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

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good super exist i dont think it matters as much since there are a few good super, Someone will have a dark angel lvl at some point.

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Am i the only one who think they are retarded for not nerfing Trance !?

I'm surprised they didn't touch the actual problem with Millia.

 

Ram's Trance is gonna of course keep her in the game strong.

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Whooooooo What da shit is this they are making P Bunker even worst?

 

Im gonna wait for proper translation but i think that i will start playing May much more then i used to -_-

 

And Bridal Express G2G at least the frame advantage part of ground one

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I'm surprised they didn't touch the actual problem with Millia.

Ram's Trance is gonna of course keep her in the game strong.

The fact that you can BS the projectiles to cause a rejected state is the biggest Nerf for Millia.

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The fact that you can BS the projectiles to cause a rejected state is the biggest Nerf for Millia.

 

 

It's a big Ky nerf too.

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The fact that you can BS the projectiles to cause a rejected state is the biggest Nerf for Millia.

Im thinking the disc was never meaty to begin with, its still high and low meaty attacks. Besides that projectiles blitz shield pretty muchs make most set up suffer although im not going to be dissapointed since it effects eddie and ramlethal oki as well, now you can spend spend 50% meter to blitz shi3ld trances. Now i wonder what that would mean for ino no more vcl yrc meaty

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My translation might not be the most accurate for Ramlethal, but here's what I got:

Ramlethal:
j8D's untechable time decreased.
j8D's damage decreased from 50 to 40.
j8D's recovery increased from 20 frames to 28 frames.

j5D will now wall stick from CHs.
Startup 80% proration.
j5D's recovery increased from 20 frames to 28 frames.

j2D's start-up changed from 18 to 11.
j2D now shoots targets downwards when hit.
j2D's recovery increased from 20 frames to 28 frames.

j6S > 6HS overall recovery increased from 29 frames to 35 frames
j2S > 2HS overall recovery increased from 26 frames to 37 frames.

P+K combinations increased in distance traveled forwards.
4K option inserted during P+K combinations.

(Glowing) Darou's recovery increased from 15 frames to 16 frames.
Input buffer for (glowing) Darou stricter.
Finally, when inputting diagonally-down (3+P), the (glowing) Darou will come out only.

Calvados' start-up changed from 12+10 to 7+7.
Calvados' each hit damage raised from 7 to 8.
Calvados' recovery increased from 29 to 31 frames.


If something is wrong/off, feel free to fix.

Thanks, SoWL.

Edited by Valthazeryus

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The only fixes I see is that the Dauro changes concern its green version, and Calvados got its damage increased on each hit rather than just the first one.

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translated leo changes

 

5K: 
5K now gatlings into 6P
 
[4]6S:
Now has infinite range
Lower region of the hitbox is larger
 
[4]6H:
Moves slower
Lower region of the hitbox is larger
 
214S (during rekkas):
Added throw invul
 
Stance D (b.D):
Damage changed from 60 to 90
Can now be YRCed, but only at the beginning
 
j.236H:
Cannot be burst on hit
Advantage on hit changed from +2 to +3

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I'll do Sin's changes just because:

 

6P:

- Is now jump cancellable

- Recovery increased from 15F to 18F

 

Hawk Baker (623S):

- Makes opponent float even when hitting from longer ranges

- When hitting from longer ranges, untechable time is the same as for a close range hit

- When hitting from longer ranges, the pushback is shorter (I guess 吹き飛び stands for pushback, but correct me if I'm wrong)

 

(Personal note: I guess those changes on Hawk Baker basically mean that you now get a clean hit from any range as opposed to only close range before)

 

Elk Hunt (236K):

- Active frames up from 5F to 6F

- Recovery down from 12F to 11F

- The move's hitbox and Sin's hittable hitbox are bigger when the attack comes out

- Damage proration of 90% added when the move hits as a first hit

- Opponent floats higher when hit

 

Air Beak Driver (j 236H):

- Landing recovery removed

 

RTL (632146 H):

- Fixed bug that caused Sin to stop in place when performing followup motions at high speed (that's the time scam thing here)

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I believe we got them all now; are the mods going to make a separate thread for all the logs?

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Can someone clarify with Pineberry not exploding if Elphelt is hit is after she has thrown it or if she is still holding onto it?

Either way, being able to hit the Pineberry now makes the matchup less frustrating for Slayer.

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Can someone clarify with Pineberry not exploding if Elphelt is hit is after she has thrown it or if she is still holding onto it?

That was a mistranslation on my part; it does explode when she is hit before throwing it.

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I believe we got them all now; are the mods going to make a separate thread for all the logs?

I did on Venom

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Where the hell is Negative Edge?

Anyone correct me if I'm wrong, but I think it's when you hold down the button and let it go when you do your input instead of pressing it.

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