Guilty Gear XX Accent Core - до PS2 релиза
- A.T
- Need MOAAAR!
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Самым ленивым посвящается:
Dizzy Stage:
Testaments stage, Dark, Water floor not sure if it's a pool or if it covers the whole stage.
BGM is GGX (the best :p)
Dizzy:
-Fish do not disappear when hit.
-New air normal, command is j.2s. (her EX j.s sprites) -Small hitbox on this move.
-Gamma ray slightly stronger
-Dizzy takes more damage and dies even easier. LOL
-Homing bubble, lasts roughly 3 seconds.
-Scythe move (formerly 236s and 623s) new input using k. This was probably done so you can do setups where you hold the spear and use scythe without negative edging the spear. Scythe also comes out slower and moves slower.
-2k gatling into 5hs on crouching opponent.
-J.Hs slower
-New colors and voice acting.
Special: Gamma ray does more damage now as said earlier. Takes 80-90% on Chipp.
The homing bubble track faster than bridgets tracking yoyo.
here are the Buri(Бриджет) changes speculated.
Force Break:
Roger Rush: 5 hits and stagger lowered? Hit stun maybe?.
Roger Hug: Speed and efficiency improved, can be performed in Air.
New Special:
No new specials.
Voices:
Rolling movement now has a "special move" voice added.
New voice actress.
Color:
No color changes as of yet.
Specials:
There's now going to be a difference between HSS_5 and HSS_6. Distance apparently.
Normals:
5P auto taunt removed, obviously.
6K now has an FRC.
Buri now has a descent throw. You can RC for 5K~6S~B&B. Increased Frame advantage after throw so Buri gets an actual set-up XD
Stats:
Her defense is lowered. Possibly even below Chipp(Slash)
Slash back:
does not use tension
- can be performed on ground or in air
- can be performed in middle of guard motion*
the move makes the character "flash gold for a brief moment", and if successful "can immediately take action" and if failed, the character is "unable to guard for quite some time".
koichi says he thought about writing his estimation on frames, but decided not to since he thinks there will be changes made anyway.
also in his opinion, he claims slash back feels most similar to ex shield in melty blood.
MAY:
Force Break: Jackhound (just like EX May). Flies low with a body press. Must be blocked standing and floor bounces. Low float. Not quite fast enough to combo from HSlash. Will connect from a crouch Dust (doesn't work on Robo-Ky). Move itself doesn't do much damage, so comboing afterwards is necessary. Timing to combo afterwards is tricky, however.
Force Break: Mr.Dolphin Vertical (after [d],u+HSlash, go to neutral and then press u+Dust(25% Tension)). As May falls, she leaps away as the dolphin attacks again (I think). Airdash afterwards is possible? She jumps after u+Dust is pressed. Possibly the arc of May's jump changes depending on when you press u+Dust?
Force Break: Mr.Dolphin Horizontal (after ,f+HSlash, go neutral and then press f+Dust(25% Tension)). When you press f+Dust, May will feint and the dolphin will attack on its own. May lands immediately from this and can move while the dolphin attacks. Can't airdash from it since May lands so quickly.
New move: Dust feint (press and hold Dust button). Same voice clip as her Dust Attack, but she says something different in the middle. Performs a low attack. When it hits, the opponent is launched and you can jump cancel. However, it doesn’t result in the same homing jump as a Dust Attack. After JCing, j.Slash-HSlash-Dust, JC dj.HSlash-Dust is possible.
New colors:
Kick: Blue dress, blond hair, black tights.
Slash: Light pink dress, blond hair, black tights.
HSlash: Light white dress, blond hair, black tights.
Dust: Same as Slash version.
Start: Black dress, red hair and eyes, white tights.
Changed specials:
Mr.Dolphin: FRC may have been removed? Perhaps because of her new Force Break?
Changed normals:
f+Punch: More startup, similar to HSlash. Stun damage may have been changed, not sure?
df+Kick: FRC on recovery, same timing as Isuka.
Dust: Maybe slower?
Eddie:
force break move: drill special (22+d)
- a gigantic drill can be produced with the same timing as invite hell. it is a attack by the main body *(aka "little eddie" to us) so it is a very safe way of summoning him. starting frames and recovery frames are similar to normal invite hell, and it gives frame advantage on block. it's huge and powerful, so looks quite useful.
new move: shadow hole
- can be used via releasing h during little eddie is out. it is a low hit. looks like a very useful move to break down the opponent's guard. it is damn good. but it does seem to add a lot of prorate.
- he still cannot guard while flying. but it is no longer counter hit.
- drill special became a fb move, so he can no longer perform the old unblockable set up.
- voice sounds similar to ginganam from "gundam turn a" (kind of high-tensioned).
- attack animation and property for shadow has been changed.
- it seems like much re-learning will have to be done.
special move revisions
mawaru
- property changed. the saw now moves forward, then come back but the active duration is much shorter than before. seemingly more difficult to use in pressure strings. guard bar does not fill up.
nobiru
- wall bounce on hit! but it slams the opponent on the wall hard so it actually seems very difficult to follow up with a combo. midscreen combo seem impossible.
- "nobiru > air combo > nobiru > air combo" did about 50% damage on sol.
shadow p release
- now bites instead of poking. start up seems slow, but the reach is long. a completely move compared to the previous version.
shadow d release
- not a carp, but something that looks like a orb bounces. its is not confirmed if opponent will be launched on hit.
shadow gallery
- opponents slide on hit.
flight
- other than the fact that he doesn't get counter hit anymore, it seems to be unchanged from slash.
break the law
- the recovery seems to have been shortened. looks abotu the same as it was in #r.
gallery fake
- removed?
normal move revisions
- jk strengthened. however, it can still be shot down with most anti air. according to ogawa, "it is definitely somewhere between slash and #r, but closer to #r."
- 5k and 2p seems to be the same as #r.
- eddie's *(not "little eddie") normals seem to have shorter recovery in general
Dizzy Stage:
Testaments stage, Dark, Water floor not sure if it's a pool or if it covers the whole stage.
BGM is GGX (the best :p)
Dizzy:
-Fish do not disappear when hit.
-New air normal, command is j.2s. (her EX j.s sprites) -Small hitbox on this move.
-Gamma ray slightly stronger
-Dizzy takes more damage and dies even easier. LOL
-Homing bubble, lasts roughly 3 seconds.
-Scythe move (formerly 236s and 623s) new input using k. This was probably done so you can do setups where you hold the spear and use scythe without negative edging the spear. Scythe also comes out slower and moves slower.
-2k gatling into 5hs on crouching opponent.
-J.Hs slower
-New colors and voice acting.
Special: Gamma ray does more damage now as said earlier. Takes 80-90% on Chipp.
The homing bubble track faster than bridgets tracking yoyo.
here are the Buri(Бриджет) changes speculated.
Force Break:
Roger Rush: 5 hits and stagger lowered? Hit stun maybe?.
Roger Hug: Speed and efficiency improved, can be performed in Air.
New Special:
No new specials.
Voices:
Rolling movement now has a "special move" voice added.
New voice actress.
Color:
No color changes as of yet.
Specials:
There's now going to be a difference between HSS_5 and HSS_6. Distance apparently.
Normals:
5P auto taunt removed, obviously.
6K now has an FRC.
Buri now has a descent throw. You can RC for 5K~6S~B&B. Increased Frame advantage after throw so Buri gets an actual set-up XD
Stats:
Her defense is lowered. Possibly even below Chipp(Slash)
Slash back:
does not use tension
- can be performed on ground or in air
- can be performed in middle of guard motion*
the move makes the character "flash gold for a brief moment", and if successful "can immediately take action" and if failed, the character is "unable to guard for quite some time".
koichi says he thought about writing his estimation on frames, but decided not to since he thinks there will be changes made anyway.
also in his opinion, he claims slash back feels most similar to ex shield in melty blood.
MAY:
Force Break: Jackhound (just like EX May). Flies low with a body press. Must be blocked standing and floor bounces. Low float. Not quite fast enough to combo from HSlash. Will connect from a crouch Dust (doesn't work on Robo-Ky). Move itself doesn't do much damage, so comboing afterwards is necessary. Timing to combo afterwards is tricky, however.
Force Break: Mr.Dolphin Vertical (after [d],u+HSlash, go to neutral and then press u+Dust(25% Tension)). As May falls, she leaps away as the dolphin attacks again (I think). Airdash afterwards is possible? She jumps after u+Dust is pressed. Possibly the arc of May's jump changes depending on when you press u+Dust?
Force Break: Mr.Dolphin Horizontal (after ,f+HSlash, go neutral and then press f+Dust(25% Tension)). When you press f+Dust, May will feint and the dolphin will attack on its own. May lands immediately from this and can move while the dolphin attacks. Can't airdash from it since May lands so quickly.
New move: Dust feint (press and hold Dust button). Same voice clip as her Dust Attack, but she says something different in the middle. Performs a low attack. When it hits, the opponent is launched and you can jump cancel. However, it doesn’t result in the same homing jump as a Dust Attack. After JCing, j.Slash-HSlash-Dust, JC dj.HSlash-Dust is possible.
New colors:
Kick: Blue dress, blond hair, black tights.
Slash: Light pink dress, blond hair, black tights.
HSlash: Light white dress, blond hair, black tights.
Dust: Same as Slash version.
Start: Black dress, red hair and eyes, white tights.
Changed specials:
Mr.Dolphin: FRC may have been removed? Perhaps because of her new Force Break?
Changed normals:
f+Punch: More startup, similar to HSlash. Stun damage may have been changed, not sure?
df+Kick: FRC on recovery, same timing as Isuka.
Dust: Maybe slower?
Eddie:
force break move: drill special (22+d)
- a gigantic drill can be produced with the same timing as invite hell. it is a attack by the main body *(aka "little eddie" to us) so it is a very safe way of summoning him. starting frames and recovery frames are similar to normal invite hell, and it gives frame advantage on block. it's huge and powerful, so looks quite useful.
new move: shadow hole
- can be used via releasing h during little eddie is out. it is a low hit. looks like a very useful move to break down the opponent's guard. it is damn good. but it does seem to add a lot of prorate.
- he still cannot guard while flying. but it is no longer counter hit.
- drill special became a fb move, so he can no longer perform the old unblockable set up.
- voice sounds similar to ginganam from "gundam turn a" (kind of high-tensioned).
- attack animation and property for shadow has been changed.
- it seems like much re-learning will have to be done.
special move revisions
mawaru
- property changed. the saw now moves forward, then come back but the active duration is much shorter than before. seemingly more difficult to use in pressure strings. guard bar does not fill up.
nobiru
- wall bounce on hit! but it slams the opponent on the wall hard so it actually seems very difficult to follow up with a combo. midscreen combo seem impossible.
- "nobiru > air combo > nobiru > air combo" did about 50% damage on sol.
shadow p release
- now bites instead of poking. start up seems slow, but the reach is long. a completely move compared to the previous version.
shadow d release
- not a carp, but something that looks like a orb bounces. its is not confirmed if opponent will be launched on hit.
shadow gallery
- opponents slide on hit.
flight
- other than the fact that he doesn't get counter hit anymore, it seems to be unchanged from slash.
break the law
- the recovery seems to have been shortened. looks abotu the same as it was in #r.
gallery fake
- removed?
normal move revisions
- jk strengthened. however, it can still be shot down with most anti air. according to ogawa, "it is definitely somewhere between slash and #r, but closer to #r."
- 5k and 2p seems to be the same as #r.
- eddie's *(not "little eddie") normals seem to have shorter recovery in general
- A.T
- Need MOAAAR!
- Сообщения: 2698
- Зарегистрирован: 09 дек 2005, 12:00
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- Благодарил (а): 39 раз
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- Контактная информация:
Anji:
4 FB:
1. Butterfly that is faster, overhead and has two hits
2. Butterfly projectile, "not finished" ??
3. Faster and stronger version of Rin, still can't chain though
4. Nine-hit fan interrupt that ends with Nishiki (ball), "at least one hit will connect" (?)
Fan interrupt techable
Rin is overhead, but longer recovery and less invincibility. No longer comboable. Knockdown on hit, groundbounce on CH
Nishiki techable if done high in the air. Combo possible from RC
Air movement possible after Nishiki
j.S possible after Nishiki, doesn't chain though. (Mixup possible?)
Sai (Gigantic 12-Hit Fan Overdrive) does more damage
6P decreases guard gauge on hit even more. (About 70%)
6K doesn't lift enemies, gives short stagger instead. Needs FRC to chain
5HS and 6HS loses their guard points.
5HS gets longer hit stun (not sure)
j.D new timing (?? not sure about this)
Dead Angle gets less invincibility
If you setup a butterfly directly after command throw, it will disappear before the opponent has risen
Faust:
Force Break:
Sudden Oissu, maybe like Ex Faust's 214+D?
Fairy Tale Hop (While riding the scalpel falls off without changing and switches to
ridding his spear) - little confused about this one
New Special:
Rerere no Choutsuki (Rerere no Super-Tsuki)
Specials:
Yariten: Ground Flower now floats on normal hit. Kubibiyoyoun is slower.
5p(head spings forth) comes out later. Flower is rumored to appear near
(under? the opponent). The Yariten hit combos into a flower,which makes
them float (not yet confirmed).
Fire Oissu: Possible for the opponent for recover (at highest point)
ReReRe Hikimodoshi (FB-Able?):
ReReRe no Tsuki > ReReRe Hikimodoshi > 5D (Home Run!, uses 25% tension)
Normals:
2HS->K,HS->P,K->2S gone, so gattling has been changed considerably.
6HS and 2HS are now shorter.
2HS->P and 2HS->2P gone
5K is weaker
Heard 6P is weaker too
Bad idea to JC 2K (Or is 2K JC gone?)
I-no:
FB move added: Kyougen Jikkou (aerial 236+P, K, S, HS) less recovery on landing. (not sure about the overall properties of this move yet...it could be how you posted above Nekich...)
-Overall damage increased. (wtf)
-Very sexually suggestive death scream. Its embarrassing =\
Changes:
Special Moves:
-S taibokuwo sasuru te. Enemy floats on counter hit. Enemy floats away on normal hit.
-K Kyougen jikkou. No longer slams down the enemy on the ground, possible to combo after hit. (same properties as #r)
Normal Moves:
-6HS now pops your enemy up on hit. Possible to connect standing K in mid screen. (wtf too good)
-JD. floats the enemy higher on hit. (not sure about this one)
-JHS. Wall bounce added on aerial hit. (again W...T...F...)
Slayer:
- D feint added (hold D)
- jS no longer cancelable.
- 2D can no longer combo from S but still from 2K, 2S and HS, it's also faster as standalone.
- 6H no longer cancelable by D-step or mappa
- a new D-step with S, goes forward (with some invinciblity) and Slayer turns back as he come back (kind of a D-step reversed), you can go through your opponent and crossup with D-step followup.
- You can do It's Late directly after D-step, no need to do Under Pressure before.
- EX pile bunker with D, slams the opponent against the wall, there is a little delay before he falls on the ground.
- new move (EX) with 236D, same animation as his IK but faster , launches VERY HIGH in the air, the opponent can't tech untill he's very close to the ground. You can chain this move into itself as long as you have tension (not very interesting though) or continue with a crosswise combo.
- New move j2K (well it's already known but anyway), seems this move is vital to his new air combos.
- You can no longer chain bites AT ALL now, seems there is more recovery on it.
- Seems harder to combo after 6K (#R like maybe?).
Combos that still works or new :
- KKKK for 4 hits...lol
- S > S > 2K > mappa (2D doesn't reach)
- 236D*4...
Best combo he could get :
HS > 214S~K (mashable?) > 236Dx2 > 214P~K > 236236HS > 214S~K > jK > jP > j2K > j214K.
The air combo at the end is not the best but anyway, 70% life for 100% tension.
-Ky-
-FB Moves:
-Lightning Sphere. (236+D, after inputting charged stunedge command).
It is fast, but can not be combo'ed from c.S.
It looks like Ray Divider of Robo-Ky from GGXX.
-Charge Drive. "46+D" after performing Lightning Sphere. Looks just like Rising Force, but costs extra 25% tension. so 50% tension needed to perform this move.
New Move:
-Lightning Javelin. "623+HS" after HS Vapor Thrust. It looks like sidewinder, wallbounce on hit, very long untechable time. possible to combo after, if spaced right. also, it cannot be delay inputted like volcanic viper - kickdown.
Changes:
Special Moves:
-S Stun Edge. Attack level decreased.
-Charge Stun Edge. Dissapears after traveling full screen.
-S/HS Aerial Stun Edge. Travels faster, but way more recovery frames.
-HS Vapor Thrust. Recovery frame decreased on landing.
-Greed Sabre. Ground bounce added. Untechable time decreased.
-Stun Dipper. Travels less. Activation slower, as well as traveling speed. Harder to connect from a combo.
Normal Moves:
-6K. 6K - S no longer connect. (more recovery frames?)
-2HS. One hit. pops up on counter hit. 2HS - 2D/2S-2HS gatling removed.
-6HS. Motion changed, huge forward hitbox. Ground hit causes stagger. Frame advantage decreased by a bit (dont worry). Invinsibility on feet. Can not be gatling from any normal moves.
-Sol-
-FB Moves:
-Fafnir (connects to tyran rave)
- it is very fast as a zoning poke, and leaves the player with virtually no opening afterwards so it is ridiculously good... although kind of cheap. oh well, it does cost 25% tension. but tyrant rave follow up is pretty useless.
-Changes:
Special Moves:
Bandit Bringer.
-Ground bounce removed. Ground slide added.
Clean hit added.
Volcanic Viper
- possibly increased recovery? it's probably due to me thinking too much. i bet it's unchanged.
Grand Viper
- clean hit property added: after sliding on the ground, sol does a funny looking uppercut similar to first hit of tyrant rave.
new special move: unkown
Sidewinder
- clean hit property changed, and damage increase upon each clean hit.
- it seems like some characters' clean hit target spots have been changed on their hitbox.
Riot Stomp
- clean hit property added. ch verification is supposedly "a bit high!" on the opponent hitbox.
normal move revisions
- there is still no dust loop.
Вот такие пироги=)
4 FB:
1. Butterfly that is faster, overhead and has two hits
2. Butterfly projectile, "not finished" ??
3. Faster and stronger version of Rin, still can't chain though
4. Nine-hit fan interrupt that ends with Nishiki (ball), "at least one hit will connect" (?)
Fan interrupt techable
Rin is overhead, but longer recovery and less invincibility. No longer comboable. Knockdown on hit, groundbounce on CH
Nishiki techable if done high in the air. Combo possible from RC
Air movement possible after Nishiki
j.S possible after Nishiki, doesn't chain though. (Mixup possible?)
Sai (Gigantic 12-Hit Fan Overdrive) does more damage
6P decreases guard gauge on hit even more. (About 70%)
6K doesn't lift enemies, gives short stagger instead. Needs FRC to chain
5HS and 6HS loses their guard points.
5HS gets longer hit stun (not sure)
j.D new timing (?? not sure about this)
Dead Angle gets less invincibility
If you setup a butterfly directly after command throw, it will disappear before the opponent has risen
Faust:
Force Break:
Sudden Oissu, maybe like Ex Faust's 214+D?
Fairy Tale Hop (While riding the scalpel falls off without changing and switches to
ridding his spear) - little confused about this one
New Special:
Rerere no Choutsuki (Rerere no Super-Tsuki)
Specials:
Yariten: Ground Flower now floats on normal hit. Kubibiyoyoun is slower.
5p(head spings forth) comes out later. Flower is rumored to appear near
(under? the opponent). The Yariten hit combos into a flower,which makes
them float (not yet confirmed).
Fire Oissu: Possible for the opponent for recover (at highest point)
ReReRe Hikimodoshi (FB-Able?):
ReReRe no Tsuki > ReReRe Hikimodoshi > 5D (Home Run!, uses 25% tension)
Normals:
2HS->K,HS->P,K->2S gone, so gattling has been changed considerably.
6HS and 2HS are now shorter.
2HS->P and 2HS->2P gone
5K is weaker
Heard 6P is weaker too
Bad idea to JC 2K (Or is 2K JC gone?)
I-no:
FB move added: Kyougen Jikkou (aerial 236+P, K, S, HS) less recovery on landing. (not sure about the overall properties of this move yet...it could be how you posted above Nekich...)
-Overall damage increased. (wtf)
-Very sexually suggestive death scream. Its embarrassing =\
Changes:
Special Moves:
-S taibokuwo sasuru te. Enemy floats on counter hit. Enemy floats away on normal hit.
-K Kyougen jikkou. No longer slams down the enemy on the ground, possible to combo after hit. (same properties as #r)
Normal Moves:
-6HS now pops your enemy up on hit. Possible to connect standing K in mid screen. (wtf too good)
-JD. floats the enemy higher on hit. (not sure about this one)
-JHS. Wall bounce added on aerial hit. (again W...T...F...)
Slayer:
- D feint added (hold D)
- jS no longer cancelable.
- 2D can no longer combo from S but still from 2K, 2S and HS, it's also faster as standalone.
- 6H no longer cancelable by D-step or mappa
- a new D-step with S, goes forward (with some invinciblity) and Slayer turns back as he come back (kind of a D-step reversed), you can go through your opponent and crossup with D-step followup.
- You can do It's Late directly after D-step, no need to do Under Pressure before.
- EX pile bunker with D, slams the opponent against the wall, there is a little delay before he falls on the ground.
- new move (EX) with 236D, same animation as his IK but faster , launches VERY HIGH in the air, the opponent can't tech untill he's very close to the ground. You can chain this move into itself as long as you have tension (not very interesting though) or continue with a crosswise combo.
- New move j2K (well it's already known but anyway), seems this move is vital to his new air combos.
- You can no longer chain bites AT ALL now, seems there is more recovery on it.
- Seems harder to combo after 6K (#R like maybe?).
Combos that still works or new :
- KKKK for 4 hits...lol
- S > S > 2K > mappa (2D doesn't reach)
- 236D*4...
Best combo he could get :
HS > 214S~K (mashable?) > 236Dx2 > 214P~K > 236236HS > 214S~K > jK > jP > j2K > j214K.
The air combo at the end is not the best but anyway, 70% life for 100% tension.
-Ky-
-FB Moves:
-Lightning Sphere. (236+D, after inputting charged stunedge command).
It is fast, but can not be combo'ed from c.S.
It looks like Ray Divider of Robo-Ky from GGXX.
-Charge Drive. "46+D" after performing Lightning Sphere. Looks just like Rising Force, but costs extra 25% tension. so 50% tension needed to perform this move.
New Move:
-Lightning Javelin. "623+HS" after HS Vapor Thrust. It looks like sidewinder, wallbounce on hit, very long untechable time. possible to combo after, if spaced right. also, it cannot be delay inputted like volcanic viper - kickdown.
Changes:
Special Moves:
-S Stun Edge. Attack level decreased.
-Charge Stun Edge. Dissapears after traveling full screen.
-S/HS Aerial Stun Edge. Travels faster, but way more recovery frames.
-HS Vapor Thrust. Recovery frame decreased on landing.
-Greed Sabre. Ground bounce added. Untechable time decreased.
-Stun Dipper. Travels less. Activation slower, as well as traveling speed. Harder to connect from a combo.
Normal Moves:
-6K. 6K - S no longer connect. (more recovery frames?)
-2HS. One hit. pops up on counter hit. 2HS - 2D/2S-2HS gatling removed.
-6HS. Motion changed, huge forward hitbox. Ground hit causes stagger. Frame advantage decreased by a bit (dont worry). Invinsibility on feet. Can not be gatling from any normal moves.
-Sol-
-FB Moves:
-Fafnir (connects to tyran rave)
- it is very fast as a zoning poke, and leaves the player with virtually no opening afterwards so it is ridiculously good... although kind of cheap. oh well, it does cost 25% tension. but tyrant rave follow up is pretty useless.
-Changes:
Special Moves:
Bandit Bringer.
-Ground bounce removed. Ground slide added.
Clean hit added.
Volcanic Viper
- possibly increased recovery? it's probably due to me thinking too much. i bet it's unchanged.
Grand Viper
- clean hit property added: after sliding on the ground, sol does a funny looking uppercut similar to first hit of tyrant rave.
new special move: unkown
Sidewinder
- clean hit property changed, and damage increase upon each clean hit.
- it seems like some characters' clean hit target spots have been changed on their hitbox.
Riot Stomp
- clean hit property added. ch verification is supposedly "a bit high!" on the opponent hitbox.
normal move revisions
- there is still no dust loop.
Вот такие пироги=)
-
- Запускаю супер
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там описание дельфина, спешала, в котором нужно зажать назад, то есть b в квадратных скобочках :=)A.T, а зачем про Мэй так крупно написано? =))
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
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- RoBoBOBR
- insult of choice
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- Карточка игрока: RoBoBOBR
- Откуда: Питер
- Благодарил (а): 457 раз
- Поблагодарили: 1651 раз
- Контактная информация:
"If you look at the differences from XX to Slash, it seems far differents from XX vs #R, or #R vs Slash, and XX vs AC is what I would call a new game. It has 5 new characters from XX: Rky, Aba, Hosol, Judgment (?), Raven (?); and X->XX only had 4 new characters. Also in AC there are a bunch of new systems, all new backgrounds/bgms/voice sets, and pretty much anything that makes a new game a "true sequel". I know they didn't change a WHOLE lot, but if they changed too much it wouldn't be GG anymore" © Zand @ DL
Прально грит
Прально грит
-=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
- A.T
- Need MOAAAR!
- Сообщения: 2698
- Зарегистрирован: 09 дек 2005, 12:00
- Карточка игрока: A.T
- Благодарил (а): 39 раз
- Поблагодарили: 97 раз
- Контактная информация:
Testament:
FB:
* Front and back EXE beast (charge versions)
* Gravedigger - Graphics looks like the previous version. Don't know what properties it has. (wouldn't it be silly if this was his usual GD?)
New move:
* Front EXE - has FRC
- Should be possible to do sweep -> EXE frc -> combo.
- Not sure about this, but it sounds like it has a followup, possibly similar to gravedigger.
Move changes:
* Gravedigger looses wallbounce
- 2 hits, knocks opponent backwards? (not sure what it says)
* P Phantom Soul stops on the ground
- Throw -> P phantom soul might not be possible (I sure hope far ranged 2D -> P skull still goes...)
* front EXE lifts downed opponents.
* Shorter untechable time on Hitomi?
Normals:
* K -> 6HS chains
* close S -> 6P chains (does this mean this gatling combos now?)
* 6K no longer advances.
False info:
* All new versions of Phantom Soul (S, HS and D) were false info. (awww =/ )
* Command throw
FB:
* Front and back EXE beast (charge versions)
* Gravedigger - Graphics looks like the previous version. Don't know what properties it has. (wouldn't it be silly if this was his usual GD?)
New move:
* Front EXE - has FRC
- Should be possible to do sweep -> EXE frc -> combo.
- Not sure about this, but it sounds like it has a followup, possibly similar to gravedigger.
Move changes:
* Gravedigger looses wallbounce
- 2 hits, knocks opponent backwards? (not sure what it says)
* P Phantom Soul stops on the ground
- Throw -> P phantom soul might not be possible (I sure hope far ranged 2D -> P skull still goes...)
* front EXE lifts downed opponents.
* Shorter untechable time on Hitomi?
Normals:
* K -> 6HS chains
* close S -> 6P chains (does this mean this gatling combos now?)
* 6K no longer advances.
False info:
* All new versions of Phantom Soul (S, HS and D) were false info. (awww =/ )
* Command throw
- Alex♪
- Мудрый Каа
- Сообщения: 4168
- Зарегистрирован: 05 июл 2005, 13:00
- Карточка игрока: Xa-happy
- Откуда: от туда
- Благодарил (а): 1 раз
- Поблагодарили: 12 раз
- Gender:
- Контактная информация:
TE
Добавлено через 04 минут(ы)
Slep, то же забеспокоился ))
Тут у Сола все спешелудары клин хитами вдруг стали, чего они там накурились?
Изменения Кая просто прут )))
эээ я правильно понял? 8) как это вообще возможно нет gd-loop-а?* Gravedigger looses wallbounce
Добавлено через 04 минут(ы)
Slep, то же забеспокоился ))
Да не зачем? просто будет хороший переход k,s,6p,2k,s,hs 214p и щека... 8)Предлагаю забанить гатлинг S->6P
Тут у Сола все спешелудары клин хитами вдруг стали, чего они там накурились?
Изменения Кая просто прут )))
- Slep
- azure
- Сообщения: 2012
- Зарегистрирован: 05 июл 2005, 13:00
- Карточка игрока: Slep
- Откуда: открытый космос
- Благодарил (а): 2 раза
- Поблагодарили: 10 раз
- Контактная информация:
Ну, тут все логично. Кая и Сола в слэше хоть и подняли, но недостаточно сильно (даже в финал на СБО не попали). В AC постараются исправить это упущение (ждем для сола изменения дп - full invul until landing, active frames increased).Тут у Сола все спешелудары клин хитами вдруг стали, чего они там накурились?
Изменения Кая просто прут )))
- Alex♪
- Мудрый Каа
- Сообщения: 4168
- Зарегистрирован: 05 июл 2005, 13:00
- Карточка игрока: Xa-happy
- Откуда: от туда
- Благодарил (а): 1 раз
- Поблагодарили: 12 раз
- Gender:
- Контактная информация:
минус pb loop? )))) the end of story?Вот и всё %))))) Эра закончилась %))))
Be strong my friend ))) dont cry, dont give up )))
Добавлено через 02 минут(ы)
panic? )))))))full invul until landing, active frames increased
даддададааа ))) и причем окно фрц в пять фреймов и в двух точках ))))) ЭХ .. ))Хотели ФРЦ дать %)
Добавлено через 01 минут(ы)
Slep, и вообще чего ты ноешь? ТЕБЕ ВЕРНУЛИ НОГУ ))) у тебя есть нога )))