TheRealBobMan Report post Posted February 4, 2015 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
rubedo777 Report post Posted February 4, 2015 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
king of heart Report post Posted February 4, 2015 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
king of heart Report post Posted February 4, 2015 Character changes for the location test is out. Fafnir is now lv3 and +2 on block. And the CH rolling time was reduced. Share this post Link to post Share on other sites
Destin Report post Posted February 4, 2015 What was it in block before? Share this post Link to post Share on other sites
Sourenga Report post Posted February 4, 2015 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
king of heart Report post Posted February 4, 2015 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
SoWL Report post Posted February 4, 2015 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
daymendou Report post Posted February 4, 2015 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
Sourenga Report post Posted February 4, 2015 + 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
HeWhoRocksAlot Report post Posted February 4, 2015 What's Axl changes, please? Share this post Link to post Share on other sites
Kimchi Report post Posted February 4, 2015 YRC Renengeki baby and it knocksdown Better P hitbox Increased hitbox on whipstance buttons. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted February 4, 2015 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
SoWL Report post Posted February 4, 2015 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
River Report post Posted February 4, 2015 RIP Zato, good bye Ogawa lol Share this post Link to post Share on other sites
Putin Report post Posted February 4, 2015 - 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
Don Blow Jon Report post Posted February 4, 2015 If it's not a bother could someone translate all the Sol and Venom changes? Share this post Link to post Share on other sites
Flick Report post Posted February 4, 2015 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
Don Blow Jon Report post Posted February 4, 2015 Thank you my friend! Share this post Link to post Share on other sites
Gagazet Report post Posted February 4, 2015 Heya guys! Can anyone, please, translate changes for Po? Thanks! Share this post Link to post Share on other sites
Flick Report post Posted February 4, 2015 Heya guys! Can anyone, please, translate changes for Po? Thanks! just go to Pot's sub forum. I've made one Share this post Link to post Share on other sites
bibblybop Report post Posted February 4, 2015 Hey guys, any chance for a translation of Sin's changes? All I can really get is that 6P startup has increased but it can be jumpcancelled and they float higher? Share this post Link to post Share on other sites
SoWL Report post Posted February 4, 2015 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
Chad_Thundercawk Report post Posted February 4, 2015 You're doing God's work, SoWL. Share this post Link to post Share on other sites
White Man Report post Posted February 4, 2015 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