GGXRD-R2/Change Log: Difference between revisions

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==Sol==
==Sol==
*'''5K:''' startup lengthened
*'''5K:''' startup lengthened
*'''6H:''' on normal ground hit, opponent enters normal hit state
*'''6H:''' on normal ground hit, opponent enters normal hit state. Given new animation
*'''Wild Throw:''' wild throw doesn't start if up directions are mixed into the input when the input is completed (not entirely sure about this)
*'''Wild Throw:''' wild throw doesn't start if up directions are mixed into the input when the input is completed (not entirely sure about this)
*'''Gunflame Feint:''' now affected by dash momentum
*'''Gunflame Feint:''' now affected by dash momentum

Revision as of 03:31, 14 May 2017

Non-Gameplay Changes

  • Overall Production: Camera effects and hit effects have been changed overall.

System Changes

  • Roman Cancels: Input buffer during RC increased. In counterhit state during RC startup
  • Purple Roman Cancels: PRC startup shortened
  • Standing and Air Blitz: Can be cancelled into from normals.
  • Charged Blitz Attack: Cancelled version has forced proration. On its second use in a combo, the wall stick is removed and untechable time is shortened.
  • Danger Time: When Danger Time is triggered, both players gain a set amount of tension.
  • Wall Crumple: Throw invul added to the recovery after Wall Crumples.

Sol

  • 5K: startup lengthened
  • 6H: on normal ground hit, opponent enters normal hit state. Given new animation
  • Wild Throw: wild throw doesn't start if up directions are mixed into the input when the input is completed (not entirely sure about this)
  • Gunflame Feint: now affected by dash momentum
  • Dragon Install Gunflame: now affected by dash momentum
  • Dragon Install Grand Viper: flames will always hit opponent towards sol

Ky

  • 6H: changed into a completely new move
  • 5D: when YRCed, a mid hitting projectile still comes out
  • Stun Edge: hitbox while moving has been standardized

May

  • 6P: when P is held, the upper body invul is also lengthened
  • Overhead Kiss: May can move in the air on hit
  • Applause for the Victim: input buffer for normals while riding the dolphin has been increased.

Millia

  • j.H: changed into a completely new move
  • Roll: input buffer for the followups were increased
  • Digitalis: startup is faster, untech time is longer
  • S Silent Force: behavior on hit changed and untech time increased
  • H Silent Force: new move, input is 214H
  • Bad Moon: properties changed when performed from above a certain height
  • Secret Garden: the ball's hitbox appears later
  • Chroming Rose: roses disappear when Millia is hit

Zato

  • j.D: wall bounces on counter hit only in the corner. Counter hit untech time reduced.
  • Invite Hell: triggers proximity guard in a shorter range
  • Shadow Gallery: launch height on 1st hit is reduced. 2nd hit wall bounces in the corner. Creates puddle
  • Break the Law: creates puddle
  • Shadow Puddle (]H[): creates puddle
  • Great White: can be used when Eddie is not summoned. Launch trajectory of the opponent is changed

Potemkin

  • Crouch: animation changed, hurtbox shortened
  • Crouch Block: animation changed, hurtbox shortened
  • Air Throw: untech time increased
  • Heat Knuckle: hitbox is bigger, launch height increased
  • F.D.B: can hold S for a charged version. The charged versions hitbox and projectile reflect only starts when the button is released
  • Trishula: changed to 214K

Chipp

  • Various Specials: when the button is held, Chipp will automatically wall stick
  • Shinkirou: launches on counter hit.
  • Alpha Plus: tumbles on counter hit
  • Shuriken: damage increased from 1 to 9, now considered a projectile
  • Gamma Blade: Earlier YRC point, projectile also comes out earlier on trade

Faust

  • 5D: can reflect enemy projectiles. However it does not reflect the projectile as is, it creates a projectile unique to Faust instead
  • Nani ga deru kana: new items added

Axl

  • 5P: cancel window increased
  • 5H: cancel window increased
  • j.6K: new move added
  • j.2S: new move added
  • Haitaka no Kamae (Sparrowhawk Stance): when his attacks are blocked, he cannot cancel into another move. Startup, hitboxes and hurtboxes were changed drastically. Attacks become unblockable after a set period of time (like elphelt rifle)

Venom

  • 2H: changed into a completely new move
  • Stinger Aim: when 2 is held after the input, the ball gains back spin. Otherwise, it has top spin
  • Carcass Raid: when 4 is held after the input, the ball gains back spin. Otherwise, it has top spin
  • Red Hail: startup reduced, ball trajectories changed

Slayer

  • 2S: hitbox changes at a different timing, late hitbox buffed
  • Bloodsucking Universe: on hit, all specials counter hit for a set period of time

I-No

  • 663: changed airdash trajectory after 663
  • f.S: when YRCed, projectile attack still comes out
  • 6H: when the later part of the move hits in the air, it vacuums
  • 5D: when YRCed, a mid hitting projectile still comes out
  • j.H: counter hit recovery removed
  • Sterilization Method: removed throw hitbox behind I-no

Bedman

  • Dash: overall duration and counter duration reduced. Speed increased
  • Backdash: hurtbox widened
  • Crouch: hurtbox shortened
  • Crouch block: hurtbox shortened
  • 2K: gatling into 5H removed
  • 2H and 3H: on ground hit, the opponent now enters a normal hit state
  • 6H: changed into a completely new move
  • j.P: hurtbox widened
  • Air Throw: can be comboed off on RC
  • Dejavu: can be used in the air

Ramlethal

  • Maruterri: new move. Input is 236S while holding the S sword
  • Foruterri: new move. Input is 236H while holding the H sword. Can cancel from Maruterri on hit

Sin

  • Backdash: invul period shortened
  • 6P: not jump cancellable anymore. Untech time increased
  • Still Growing: can gain calories again by hitting H
  • Leap: can be cancelled into specials right after jumping

Elphelt

  • Defense: lowered a little
  • 5H: followup hits can be special cancelled. Followup hits attack level reduced
  • j.S: hitbox reduced
  • j.H: hitbox widened
  • Shotgun Shot: Elphelt retreats a little bit more after shooting
  • Sniper Shot: takes longer to become unblockable

Leo

  • 6P: upper body invul removed, added high and mid armor. Removed gatlings into 6P other than from 5P and 2P. Launches back on hit
  • 5H: hurtbox increased

Johnny

  • Mist Finer: when FDed while Bacchus Sigh is on the opponent, Mist Finer does a set amount of damage. Hitback on regular block Bacchus Sigh Mist Finer removed
  • Zweihander: attack level reduced

Jack-O

  • Explode: cooldown reduced. Servants are invulnerable during the countdown
  • Various Servants: lvl 1 and 2 servants disappear after one attack

Jam

  • Parry: can cancel into followup from the beginning. Hitting P without inputting 6 will have it startup at the previous timing
  • Hyappoushinshou: horizontal knockback increased
  • Renhoukyaku: throw invul time lengthened

Raven

  • 6P: jump cancel removed
  • Scharf Kugel: amount of hits depends on Excitement Meter.
    • Excitement 0-2: 2 hits; Excitement 3-5: 3 hits; Excitement over 6: 4 hits
  • Grausam Impuls: startup changed based on excitement meter

Haehyun

  • Shiinken (Reverse): input made easier, time to input the back input has been increased
  • Hayabusa Otoshi (Reverse): launch on hit increased

Dizzy

  • Various Normals: hurtbox reduced
  • j.P and j.K: can gatling into j.D
  • 2S: launches on ground counter hit. Changed launch trajectory on air hit
  • j.236P and K: bounces off the side of the stage
  • 236S and H: appears on stage when used near the corner
  • 421S and H: hitstop changed. Hitbox increased
  • 421S: spear rises faster after the first hit.
  • 421H: 2nd hit attack level increased
  • Air S and H fish: startup reduced
  • D fish: after countering a move, it tracks the opponent vertically as well
  • Burst Imperial Ray: removed bug where Dizzy did not gain Burst meter on hit

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