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

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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
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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


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