< GGXRD-R2 | Patch Notes
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(→I-No) |
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**Knock back increased | **Knock back increased | ||
*'''Air Vertical Chemical Love:''' When done during the air dash after 663, the trajectory is altered | *'''Air Vertical Chemical Love:''' 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 | |||
*'''6H (followup):''' 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:''' Hitbox and hurtbox on the lower portion increased | |||
**Return position of Task A and Task A' altered | |||
*'''Ground Task B:''' Startup faster | |||
**The initial speed is fast, but it decelerates as the move goes on | |||
*'''Ground Task C:''' If RCed in the air, Bedman has air actions and will face the opponent | |||
*'''Dejavu:''' Damage increased on all dejavu moves other than air icon Dejavu B. | |||
*'''Various Air Dejavus:''' Minimum height increased | |||
**Landing recovery decreased | |||
*'''Hemijack:''' Overall duration shortened | |||
**Made it hard to build meter while Hemijack is active | |||
*'''Hemijack (projectile):''' Cannot hit grounded opponents | |||
**Appears directly above the opponent | |||
**Destroyed after taking 3 attacks | |||
**Hitbox and hurtbox changed | |||
==Ramlethal== | |||
*'''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:''' accepts buffer inputs. | |||
*'''Dauro (just frame):''' forced proration removed | |||
*'''Flama Cargo:''' easier to carry dash momentum before the active frames | |||
**RC buffer on hit increased | |||
*'''Cassius:''' hitbox on the back right after startup larger | |||
*'''Martelli:''' can do this move when S sword is set. Slower startup than equipped version. | |||
**Knocks away on ground hit. | |||
**Untech time increased | |||
*'''Forpelli:''' can do this move when H sword is set. Slower startup than equipped version. | |||
*'''Explode:''' RC buffer on hit increased | |||
==Sin== | |||
*'''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 | |||
*'''Ground Beak Driver:''' Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged | |||
**Charged version charged faster | |||
*'''I'm Sure I'll Hit Something:''' All hits untech time normalized to be the same as the final hits untech time | |||
*'''Bull Bash:''' Startup reduced | |||
*'''Elk Hunt:''' Hitbox of the beginning part of the attack made taller | |||
*'''Air Beak Driver:''' Hitbox and hurtbox at the start of the 2nd hit increased | |||
==Elphelt== | |||
*'''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:''' Made it so that it will always knock the opponent forward | |||
*'''Miss Confire:''' Cancelable into Roll~Miss Travailler (roll that puts you in shotgun) | |||
*'''Miss Travailler Demolish (shotgun grab):''' Cancelable into Miss Confire | |||
*'''Judge Better Half:''' Knock back on the latter half of the active frames increased | |||
**RC Buffer for after the cinematic increased | |||
*'''Genoverse:''' The hitbox right at the beginning of startup is extended forward | |||
==Leo== | |||
*'''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:''' YRC window increased | |||
*'''S Eisen Sturm:''' 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:''' 1st hit active frames reduced | |||
**Vertical knock back on later active frames decreased | |||
*'''Brynhildr Stance:''' Buffer on everything other than dashes increased | |||
*'''Leidenschaft Dirigent:''' Cinematic animation switched to 4th or 5th hit | |||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} |
Revision as of 00:54, 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
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
- 6H (followup): 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: Hitbox and hurtbox on the lower portion increased
- Return position of Task A and Task A' altered
- Ground Task B: Startup faster
- The initial speed is fast, but it decelerates as the move goes on
- Ground Task C: If RCed in the air, Bedman has air actions and will face the opponent
- Dejavu: Damage increased on all dejavu moves other than air icon Dejavu B.
- Various Air Dejavus: Minimum height increased
- Landing recovery decreased
- Hemijack: Overall duration shortened
- Made it hard to build meter while Hemijack is active
- Hemijack (projectile): Cannot hit grounded opponents
- Appears directly above the opponent
- Destroyed after taking 3 attacks
- Hitbox and hurtbox changed
Ramlethal
- 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: accepts buffer inputs.
- Dauro (just frame): forced proration removed
- Flama Cargo: easier to carry dash momentum before the active frames
- RC buffer on hit increased
- Cassius: hitbox on the back right after startup larger
- Martelli: can do this move when S sword is set. Slower startup than equipped version.
- Knocks away on ground hit.
- Untech time increased
- Forpelli: can do this move when H sword is set. Slower startup than equipped version.
- Explode: RC buffer on hit increased
Sin
- 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
- Ground Beak Driver: Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged
- Charged version charged faster
- I'm Sure I'll Hit Something: All hits untech time normalized to be the same as the final hits untech time
- Bull Bash: Startup reduced
- Elk Hunt: Hitbox of the beginning part of the attack made taller
- Air Beak Driver: Hitbox and hurtbox at the start of the 2nd hit increased
Elphelt
- 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: Made it so that it will always knock the opponent forward
- Miss Confire: Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)
- Miss Travailler Demolish (shotgun grab): Cancelable into Miss Confire
- Judge Better Half: Knock back on the latter half of the active frames increased
- RC Buffer for after the cinematic increased
- Genoverse: The hitbox right at the beginning of startup is extended forward
Leo
- 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: YRC window increased
- S Eisen Sturm: 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: 1st hit active frames reduced
- Vertical knock back on later active frames decreased
- Brynhildr Stance: Buffer on everything other than dashes increased
- Leidenschaft Dirigent: Cinematic animation switched to 4th or 5th hit