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Jais

[AC+R] Bridget Changes

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1) The +10% life all characters now have is painstakingly obvious when guts kick in, I'm not used to these "last hits" not actually killing and then recursively, again, desperation "last hit" scenario happen.

2)

For the more damaging kill, I *think* a (2S||5S||6S) > FB RogerRush, 66, 2S > 6S> j.B&B would have connected - of course hindsight is everything and Ruu performs amazing, so I'm completely speculating and, more importantly, hoping this scenario works.

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1) The +10% life all characters now have is painstakingly obvious when guts kick in, I'm not used to these "last hits" not actually killing and then recursively, again, desperation "last hit" scenario happen.

What? :v: I've never read this anywhere. Good to know.

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What? :v: I've never read this anywhere. Good to know.

http://wiki.livedoor.jp/ggxx_matome/d/ACR%a1%a1%ca%d1%b9%b9%c5%c0%a1%a1TOP

体力

全キャラの体力が420→460に増加。(およそ1割)

Stamina

· 420 460 increase in physical strength of all characters. (Approximately 10%)

--------------------

FD

ノックバック距離増加。

FD

· Knockback distance increase.

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I want to Jump Install that new KSMH~K so bad...

I'm hoping after the HSS_# I have airdash options >:3

Secondly - the new gravity changes to Roll, I wonder if it means we can roll while on top of the yo-yo.

E.g. KSMH~K > HSS_5, 66 j.K > j.S > j.2S > Roll, j.K ( fuzzy )

E.g. KSMH~K > HSS_5, 66 j.K > j.S > j.2S v c.S(1) > PunchBear

E.g. KSMH~K > HSS_5, 66 j.K > j.S > j.2S v c.S(1) > Roll, j.P > j.2S > HS

I'd also like to try some Oki, chicken block set-ups where air punchbear comes barreling in behind the opponent while I'm block ( out of throw range ) in their face. If they swing it a huge hit, if they block I have mix-up, it's reversal safe, and so forth.

Nice! J.RogerRush stalls momentum http://www.twitch.tv/joniosan/b/333284358 01hr08min30sec

KSMH>K

Damage 50→65.

Can cancel into a yoyo move before landing recovery.

Can air dash after yoyo set recovery.

Does not leap over opponent on hit.

You were talking about jump installing, I didn't know if you knew air dash was possible or not. Just confirming.

Another thing I didn't see on your first post, punch bear now returns quickly after the move's over.

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Thanks for confirming!

idea

1) air B&B > yoyo set > CH 2S xx FB PunchBear (at the top of screen)

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Updated the header - V.1.10:

j.D

Gatling-able from j.K

Opinion: This opens up the option of a meter free/yoyo free launch. This IAD in will be a more damaging combo than any KD option Bridget has. Will only use this at the end of match and I need to kill but have no other resources. EDIT - upon further thought this will be the ender to Bridget's most damaging air B&B. j.S>j.2S>jc.S>j.K>j.D>j.starship

KSMH~K (Hassha)

Can be gatling cancelled to Yo-Yo moves earlier

Opinion: Sounds good, especially in regards to Ruu's glitch he posted with inconsistencies with this cancel. This cancel already has guaranteed HSS_# and a HSB ...and that's BEFORE the Oki, so I see this setup being more versatile and still hella powerful.

FB Roger Rush

Hits one and two have less knockback

Hit three has more untechable time

Opinion: This is good, it's reenforcing intended design, If we are to combo into this and spend meter it's a real shame if the natural combo itself misses - glad to see that details are not being overlooked by Arc.

j.FB Roger Rush

Before activation, Bridget keeps momentum

Opinion: Love it! Movement is what makes Bridget what she is, let's play around with this and make it great.

Loop the loop

Hits two through seven have less pushback

Hit three has more untechable time

Opinion: Same as above for FB Roger Rush. Also seems like this would make it safe on block too...

Sources

http://www.guiltygearx.com/ggxxacpr/location/

http://pastebin.com/wvvpK7Bq

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Jais' +R v1.11 notes

6K - cannot cancel to any HS special

6SxxFB has gold beat on standing or aerial opponents

vs air opponent : j.2SxxFB does NOT have beat

vs standing opponent : j.2SxxFB does NOT have beat

vs standing opponent : cl.s(1)xxFB does NOT have beat

vs crouching opponent : cl.s(1)xxFB does NOT have beat

vs standing opponent : cr.SxxFB does NOT have beat

vs crouching opponent : cr.SxxFB does NOT have beat

delay wake-up > throw, no matter which throw 4or6 will still now throw you OUT of the corner ( as a result RogerGet UB is no longer possible ) BUT a hug is guaranteed.

Bridget still cannot option select throw with any normals b/c of her specific button priority ( only a HSS_6 comes out )

KSMH~K ( discharge ) can be yo-yo and special yo-yo cancelled on hit or block

CH 6S > IAD HSS_6, falling CH j.S v 5S > 6Sxx FBPunch

I couldn't get CH 6S > HSS_7, 66 f.S > 6SxxFBPunch to connect but I feel confident that at the right spacing it is possible.

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Info from frame data comparison

- f.S - untechable 14F -> 16F

- 6K - special cancellable (any special but yo-yo moves), pulls in opponent on air hit (Untechable for 16F)

- 6S - fully extended on frame 13 -> 14, can cancel in yo-yo moves

- D - start-up 28F -> 30F

- DAA - 1-16F fully invincible (was 1-12F invincible, 13-14F upper body invincibility, 13-16F invincible to throws)

- 2S - untechable 28F -> 26F

- j.P - start-up 6F -> 5F

- j.K - damage 20 -> 24

- j.S - damage 26 -> 30

- j.D - damage 16x3 -> 24x3,

- Roger Get (low) (After Yoyo Set, 421H) - forced prorate 85% -> 75%

- air Roger Get (low) (After Yoyo Set, j.421H) - forced prorate 85% -> 75%

- Roger Get (high) (After Yoyo Set, 421H) - forced prorate 85% -> 75%,

- air Roger Get (high) (After Yoyo Set, j.421H) - forced prorate 85% -> 75%

- Shoot (Kick Start My Heart -> K) - can cancel into Yoyo moves during the second half of the move

- Starship (623P) - (1-12F invincible, 13-26F invincible to throws) -> (1-16F strike invincible, 1-9F throw invincible), prorates 80%

- air Starship (j.623P) - 1-13F invincible to throws -> 1-13F strike invincible, prorates 75%, FRC point 19-20F, untechable 12F -> 24F

- FB Roger Rush (After Yoyo Set, 236D) - damage 36x4 -> 20x2, 50, start-up 28F -> 16F, total 32F -> 36F, SD +114 -> +87, 1st hit staggers opponent (max 48F), 1st and 2nd hit knock down opponent on air hit (untechable for 40F), 3rd hit wallsticks opponent (untechable for 50F, sticks for 30F), active frames are: 10(10)10(18)16, Roger can be hit from frame 20 -> 8,

- FB Jagged Roger and air FB Jagged Roger (214D and j.214D with Yo-yo set) - CH state till end of recovery, homes on opponent

- Loop the Loop (632146S) - strike invincible 5-7F -> 1-7F, 8th hit ground bounces opponent, 8th hit ignores OTG,

- Maintenance-chuu no Higeki (4123641236S) - Bridget is airborne 6-13F -> 5-13F

- air Roger Rush - new move, frame data identical to ground one, but start-up 23F (ground one is 28F), total 42F (ground 32F), no FRC, Bridget is in CH state until end of his own animation

- air FB Roger Rush - new FB, frame data identical to ground one, no FRC, Bridget is in CH state until end of his own animation

- Me and My Killing Machine (Teitai) (412364H after Yoyo set) - new OD (flaming cycle bear, but moves slower), damage 25x6, lvl 3, block all, start-up 1+13F, active 129F, recovery 24F total, fully invincible 1F, can hit up to 6 times, knocks down opponent on hit (untechable for 60F), attack is guaranteed to activate once the command has been input, Roger can pass through other projectiles, hitstop 6F

---- some of that is mentioned in the first post, some isn't

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Thanks! :D

I wanted to mention a huge change I felt that seems to not be documented technically.

The physics that affect roll are now different, so all of our old rolling overhead step-ups now whiff.

http://www.youtube.com/watch?feature=player_detailpage&v=n5l6jo5fM5E#t=2451s e.g. She is far enough away from hug for a normal roll velocity but because +R changes it up, her j.P whiffs.

I definitely felt this too

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DL wiki was updated so list was changed accordingly.

- normal moves are still HLF, not All blockable

- air Yo-yo set - down-back direction set 29F(15F) -> 25F(15F) was wrong

- 2S lowered untechable

- Roger Rush - Roger can be hit from frame 20 -> 15 was wrong

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