< GGXRD-R2 | Patch Notes
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==Faust== | ==Faust== | ||
*'''Going My Way:''' 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 | |||
*'''Teleport (from above):''' 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 | |||
*'''Pogo:''' Can cancel into followups earlier | |||
*'''Pogo~K:''' Front hurtbox is smaller in the first half of the move, and wider in the second half | |||
**Hitbox is wider | |||
*'''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 | |||
*'''Pogo~9:''' Buffer into Pogo~P/K/S/H/D extended | |||
*'''Doctor Copter (Pogo~8):''' Startup is faster | |||
*'''Stimulating Fists of Annihilation:''' RC buffer on hit increased | |||
==Axl== | |||
*'''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):''' 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):''' RC buffer on hit increased | |||
*'''Sparrowhawk Stance:''' Follow up attacks do not stay unblockable | |||
*'''Sickle Storm:''' 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:''' Vacuums the opponents even on air block | |||
==Venom== | |||
*'''j.S:''' Lowered damage | |||
*'''j.H:''' Lowered damage | |||
*'''j.D:''' Lowered damage | |||
*'''Stinger Aim:''' First hit builds more RISC on block, second hit builds the same amount as before | |||
*'''Carcass Raid:''' First hit builds more RISC on block, second hit builds the same amount as before | |||
*'''S Double Head Morbid:''' 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:''' 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:''' Screen shake added right before active frames | |||
**The hitbox on the inner portion is larger behind | |||
*'''Dark Angel:''' 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:''' 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 | |||
*'''Ground Note:''' Up and Down inputs affect the movement of the note more | |||
*'''S Stroke The Big Tree:''' stagger time increased | |||
*'''P Sultry Performance:''' 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:''' Minimum height added | |||
*'''S Sultry Performance:''' Minimum height added | |||
*'''H Sultry Performance:''' 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:''' When done during the air dash after 663, the trajectory is altered | |||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} |
Revision as of 00:35, 23 February 2018
System Changes
- Air blitz: Fixed a bug where doing blitz before landing would not take meter
Sol
- Forward dash: Acceleration increased, including the Dragon Install version.
- 6H: Force crouch on hit. Knock back reduced.
- Pushbox expanded forward.
- Volcanic Viper (DI version): screen shake increased on first hit.
- Ground S Volcanic Viper: First part of 2nd hit's hitbox size increased overall.
- Untech time increased on 2nd hit.
- Ground S Volcanic Viper (DI version): First part of 2nd hit's hitbox size increased overall.
- Air Bandit Revolver: added horizontal knock back.
- 2nd hit starts up earlier, more active frames, recovery is unchanged.
- Does not do 2 hits on the later part if the move any longer.
- Wild throw: RC buffer on hit increased, including DI version.
- Grand viper: the time before Sol moves forward was reduced.
- Startup and active frames unchanged.
- Added acceleration to the rushing part of the move.
- Added forward acceleration on the falling part of the move in DI.
- Fafnir (DI version): screen shake increased.
- PBB: screen shake increased. Added RC buffer on hit.
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): hitstop increased
- Greed sever: 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
- Air vapor thrust: H version given horizontal knock back
- Grinder: vetical hitbox when it strengthens a stunedge increased.
May
- 2S: gatlings into 3K
- 3K: moves forward faster.
- Deceleration starts earlier, overall slower movement
- j.D: counter hit untech time increased.
- Horizontal knock back on counter hit decreased
- S vertical dolphin: hurtbox during the upwards movement decreased.
- Bounce back when the downward moving parts hits decreased.
- Downward part changed to regular hitstun
- H vertical dolphin: Bounce back when the downward moving parts hits decreased
- Ensenga?: 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.
Millia
- 6P:* gatling into 6H added.
- Badmoon (above minimum height): 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: can pick up pin with roll and 2nd roll follow up
- Emerald rain: forced proration added
- Wall bounce decreased
- Height, speed and knock back of projectiles changed
- Chroming Rose: Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose
- Turbofalls speed and startup are faster in chroming rose
Zato
- 2K: gatling into 5D added
- f.S: gatling into 6H added
- 6H: horizontal knock back on hit increased
- Horizontal knock back on counter hit increased slightly
- j.S: jump cancelable
- Eddie unsummon: doesn't take Eddie meter if you release P, K or S while unsummoning
- Dead Man's Hand: forward movement faster at the start, slower during active frames
- Lower hurtbox on start and active decreased
- Damned Fang: RC buffer on hit increased
- Drunken Shade: horizontal knock back increased, vertical knock back reduced
- Great white: 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: startup decreased
- Recovery on hit increased
- Forward Megafist: knocks downwards on air hit
- Potemkin Buster: RC buffer on hit increased
- ICPM: can combo after on RC
- Heavenly Potemkin Buster: RC buffer on hit increased
- Startup decreased
Chipp
- 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: turns to face the opponent if the early part hits
- Ground beta blade: throw invul added
- Genrouzan/wall cling genrouzan: RC buffer on hit increased
- Wall cling alpha blade: hitstop increased
- Horizontal knock back increased, vertical knock back decreased
- Knocks opponent in the direction chipp is facing
- Horizontal movement decreased
- Zansei rouga: last hit horizontal knock back increased
- Last hit can be RCed
- Ryuu Yanagi: minimum damage reduced
Faust
- Going My Way: 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
- Teleport (from above): 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
- Pogo: Can cancel into followups earlier
- Pogo~K: Front hurtbox is smaller in the first half of the move, and wider in the second half
- Hitbox is wider
- 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
- Pogo~9: Buffer into Pogo~P/K/S/H/D extended
- Doctor Copter (Pogo~8): Startup is faster
- Stimulating Fists of Annihilation: RC buffer on hit increased
Axl
- 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): 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): RC buffer on hit increased
- Sparrowhawk Stance: Follow up attacks do not stay unblockable
- Sickle Storm: 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: Vacuums the opponents even on air block
Venom
- j.S: Lowered damage
- j.H: Lowered damage
- j.D: Lowered damage
- Stinger Aim: First hit builds more RISC on block, second hit builds the same amount as before
- Carcass Raid: First hit builds more RISC on block, second hit builds the same amount as before
- S Double Head Morbid: 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: 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: Screen shake added right before active frames
- The hitbox on the inner portion is larger behind
- Dark Angel: 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: 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
- Ground Note: Up and Down inputs affect the movement of the note more
- S Stroke The Big Tree: stagger time increased
- P Sultry Performance: 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: Minimum height added
- S Sultry Performance: Minimum height added
- H Sultry Performance: 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: When done during the air dash after 663, the trajectory is altered