< GGXRD-R2 | Patch Notes
System Changes
- Air blitz: Fixed a bug where doing blitz before landing would not take meter
Sol
- Forward dash: Acceleration increased, including the Dragon Install version.
- 6H: Force crouch on hit. Knock back reduced.
- Pushbox expanded forward.
- Volcanic Viper (DI version): screen shake increased on first hit.
- Ground S Volcanic Viper: First part of 2nd hit's hitbox size increased overall.
- Untech time increased on 2nd hit.
- Ground S Volcanic Viper (DI version): First part of 2nd hit's hitbox size increased overall.
- Air Bandit Revolver: added horizontal knock back.
- 2nd hit starts up earlier, more active frames, recovery is unchanged.
- Does not do 2 hits on the later part if the move any longer.
- Wild throw: RC buffer on hit increased, including DI version.
- Grand viper: the time before Sol moves forward was reduced.
- Startup and active frames unchanged.
- Added acceleration to the rushing part of the move.
- Added forward acceleration on the falling part of the move in DI.
- Fafnir (DI version): screen shake increased.
- PBB: screen shake increased. Added RC buffer on hit.
Ky
- 6H: 2nd hit changed to regular hitstun. Pushback on block increased on 2nd hit
- j.D: Moved the grinder set location lower, this affects the hitbox.
- Lower hitbox smaller
- Ground Stun Edge (Fortified version): hitstop increased
- Greed sever: Pushback on block decreased. Hitbox size decreased overall.
- Lower hurtbox increased. Ground bounce height lowered.
- Changed the timing where ky starts falling downwards and the fall speed.
- Air duration and recovery is unchanged
- Air vapor thrust: H version given horizontal knock back
- Grinder: vetical hitbox when it strengthens a stunedge increased.
May
- 2S: gatlings into 3K
- 3K: moves forward faster.
- Deceleration starts earlier, overall slower movement
- j.D: counter hit untech time increased.
- Horizontal knock back on counter hit decreased
- S vertical dolphin: hurtbox during the upwards movement decreased.
- Bounce back when the downward moving parts hits decreased.
- Downward part changed to regular hitstun
- H vertical dolphin: Bounce back when the downward moving parts hits decreased
- Ensenga?: First hit on the rising portion is an overhead.
- Startup on the first hit decreased.
- Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.
- First hit lower hitbox increased.
Millia
- 6P:* gatling into 6H added.
- Badmoon (above minimum height): hit count increases with height
- Forward speed increased
- Damage reduced
- Hitstop reduced
- Untech time reduced
- Ground bounces on hit and knocks away
- Regular hitstun on ground hit
- Silent force: can pick up pin with roll and 2nd roll follow up
- Emerald rain: forced proration added
- Wall bounce decreased
- Height, speed and knock back of projectiles changed
- Chroming Rose: Badmoon (above minimum height), hitbox moved forward, startup increased in chroming rose
- Turbofalls speed and startup are faster in chroming rose
Zato
- 2K: gatling into 5D added
- f.S: gatling into 6H added
- 6H: horizontal knock back on hit increased
- Horizontal knock back on counter hit increased slightly
- j.S: jump cancelable
- Eddie unsummon: doesn't take Eddie meter if you release P, K or S while unsummoning
- Dead Man's Hand: forward movement faster at the start, slower during active frames
- Lower hurtbox on start and active decreased
- Damned Fang: RC buffer on hit increased
- Drunken Shade: horizontal knock back increased, vertical knock back reduced
- Great white: hitbox influenced by time stop
- consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.
- Attacks 3 times, depending on the amount of Eddie gauge left.
Potemkin
- j.D: fixed a bug where pot would not transition into landing.
- Heat knuckle: startup decreased
- Recovery on hit increased
- Forward Megafist: knocks downwards on air hit
- Potemkin Buster: RC buffer on hit increased
- ICPM: can combo after on RC
- Heavenly Potemkin Buster: RC buffer on hit increased
- Startup decreased
Chipp
- Pre standing animation: hurtbox in the back decreased
- Jump startup: hurtbox in the back decreased
- j.S: lower hitbox increased
- j.H: first hits vertical knock back decreased
- Air alpha blade: turns to face the opponent if the early part hits
- Ground beta blade: throw invul added
- Genrouzan/wall cling genrouzan: RC buffer on hit increased
- Wall cling alpha blade: hitstop increased
- Horizontal knock back increased, vertical knock back decreased
- Knocks opponent in the direction chipp is facing
- Horizontal movement decreased
- Zansei rouga: last hit horizontal knock back increased
- Last hit can be RCed
- Ryuu Yanagi: minimum damage reduced