< GGXRD-R2
- Official source (Japanese): http://www.arcsystemworks.jp/ggxrd/GGXrdR2_Changes.pdf
- Translation source
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