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Nehle

AC+R: Dizzy Changes

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OMG!! 2k can otg after a corner ice spike ender without frc.... this is a awesome new change.

RE: post-Ice Spike OTG stuffs.

http://www.youtube.com/watch?v=5bmZRM1GsBk#t=3m43s

http://www.youtube.com/watch?v=KRcahMl1YVk#t=6m50s

(in corner) ... > 236H > OTG > dash 2K > c.S > 2S

You can do OTG stuffs after a corner Ice Spike in AC as well.

In regards to damage, OTG > dash 2K > c.S > 2S more-or-less equates to that of a OTG 236H.

(based off of a stand-alone Ice Spike scenario in AC, tested against Sol)

It might be nice to use to deal extra damage to finish off an opponent, provided their life point total is low enough anyway.

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AC+R Dizzy looks so much fun with all the small/big changes, the wall stick on S/HS fish is one of the best addition along with auto pop with bubble. Hopefully someone has found something better than HS+HS fish> ice spike> lazer> ice spike> lazer> Ice spike, since the third ice spike causes them to air tech instead.

I can dream of something like HS+HS fish> ice spike> lazer> ice spike frc> lazer iad bubble jhs instead/IAD j2s.. ^^,

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my guess is miss input, something like there was suppose to be a 2k first then 2s into 5hs, usually happens when you time the landing wrong and input your gatling string too fast. Or he is trying to catch jump frames with it instead although I'm more confident he just time it wrong.

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Which fish is it that does the 3 quick bites thing, is that P fish?

also this thread could use an updated compilation of known changes in the first post

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also this thread could use an updated compilation of known changes in the first post

The second post of this thread currently functions as a compilation post for changes from the loketests to the arcade release.

The post will likely be updated with more details later on.

Most likely, if/when the frame data/move info is translated and becomes available, probably from a mook, or something.

For the most part, the info regarding changes is current, with the inclusion of info/observations from the 3rd loketest and arcade release.

Edited by Kurokun

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Okay, I thought it was still "old" information from previous location tests.

back to researching dustloop for exploits

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Dizzy GGXX ACR Frame Data - Change Notes

Normal Moves

f.S

  • Recovery is now 12F (14F in AC)

    5H
    • Startup is now 12F (13F in AC)

      6H
      • Recovery is now 21F (29F in AC)
      • FRC timing: 18-20F (1st hit), 27-29F (2nd hit)

        5D
        • Startup is now 29F (27F in AC)

          2K
          • 80% initial proration (70% in AC)

            j.2S
            • 90% initial proration



              Special Moves

              236D (D Ice Spike)
              • Recovery is 53F
              • Frame Adv. is -34F
              • Floats opponent (untechable for 40F, CH for 160F)
              • FRC timing: 31-32F

              Note: Other move attributes are similar to that of 236H.

              214P (P Fish Summon)

              [*]Startup is 60F(25) - AC is 54(21)

              214K (K Fish Summon)

              [*]Damage is 20x3

              [*]Startup is 60F(27)

              [*]Active for 15F (3F in AC)

              214D (D Fish Summon)

              [*]Damage is 60

              [*]Lv 5 attack (Lv 6 on block)

              [*]Startup is 72-77F(44)

              [*]Staggers opponent on hit (max: 45F)

              *more translations are needed for other move attribute info stuffs*


              Force Breaks

              j.214D (FB Bubble)

              [*]Active for 199F (159F in AC)

              [*]Recovery is total 25F (total 22F in AC)

              421D (FB Homing Pike, Spear, Knife, etc.)

              [*]Damage is 30x3

              [*]Lv 3 attack

              [*]Startup is 31F

              [*]Recovery is total 47F

              [*]Homes in on opponent's location until active frames

              [*]1-20F in CH state

              [*]FRC timing: 15-16F


              Overdrives

              Necro Okotta Baai / 632146P

              [*]Damage is 0,40x6 (0,34x6 in AC)

              Gamma Ray / 64641236H

              Note: It is listed that the OD can be canceled (FRC), but the info is currently unavailable at this time.


              The 2nd post will most likely be updated with this info.

              That should be all of the significant frame data changes for Dizzy in ACR (the ones that were listed/translated anyway).

              If there is something in this list that has to be added/updated/changed, let me or Nehle know.

Edited by Kurokun

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D Fish is level 6. But it's more like "property" of a move than a level. Also description of some moves just copypasted from AC framedata (K fish, bubbles)

Edited by Horokei

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Updated the 2nd post and initial reference listing.

Probably gonna update the post again when the rest of the move/frame data info gets translated and added to the wiki.

I might even have to start putting together some info stuffs for another Dizzy-related wiki project, lol.

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Of those frame changes, I would say far and away dropped a frame off HS is the most important. Giving her back her old poke game is a huge buff to her, and also extends the ranges you can apply mixups. That 1f change is the only reason I'm even touching GG right now.

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I just want to know if dizzy ice spike still has the 85% force proration, or it is reload style with ice spike frc combo for big damage again.

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I just want to know if dizzy ice spike still has the 85% force proration, or it is reload style with ice spike frc combo for big damage again.

http://www.youtube.com/watch?v=Bilho3gwChw#t=9m11s

CH 236D FRC > dash f.S > 236H FRC > IAD j.2S > j.H > ...

It looks like Ice Spike still has 85% forced proration in ACR.

I think a followup air combo, or a different combo variant/ender, would've potentially inflicted enough damage here to finish off Axl, from my POV anyway.

#R-style Ice Spike FRC Combo damage stuffs would be nice to have again though, lol.

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It looks like Ice Spike still has 85% forced proration in ACR.

We can't be sure cuz Axl had almost no HP (GUTS) and AC+R got that HP buff to all characters.

+ Almost every notes for special copypasted from AC wiki but prorate and stun modifier for Ice Spike excluded.

I hope someone with a mook can clear this one.

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There is that to consider, as well.

It could be a different case altogether if it was another char instead.

It'd be kinda surprising if some Ice Spike attributes got changed in ACR though.

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D Fish is level 6. But it's more like "property" of a move than a level. Also description of some moves just copypasted from AC framedata (K fish, bubbles)

Yeah, it's a "level 6", but that's just a level 5 with special properties, so it's still "officially" level 5 (in any case it's not level 2). I think it's a bit weird though that the mook doesn't mention anything special about the level 6 moves (same with KY/PO 6H. Just says "5" and no extra notes)

RE: Ice Spike. Mook doesn't mention any proration

Edited by Nehle

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