Greyvangelist Report post Posted December 7, 2012 http://www.youtube.com/watch?v=jR-QEzRt4nk not sure if it's been posted yet but ACR Slayer OCVing an army of Kliffs. The more I see the new Slayer the more I'm okay with losing 5H relaunches. He still looks good; I like 6H>IAD combos, finally using Undertow in combos, FB Dandy and 2H staggering is pretty cool. Regarding 2H not launching anymore, does that mean after connecting a BBU off it, we'll have more time to setup a followup as they fall down? Since they can't tech earlier since they don't get hit in midair. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted December 7, 2012 no theory fighter plz this. And no, we don't have a complete list of Sl changes. Getting frame-data would help, but whoever is filling the wiki stopped adding framedatas. Share this post Link to post Share on other sites
AtTheGates Report post Posted December 7, 2012 (edited) And no, we don't have a complete list of Sl changes. Getting frame-data would help, but whoever is filling the wiki stopped adding framedatas. 6K 1f more Startup (hits on f21 instead of f20)6K Feint 1f less total duration, 26 instead of 275HS damage down from 50 to 45, air hit = 30f Slide. New gatling into 2HS.6HS 2f faster (hits on 19 instead of 21), jump cancel, ground bounce on air hit (36f untech, 62f on CH), 10 less damage (40 instead of 50).5D 2f slower, hits on f24 instead of f22 5D Feint total duration 32f to 34f 2S S/A/R from 8/9/12 to 8/6/15 (less active, more recovery).2HS damage up from 42 to 52, staggers for 42f(?) instead of launch, on Air Hit 40f Slide. j.K damage from 28 down to 22j.S damage from 20x4 down to 16x4j.HS data is the same, if they changed anything, it can only be the hitbox (dont know if its true)j.2K Ground Bounce vs. ground-hit [*]S-Dandy Step total duration from 38f to 30f, Upper Feet Invul from [10F-17F] moved to [6F-13F], Upper Body Invul from [18F-21F] moved to [14F-17F], can pass through opponent from [14F-20F] moved to [10F-16F], can cancel into followups from F26 moved to F22. In Counter Hit state during whole move. [*]new move: HS-Dandy Step, total duration 40F. Upper Feet Invul from 15F-22F, Upper Body Invul from 23F-27F. Can pass through opponent from 19F-26F. can be cancelled into Followups from F32. In Counter Hit state during whole move. [*]new move: EX-Dandy Step, costs 25% Tension, 30F total duration, 1-12F invul, 13-17 = ?, can cancel into followups from F10 Edited December 7, 2012 by AtTheGates Share this post Link to post Share on other sites
RoBoBOBR Report post Posted December 8, 2012 (edited) Huge thanks! 2HS on air hit launches though ) Also on 6H - it's only jump-cancellable? No special cancel? So we still need to use jump-cancel-into-special? same for K. and what about undertow and bite? they were obviously changed also - is it true that AC+R mook framedata has no data on GB+ and GB- properties of hits? Edited December 9, 2012 by RoBoBOBR Share this post Link to post Share on other sites
Shinjin Report post Posted December 9, 2012 Huge thanks! 2HS on air hit launches though ) Also on 6H - it's only jump-cancellable? No special cancel? So we still need to use jump-cancel-into-special? same for K. and what about undertow and bite? they were obviously changed also - is it true that AC+R mook framedata has no data on GB+ and GB- properties of hits? 6HS can be cancelled into a special (no jc needed), same for 5K. Undertow launches on hit (32f float, 62 on ch). 50 % proration. Frc on f 24-27. 28 frames startup, has super armor between f 5-28 (absorbs 50 % damage, only one hit). Bite has 7 frames startup (2 active frames), reaches 92 dots, 60 % forced proration, staggers on hit (max 13f), whiff animation is a total of 40 frames, gives slayer 3/4 of the dealt damage (55dmg) to hp, frc timing 26-27 (2 frames after the damage has been dealt), ch state during recovery. And just to clarify: FB dandy has only strike inv from frame 1-12, and then low hit profile state (or whatever you call it, a very low hurt box) from frame 13 - 17. And can be cancelled to whatever dandymoves from frame 10 until the end of the move (fb dandy = total 30 frames). PB still has 3 frames startup And yes, the mook has no data for the GB+ and GB- properties of moves and specials etc. Edit: And I appreciate you as a person, as a fellow individual of this world, RoBoBoBR. Share this post Link to post Share on other sites
Sophisticat Report post Posted December 10, 2012 Much thanks, good sirs! What does GB+/- refer to, though? I don't believe I've seen this notation in frame data before? Share this post Link to post Share on other sites
RoBoBOBR Report post Posted December 10, 2012 GB+ - how much guard will attack increase if opponent blocks it. GB- - how much guard gauge will it drain on hit. The more GB- an attack has - the more it'll scale damage of subsequent attacks in combo. Around 2nd loketest Arc Sys reported that they upped GB- on a number of attacks, thus lowering his combo damage. Now framedata tells us these attacks inflict lower base damage, and seeing as mook contains no GB+/GB- data - we can't say for sure whether those attacks have GB+/GB- from vanilla AC, or were they changed. Also - thanks Shinjin =) Share this post Link to post Share on other sites
AtTheGates Report post Posted December 10, 2012 tack så mycket for adding the stuff i forgot about, shinjin gotta add that stuff to the hardedge wiki. Share this post Link to post Share on other sites
Ross Report post Posted December 10, 2012 Can anyone confirm that if you cancel ex dandy into follow up on frame 10 you retain the final 2 frames of invincibility? It seems like thats what happens but I am unsure. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted December 10, 2012 I don't think thats the case. If it was so then FB dandy into PileBunker would be borderline DP - all startup frames covered by invuls, and thats not the case - i've seen FB Dandy into FB PB get stuffed before active frames of PB appeared. Share this post Link to post Share on other sites
Greyvangelist Report post Posted December 10, 2012 2HS on air hit launches? Can you get 2HS to hit someone in the air? Share this post Link to post Share on other sites
axel Report post Posted December 10, 2012 2HS on air hit launches? Can you get 2HS to hit someone in the air? Hit on sliding opponent counts as air hit, so you can 5HS into 2HS after BBU for instance. Share this post Link to post Share on other sites
OneSanitarium Report post Posted December 10, 2012 You can also be retarded and get them to land on 2H's hitbox from, say, BBU. It fully combos but it's silly and not practical. Share this post Link to post Share on other sites
Wirya Report post Posted December 11, 2012 I don't think thats the case. If it was so then FB dandy into PileBunker would be borderline DP - all startup frames covered by invuls, and thats not the case - i've seen FB Dandy into FB PB get stuffed before active frames of PB appeared. PB has 3 startup frames, and FB dandy would (if it's actually possible) give 2 invul frames, meaning that there's still one startup frame of PB that's vulnerable. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted December 11, 2012 last start-up frame = first active frame Share this post Link to post Share on other sites
OneSanitarium Report post Posted December 28, 2012 Assuming these are new; http://www.guiltygearx.com/ggxxacpr/location/ → + P: 攻撃判定を横に伸ばしました。 血を吸う宇宙: よろけ時間を伸ばしました。 ヒット時の硬直を伸ばしました。 Translation maybe? Maybe bite buff? Share this post Link to post Share on other sites
RoBoBOBR Report post Posted December 28, 2012 that's from patch 1.10, in arcades in january - 6P * Larger horizontal hitbox - Bite (63214HS) * Increased stagger time * Increased recovery i guess bite will remain almost neutral on regular hit, but be easier to follow up on FRC Share this post Link to post Share on other sites
RoBoBOBR Report post Posted January 3, 2013 Mikado Casuals vol.63 - Hase(SL) vs Abe(ZA) http://www.nicovideo.jp/watch/sm19737567 Mikado Casuals vol.64 - Hase(SL) http://www.nicovideo.jp/watch/sm19737708 Share this post Link to post Share on other sites
Greyvangelist Report post Posted January 4, 2013 Hase proving Slayer still has sweet combos in ACR :D Share this post Link to post Share on other sites
zdravkelja Report post Posted January 4, 2013 Awesome :D Also, good Testament in second vid, who's that? Share this post Link to post Share on other sites
RoBoBOBR Report post Posted April 12, 2013 (edited) Change list: - jK – damage 28 -> 22 - jS – damage 20x4 -> 16x4 - jH – bigger vulnerable box (based on player reports) - jD – plummets opponent faster (based on player reports) - j2K – launches grounded opponents (33F untechable, 40F on CH) - K – now specialcancelable - 6K – start-up 20F -> 21F, now prorates 90% - 6K feint – duration 26F -> 27F - 2S – active 9F -> 6F, recovery 12F -> 15F - H – now has regular hitstun on hit versus grounded opponent (was stagger), slides airborne opponent (30F untechable, 30F slide), now can be cancelled into 2H, damage 50 -> 45 - 2H – staggers on ground hit (max 49F), launches on air hit (untechable 40F), damage 52 -> 42 - 6P – hitbox is smaller vertically, but bigger horizontally (1.10 patch) - 6H – start-up 19F -> 21F, ground-bounce on air hit (36F untechable, 62F on CH), jump and special cancellable, damage 50 -> 40, stagger on CH -> regular hitstun on CH - D – start-up 22F -> 24F - D feint – duration 32F -> 34F (but still cancellable into 2K or 2D on 32F) - Undertow – ground bounce on hit (36F untechable, 62F on CH), prorate 70% -> 50%, start-up 31F -> 28F, super armor 5-31F -> 5-28F, FRC available 24-27F - Mappa – untechable 26F -> 25F (P version), 28F -> 27F (K version), less pushback (based on player reports) - Bite – command 41236H -> 236H, whiffed animation 37F -> 40F, stagger max 19F -> 13F (stagger was increased along with recovery in 1.10 patch, but no numeral values given, apparently to make combos post FRC better), FRC available 26-27F (2F after successful throw), health gain 25% -> 75%, forced prorate 50% -> 60% - 214S – duration 34F -> 30F, in CH state during the move, above knees invincible 10-17F -> 6-13F, upper body invincible 18-21F -> 14-17F, cancellable into follow-ups from 26F -> 22F - 214H – new dandy step, like S version, but travels further, duration 40F, above knees invincible 15-22F, upper body invincible 23-27F, can pass through opponent from 19-26F, can cancel into follow-ups from 32F onwards, Slayer is in CH state during move - 214D – new Force Break, dandy step that travels forwards, 30F duration Strike invincible 1-12F, low profile 13-17F, can cancel into follow-ups from 10F onwards - DoT – prorates 75% There were also reported some GB- changes, but those will require in-game testing, since +R frame-data does not list GB+ and GB- values. Edited April 26, 2013 by RoBoBOBR Share this post Link to post Share on other sites
AtTheGates Report post Posted April 12, 2013 (edited) got some numbers backwards in my old post (6hs frames, 2hs damage, 6k feint startup), thanks for double checking robobo. Edited April 12, 2013 by AtTheGates Share this post Link to post Share on other sites
RoBoBOBR Report post Posted April 26, 2013 (edited) http://www.youtube.com/watch?feature=player_detailpage&v=wG3ittCSLdo#t=728s as seen here 6H on CH doesn't stagger anymore, so frame data on wiki should be corrected http://blog.livedoor.jp/en712/archives/51865030.html Am i correct in understanding that 6H, iad jH, 6H, iad jH is a possible combo? Edited April 26, 2013 by RoBoBOBR Share this post Link to post Share on other sites
RoBoBOBR Report post Posted May 9, 2013 http://www.youtube.com/watch?v=EHEN7LNynCA first ac+r Slayer combo video Share this post Link to post Share on other sites
RoBoBOBR Report post Posted June 25, 2013 Shtkn updated DL wiki and new info is there: - FB pile is -3 on block due to 31F recovery (was 33F and -5) - DoT is 7+1 start-up, not 7+0 anymore Share this post Link to post Share on other sites