Guilty Gear XX Accent Core - до PS2 релиза
- Frozenheart
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- RoBoBOBR
- insult of choice
- Сообщения: 7553
- Зарегистрирован: 05 июл 2005, 12:00
- Карточка игрока: RoBoBOBR
- Откуда: Питер
- Благодарил (а): 457 раз
- Поблагодарили: 1651 раз
- Контактная информация:
Sol stuff:
2K-6P doesn't connect anymore.
Tatakiotoshi doesn't connect after ground S VV anymore.
Since the slide knockdown from Bandit Bringer is so long, comboing after it midscreen is impossible. Can maybe do command grab -> GF FRC BB then dash 2D. Comboing after should still work if they are in the corner, maybe in conjunction with Fafnir?
The uppercut hit of Grand Viper launches like Slayer's counterhit 2H. You can't really do any big damage after it, but it's very hard to counter attack after you block it. Maybe FRCable near the end of the rush? More recovery than it had during first loketest. Even if you combo after it, 30% damage is about the most you can get.
As mentioned earlier, Sidewinder does not scale damage up like it did in the first loketest, it now firmly scales downward. Landing recovery was reduced, though (similar to VV).
Gun Flame Feint hits now, and gives advantage on block.
Still cannot cancel into Fafnir from normals.
Kick color is yellow and black.
Air combo damage seems to have been reduced (something about comparing Sideclean combos).
Fafnir -> Tyrant (CH), IAD j.D -> Sideclean, land GF FRC -> aircombo does 70% on Axl.
Order-Sol stuff:
His Force Break, Fafnir, has been confirmed to neither be an overhead nor unblockable as was speculated in the previous test. It's just a fast move. However, it does floor bounce on counterhit.
Charge Cancelling is confirmed. Seems like a slower Mist Cancel.
Charge goes down gradually after doing a level 2 or level 3 special. However, since the level immediately starts to decrease as the move begins, two level 3s in a row is impossible. Doing Action Charge or manual Charge stops the reduction.
Flame graphic of Block Head Buster is different, more of a round flame now. Level 3 releases three flames in a row. Flames are big. Level 1 does 1 hit, level 2 does 2, and level 3 does 3. Although it recovers slower, the advantage after higher level versions has not changed much. If you have maxed out the gauge at level 3 and do level 3 BHB into Action Charge, it will stop at level 2 max. If you do the level 3 at max and then use manual Charge, you will go to level 3 again. You can still do gatling -> BHB AC FRC -> gatling again, though not as useful. It is possible to do level 3 BHB -> AC FRC and manual Charge back to level 3. Hilt can no longer connect and no longer staggers. Level 1 is slower.
Rock It has been slowed down such that it no longer combos from 5S(c).
Level 2 Bandit Revolver only knocks down at lower heights.
Something about the float from Gun Blaze being lowered and the high jump combo being different/not working?
Dragon Install: Sakkai command changed to 632146+S and the last command is now 63214+HS. It can be comboed into from normals now. It is also easier to get the Destroy to happen, even if the opponent has life left after the last command hits.
Speculation that 2S returned to Slash version?
First hit of HS removed.
Air throw is completely untechable.
Aside from the Dragon Install change, he is much more toned compared to the first loketest.
That's all that has changed between this and the last loketest, everything else is the same as the first one (Charge being 214+D now and charging faster, Rock It giving sliding state on CH, longer 2D and new 5S(f), j.S having more reach).
Axl
Long-ranged normals are all 2hits; 1st hit when chain stretched out, 2nd hit when chain is pulled back. So when you land a 6P CH, it's better to cancel the 1st hit into 623P to get the knockdown?
6K maybe FRCable
Untechable time for j.D increased
S Bentengari: FRC confirmed
HS Bentengari: lower body invincibility (!)
Housoubako (623P): wall bounced removed?
Raieisageki Vertical(63214S): Sliding effect, possible to followup with 2K, 2S on hit at corner, can followup with Rensengeki on hit at midscreen
Tenhouseki (214P and 214K): No tension followup combo possible
FB Axl Bomber: Able to move immediately after execution, possible to do repeated FB Axl Bombers as long as you have the tension to spare
Throw combo: throw, 5P (2 hits), 2S (2 hits), 6K (2 hits), j.K, j.D
FB combo: 2D, Rensengeki FRC, 6P, c.5S, j.HS, j.D, FB Axl Bomber, Axl Bomber, HS Bentengari, Bomber followup, Kokkugeki
2K-6P doesn't connect anymore.
Tatakiotoshi doesn't connect after ground S VV anymore.
Since the slide knockdown from Bandit Bringer is so long, comboing after it midscreen is impossible. Can maybe do command grab -> GF FRC BB then dash 2D. Comboing after should still work if they are in the corner, maybe in conjunction with Fafnir?
The uppercut hit of Grand Viper launches like Slayer's counterhit 2H. You can't really do any big damage after it, but it's very hard to counter attack after you block it. Maybe FRCable near the end of the rush? More recovery than it had during first loketest. Even if you combo after it, 30% damage is about the most you can get.
As mentioned earlier, Sidewinder does not scale damage up like it did in the first loketest, it now firmly scales downward. Landing recovery was reduced, though (similar to VV).
Gun Flame Feint hits now, and gives advantage on block.
Still cannot cancel into Fafnir from normals.
Kick color is yellow and black.
Air combo damage seems to have been reduced (something about comparing Sideclean combos).
Fafnir -> Tyrant (CH), IAD j.D -> Sideclean, land GF FRC -> aircombo does 70% on Axl.
Order-Sol stuff:
His Force Break, Fafnir, has been confirmed to neither be an overhead nor unblockable as was speculated in the previous test. It's just a fast move. However, it does floor bounce on counterhit.
Charge Cancelling is confirmed. Seems like a slower Mist Cancel.
Charge goes down gradually after doing a level 2 or level 3 special. However, since the level immediately starts to decrease as the move begins, two level 3s in a row is impossible. Doing Action Charge or manual Charge stops the reduction.
Flame graphic of Block Head Buster is different, more of a round flame now. Level 3 releases three flames in a row. Flames are big. Level 1 does 1 hit, level 2 does 2, and level 3 does 3. Although it recovers slower, the advantage after higher level versions has not changed much. If you have maxed out the gauge at level 3 and do level 3 BHB into Action Charge, it will stop at level 2 max. If you do the level 3 at max and then use manual Charge, you will go to level 3 again. You can still do gatling -> BHB AC FRC -> gatling again, though not as useful. It is possible to do level 3 BHB -> AC FRC and manual Charge back to level 3. Hilt can no longer connect and no longer staggers. Level 1 is slower.
Rock It has been slowed down such that it no longer combos from 5S(c).
Level 2 Bandit Revolver only knocks down at lower heights.
Something about the float from Gun Blaze being lowered and the high jump combo being different/not working?
Dragon Install: Sakkai command changed to 632146+S and the last command is now 63214+HS. It can be comboed into from normals now. It is also easier to get the Destroy to happen, even if the opponent has life left after the last command hits.
Speculation that 2S returned to Slash version?
First hit of HS removed.
Air throw is completely untechable.
Aside from the Dragon Install change, he is much more toned compared to the first loketest.
That's all that has changed between this and the last loketest, everything else is the same as the first one (Charge being 214+D now and charging faster, Rock It giving sliding state on CH, longer 2D and new 5S(f), j.S having more reach).
Axl
Long-ranged normals are all 2hits; 1st hit when chain stretched out, 2nd hit when chain is pulled back. So when you land a 6P CH, it's better to cancel the 1st hit into 623P to get the knockdown?
6K maybe FRCable
Untechable time for j.D increased
S Bentengari: FRC confirmed
HS Bentengari: lower body invincibility (!)
Housoubako (623P): wall bounced removed?
Raieisageki Vertical(63214S): Sliding effect, possible to followup with 2K, 2S on hit at corner, can followup with Rensengeki on hit at midscreen
Tenhouseki (214P and 214K): No tension followup combo possible
FB Axl Bomber: Able to move immediately after execution, possible to do repeated FB Axl Bombers as long as you have the tension to spare
Throw combo: throw, 5P (2 hits), 2S (2 hits), 6K (2 hits), j.K, j.D
FB combo: 2D, Rensengeki FRC, 6P, c.5S, j.HS, j.D, FB Axl Bomber, Axl Bomber, HS Bentengari, Bomber followup, Kokkugeki
-=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
- Goga
- Друг животных
- Сообщения: 2599
- Зарегистрирован: 05 июл 2005, 19:22
- Карточка игрока: Goga
- Канал пользователя: Gogawa Fighting
- Откуда: Санкт-Петербург
- Благодарил (а): 538 раз
- Поблагодарили: 582 раза
- Gender:
- Контактная информация:
- OverKilL.
- Капитан
- Сообщения: 4194
- Зарегистрирован: 05 июл 2005, 12:00
- Карточка игрока: OverKilL.
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- Откуда: Санкт-Петербург
- Благодарил (а): 1407 раз
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- Контактная информация:
я плакал..всеже все что понажито непосильным трудом ...все скрали и дамаг и прочие фишки ..ироды..
"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"
- Nёkich
- нажимаю кнопки
- Сообщения: 1867
- Зарегистрирован: 08 июл 2005, 12:00
- Карточка игрока: Nёkich
- Откуда: пригород Петербурга
- Благодарил (а): 7 раз
- Поблагодарили: 45 раз
- Gender:
- Контактная информация:
POTEMKIN
2S pulls opponent towards him (possible Pot Buster on block?)
6H connects to slide head on block
Pot Buster gains FRC point.
Shorter recovery on Slide Head. Enemies stay down shorter as well
Can't flick supers
FDB counter wave disappears after one screen length
FB Judge Gauntlet gains speed. Ground bounce on hit(Possibly only CH). Can connect afterwards
Air Pot Buster can be performed on enemies in block/hit stun. Can't be performed on enmies lower plane (not specific on how much lower)
Air Pot Buster has same damage as normal buster
No air moves are cancellable
Confirmed combos:
Pot Buster > 2S > Heat Extend
Slide Head > Megafist > 2S > Heat Extend
ANJI
6P gets normal guard gauge dcrease
New: 3K with low guard points. Same animation as X Anji 6K
6K CH short stagger, can't chain unless FRCed
New: 3S, Has mid/low guard points, spinning move. Short reach
5H chains to HS Fuujin without CH, forces ducking stance.
6H regains guard points. (As opposed to earlier rumours)
Fan Interrupt is "controllable" on falldown (not sure if this means opponent can tech or if Anji can keep on attacking?). 1F startup
New: K during guard point. Anji dances towards opponent, cause wallbounce.
ROBO-KY
Gains strength when heat passes 80. 5K, j.S sets opponent on fire in this mode. Other moves may be affected as well.
5P chainns to 2S
2P chains to 2K
5K chains to 2S
j.H Ch sticks opponent to wall. Can be chained to specials/supers
Добавлено через 01 минут(ы)
все дружно повторяем мантру "PotBusterFRC, PotBusterFRC, PotBusterFRC..."
2S pulls opponent towards him (possible Pot Buster on block?)
6H connects to slide head on block
Pot Buster gains FRC point.
Shorter recovery on Slide Head. Enemies stay down shorter as well
Can't flick supers
FDB counter wave disappears after one screen length
FB Judge Gauntlet gains speed. Ground bounce on hit(Possibly only CH). Can connect afterwards
Air Pot Buster can be performed on enemies in block/hit stun. Can't be performed on enmies lower plane (not specific on how much lower)
Air Pot Buster has same damage as normal buster
No air moves are cancellable
Confirmed combos:
Pot Buster > 2S > Heat Extend
Slide Head > Megafist > 2S > Heat Extend
ANJI
6P gets normal guard gauge dcrease
New: 3K with low guard points. Same animation as X Anji 6K
6K CH short stagger, can't chain unless FRCed
New: 3S, Has mid/low guard points, spinning move. Short reach
5H chains to HS Fuujin without CH, forces ducking stance.
6H regains guard points. (As opposed to earlier rumours)
Fan Interrupt is "controllable" on falldown (not sure if this means opponent can tech or if Anji can keep on attacking?). 1F startup
New: K during guard point. Anji dances towards opponent, cause wallbounce.
ROBO-KY
Gains strength when heat passes 80. 5K, j.S sets opponent on fire in this mode. Other moves may be affected as well.
5P chainns to 2S
2P chains to 2K
5K chains to 2S
j.H Ch sticks opponent to wall. Can be chained to specials/supers
Добавлено через 01 минут(ы)
все дружно повторяем мантру "PotBusterFRC, PotBusterFRC, PotBusterFRC..."
- RoBoBOBR
- insult of choice
- Сообщения: 7553
- Зарегистрирован: 05 июл 2005, 12:00
- Карточка игрока: RoBoBOBR
- Откуда: Питер
- Благодарил (а): 457 раз
- Поблагодарили: 1651 раз
- Контактная информация:
Axl vs. Sol (http://www.youtube.com/watch?v=dVO32R4-VLk)
Potemkin vs. Faust (http://www.youtube.com/watch?v=2HGkFbOoccs)
Johnny vs. Zappa (http://www.youtube.com/watch?v=-UtM2mBlnNo)
Testament vs. May (http://www.youtube.com/watch?v=4CCVwFppqVA)
Chipp vs. Sol (http://www.youtube.com/watch?v=RqZz8lpTqnU)
Дружное спасибо Kugler'у!
Potemkin vs. Faust (http://www.youtube.com/watch?v=2HGkFbOoccs)
Johnny vs. Zappa (http://www.youtube.com/watch?v=-UtM2mBlnNo)
Testament vs. May (http://www.youtube.com/watch?v=4CCVwFppqVA)
Chipp vs. Sol (http://www.youtube.com/watch?v=RqZz8lpTqnU)
Дружное спасибо Kugler'у!
-=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
- Frozenheart
- Новичок
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- Зарегистрирован: 10 июл 2005, 12:00
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