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[AC+R] News & Gameplay Discussion

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Lol, those screens are for the arcade rerelease, aren't they? If the game was put in widescreen mode, then they'd either have to change how a lot of wallbounces work, or characters like Ky would end up getting nerfed from walls being too far away (like when you have widescreen on on the PSP port).

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No, judging from the first screens, I thought it would be real widescreen, without bars.

that would be dumb tbh, the game is designed around 4:3 ratio, changing the screen would change a lot of the game, making some stuff imposible to do

also notice how in some pics the part that is in gray is not the same stage, it was obvious that the game would have side bars from the very begining, is just the logical thing to do

Edited by Hecatom

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they'd either have to change how a lot of wallbounces work, or characters like Ky would end up getting nerfed from walls being too far away

Oh, I haven't thought about that. Makes sense.

I just thought they might do it, I don't really care...

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Wasn't the old PSP version widescreen? They just kept the same width horizontally, but reduced the vertical range?

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Wasn't the old PSP version widescreen? They just kept the same width horizontally, but reduced the vertical range?

Yeah, the characters were about as tall as the life bars. :v:

Edited by Circuitous

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Wasn't the old PSP version widescreen? They just kept the same width horizontally, but reduced the vertical range?

PSP version could be either:

-"Widescreen" (sprites are displayed at their full resolution but vertical reach is shortened, as you mentioned; IIRC horizontal scroll remains almost the same).

-Scaled (EVERYTHING is zoomed to keep the original screen relation, though IMO it looks like shit)

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YOOOOO

The new logo looks so cool

Hoping they don't ruin the balance of AC, and make it even more balanced than before.

SO HYPE FOR THIS GAME

Edited by WolfCrimson

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Nice. :)

I'll try to go at the loke test in osaka Saturday and provide you guys with some info.

PS : Actually only by reading the move lists descriptions it seems that they are already providing info on some changes, gonna read that now.

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i think they mention changes in the character pages, but we need translators. so far ky has a new comand normal 3H+S and a new forcebreak in 214D (super greed sever lol). guess we'll see how it goes

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Damn O-Sol didn't get any changes...

EDIT: No wait, in the video his charge meter drains slower apparently when using a lv2 or lv 3 move, he did a lv3 SV>lv3 RI> lv2 BHB > lv2 BRP. And his lv 2 BHB seems to cause wallstick

Edited by WolfCrimson

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Main changes as listed on the character pages + those seen on the video :

Axl :

- P, 2P, 6K, 2S, 2HS, jump 6P, jump S : you can now chose to have 2 hits by maintaining the button

- 63214 HS : FRC removed

- 4 (charge) 6 D : New FB

- 5P, 6K new gatling

ABA :

- Goku moroha mode : damage up, damage penalty from self hits reduced, longer duration, more powerful overall

- 236 D in moroha or goku moroha : more hits, travel distance increased

- 5H, 2H new gatling

- 5H getting vacuum second hit

- Moroha mode gauge now above tension gauge

Anji Mito :

- 6HS : FRC changed to be just before the move hits.

- FB ON , 623D : New FB move, FRC possible right after the move hits.

- 2H, 6H new gatling

- 6H now special cancellable

- FB shitsu (236D) travels farther

I-no :

- FB note, 214D : New FB move, FRC possible right after startup, sends 2 notes

- Can now airdash twice

Venom :

- 6HS : now possible to gatling into from close S.

- FB stinger aim : balls pushed with this move can now bounce several times on the floor and screen borders.

- FB carcass raid : same as above

Order Sol :

- Charge gauge : When using a move the gauge depletes slower

- Dragon Install Sakkai (632146S) : Tension cost became 50% instead of 100%

- Lvl 2+(?) 236P has walllstick

- Lvl 2+(?) 236K has groundslide

Ky Kiske :

- New move 3HS : Same as the old 6HS pre AC.

- New move, S raging Javelin : New S followup after vapor thrust

- 222HS : FRC now possible just after the move hits

- 214D FB greed saber : new FB

- Lightning Sphere 214D followup after charged stun edge : command changed to 4D after CSE.

- Charge Drive now wall sticks

Kliff Undersn :

- 214K : FRC now possible just before the move hits

- 214P : has new FB D followup, instant stun (?)

- More damage from 6H max charged ?

Zappa :

- 236H (sword mode) : FRC now possible right after landing (that's what the site says, maybe a typo there or they're talking about the aerial move I dunno)

- 236S (Raoh mode) : now possible airbone

- 214S (Raoh mode) : now possible airbone

- Icons added for each summon

- 632146H gives one orb per hit

Eddie :

- 236D : Possible to recover eddie gauge over the normal limit with this move, bar becomes pink over blue, command changed to 214D.

- Amorphous causes float (?)

- Eddie gauge moved above tension bar

Justice :

- 22 + button : added P, K and D version possible to roman cancel each of them, command changed from 421 + button.

- Detonation of 22 + button : command changed from P to whatever button you used to trigger the move.

- 623 K : command changed from 412K

- 41236 HS : S version added, now possible airbone

- Gamma ray : FRC added, timing is right after the first hit.

- 236D now causes wallbounce

Jam :

- Not sure to understand everything here but it seems that her powered up special kick moves followups after certain moves can now be done with D button and without any need of followup.

- 22D now gives one card of each

Johnny :

- 214H : Glitter is gold, New move

- 236236H (airbone) : New overdrive

Slayer :

- 632146P : FRC added right before hit and causes ground bounce

- 63214H : command changed to 632146H

- 214H : new move, HS Dandy step

- 214D : new move, FB Dandy step

- 5H causes sliding

Sol Badguy :

- 41236H : return of the old tensionless fafnir, possible to cancel into.

- Tyrant rave (fafnir followup after H or D fafnir) : command changed to 64D from 46D

- 214K (airbone) during dragon install : new move. I guess it's VV's followup, doesn't need to be done as a followup anymore during dragon install apparently.

- 236D airbone : new FB sidewinder

- Clean hit added on Bandit Bringer ?

Chipp Zanuff :

- New FB alpha blade added. Command is D during 236P, causes wallstick

- 623D : new FB beta blade, multiple hit uppercut

- 41236D : new FB gamma blade, holds opponent longer

- HS, alpha blade now combos

Dizzy :

- 421D : New FB move, FB version of 421S (3 homing blades)

- K fish bites 3 times

- Fish laser causes wall stick

- Text above tension bar indicates if not possible to summon fish

Testament :

- Zeinest (web) : command changed to 623P

- Hitomi (tree) : command changed to 623K

- New move (Ruft Warrant ?) : command is 22 P or K

- New FB phantom soul : command is 236D

- EXE beast chargeable to be held in place and come out later

Baiken :

- Youshijin : new command is 623P not possible as guard cancel anymore but only as a normal special move.

- Return of the "wheel counter" command is 214P while on guard

- 63214K : now possible to do guard cancels during the last half of the animation

- Ground 236K hits twice, knockdown on second hit

Faust :

- FB door added, D after 214K

- New thrown items : konbu (eatable) and dumbbell (high ?)

Bridget :

- 6K : now possible to cancel into yoyo or any special move

- 214D : is now homing towards the enemy, causes wall stick

Potemkin :

- 236S : FRC added right after the earthquake comes out

- Hammerfall (written as 4 charge 6 S, command changed ?) : FRC timing is later

- 63214D : P followup added, cancels the animation of judge gauntlet

- Slide head causes groundbounce instead of knockdown

- 6H causes wallbounce

Millia Rage :

- New 2H airbone : return of the pre slash old jump HS

- 236D : FRC added right after the jumping animation

- 214D : New FB secret garden.

- 214S-D : causes wallstick

May :

- 41236D : New FB version of dolphin summon, appears behind opponent

- 623S or HS : possible to followup vertical and horizontal dolphin with restive rolling through this command

- Dolphin level for 41236+ button appears above tension gauge

- 5H has dash cancel ?

Robo-Ky :

- 623H : now possible airbone, FRC possible just as the ground version.

- 2H missile now comes back down towards opponent after a while

- 2S while heat superior than 80% hits twice and lauches

Edited by Dream Maker

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just a note, that the changes listed in the character's pages are not it. for example, ky's vapor thrust followup only wallsticks instead of wallbounces in teh video and that's not mentioned in his char page.

edit: oh wait, nm, that change is listed, ky got a new lightnig javelin with S that i guess wall sticks? i assume the old one is still there

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Yeah, changes listed on character pages are mentioned as "main changes" and thus implies that they're not exhaustive.

Site is down already, guess I'll have to continue translating later. lol

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justice with an aerial michael sword, my body is ready >:3

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Slidehead FRC, 6H wallbounce? The hell?

Half of these look neat but the other half look, well...

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Hooray, changes! It's a good bet that Arcsys noticed that the game would become an unreactable overhead fest when played with the extra input lag on PS3/360/TaitoX2 + LCD compared to PS2/Naomi + CRT, so they're making some much needed changes.

I fully expect to see standard reactable overheads (dusts, command normals, overhead specials) to be slowed down by like 5 frames or more in order to accommodate for the current lag generation of consoles + displays. Judging from the initial video, Ky's new FB Greed Sever is 28 frames which is a whole 10 frames slower than the standard AC Greed Sever. Expecting to see more of this. :toot:

Edited by Teyah

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