Jump to content
Anne

[Xrd] News & Gameplay Discussion 2 - Console is Out!

Recommended Posts

Remember how AC had GG and GGX mode?  Here's hoping they bring that back and add GGAC mode in GG #Xrderderd.  Assuming all of the old characters get in anyway.  Not only should that take priority over everything else for obvious reasons, but it'd be really depressing for anyone that would have to play 2D AC because their character isn't in 3D AC, if it becomes a thing.  Anyway, 3D +R with improved lobbies and netcode would be pretty sweet, even if the next version of the game is awesome all around to the point where 99% of players would rather play that.

Share this post


Link to post
Share on other sites

He is not because dumb people can't play him

Just like Ogawa said: "nobody is willing to play a hard and weak character" aka KOF 13 Ash.

 

Also check all the Major tournaments worldwide and see if there was was a Zato wining beside him.

 

Check this out Ogawa is the only Zato between the best 40 players in Japan

 

http://ggxrd.com/pg/ranking_view.php?p=1&mode=exe&type=psr_rank&character=all&filter_type=area&guild=&term=

 

Why do some of them say "GG Player"? I see a Bedman in top 40 but no name...

Share this post


Link to post
Share on other sites

Why do some of them say "GG Player"? I see a Bedman in top 40 but no name...

That's Tsubu.

I remember him being 14 to16 Dan.

Some players are just too Lazy to write their name (it's by default GG player)

Ksrinchou and Ogawa are big examples.

Share this post


Link to post
Share on other sites

Here we go, Berrypine nerfs:

- Berrypine now has hurtbox and you can kick it around.

- It also doesn't explode if Elphelt takes a hit.

- It now explodes when it comes into contact with other projectiles.

 

 

Arc says the revealed changes are only a portion, so there might be something more, but these still doesn't seem like too big changes. There's some stuff like Chipp's camouflage: "Visual effect has changed" that you'd definitely need to see in action to get what they've wanted to change...

Share this post


Link to post
Share on other sites

Zato changes

I may mistranslated some stuff so correct me.

- Puddle can be erased by attacks.

- Puddle summon consume from Eddie's gauge.

+ Dead man hand is now 214D

+ Dead man hand does more damage.

+ Does even more damage when Eddie gauge is low.

+ Great white knock back decreased.

* Great white scale 80% damage.

- YRC time for break the law was reduced.

- Eddie gauge refill slower than before.

-- Eddie gauge doesn't recover during special moves (ouch!)

Share this post


Link to post
Share on other sites

Some changes I translated by request, might do the rest later:

Faust:

f.S - the hurtbox on start-up and recovery is expanded forward; the damage is decreased from 38 to 34.

j.2K - can now be performed at lower altitude.

Hack n' Slash (214HS) - can be blocked with ground guard and midair FD after the second hit.

Backward movement (236S > 44) - the untech time is increased; the float on hit is changed; the damage is decreased from 40 to 24.

Ground hitstun - increased the hurtbox on some hitstun animations.

Chipp:

2S - now staggers on counter-hit.

Tsuyoshishiki Meisei (214K) - the appearance is changed.

Tsuyoshishiki Ten'i HS (22HS) - the overall duration decreased from 26 to 20 frames, now same as the S version; now appears slightly higher.

Shinkirou (623H) - now blows the opponent away on counter-hit.

Zansei Rouga (632146H) - the opponent's movement on hit is changed; the last hit's damage is increased from 110 to 150.

Elphelt:

f.S - the attack level is reduced from 3 to 2.

Pineberry (236P) - now has a hitbox before the explosion, can be pushed away by enemy attacks; when Elphelt is attacked, she no longer explodes; when it clashes with a projectile, it now explodes on the spot.

Bridal Express (214K) - both ground and midair versions now have increased proration.

Miss Confire (236S) - now launches the opponent higher on counter-hit.

Miss Travalier (236HS) - the amount of tension gained with the reload is decreased from 200 to 100.

Share this post


Link to post
Share on other sites

http://www.arcsystemworks.jp/index.cgi?eid=1386

 

 

Trying to read Slayer changes with Google

 

6P

1. More knockback on CH

2. Wall bounce at midscreen(??)

 

Bite

1. Damage increased to 90 (from 72)

2. Successful hit has less frame advantage

3. Successful hit pushes Slayer further away

 

P Dandy Pilebunker

1. More speed (range?)

2. Changed CH behavior (no more wall stick?)

3. Damage decreased to 70 (from 80)

4. Now in CH state during recovery frames

 

K Dandy Pilebunker

1. Wall stick on normal hit lol

2. Forced proration 70%

3. RISC level increased to 10 (from 6)

4. Now in CH state during recovery frames

 

DEAD ON TIME

1. Now has hitstop

2. Stun damage increased to 70 (from 0)

3. More speed (range?)

4. Recovery frames increased to 39 (from 31)

 

Neutral tech

1. Bugfix: Used to have less invincibility frames than other characters (I think Woshige put this on his request list)

 

 

Here's hoping for classic Pilebunker/DOT range

Share this post


Link to post
Share on other sites

+ Does even more damage when Eddie gauge is low.

- Eddie gauge refill slower than before.

- Eddie gauge doesn't recover during special moves (ouch!)

- It says Deadman's Hand does more damage when you have more Eddie gauge left. Also, you didn't mention but Deadman's Hand now has more untechable time.

- Eddie gauge recovers slower when Eddie gets destroyed by the opponent's attacks. If you deplete the gauge, refill is the same as before.

- It only says Eddie gauge doesn't recharge during Awakened Special Move (a.k.a. Overdrive) animations and some other moves.

Share this post


Link to post
Share on other sites

YRC Renengeki baby and it knocksdown
Better P hitbox

Increased hitbox on whipstance buttons.

Share this post


Link to post
Share on other sites

Here's hoping for classic Pilebunker/DOT range

 

DoT is classic range already. It only got to be a railgun in AC and AC+R.

Share this post


Link to post
Share on other sites

Oh yeah, there are some general changes, too.

- Added Sin, Elphelt and Leo.

- Various adjustments to all characters.

- the input buffer for button presses, forward dash etc. has been increased.

- Some commands for specials and supers are now easier to input.

- If you Blitz Shield a projectile and the opponent is nearby, they get repelled.

- The start-up of purple Roman Cancel is reduced.

- When the opponent uses Roman Cancel during a blue Psyche Burst's start-up, a red Roman Cancel is now performed.

- Changed the behavior of neutral ukemi at low altitude.

Share this post


Link to post
Share on other sites

- If you Blitz Shield a projectile and the opponent is nearby, they get repelled.

My safe Ram setups ;-;

 

 

- When the opponent uses Roman Cancel during a blue Psyche Burst's start-up, a red Roman Cancel is now performed.

That's good I guess? Lots of people have been complaining about YRC OS

Share this post


Link to post
Share on other sites

If it's not a bother could someone translate all the Sol and Venom changes?

here is Sol's 

1.SOL
-j.D: CH untechable time increase.
 
-Gunflame: YRC window shortened.
 
-Kudakero: Drop-Part hitbox expanded.
  On block, drop-part push back farther.
  Initial Prorate added(85%).
 
-Riot Stomp: Damage Increased(10-30 > 30-50).
Initial Prorate added(75%).
 
-Grand Viper: Number of mashing input decreased.
 
-Fafnir: Level decrased(4 > 3).
CH rolling time decreased.

Share this post


Link to post
Share on other sites

Guys, don't worry, I'm in the process of translating all the changes, so you don't have to ask for them. I'm posting them in the separate character forums for now, but when it's all done, I might compile it in a new thread (or let the mods do it).

Share this post


Link to post
Share on other sites

Oh yeah, there are some general changes, too.

- Added Sin, Elphelt and Leo.

- Various adjustments to all characters.

- the input buffer for button presses, forward dash etc. has been increased.

- Some commands for specials and supers are now easier to input.

- If you Blitz Shield a projectile and the opponent is nearby, they get repelled.

- The start-up of purple Roman Cancel is reduced.

- When the opponent uses Roman Cancel during a blue Psyche Burst's start-up, a red Roman Cancel is now performed.

- Changed the behavior of neutral ukemi at low altitude.

 

General changes looking good so far.  Never thought I'd say this, but increased input buffering is very welcomed.  I generally like tighter motion inputs in fighters, but jeez, you had to be a heart surgeon to perform dash cancel combos in that game.

I wonder if they'll make any changes to Danger Time...

Share this post


Link to post
Share on other sites

×