Guilty Gear XX Accent Core - до PS2 релиза
- RoBoBOBR
- insult of choice
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Так. Инфа про Джо с вики по реквесту Рейвена. Инфа и с первого и со второго теста.
1ый тест:
МФ лвл 2
- верхний. баунс от стены, но вроде как меньше антекабл времени после него и монетколуп не пашет.
- средний. какаято фигня на самом деле написана =) The blowing [tsu] it throws to immediate side. Forcing down & [zuzazazazaza]. With [deiba] blue chase possibility. Но из етого можно понять что видимо фрк есть у него. И как мне думается он будет в слайд оппонента фигачить.
- нижний. флоатит оппонента за спину Джо. После него вродь ничо не воткнуть.
ФРК тумана.
Ето про соплю - It hits in [deibainbureido] and attaches the effect. Какой эффект, что хитс - хз полное.
Джэкхаунд - ФБ.
Return jack - производный приём от 236Д (или он так вводится? чортов транслейтер) наскока я понял - после джэкхаунда некий приём повышающий уровень МФ.
6K на контре впечатывает в стену.
2ой тест (писали видать тока о новом по сравнению с 1ым)
2С-ХС комбится
6К канселится
Монета летит в полтора раза медленнее? Или новая версия? Tracked modification of coin. About present 1.5 times it flies.
Нижний МФ лвл2 комбится ибо антекабл повысили
Новое воздушное движение:
-ФРК есть
-резетит джамп кансел
-Bleeding until it goes out, the Eli Al spots densely is from the picture with with [warota] w…(МОЩЩЩ фиг поймёш про что они)
1ый тест:
МФ лвл 2
- верхний. баунс от стены, но вроде как меньше антекабл времени после него и монетколуп не пашет.
- средний. какаято фигня на самом деле написана =) The blowing [tsu] it throws to immediate side. Forcing down & [zuzazazazaza]. With [deiba] blue chase possibility. Но из етого можно понять что видимо фрк есть у него. И как мне думается он будет в слайд оппонента фигачить.
- нижний. флоатит оппонента за спину Джо. После него вродь ничо не воткнуть.
ФРК тумана.
Ето про соплю - It hits in [deibainbureido] and attaches the effect. Какой эффект, что хитс - хз полное.
Джэкхаунд - ФБ.
Return jack - производный приём от 236Д (или он так вводится? чортов транслейтер) наскока я понял - после джэкхаунда некий приём повышающий уровень МФ.
6K на контре впечатывает в стену.
2ой тест (писали видать тока о новом по сравнению с 1ым)
2С-ХС комбится
6К канселится
Монета летит в полтора раза медленнее? Или новая версия? Tracked modification of coin. About present 1.5 times it flies.
Нижний МФ лвл2 комбится ибо антекабл повысили
Новое воздушное движение:
-ФРК есть
-резетит джамп кансел
-Bleeding until it goes out, the Eli Al spots densely is from the picture with with [warota] w…(МОЩЩЩ фиг поймёш про что они)
-=BoOZe cRew=-
он мечтал, чтобы у всего человечества было одно ухо, в которое он мог бы нахамить
он мечтал, чтобы у всего человечества было одно ухо, в которое он мог бы нахамить
-
- Запускаю супер
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туман - это наверное baccus sigh, соответственно апгрейд в том, что теперь его эффект не дает блокировать и соплю=divine blade=[deibainbureido]ФРК тумана.
Ето про соплю - It hits in [deibainbureido] and attaches the effect. Какой эффект, что хитс - хз полное.
только непонятно, прричем тут ФРЦ :=)
Death doesn’t discriminate
Between the sinners and the saints
It takes and it takes and it takes
And history obliterates
In every picture it paints
It paints me and all my mistakes
===========================
Fighting.ru | GuiltyGear.ru
Between the sinners and the saints
It takes and it takes and it takes
And history obliterates
In every picture it paints
It paints me and all my mistakes
===========================
Fighting.ru | GuiltyGear.ru
- TCD | Raven
- 2nd Sucks
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- RoBoBOBR
- insult of choice
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произошёл третий локе тест. немножко инфы на фиглише.
Sol Badguy:
2K-6P gatling still doesn't work.
j.HS had its untechable time reduced, even if it CHs the opponent can tech.
Something changed about ground throw, possibly which characters can tech from it.
Air throw is completely untechable now.
S VV -> Tatakiotoshi connects again. Damage was probably reduced. Also, the untechable time from the Tatakiotoshi was increased, it can be used in Dust combos again.
Something changed about Riot Stamp's untechable time on an air CH, it was either increased or removed.
Timing on air BR FRC was changed. Air BR has longer untechable time now.
Midscreen you can connect 2HS after a Grand Viper clean hit on normal characters. Can probably connect j.S on lightweights. Will clean hit on characters who get hit by 2D -> GV even if the upper doesn't come out?
Sidewinder clean hit point was changed again. It works from lower than before. Combos are the same from second loketest. Clean hit floats lower than before.
GF floats lower on hit now, hard to combo afterwards.
GF feint has a hit at his leg, longer recovery. In CH state during recovery?
Order-Sol:
2S and 2HS have had their reach extended.
j.S had its hitbox changed somehow, doesn't hit below him as well? Said it whiffed a lot after level 1 Gun Blaze.
j.HS causes sliding down on CH, longer than level 1 Rock It.
j.D doesn't float as much on hit, combos are probably character-specific now.
Level 1 and level 3 BHB have big flames, more hits, unchanged reach. Level 2 works as it did before.
Storm Viper Tension gain lowered?
Level 1 Gun Blaze untechable time reduced. Flame no longer comes out if he is hit out of it. Floats lower on hit.
Level 1 Rock It has slower startup. Cannot connect after 2D unless you are point-blank. Sliding down on CH, very short.
Charge was slowed down, but you can still reach level 3 in a real fight.
Fafnir (Force Break) hits low now. You can connect another Fafnir after it midscreen. Can also connect after level 2 Rock It? If guard gauge is up, combo after CH Fafnir does about 60% to Ky.
Dragon Install has same command as last loketest, still connects after 5S(c). Conditions to kill are pretty strict.
May?:
Normals
3K:
Low profile occurs later. FRC like in GGI (that had an FRC in GGI?)
j.2H:
Back to #R version. :(
j.H:
Less hit stun?
j.D:
Greater pushback.
Fakeout 5D:
Possible to chain into vert dolphin
Specials
Dolphin FRC
Occurs late. Combos different
S vert Dolphin
Less untechable time. Vacuums in now. Possible combo: OHK xx (c.S>5H>SVD)X2 xx 5P>HVD (0_o A tensionless dolphin loop)
Horizontal dolphin
Untechable time is like in #R.
FB
none
Overdrive
Ultimate Whiner (63214H):
Techable
Edit:
Combos
2D>HDolph (FB) xx run c.S>5H>SVDolph (ellipsis added, probably emphasizing that new dolphin loop?) Must be real close.
2D>JH xx run 2P>5H>VDolph
2D>RR FRC xx j.H land HVDolph land 2P>VDolph
Mix-up
5K> (2H/jc TK h.RR/JackHound)
From far away, HDolph FB xx (land>run>2D/AD j.K)
(insert gatling)>HDolph FB land OHK
Then there's a bunch of comments. The Horizontal Dolphin Missile (as they like to call it) is supposedly insanely useful. Also some good timing is needed for that new SVDolph loop of hers. They say some other stuff but that's the most useful info found.
Бакен
Normals:
j.D: Lesser recovery frames
6HS: Startup same as before
2D: Opponent floats lower on hit
Specials:
Air Tatami: - Startup same as before
- Kire tatami comes out (Dunnoe wtf kire means)
- Wall bounce will occur after wire bounce (WTF IS WIRE BOUNCE ZOMG)
- Only at the corner, you can do a youzansen > air tatami
S Counter: - Opponent no longer floats on hit
- Both normal and counter hit leads to stagger
P Counter: - Occurs 1 frame faster
Tetsuzansen: Untechable time reduced
Youzansen: Increased recovery frames
Suzuran: Guard-cancel possible during duration of suzuran
Ouran (The new counter move):
- Crossup move (I think). Advantageous for 5 minutes after block (Once again, I don't know what this means)
- Floats low. Not techable.
- Startsup quite fast so it is hard to deal with (for opponents).
- 6HS possible after a counter Ouran. On normal hit, far slash is also possible
- But there are no invincible frames therefore you should watch how you use it
- The moving distance is fixed. セカンドロケテみたいに相手サーチはしない模様 (I don't understand this
)
FB Attacks:
Baku:
- Uses 25% tension. Followup requires an additional 25%
- Effect and attack is same as XX/. (Becomes flashier, more showy)
- Startups faster. Hit-confirmation is possible before following-up
Добавлено через 34 минут(ы)
General changes:
Completely new opening movie.
Mayship stage: There is now a girl in the background holding a sign which has different messages on it depending on the state of the fight.
There may be a new BGM for Order-Sol versus Ky.
By pressing Start at the character select screen, you can access EX colors. Each character should have ten colors total now (5 normal and 5 EX).
New/reworked character intros:
HOS - Slayer
HOS - I-no
HOS - Ky
Zappa - Faust
Zappa - A.B.A.
Venom - Millia
Sol Badguy:
2K-6P gatling still doesn't work.
j.HS had its untechable time reduced, even if it CHs the opponent can tech.
Something changed about ground throw, possibly which characters can tech from it.
Air throw is completely untechable now.
S VV -> Tatakiotoshi connects again. Damage was probably reduced. Also, the untechable time from the Tatakiotoshi was increased, it can be used in Dust combos again.
Something changed about Riot Stamp's untechable time on an air CH, it was either increased or removed.
Timing on air BR FRC was changed. Air BR has longer untechable time now.
Midscreen you can connect 2HS after a Grand Viper clean hit on normal characters. Can probably connect j.S on lightweights. Will clean hit on characters who get hit by 2D -> GV even if the upper doesn't come out?
Sidewinder clean hit point was changed again. It works from lower than before. Combos are the same from second loketest. Clean hit floats lower than before.
GF floats lower on hit now, hard to combo afterwards.
GF feint has a hit at his leg, longer recovery. In CH state during recovery?
Order-Sol:
2S and 2HS have had their reach extended.
j.S had its hitbox changed somehow, doesn't hit below him as well? Said it whiffed a lot after level 1 Gun Blaze.
j.HS causes sliding down on CH, longer than level 1 Rock It.
j.D doesn't float as much on hit, combos are probably character-specific now.
Level 1 and level 3 BHB have big flames, more hits, unchanged reach. Level 2 works as it did before.
Storm Viper Tension gain lowered?
Level 1 Gun Blaze untechable time reduced. Flame no longer comes out if he is hit out of it. Floats lower on hit.
Level 1 Rock It has slower startup. Cannot connect after 2D unless you are point-blank. Sliding down on CH, very short.
Charge was slowed down, but you can still reach level 3 in a real fight.
Fafnir (Force Break) hits low now. You can connect another Fafnir after it midscreen. Can also connect after level 2 Rock It? If guard gauge is up, combo after CH Fafnir does about 60% to Ky.
Dragon Install has same command as last loketest, still connects after 5S(c). Conditions to kill are pretty strict.
May?:
Normals
3K:
Low profile occurs later. FRC like in GGI (that had an FRC in GGI?)
j.2H:
Back to #R version. :(
j.H:
Less hit stun?
j.D:
Greater pushback.
Fakeout 5D:
Possible to chain into vert dolphin
Specials
Dolphin FRC
Occurs late. Combos different
S vert Dolphin
Less untechable time. Vacuums in now. Possible combo: OHK xx (c.S>5H>SVD)X2 xx 5P>HVD (0_o A tensionless dolphin loop)
Horizontal dolphin
Untechable time is like in #R.
FB
none
Overdrive
Ultimate Whiner (63214H):
Techable
Edit:
Combos
2D>HDolph (FB) xx run c.S>5H>SVDolph (ellipsis added, probably emphasizing that new dolphin loop?) Must be real close.
2D>JH xx run 2P>5H>VDolph
2D>RR FRC xx j.H land HVDolph land 2P>VDolph
Mix-up
5K> (2H/jc TK h.RR/JackHound)
From far away, HDolph FB xx (land>run>2D/AD j.K)
(insert gatling)>HDolph FB land OHK
Then there's a bunch of comments. The Horizontal Dolphin Missile (as they like to call it) is supposedly insanely useful. Also some good timing is needed for that new SVDolph loop of hers. They say some other stuff but that's the most useful info found.
Бакен
Normals:
j.D: Lesser recovery frames
6HS: Startup same as before
2D: Opponent floats lower on hit
Specials:
Air Tatami: - Startup same as before
- Kire tatami comes out (Dunnoe wtf kire means)
- Wall bounce will occur after wire bounce (WTF IS WIRE BOUNCE ZOMG)
- Only at the corner, you can do a youzansen > air tatami
S Counter: - Opponent no longer floats on hit
- Both normal and counter hit leads to stagger
P Counter: - Occurs 1 frame faster
Tetsuzansen: Untechable time reduced
Youzansen: Increased recovery frames
Suzuran: Guard-cancel possible during duration of suzuran
Ouran (The new counter move):
- Crossup move (I think). Advantageous for 5 minutes after block (Once again, I don't know what this means)
- Floats low. Not techable.
- Startsup quite fast so it is hard to deal with (for opponents).
- 6HS possible after a counter Ouran. On normal hit, far slash is also possible
- But there are no invincible frames therefore you should watch how you use it
- The moving distance is fixed. セカンドロケテみたいに相手サーチはしない模様 (I don't understand this

FB Attacks:
Baku:
- Uses 25% tension. Followup requires an additional 25%
- Effect and attack is same as XX/. (Becomes flashier, more showy)
- Startups faster. Hit-confirmation is possible before following-up
Добавлено через 34 минут(ы)
General changes:
Completely new opening movie.
Mayship stage: There is now a girl in the background holding a sign which has different messages on it depending on the state of the fight.
There may be a new BGM for Order-Sol versus Ky.
By pressing Start at the character select screen, you can access EX colors. Each character should have ten colors total now (5 normal and 5 EX).
New/reworked character intros:
HOS - Slayer
HOS - I-no
HOS - Ky
Zappa - Faust
Zappa - A.B.A.
Venom - Millia
-=BoOZe cRew=-
он мечтал, чтобы у всего человечества было одно ухо, в которое он мог бы нахамить
он мечтал, чтобы у всего человечества было одно ухо, в которое он мог бы нахамить
- OverKilL.
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хоть чтото - "S VV -> Tatakiotoshi connects again. Damage was probably reduced. Also, the untechable time from the Tatakiotoshi was increased, it can be used in Dust combos again.
"
"
"классическая-квази-монохроматическая-гармоническая подпись"
Пещера задрота - мой сайтец-бложец OverKilL.
Мои Cтримы: GoodGame.ru/OverKilL013, Twitch.tv/OverKilL013, gaming.youtube.OverKilL013, sc2tv.ru/OverKilL013
Мои Каналы: youtube.com/OverKilL013, youtube.com/GGXrd
Tender Damage
p.s. - "дам потрогать свой ДП"
Пещера задрота - мой сайтец-бложец OverKilL.
Мои Cтримы: GoodGame.ru/OverKilL013, Twitch.tv/OverKilL013, gaming.youtube.OverKilL013, sc2tv.ru/OverKilL013
Мои Каналы: youtube.com/OverKilL013, youtube.com/GGXrd
Tender Damage
p.s. - "дам потрогать свой ДП"
- A.T
- Need MOAAAR!
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http://www.youtube.com/watch?v=ERn4hrCuTEs
Faust vs. Testament [1]
http://www.youtube.com/watch?v=xs6znL2JhBQ
Zappa vs. Testament
http://www.youtube.com/watch?v=j2SlSmCUR2Y
Slayer vs. Testament [1]
http://www.youtube.com/watch?v=wZFN3YsJd1E
Slayer vs. Testament [2]
http://www.youtube.com/watch?v=Wk6k-4kWazc
Faust vs. Testament [2]
Все низко кланяемся и говорим спасибо Zakuta Asura с дастлупа=)
Faust vs. Testament [1]
http://www.youtube.com/watch?v=xs6znL2JhBQ
Zappa vs. Testament
http://www.youtube.com/watch?v=j2SlSmCUR2Y
Slayer vs. Testament [1]
http://www.youtube.com/watch?v=wZFN3YsJd1E
Slayer vs. Testament [2]
http://www.youtube.com/watch?v=Wk6k-4kWazc
Faust vs. Testament [2]
Все низко кланяемся и говорим спасибо Zakuta Asura с дастлупа=)
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Хм, мудрят они чего-то...
Ранее халявная для Те даст-комба времен еще аж Релоада теперь стоит 25% теншна из-за ФБ ГД... ну-ну...
А вот возможность рекавериться после биста -эт зря-я... очень зря-я... вариантов продолжения в комбу меньше... хотя все же надо подождать пока японцы сами освоятся, тогда посмотрим =)
В целом мне так кажется, быть Тесту как минимум в мидтирах...
Ранее халявная для Те даст-комба времен еще аж Релоада теперь стоит 25% теншна из-за ФБ ГД... ну-ну...
А вот возможность рекавериться после биста -эт зря-я... очень зря-я... вариантов продолжения в комбу меньше... хотя все же надо подождать пока японцы сами освоятся, тогда посмотрим =)
В целом мне так кажется, быть Тесту как минимум в мидтирах...



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- A.T
- Need MOAAAR!
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Ky--AC Changes
Normals:
6P--On CH combos with 6HS which is free combo. It blows off farther on CH. Decision substantial weakening.
J.P--Attack decision to lower direction decreased
6K--Level decrease due to loss of S-6K loop. 2K can connect from 6K but is very limited and depends on what your oppenent does.
5S(Close)--Level decrease due to lack of connection from throw FRC.
6HS--Very good advantage. JC-able when you hit someone with 6HS in the air (good followup??) Blows off very far from the air. It can connect with 6K, 2S, close and far S, HS, 2HS, 2D, and itself. Niiiiiiice!
2HS--One hit....not much here I can understand.
Force Break:
Stage 1: Raitoningusuhuia(214+D after CSE)--One frame activation!!
Stage 2: Charge Drive(46+D after Raitoningusuhuia)--Looks like Rising Force....no shit.
Stun Raising(214+D in air)--This has got to be his new one. Strengthens J.D and JD+JD surrounding occurs. I'm imaging Aoko's Star Ball in Melty Blood. 2 hits and dissappears on guard 2 times. There is no landing and no recovery??
Specials:
Ground Stun Edges--FRC's added to both. Slash version has a level decrease due to having bad recovery(-1 I think). Timing is when Ky says "Edge".
Air Stun Edges--FRC's are gone. Faster bullet speed. Help me translate this and CSE plz.
Vapor Thrust(both)--HSVT passiveness blowing off vector and new skill chase possibility. As for effect of SVT counter change.
Raijingujiyaberin(HS after any VT)--When hit, wall bounces. FRC-able. Passive impossible time can come off down long, if passive possibility and distance are agreeable, but depending upon the number and height of hits it can pick up with no gauge.
Stun Dipper--Activation is slow, length is short, Ky slides slower....this is very bad. Can be RC'ed for combo but is tricky. Good luck with this one.
Greed Sever--Passive impossible time became short in floor bouncing. Way of leaping the time of counter hit became large.
Overdrives:
RTL--Ground recovery gone which means it can be comboed after.
Diary Insert--New VT loop!!!!
(c) Silent Shinobi
Добавлено через 01 минут(ы)
Anji:
Gattlings
= 3K:
-2K >3K
- 2HS >3K
- 3K cannot cancel into anything
= 3S:
- P>3S
- 2P>3S
- 5S>3S
- HS>3S
- 3S>3S
- 3S>3P
Normal Moves
= 5S:
- Confirmed to be weaker
= HS:
- Has throw effect on air hit. Same effect when CH. (Don't know what the throw effect here means. Maybe knockdown?)
- Has squat effect on ground hit. HS Fuujin can be used to follow-up
= 2HS:
- Effect (graphical) and sound effect are flashy during block (I think it's referring to blocking with the guard points)
- There is lower body invincinbility but it wears off quite quickly
= 3P:
- Bounce effect on CH
= 3K:
- Starts up faster than zekusu (no idea what's zekusu)
- Wallbounce on normal hit. Wallstick on CH
- Lower body invincibility starts from the first frame but it only lasts for a moment. Ribasa exclusive use. (Ribasa? =/)
- Can link to special moves
= 3S:
- Starts up slow. Has short reach. A big triple handicap.
- shiite ii tokoro wo agereba jizoku ga nagai tokoro to ura ni mo hantei ga aru koto kurai
- 強いていい所を挙げれば持続が長い所と裏にも判定があることくらい (I don't fking understand this I'm sorry lol)
- Lower body guard point is early but it does not starts from the first frame. There seems to be upper body GP too.
- Can cancel into specials
- Recovery is too long. Reach is too short. It would not be wrong to say that the move is so short that it is like glued to the character.
- Could it be that the first appearance of this move is cancelled into a normal move? (.. ????)
= 6K:
- Staggers on CH. But opponent can recover fast from it. Even a dashing P will not be able to make it in time.
- Even if it CH in air, opponent can tech from it.
= 6S
- The discovery of 5S>6S is more unstable than source decision deletion. (LALALALALA)
- The main force of a standing turn attack is better than the strengthened tip decision (LOL please don't blame me)
Normals:
6P--On CH combos with 6HS which is free combo. It blows off farther on CH. Decision substantial weakening.
J.P--Attack decision to lower direction decreased
6K--Level decrease due to loss of S-6K loop. 2K can connect from 6K but is very limited and depends on what your oppenent does.
5S(Close)--Level decrease due to lack of connection from throw FRC.
6HS--Very good advantage. JC-able when you hit someone with 6HS in the air (good followup??) Blows off very far from the air. It can connect with 6K, 2S, close and far S, HS, 2HS, 2D, and itself. Niiiiiiice!
2HS--One hit....not much here I can understand.
Force Break:
Stage 1: Raitoningusuhuia(214+D after CSE)--One frame activation!!
Stage 2: Charge Drive(46+D after Raitoningusuhuia)--Looks like Rising Force....no shit.
Stun Raising(214+D in air)--This has got to be his new one. Strengthens J.D and JD+JD surrounding occurs. I'm imaging Aoko's Star Ball in Melty Blood. 2 hits and dissappears on guard 2 times. There is no landing and no recovery??
Specials:
Ground Stun Edges--FRC's added to both. Slash version has a level decrease due to having bad recovery(-1 I think). Timing is when Ky says "Edge".
Air Stun Edges--FRC's are gone. Faster bullet speed. Help me translate this and CSE plz.
Vapor Thrust(both)--HSVT passiveness blowing off vector and new skill chase possibility. As for effect of SVT counter change.
Raijingujiyaberin(HS after any VT)--When hit, wall bounces. FRC-able. Passive impossible time can come off down long, if passive possibility and distance are agreeable, but depending upon the number and height of hits it can pick up with no gauge.
Stun Dipper--Activation is slow, length is short, Ky slides slower....this is very bad. Can be RC'ed for combo but is tricky. Good luck with this one.
Greed Sever--Passive impossible time became short in floor bouncing. Way of leaping the time of counter hit became large.
Overdrives:
RTL--Ground recovery gone which means it can be comboed after.
Diary Insert--New VT loop!!!!
(c) Silent Shinobi
Добавлено через 01 минут(ы)
Anji:
Gattlings
= 3K:
-2K >3K
- 2HS >3K
- 3K cannot cancel into anything
= 3S:
- P>3S
- 2P>3S
- 5S>3S
- HS>3S
- 3S>3S
- 3S>3P
Normal Moves
= 5S:
- Confirmed to be weaker
= HS:
- Has throw effect on air hit. Same effect when CH. (Don't know what the throw effect here means. Maybe knockdown?)
- Has squat effect on ground hit. HS Fuujin can be used to follow-up
= 2HS:
- Effect (graphical) and sound effect are flashy during block (I think it's referring to blocking with the guard points)
- There is lower body invincinbility but it wears off quite quickly
= 3P:
- Bounce effect on CH
= 3K:
- Starts up faster than zekusu (no idea what's zekusu)
- Wallbounce on normal hit. Wallstick on CH
- Lower body invincibility starts from the first frame but it only lasts for a moment. Ribasa exclusive use. (Ribasa? =/)
- Can link to special moves
= 3S:
- Starts up slow. Has short reach. A big triple handicap.
- shiite ii tokoro wo agereba jizoku ga nagai tokoro to ura ni mo hantei ga aru koto kurai
- 強いていい所を挙げれば持続が長い所と裏にも判定があることくらい (I don't fking understand this I'm sorry lol)
- Lower body guard point is early but it does not starts from the first frame. There seems to be upper body GP too.
- Can cancel into specials
- Recovery is too long. Reach is too short. It would not be wrong to say that the move is so short that it is like glued to the character.
- Could it be that the first appearance of this move is cancelled into a normal move? (.. ????)
= 6K:
- Staggers on CH. But opponent can recover fast from it. Even a dashing P will not be able to make it in time.
- Even if it CH in air, opponent can tech from it.
= 6S
- The discovery of 5S>6S is more unstable than source decision deletion. (LALALALALA)
- The main force of a standing turn attack is better than the strengthened tip decision (LOL please don't blame me)