Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)
*'''Various sword sets:''' when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
'''6P:'''  
*'''PPK, KPK:''' increased attack level
*Untech time increased on counter hit
**Increased knock back on block
'''6HH:'''  
*'''PK4K, KK4K, K4K:''' decreased upper hurtbox before the attack
*Startup slower
*'''Dauro (623P):''' accepts buffer inputs.
*First hit's knock back decreased
*'''Dauro (just frame) (623P):''' forced proration removed
*Only the first hit is special cancelable
*'''Flama Cargo (236K):''' easier to carry dash momentum before the active frames
'''Ground Blitz Shield:'''  
**RC buffer on hit increased
*Return position of Task A and Task A' altered while doing Blitz on the ground
*'''Cassius (214P):''' hitbox on the back right after startup larger
'''Task B (236S):'''  
*'''Martelli (214S):''' can do this move when S sword is set. Slower startup than equipped version.
*Hitbox and hurtbox on the lower portion increased
**Knocks away on ground hit.
*Return position of Task A and Task A' altered
**Untech time increased
'''Ground Task B (236S):'''  
*'''Forpelli (214H):''' can do this move when H sword is set. Slower startup than equipped version.
*Startup faster
*'''Explode (2363214K):''' RC buffer on hit increased
*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


==Sin==
==={{Character Label|GGXRD-R2|Ramlethal Valentine|32px}}===
*'''5H (2nd hit):''' Changed knock back to a horizontal one, pulls the opponent in (vacuums)
'''f.S(sword):'''  
**Has vertical knock back on counter hit
*cancels into forpelli in stylish mode on auto combo
**Knocks down (where they fall forward (probably face down kd)) on air hit
'''f.S(no sword):'''
*'''6H:''' Knock back decreased
*cancels into martelli in stylish mode on auto combo
*'''2D:''' Startup reduced by 1f
'''2D:'''
*'''Ground Beak Driver (236H):''' Last 2 active frames of uncharged Beak Driver's 2nd hit replaced with recovery frames, overall duration unchanged
*cancels into martelli in stylish mode on block auto combo
**Maximum hold time for charged version is halved(?)
'''Ground/air throw:'''
*'''I'm Sure I'll Hit Something (236H > H):''' All hits untech time normalized to be the same as the final hits untech time
*distance opponent lands after throw reduced
*'''Bull Bash (214S):''' Startup reduced by 1f
'''Various sword sets:'''  
*'''Elk Hunt (236K):''' Hitbox of the beginning part of the attack made taller
*when Ram or the swords are hit before the swing, the familiars respawn in the same position as before
*'''Air Beak Driver (j.236H):''' Hitbox and hurtbox at the start of the 2nd hit increased
'''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  


==Elphelt==
==={{Character Label|GGXRD-R2|Sin Kiske|32px}}===
*'''2S:''' Vertical knock back decreased
'''5H (2nd hit):'''  
**Added gatling into 2H
*Changed knock back to a horizontal one, pulls the opponent in (vacuums)
*'''2H:''' First hit's vertical knock back decreased
*Has vertical knock back on counter hit
*'''6P:''' knock back decreased
*Knocks down (where they fall forward (probably face down kd)) on air hit
*'''j.D:''' Vertical knock back on counter hit increased
'''6H:'''  
**When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
*Knock back decreased
*'''j.D (RCed just before active):''' Made it possible to hit crouchers
'''2D:'''  
**Lower hitbox increased
*Startup reduced by 1f
*'''Ground Bridal Express (214K):''' Made it so that it will always knock the opponent forward
'''Ground Beak Driver (236H):'''  
*'''Miss Confire (236S):''' Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
*Last 2 active frames of uncharged Beak Driver's 2nd hit replaced with recovery frames, overall duration unchanged
*'''Miss Travailler Demolish (shotgun grab) (236H~D):''' Cancelable into Miss Confire
*Maximum hold time for charged version is halved(?)
*'''Judge Better Half (236236H):''' Knock back on the latter half of the active frames increased
'''I'm Sure I'll Hit Something (236H > H):'''  
**RC Buffer for after the cinematic increased
*All hits untech time normalized to be the same as the final hits untech time
*'''Genoise (632146H):''' The hitbox right at the beginning of startup is extended forward
'''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


==Leo==
==={{Character Label|GGXRD-R2|Elphelt Valentine|32px}}===
*'''f.S~P:''' Can YRC when it guard points a move
'''2S:'''  
*'''5H~P:''' Can YRC when it guard points a move
*Vertical knock back decreased
*'''6P:''' Hitstop on armor reduced, start up varies based on the timing it armored a move
*Added gatling into 2H
*'''j.D:''' Hits 3 times
'''2H:'''  
**Along with the above change, it's performance is changed entirely
*First hit's vertical knock back decreased
**When cancelled after making contact with the opponent, Leo will turn to face the opponent
'''6P:'''  
*'''air throw:''' Leo falls slower
*knock back decreased
*'''S Graviert Würde ([4]6S):''' YRC window increased
'''j.D:'''  
*'''S Eisen Sturm ([2]8S):''' Horizontal movement increased on the rising portion
*Vertical knock back on counter hit increased
**1st hit active frames reduced
*When RCed, the startup of the attack becomes faster (it sounds weird but thats what it says)
**2nd hit vertical knock back increased, horizontal knock back decreased
'''j.D (RCed just before active):'''  
**2nd hit untech time increased
*Made it possible to hit crouchers
*'''H Eisen Sturm ([2]8H):''' 1st hit active frames reduced
*Lower hitbox increased
**Vertical knock back on later active frames decreased
'''Ground Bridal Express (214K):'''  
*'''Brynhildr Stance:''' Buffer on everything other than dashes increased
*Made it so that it will always knock the opponent forward
*'''Leidenschaft Dirigent (632146H):''' Cinematic animation switched to 4th or 5th hit
'''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


==Johnny==
==={{Character Label|GGXRD-R2|Leo Whitefang|32px}}===
*'''j.D:''' Cancel window larger
'''f.S~P:'''  
*'''Mist Finer Stance (214P/K/S/H):''' Time to buffer ground dash increased
*Can YRC when it guard points a move
**Mist Finer Air dash overall duration decreased
'''5H~P:'''  
**Mist Finer Dash can be canceled into Mist Finer
*Can YRC when it guard points a move
**Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
'''6P:'''
*'''Mist Finer:''' The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
*Hitstop on armor reduced, start up varies based on the timing it armored a move
*'''Ground Zweihander (623K~K):''' The timing on the jump is later when the follow up input is used
'''j.D:'''
**Projectile hitbox larger
*Hits 3 times
*'''Air Zweihander (j.623K):''' Projectile hitbox larger
*Along with the above change, it's performance is changed entirely
*'''That's My Name (2363214H):''' RC buffer on hit increased
*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


==Jack-O==
==={{Character Label|GGXRD-R2|Johnny|32px}}===
*'''Elysion Driver (6D):''' RC Buffer on hit increased
'''j.D:'''  
*'''Hunger of Dopoulos (4D/Meterless Version):''' Startup reduced
*Cancel window larger
**The direction and the timing the opponent gets knocked back on hit cannot be controlled
'''Mist Finer Stance (214P/K/S/H):'''  
*'''Hunger of Dopoulos (4D/Metered Version):''' RC buffer on hit increased
*Time to buffer ground dash increased
*'''Ghost Pick Up (2P near Ghost):''' Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them
*Mist Finer Air dash overall duration decreased
**After a certain amount of time, the ghost you are hold starts to regenerate health
*Mist Finer Dash can be canceled into Mist Finer
**The time until the next servant spawns for the ghost you're holding is decreased
*Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer
*'''Ghost Throw (Pick Up Ghost > 5P/K/S):''' Damage increases with Ghost levels
'''Mist Finer:'''  
**After throwing the ghost, the time until the next servant spawns is increased
*The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels
*'''Servant:''' Fixed a bug where more than 3 servants of a kind could be spawned
'''Ground Zweihander (623K~K):'''  
*'''K Servant:''' Depending on the level, the about of RISC taken away on hit is reduced
*The timing on the jump is later when the follow up input is used
*'''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
*Projectile hitbox larger
*'''Organ Followups (Organ > P/K/S/H):''' Clock Up, Explode, Aegis Field cooldowns shortened
'''Air Zweihander (j.623K):'''  
**Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening
*Projectile hitbox larger
*'''Clock Up (Organ > K):''' Fixed a bug where the servants kept animating powering up even though they were at max level
'''That's My Name (2363214H):'''  
*'''Forever Elysion Driver (360P):''' RC buffer on hit increased
*RC buffer on hit increased


==Jam==
==={{Character Label|GGXRD-R2|Jack-O|32px}}===
*'''5H:''' Can cancel into f.S regardless of distance from the opponent
'''Elysion Driver (6D):'''
*'''6P:''' Knock back on the first hit decreased
*RC Buffer on hit increased
**Knock back decreased
'''Hunger of Dopoulos (4D/Meterless Version):'''  
*'''j.S:''' Vertical knock back decreased
*Startup reduced
*'''Senri Shinshou (Hyappo Shinshou > H):''' When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
*The direction and the timing the opponent gets knocked back on hit cannot be controlled
*'''Hochifu~P (46~P):''' Cancels projectiles
'''Hunger of Dopoulos (4D/Metered Version):'''
*'''Renhoukyaku (632146H):''' Overall duration increased, hitstop increased
*RC buffer on hit increased
**Advantage on block unchanged
'''Ghost Pick Up (2P near Ghost):'''  
*'''Bao Saishinshou (236236H):''' Fixed a bug where the animation on his changed based on the platform the game was running on
*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


==Raven==
==={{Character Label|GGXRD-R2|Jam Kuradoberi|32px}}===
*'''Excitement:''' Does not decrease while Raven takes damage
'''5H:'''  
**Fixed a bug where his excitement would not decreased during charged blitz
*Can cancel into f.S regardless of distance from the opponent
*'''Crouch:''' Hurtbox widened forward
'''6P:'''  
*'''j.D:''' Untech time on 2nd hit reduced
*Knock back on the first hit decreased
*'''Air Grausam Impuls (j.236S):''' If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
*Knock back decreased
**Active frames reduced
'''j.S:'''  
**Landing recovery added if raven lands during the move, no landing recovery if move is completed
*Vertical knock back decreased
*'''Ground Scharf Kugel (236H):''' Moves forward less, slowly rises
'''Senri Shinshou (Hyappo Shinshou > H):'''  
**Startup increased
*When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent
**Active frames increased
'''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


==Haehyun==
==={{Character Label|GGXRD-R2|Raven|32px}}===
*'''6P:''' Attack level increased
'''Excitement:'''  
**Vertical knock back on regular hit decreased
*Does not decrease while Raven takes damage
*'''5D:''' When YRCed, the dust becomes a mid hitting projectile (like ky and ino)
*Fixed a bug where his excitement would not decreased during charged blitz
*'''j.H:''' Untech time reduced
'''Crouch:'''  
*'''j.2K:''' When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
*Hurtbox widened forward
**Attack level increased
'''j.D:'''  
**Active frames increased
*Untech time on 2nd hit reduced
**Recovery increased
'''Air Grausam Impuls (j.236S):'''  
*'''Four Tigers Sword (623K):''' Cannot transition into Four Tigers Sword (Reverse) after jumping up
*If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version
*'''Falcon Dive (Reverse) (214K):''' The speed at which Haehyun moves forwards is increased; this applies to the charged version as well
*Active frames reduced
*'''Enlightened 3000 Palm Strike (236236H):''' Grants roll hit stun state no matter how many times it is used successively
*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


==Dizzy==
==={{Character Label|GGXRD-R2|Kum Haehyun|32px}}===
*'''f.S:''' The Hurtbox on the Latter half of the move is larger in front
'''6P:'''  
*'''2H:''' Buffer time on jump cancel for the second hit increased
*Attack level increased
*'''6H:''' Fully charged version is an overhead
*Vertical knock back on regular hit decreased
**Fully charged version ground bounces on ground hit
'''5D:'''  
*'''2D:''' Hitbox made taller
*When YRCed, the dust becomes a mid hitting projectile (like ky and ino)
*'''j.D:''' Effect on hit changed from vertical hit stun to normal hit stun
'''j.H:'''  
**Vertical knock back decreased, horizontal knock back increased
*Untech time reduced
**First hit's untech time decreased
'''j.2K:'''  
*'''Fire Spear (421H):''' Fixed a bug where the trajectory of the spears would not change upon being fully charged
*When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs
*'''Ice and Fire Bubbles (j.236P/K):''' Increased the window for accepting a down input to affect the trajectory of the bubble
*Attack level increased
**Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall
*Active frames increased
*'''Gamma Ray (64641236H):''' Startup reduced
*Recovery increased
**Initial proration increased (more than what it's traditionally been)
'''Four Tigers Sword (623K):'''  
**Hitbox for the first half of the attack increased
*Cannot transition into Four Tigers Sword (Reverse) after jumping up
**Damage for the second half of the attack increased
'''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


==Baiken==
==={{Character Label|GGXRD-R2|Dizzy|32px}}===
*'''Defense Modifier: Increased
'''f.S:'''  
*'''Push box:''' Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)
*The Hurtbox on the Latter half of the move is larger in front
*'''5H:''' Hitbox and hurtbox made larger in front
'''2H:'''  
*'''6P:''' Internal hitbox larger
*Buffer time on jump cancel for the second hit increased
*'''2D:''' Initial proration reduced
'''6H:'''  
*'''j.S:''' Hitbox extends forward faster
*Fully charged version is an overhead
*'''Dead Angle Attack:''' Internal hitbox larger
*Fully charged version ground bounces on ground hit
*'''Youzansen (j.623S):''' Landing recovery reduced
'''2D:'''  
**Baiken falls faster after the move
*Hitbox made taller
*'''Azami (S+H):''' Overall duration increased
'''j.D:'''  
*'''Azami (Hold) (S+H):''' if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop
*Effect on hit changed from vertical hit stun to normal hit stun
**Fixed a bug where Azami followups didn't come out when using the SP button in stylish mode
*Vertical knock back decreased, horizontal knock back increased
*'''Azami (Guard Cancel) (S+H):''' The window to catch attacks can be extended by holding the buttons
*First hit's untech time decreased
**Given counter hit recovery
'''Fire Spear (421H):'''  
*'''Air Azami (j.S+H):''' Unheld version shortest possible catch window increased
*Fixed a bug where the trajectory of the spears would not change upon being fully charged
**Along with the change above, overall duration increased
'''Ice and Fire Bubbles (j.236P/K):'''  
**Even when done right before landing, landing recovery will apply
*Increased the window for accepting a down input to affect the trajectory of the bubble
**Landing recovery reduced
*Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall
**On successful Azami, landing recovery is removed
'''Gamma Ray (64641236H):'''  
*'''Rokkonsogi (Azami > H):''' When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased
*Startup reduced
*'''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)
*Initial proration increased (more than what it's traditionally been)
*'''S Kabari (41236S):''' Fixed a bug where hitting a lowest possible opponent would cause the move to act differently
*Hitbox for the first half of the attack increased
*'''H Kabari (41236H):''' Untech time increased
*Damage for the second half of the attack 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|Baiken|32px}}===
*'''5K:''' Added gatling into 6K
'''Defense Modifier:
*'''c.S:''' First and second hits' damage reduced, thirds hit's damage increased
*Increased
**Amount of RISC taken on hit increased
'''Push box:'''
*'''5H:''' Attack level reduced
*Widened in front (baiken has a super weird push box that messed with stuff like Leo 236H)
**Damage reduced
'''5H:'''
*'''2H:''' Damage reduced
*Hitbox and hurtbox made larger in front
*'''6K:''' Damage reduced
'''6P:'''
**Vertical knock back reduced
*Internal hitbox larger
**Once the K button is released, you cannot do the feint
'''2D:'''
*'''j.H: Damage reduced
*Initial proration reduced
*'''j.D: Damage increased
'''j.S:'''
*'''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
*Hitbox extends forward faster
**Startup reduced
'''Dead Angle Attack:'''
**Damage increased
*Internal hitbox larger
*'''Savvy Ninpo: Stepping Down (seal slide): Damage increased
'''Youzansen (j.623S):'''
*'''Savvy Ninpo: Safety Net (seal~D):''' Damage increased
*Landing recovery reduced
*'''Resshou (46P):''' Damage increased
*Baiken falls faster after the move
*'''Ground Savvy Ninpo: Tax Write-off (623K):''' Cannot cancel into from normals
'''Azami (S+H):'''
*'''Ground Dead Stock Ninpo; Firesale (632146S/D):''' First hits's hitbox moves forward
*Overall duration increased
**First hit's hitbox larger overall
'''Azami (Hold) (S+H):'''
*'''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
*if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop
*'''Business Ultimate Ninpo: All Hands (236236K):''' RC buffer on hit increased
*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
 
==={{Character Label|GGXRD-R2|Answer|32px}}===
'''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==
==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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