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Shinjin

[AC+R] News & Gameplay Discussion

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Slayer Changes:

j.H:

  • Hittable box increased.
  • Recovery increased from 7f -> 10f.


    j.2K:
    • GB- increased from 10 -> 13.


      5K:
      • Special cancellable.


        2S:
        • Active frames reduced from 9f -> 6f.
        • Recovery increased from 12f -> 15f.



        • 5H:
          • Removed stagger from ground hit.
          • Aerial hit causes ground slide.
          • Now gattlings into 2H.
          • Damage lowered from 50 -> 45.


            2H:
            • Ground hit causes stagger.
            • Float on aerial hit lowered a bit.
            • Untechable time increased from 34f -> 42f.
            • GB- increased from 6 -> 12.
            • Aerial hit causes vacuum effect.


              6P:
              • Lower body hitbox reduced.


                6K:
                • Aerial hit causes ground bounce.
                • Damage proration lowered from 100% -> 90%.


                  6H:
                  • Hit causes ground bounce.
                  • Untechable time lowered from 32f -> 26f.
                  • Damage lowered from 50 -> 40.

                  j.D:

                  [*]Plummet on air hit made a little stronger.

                  j.K:

                  [*]GB- increased from 7 -> 10.

                  j.S:

                  [*]GB- increased from 6x4 -> 9x4.

                  Undertow:

                  [*]FRC point added just before the active frame.

                  [*]Hit causes ground bounce.

                  [*]Startup lowered from 31f -> 28f.

                  [*]Float on hit made higher.

                  [*]Lower body hitbox increased.

                  [*]Untechable for 24f.

                  [*]Proration lowered from 70% -> 50%.

                  [*]Level lowered from 5 -> 3.

                  [*]Knockback on superarmor hit reduced.

                  [*]Hitstun increased from 24f -> 26f.

                  Mappa Hunch:

                  [*]Knockback on hit reduced.

                  [*]P Mappa hitstun lowered from 26f -> 25f.

                  [*]K Mappa hitstun lowered from 28f -> 27f.

                  Bite:

                  [*]FRC added 2f after the frame damage is dealt.

                  [*]GB- increased from 6 -> 10.

                  [*]Input changed to 236H.

                  [*]Added 3f of recovery.

                  [*]Stagger lowered from (at most) 19f to 13f.

                  [*]Knockback on hit reduced.

                  [*]Being hit out of bite causes CH.

                  [*]Life recovery on hit increased from ¼ to ¾ of the damage dealt.

                  [*]Proration lowered from 70% -> 60% [originally 50% in AC].

                  S Dandy Step:

                  [*]Above feet invulnerability time changed from 10~17f -> 6~13f.

                  FB Dandy Step:

                  [*]Added new move.

                  En's impression: Damage was nerfed a bunch but if he can get damage from footsies it should be fine. (Source)

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"Eddie Summon WEISS 214HS

New move.

S: New Shadow P, K, S, HS, D and Drill Special have been added to the move list bellow Eddie Summon WEISS."

Does this mean Eddie has 5 new shadow moves?

Also removing unblockables lmao

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sol

c.S

guard advantage now ±0F

2S

ground untechable time from counterhit lengthened

j.D

ground untechable time from 17 to 26f

6H

can now be gattled into from S

attack level now 4

no longer staggers

damage reduced from 40 to 32

bandit bringer

now ground bounds, also clean hits

air bandit bringer

can now be held, it seems (not too sure of the wording here)

HS fafnir

new move

FB sidewinder

new move

FB fafnir

can now be cancelled from a normal

now knocks down

groundslides during a clean hit

unthrowable

FB tyrant rave

command is 64D

can also be held

can be done from HS fafnir

increased damage when you do a number of clean hits in a combo (?)

<sidewinder has the same property>

damage now 25 x 3 + 84

wallbounce removed

faster by 2 frames

tyrant rave ver.b

1st hit floats higher

2nd hit wallsticks

dragon install / second

recovery shorter by 8 frames

now gets a new knockdown attack!! what wonders

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"Eddie Summon WEISS 214HS

New move.

S: New Shadow P, K, S, HS, D and Drill Special have been added to the move list bellow Eddie Summon WEISS."

Does this mean Eddie has 5 new shadow moves?

Also removing unblockables lmao

It looks as though he still has the Shadow D unblockables; it's just that the drill special one is more difficult to time.

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It looks as though he still has the Shadow D unblockables; it's just that the drill special one is more difficult to time.

Yeah I don't mean all of them :)

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Anything's progress, right?

Well, spending meter for unblockables is fine to me I guess. I kinda like the design trends of the update which is "all the broken stuff costs meter" which is cool for a lot of reasons I won't get into.

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I-no:

System Changes:

  • Tension gauge from dash up from 30 -> 35
    • Can now Air-dash twice (Ground dash -> airdash -> airdash possible)
      • Airdash length increased from 18 -> 21 frames


        Normals:

        6P
        • now force prorates 90% (not cool)

          5S
          • hitbox extended horizontally

            f.S
            • recovery down 6f -> 1f O_o (spam!!!)
              • forced prorate down 50 -> 60%

                2S
                • moves her forward more
                  • recovery down 23f -> 17f

                    5HS
                    • hitbox extended vertically (no more special Sol/HOS combos?)

                      6HS
                      • now a 2hit move again! first hit active on frame 7




                        Specials:

                        Kyougen (Dive):
                        • K version untech time increased 17f -> 30f almost double (guaranteed knockdown pretty much)
                          • S version 80% proration added

                            • HS version movement faster; can pass thru opponent; dmg up 20x3 -> 25x3

                            Chemical Love:

                            [*] hitbox around Ino's body larger now (lol sick)

                            [*]Air K Chemical Love complete move duration now 42 frames?! 30f -> 42f

                            [*]Air S version now 40 frames; 35f -> 40f?

                            Stroke The Big Tree:

                            [*]General hitbox smaller

                            [*]S version now staggers, HS version now floats (reverse from AC)

                            [*]HS version 2nd frc point now after hit

                            [*]prorate 90%

                            [*]jump cancellable on hit (o_O lolz)

                            Force Breaks:

                            [*]FB dive...6-9f invul (YES!)

                            [*]force prorate 90%

                            [*]can stop movement mid move with P cancel

                            [*]dmg up 14x5 -> 20x5

Edited by mynus

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potemkin

6H

now wallbounces

ground untechable time from 25 to 28f

dizzy modifier from 1.5 to 1

added 50% proration

j.S

during an air hit, knocks opponent away

can be gattled into j.D

j.D

ground untechable from 16 to 40f

6k

damage increased from 23 to 40

gattling to HS removed

but now you can gattle into sweep (what)

slide head

can connect after a knockdown

gets higher float during hit, longer advantage

can be frc'd after the quake

megafists

cause knockdown

hammerfall

reduces guardbar by 12

can be frc'd 1 frame after the active time

untech increased from 18 to 20f

attack level reduced to 4

hammerfall break

can be frc'd around 5 to 10 frames

heat knuckle

tension gauge increase changed from 0 + 6.0 x 2 + 24 to 0 + 6.0 x 2 + 6

can be frc'd when whiffed from 24-25f

heat extend

tension gauge increase changed from 19.20 to 37.20

untech increased to 80f

potemkin basutaa

can connect attacks when done near screen edge

can not be frc'd anymore

now throws opponent farther

decreases guardbar by 6+15

damage added from 140 to 180

judge gauntlet

upper hitbox shortened

now has an interrupt

air potbuster

added frc during 7-9f

larger horizontal hitbox

dead angle

now knocks down

Edited by coolest

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Well, spending meter for unblockables is fine to me I guess. I kinda like the design trends of the update which is "all the broken stuff costs meter" which is cool for a lot of reasons I won't get into.

i like that too, i dont have any problem with eddie having unblockables tbh, but if they decide to tone him down by making him metter to do them, im not complaining :keke:

now im interested on see what do they added to ky, and of course my main chipp

so far the changes on this game sound cool so far

Edited by Hecatom

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Well, spending meter for unblockables is fine to me I guess. I kinda like the design trends of the update which is "all the broken stuff costs meter" which is cool for a lot of reasons I won't get into.

Exactly, the shadow hole unblockable was really dumb as well as being pretty easy to do (off of pretty much every knockdown too). Shadow hole OTGing AND giving him back Eddie meter is gonna give him some sexy looking BnBs. Plus his Eddie meter getting increased from 750>1000 is awesome.

Overall i'm personally extremely happy with the new Eddie, and I can't wait to try him out!

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Eddie's shadow bar got increased by 33%, but the cost of his shadow moves also went up by 33%. I assume the unit change on his shadow bar was to better fit the new shadow bar UI.

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The new set of moves with Shadow summon WEISS could be his old Reload/Slash shadow specials, that'd be pretty darn cool.

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my brother went nuts of joy with changes of zappa and eddie

but as me is kinda worried but at the same time intrigued with the changes of justice :/

i want to see the new super

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Holy hell, they buffed the crap out of Axl, especially his damage and his new gattlings.

He has more upfront damage, but if I'm understanding the changes correctly, the pull-in part of his moves have had their GB- doubled. If his combos remain like they are now, his damage will be pretty Ky-like, in that they don't put out the expected damage for how hard you're hitting them.

Sounds like they want his poking to be more attractive, while still retaining the combo-ability he gained in AC.

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Dizzy stuffs are interesting.

Notable stuff:

2D

- has normal special cancel

- gatling from 5H

Bubble

- auto-detonation

- opponent can attack/pop bubble and it disappears

- bubble disappears if Dizzy is hit

According to her movelist on the untranslated change list pages, Dizzy only has 2 FB moves listed: j.214D and 421D

It appears Dizzy may have gained:

- a D version of Ice Spike

- a D version of Fish Summon

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