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RoBoBOBR

[GGXXAC+R] Order Sol Change List

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EDIT: I've tried to separate out and organize changes by whether they were positive or negative. I left the Jwiki changes which could not be corroborated in a separate list at the end. ~TB

Positive Changes:

+ Charge gauge depletes at much slower rate after use of lvl2 and lvl3 moves.

+ 5H untechable time increased (18F -> 20F)

+ 6P causes stagger on hit instead of wallbounce (max 30F)

+ 2H becomes lower body invincible earlier, overall invincibility increased (14-22F -> 11-22F)

+ 2H now throw invincible from 17-26F

+ j.S now has larger hitbox behind the move

+ j.D now floats instead of blowback

+ Air throw floats the opponent higher now

+ Lvl2 Blockhead Buster causes wallsplat in corner (45F untechable, 30F stick)

+ Lvl2 and lvl3 Gun Blaze flames guaranteed to appear after 13F

+ Lvl3 Gun Blaze recovery reduced (56F -> 53F)

+ Lvl3 Storm Viper (ground and air) 4th hit decreased force proration (forced prorate 80% -> 90%)

+ Lvl3 Storm Viper (ground) starts draining charge on later frames (frame 17 -> frame 27)

+ Lvl3 Storm Viper (ground and air) 4th hit ignores OTG state

+ Lvl2 Bandit Revolver Prototype (ground) now causes slide down (untechable 35F, slide 19F)

+ Lvl3 Bandit Revolver Prototype (ground and air) 2nd hit forced prorate removed

+ Lvl2 Bandit Revolver Prototype (air) increased untechable time (18F -> 37F)

+ Lvl2 Rock It 2nd hit increased damage (20 -> 30)

+ Lvl2 Rock It reduced startup (13F -> 12F)

+ Lvl2 Rock It 2nd hit reduced recovery (17F -> 12F)

+ Lvl2 Rock It 1st hit ignores OTG state

+ Lvl3 Rock It reduced startup (12F -> 8F)

+ Lvl3 Rock It 2nd and 3rd hits ignore OTG state

+ Charge Burst blockstun increased (11F -> 16F), untechable 20F -> 43F

+ Lvl2 Savage Fang no longer allows opponent to move from superflash until 4F after 1st hit.

+ Lvl3 Savage Fang ignores OTG state, hits 3 -> 5 times (60x3 -> 60x5)

+ Dragon Install: Sakkai untechable for 100F

+ Dragon Install: Sakkai 2nd hit ignores OTG state

Negative Changes

- 6H now slams opponent down on air hit instead of float

- 6P no longer considered a projectile, instead is a physical hit that nullifies projectiles

- 5D startup increased (22F -> 24F)

- DAA increased recovery 12F->17F (SD -3 -> -8)

- 2D now has forced proration 90%

- j.H now prorates 90%

- Ground throw has increased forced proration (50% -> 40%)

- Lvl1 and lvl2 Gun Blaze now prorate 85%

- Lvl3 Storm Viper (ground) 2nd hit untechable time 40F -> 24F

- Lvl2 Bandit Revolver Prototype (ground) prorates 80%

- Lvl3 Bandit Revolver Prototype (ground) first hit prorates 85%

- Lvl3 Bandit Revolver Prototype (air) first hit forced prorate 85%

- Lvl2 Rock It 2nd hit no longer ground bounces, produces knockdown (untechable 40F)

- Lvl1 Tyrant Rave ver Omega throw invincibility reduced (16-36F -> 16-30F)

- Lvl2 Tyrant Rave ver Omega 2nd hit forced proration 75%

Edited by TITANIUM BEAST!!!

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I noticed some possibly false infos on your list. I could check them because I have the PS Vita version of +R. If you have AC+, you should check these.

- j.S damage decreased (28 -> 26)

it has always been 26 since AC.

- Lvl2 Tyrant Rave ver Omega 2nd hit no longer wallbounces, now produces blowback

I don't see the difference here. Both AC and +R lvl2TR bounce your enemy back at you at any position.

- Lvl2 and lvl3 Tyrant Rave ver. Omega 2nd hit forced proration 75%

When I did a combo after hitting with lvl2 Tyrant rave, I followed up with c.5S>5HS>HJ cancel>j.S>j.HS>j.D, and both versions do 193 dmg. lvl3 TR have the same dmg of 204 in both GG games.

Edited by nnecron

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I can't believe I didn't notice this, but there's one more change they added to Lvl.2 Gunblaze and that's the fact that they added more untechable time to it. It's pretty much untechable like lvl.3 GB now.

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ACR wiki was updated, so i updated the list accordingly:

only ground throw has increased proration

DAA recovery is known now

blockheadbuster starts gauge drain at frame 2 (like in AC)

"Lvl3 Storm Viper (ground) has increased recovery (4+8 -> 22+8)" was a typo

"Lvl3 Storm Viper (ground) 2nd hit untechable time 40F -> 24F" new negative change

new change for Charge burst - "untechable 20F -> 43F"

"+ Air Action Charge fills charge gauge sooner (frame 11 -> frame 5)" was a typo

tyrant rave lvl2 does wallbounce, not blowback (so it was a typo)

tyrant rave lvl 3 has no forced proration on 2nd hit

"Savage Fang no longer allows opponent to move from superflash until 4F after 1st hit." - only for lvl2

savage fang lvl3 has 5 hits rather than 3

6H slams opponent down rather than floats (guess thats a minus)

Update:

Considering tyrant rave lvl 2 proration. If you set guard at 128, so first few attacks inflict max damage and do tyrant rave into HS - HS only does 37 on Sol rather than 45. So this super has forced proration on secon attack already in AC, just not listed in frame data. Same thing happens if only 2nd hit of tyrant rave connects. 37 dmg instead of 45 gives 80% prorate in AC.

Edited by RoBoBOBR

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i got to play a day of casuals at a friends !! <33 :DDD

j.d seems to have WAY more untech time/float/something. the amount of time i could delay j.d into doublejump j.h was absurd

is there a combo for ground hit level 2 BRP, without RC'ing it, midscreen? couldnt find one myself.

i love the new level 2 BHB, not a fan of new level 2 RI, but overall i like the feel of +r hos. it feels a lot more aggressive.

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Oh you better not underestimate lvl2 RI. It's so fast that it'll take your opponent off guard from afar and safe on block so the changes compensates for the lack of damage.

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Biggest change here is 236P lvl 2. In the corner you have enough time to go into 5H after action charge without FRCing it and you can combo it after mostly anything. If you hit them with it midscreen, you can manually chare after the action charge into lvl 3 fire before they can do anything lol.

Oh and I think Fafnir has either less recovery or bounces you higher because it's WAY easier to pick up a combo after it on normal hit now.

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kurushii twitter'd this

http://www.nicovideo.jp/watch/sm21577738

combo video :D

my thoughts on a few bits of it:

0:48 - c.s (ch) RI level 1 5k 5s etc etc? wonder if there's conditions for this, or in what situations we can level 1 RI 5k etc...

0:56 - that corner combo looks hella legit. and if it worked clean on ky, maybe itll work well on everyone? hopefully?

2:04 - i like that. looks like an easy 'o shit that counter hit?' combo

2:26 (and kinda all over the video) - god damn level 3 and 100 meter looks scary as fuck. level 3 SF is very interesting and seems to lead to half life at a bare bare minimum all the damn time.

3:23 - this looks really cool too. love the slower meter drain.

overall impressions - charge keep looks like the key all the swag, even more so now. level 3 SF is sweet, i want to toy around with that a lot. i get level 3 and 50+ meter very often actually. higher level RI's removing otg seems useful too. just a lot of new things that might not be straight damage buffs, but allows more creativity without losing a lot of damage... which was something i struggled with in regular ac. now i just need to get this shit in my house lol...

Edited by iora

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Guys, I will make sure to open a general discussion thread when US version gets +R. In the meantime, this thread is supposed to be for character changes, not general impressions or combo videos.

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