magz Report post Posted June 28, 2012 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) Share this post Link to post Share on other sites
Chazmobile Report post Posted June 28, 2012 Loving the Eddie changes, he's gonna be so much fun now. Share this post Link to post Share on other sites
Henaki Report post Posted June 28, 2012 "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 Share this post Link to post Share on other sites
coolest Report post Posted June 28, 2012 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 Share this post Link to post Share on other sites
Chojin Report post Posted June 28, 2012 "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. Share this post Link to post Share on other sites
Henaki Report post Posted June 28, 2012 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 Share this post Link to post Share on other sites
Chojin Report post Posted June 28, 2012 Yeah I don't mean all of them Anything's progress, right? Share this post Link to post Share on other sites
Shinjin Report post Posted June 28, 2012 Nice work magz and coolest with the translations! Added them to my post. Next up: Axl & Jam! Share this post Link to post Share on other sites
Henaki Report post Posted June 28, 2012 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. Share this post Link to post Share on other sites
Tae Seong Kim Report post Posted June 28, 2012 Potemkin Buster does more damage. From 140 to 180. Lulz! Share this post Link to post Share on other sites
mynus Report post Posted June 28, 2012 (edited) I-no: System Changes: Tension gauge from dash up from 30 -> 35Can now Air-dash twice (Ground dash -> airdash -> airdash possible)Airdash length increased from 18 -> 21 framesNormals:6Pnow force prorates 90% (not cool)5Shitbox extended horizontallyf.Srecovery down 6f -> 1f O_o (spam!!!)forced prorate down 50 -> 60%2Smoves her forward more recovery down 23f -> 17f5HShitbox extended vertically (no more special Sol/HOS combos?)6HSnow a 2hit move again! first hit active on frame 7Specials: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 June 29, 2012 by mynus Share this post Link to post Share on other sites
Zinac Report post Posted June 28, 2012 Faust changes: I'll finish later. http://www.dustloop.com/forums/showthread.php?14280-GGXXACPR-Loketest-Changes&p=1348889#post1348889 Share this post Link to post Share on other sites
coolest Report post Posted June 28, 2012 (edited) 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 June 28, 2012 by coolest Share this post Link to post Share on other sites
Hecatom Report post Posted June 28, 2012 (edited) 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 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 June 28, 2012 by Hecatom Share this post Link to post Share on other sites
Chazmobile Report post Posted June 28, 2012 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! Share this post Link to post Share on other sites
Chojin Report post Posted June 28, 2012 Holy hell, they buffed the crap out of Axl, especially his damage and his new gattlings. Share this post Link to post Share on other sites
4r5 Report post Posted June 28, 2012 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. Share this post Link to post Share on other sites
Shinjin Report post Posted June 28, 2012 Jam done. Testament and Venom next. Share this post Link to post Share on other sites
Chazmobile Report post Posted June 28, 2012 The new set of moves with Shadow summon WEISS could be his old Reload/Slash shadow specials, that'd be pretty darn cool. Share this post Link to post Share on other sites
Hecatom Report post Posted June 28, 2012 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 Share this post Link to post Share on other sites
4r5 Report post Posted June 28, 2012 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. Share this post Link to post Share on other sites
jinbe Report post Posted June 28, 2012 Thanks everyone for the hard work translating...really thanks. Share this post Link to post Share on other sites
Delrian Report post Posted June 28, 2012 Wow, Dizzy got 3 new FBs... wonder if they're keeping them. Share this post Link to post Share on other sites
Kurokun Report post Posted June 28, 2012 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 Share this post Link to post Share on other sites
Shinjin Report post Posted June 28, 2012 Testament and Johnny added. Check out: http://bitterharmony.se/forum/viewtopic.php?f=10&t=4480&p=94516#p94516 I can't do any more translation today (busy etc). So have fun guys! Share this post Link to post Share on other sites