Guilty Gear XX Accent Core Plus R: различия между версиями
(→Изменения персонажей: Добавил изменения Акселя, поправил разметку, надеюсь так более читабельно.) |
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| Строка 46: | Строка 46: | ||
moroha gauge above the tension bar | moroha gauge above the tension bar | ||
normal mode | normal mode<br /> | ||
c.S | c.S | ||
f.S | *wider hitbox on front <br /> | ||
2K | f.S | ||
j.H: larger hitbox at the back<br /> | *larger moving distance <br /> | ||
j.D: untech time on counterhit from 44 to 50f<br /> | 2K | ||
6H: higher float, untech time from 30 to 35f <br /> | *wider hitbox on front<br /> | ||
j.H: | |||
*larger hitbox at the back<br /> | |||
j.D: | |||
*untech time on counterhit from 44 to 50f<br /> | |||
6H: | |||
*higher float, untech time from 30 to 35f <br /> | |||
throw: distance opponent is thrown away shortened | throw: | ||
*distance opponent is thrown away shortened | |||
ketsugou (strike) <br /> | ketsugou (strike) <br /> | ||
recovery after hit increased by 8f <br /> | *recovery after hit increased by 8f <br /> | ||
ketsugou (throw)<br /> | ketsugou (throw)<br /> | ||
knockdown time after throw increased by 8f <br /> | *knockdown time after throw increased by 8f <br /> | ||
dangoku: | dangoku: | ||
slide time increased from 32 to 43f <br /> | *slide time increased from 32 to 43f <br /> | ||
FB kenin: | FB kenin: | ||
frc-able in the middle of movement <br /> | *frc-able in the middle of movement <br /> | ||
shouko intoku (far): | shouko intoku (far): | ||
frc-able when aba stops dashing in <br /> | *frc-able when aba stops dashing in <br /> | ||
shouko intoku: <br /> | shouko intoku: <br /> | ||
3rd hit unblockable removed <br /> | *3rd hit unblockable removed <br /> | ||
2nd and 3rd hit command input and startup faster <br /> | *2nd and 3rd hit command input and startup faster <br /> | ||
knocks down on counterhit <br /> | *knocks down on counterhit <br /> | ||
moroha mode | moroha mode | ||
5H: added 2nd hit, 2nd hit vacuums <br /> | 5H: | ||
startup longer by 4f <br /> | *added 2nd hit, 2nd hit vacuums <br /> | ||
guardbar reduce rate decreased from 11 to 6 <br /> | *startup longer by 4f <br /> | ||
j.H: | *guardbar reduce rate decreased from 11 to 6 <br /> | ||
proration at 80%<br /> | j.H: | ||
6H: | *proration at 80%<br /> | ||
untech time increased from 18 to 23f<br /> | 6H: | ||
*untech time increased from 18 to 23f<br /> | |||
ketsugou (strike): recovery after hit increased by 8f <br /> | ketsugou (strike): | ||
ketsugou (throw): knockdown time after throw increased by 8f <br /> | *recovery after hit increased by 8f <br /> | ||
ketsugou (throw): | |||
*knockdown time after throw increased by 8f <br /> | |||
bunri: <br /> | bunri: <br /> | ||
recovery shorter by 6f <br /> | *recovery shorter by 6f <br /> | ||
frc-able around 18-21f<br /> | *frc-able around 18-21f<br /> | ||
fukumetsu: <br /> | fukumetsu: <br /> | ||
untech time increased from 18 to 35f <br /> | *untech time increased from 18 to 35f <br /> | ||
higher float on air hit <br /> | *higher float on air hit <br /> | ||
larger hitbox <br /> | *larger hitbox <br /> | ||
kashitsu: | kashitsu: | ||
damage increased from 50 to 60 <br /> | *damage increased from 50 to 60 <br /> | ||
FB kihi:<br /> | FB kihi:<br /> | ||
hits increased from 2 to 6 <br /> | *hits increased from 2 to 6 <br /> | ||
faster ball speed <br /> | *faster ball speed <br /> | ||
FB danzai: <br /> | FB danzai: <br /> | ||
80% proration on the 2nd hit <br /> | *80% proration on the 2nd hit <br /> | ||
shouko inmetsu (ouro):<br /> | shouko inmetsu (ouro):<br /> | ||
untechable time increased from 24 to 44f<br /> | *untechable time increased from 24 to 44f<br /> | ||
henshitsu:<br /> | henshitsu:<br /> | ||
opponent flung farther away on air hit <br /> | *opponent flung farther away on air hit <br /> | ||
wallbounces on air hit<br /> | *wallbounces on air hit<br /> | ||
restores moroha gauge by 100%<br /> | *restores moroha gauge by 100%<br /> | ||
reaction damage lessened from 100 to 85% | reaction damage lessened from 100 to 85% | ||
| Строка 125: | Строка 135: | ||
c.S: | c.S: | ||
recovery shorter by 1f<br /> | *recovery shorter by 1f<br /> | ||
5H: | 5H: | ||
startup slower by 4f<br /> | *startup slower by 4f<br /> | ||
reduces guardbar by 6<br /> | *reduces guardbar by 6<br /> | ||
j.P: | j.P: | ||
recovery shorter by 10f<br /> | *recovery shorter by 10f<br /> | ||
j.S: | j.S: | ||
recovery shorter by 4f<br /> | *recovery shorter by 4f<br /> | ||
j.D: | j.D: | ||
startup faster by 2f<br /> | *startup faster by 2f<br /> | ||
recovery shorter by 3f<br /> | *recovery shorter by 3f<br /> | ||
fukumetsu:<br /> | fukumetsu:<br /> | ||
hitbox larger<br /> | *hitbox larger<br /> | ||
===Anji Mito=== | ===Anji Mito=== | ||
General Changes <br /> | General Changes <br /> | ||
all normals up until the end of their duration can always be gattling cancelled on hit or block | *all normals up until the end of their duration can always be gattling cancelled on hit or block | ||
3S:<br /> | 3S:<br /> | ||
low autoguard from 1-27f <br /> | *low autoguard from 1-27f <br /> | ||
+1 to guard advantage <br /> | *+1 to guard advantage <br /> | ||
can be done from dash (?) <br /> | *can be done from dash (?) <br /> | ||
removed self-gattling into another 3S <br /> | *removed self-gattling into another 3S <br /> | ||
lost hurtbox at his back <br /> | *lost hurtbox at his back <br /> | ||
2H: <br /> | 2H: <br /> | ||
attack level now 5 <br /> | *attack level now 5 <br /> | ||
can gattle into 5H <br /> | *can gattle into 5H <br /> | ||
3K: <br /> | 3K: <br /> | ||
stronger hitbox, made it easier to hit the opponent at close range <br /> | *stronger hitbox, made it easier to hit the opponent at close range <br /> | ||
wallbounce on counterhit <br /> | *wallbounce on counterhit <br /> | ||
attack level from 3 to 4 <br /> | *attack level from 3 to 4 <br /> | ||
6H: <br /> | 6H: <br /> | ||
can be cancelled on hit <br /> | *can be cancelled on hit <br /> | ||
can be frc’d just before the active frames <br /> | *can be frc’d just before the active frames <br /> | ||
proration at 80% <br /> | *proration at 80% <br /> | ||
recovery increased from 18 to 25f <br /> | *recovery increased from 18 to 25f <br /> | ||
throw invincible from 12-19f <br /> | *throw invincible from 12-19f <br /> | ||
can be gattling cancelled from 2P,2K,5S,2S,5H <br /> | *can be gattling cancelled from 2P,2K,5S,2S,5H <br /> | ||
startup increased from 20 to 21f <br /> | *startup increased from 20 to 21f <br /> | ||
untechable time lessened from 28 to 19f <br /> | *untechable time lessened from 28 to 19f <br /> | ||
c.S: <br /> | c.S: <br /> | ||
guard gauge increase went from 0 to 14 <br /> | *guard gauge increase went from 0 to 14 <br /> | ||
2D: <br /> | 2D: <br /> | ||
front hitbox slightly widened <br /> | *front hitbox slightly widened <br /> | ||
5HS: <br /> | 5HS: <br /> | ||
added gattling combination route to 6P <br /> | *added gattling combination route to 6P <br /> | ||
6P: <br /> | 6P: <br /> | ||
increased hitstun by 2f<br /> | *increased hitstun by 2f<br /> | ||
5D: <br /> | 5D: <br /> | ||
upper guard point added from 4-18f | *upper guard point added from 4-18f | ||
Kou:<br /> | Kou:<br /> | ||
stronger vacuum <br /> | *stronger vacuum <br /> | ||
untechable until 60f | *untechable until 60f | ||
Shin: Isshiki<br /> | Shin: Isshiki<br /> | ||
fan projectiles lost their overhead property<br /> | *fan projectiles lost their overhead property<br /> | ||
sphere speed is slower<br /> | *sphere speed is slower<br /> | ||
frc-able immediately after rising | *frc-able immediately after rising | ||
Rin<br /> | Rin<br /> | ||
blockstun increased by 3f<br /> | *blockstun increased by 3f<br /> | ||
now a mid | *now a mid | ||
Kai (K)<br /> | Kai (K)<br /> | ||
after frc, can doublejump or airdash<br /> | *after frc, can doublejump or airdash<br /> | ||
will automatically face the opponent | *will automatically face the opponent | ||
FB On<br /> | FB On<br /> | ||
new move<br /> | *new move<br /> | ||
FB Kou<br /> | FB Kou<br /> | ||
can move while falling<br /> | *can move while falling<br /> | ||
stronger vacuum effect<br /> | *stronger vacuum effect<br /> | ||
FB Shitsu<br /> | FB Shitsu<br /> | ||
longer range<br /> | *longer range<br /> | ||
faster sphere speed | *faster sphere speed | ||
FB Rin<br /> | FB Rin<br /> | ||
guard point frames changed from 2-10 to 2-20f | *guard point frames changed from 2-10 to 2-20f | ||
Tenjinnashi<br /> | Tenjinnashi<br /> | ||
damage now 30 + 14 x 13 | *damage now 30 + 14 x 13 | ||
Sai<br /> | Sai<br /> | ||
frc window increased by 2f | *frc window increased by 2f | ||
===Axl Low=== | ===Axl Low=== | ||
Версия от 13:23, 25 июля 2012
| Guilty Gear XX Λ Core Plus R | |
|---|---|
| Платформа | Дата выхода |
| SEGA Ringedge 2 | сентябрь 2012 (ожидается) |
| PS3 | Не объявлено |
| Xbox 360 | Не объявлено |
GuiltyGear XX Accent Core R - это новая инсталляция в серии файтингов GuiltyGear от Arc Systems Works, предлагающая двух новых бойцов (Justice и Kliff Undersn ранее они играли роль секретных боссов) и вносящая некоторые изменения в баланс и механику игры.
Общие изменения
- Перебалансированы персонажи
- Добавлены Justice и Kliff Undersn в общий ростер персонажей
- Некоторые изменения в интерфейсе и дизайне HUD`a
Изменения механики
- Во-первых, инпут лаг. На Дастлупе не утихает его обсуждение. http://shoryuken.com/forum/index.php?th ... ng.144512/ - можно бояться.
- Полная полоска жизней зеленая и меняется на оранжевую при получении какого-либо урона.
- Показывается удар на котором из комбо можно было срекавериться при черном бите.
- Полоска стана/стаггера под дергающимся стиком показывает сколько осталось до конца стаггера или стана.
- Слешбек дает больший хитстоп, что делает более удобным его реализацию в урон/что-то другое в случае успеха.
- Штраф за неудачный слешбек изменен - вместо невозможности 30 кадров ставить блок нагревается гвард (и нагревается сильно, 3 фэйла и ваш гвард мигает).
- Слешбек теперь стоит 10% теншиона
- ИБ в воздухе дает "Guard Clean" (?) (имхо, это возможность блочить наземные удары без ФД)
- Когда персонаж близок к стану, его портрет около жизней начинает мигать красным.
Изменения персонажей
A.B.A
moroha gauge above the tension bar
normal mode
c.S
- wider hitbox on front
f.S
- larger moving distance
2K
- wider hitbox on front
j.H:
- larger hitbox at the back
j.D:
- untech time on counterhit from 44 to 50f
6H:
- higher float, untech time from 30 to 35f
throw:
- distance opponent is thrown away shortened
ketsugou (strike)
- recovery after hit increased by 8f
ketsugou (throw)
- knockdown time after throw increased by 8f
dangoku:
- slide time increased from 32 to 43f
FB kenin:
- frc-able in the middle of movement
shouko intoku (far):
- frc-able when aba stops dashing in
shouko intoku:
- 3rd hit unblockable removed
- 2nd and 3rd hit command input and startup faster
- knocks down on counterhit
moroha mode
5H:
- added 2nd hit, 2nd hit vacuums
- startup longer by 4f
- guardbar reduce rate decreased from 11 to 6
j.H:
- proration at 80%
6H:
- untech time increased from 18 to 23f
ketsugou (strike):
- recovery after hit increased by 8f
ketsugou (throw):
- knockdown time after throw increased by 8f
bunri:
- recovery shorter by 6f
- frc-able around 18-21f
fukumetsu:
- untech time increased from 18 to 35f
- higher float on air hit
- larger hitbox
kashitsu:
- damage increased from 50 to 60
FB kihi:
- hits increased from 2 to 6
- faster ball speed
FB danzai:
- 80% proration on the 2nd hit
shouko inmetsu (ouro):
- untechable time increased from 24 to 44f
henshitsu:
- opponent flung farther away on air hit
- wallbounces on air hit
- restores moroha gauge by 100%
reaction damage lessened from 100 to 85%
moroha gauge decreases slower by itself
hitting opponent during goku moroha will make reduce moroha gauge shorter
goku moroha mode
c.S:
- recovery shorter by 1f
5H:
- startup slower by 4f
- reduces guardbar by 6
j.P:
- recovery shorter by 10f
j.S:
- recovery shorter by 4f
j.D:
- startup faster by 2f
- recovery shorter by 3f
fukumetsu:
- hitbox larger
Anji Mito
General Changes
- all normals up until the end of their duration can always be gattling cancelled on hit or block
3S:
- low autoguard from 1-27f
- +1 to guard advantage
- can be done from dash (?)
- removed self-gattling into another 3S
- lost hurtbox at his back
2H:
- attack level now 5
- can gattle into 5H
3K:
- stronger hitbox, made it easier to hit the opponent at close range
- wallbounce on counterhit
- attack level from 3 to 4
6H:
- can be cancelled on hit
- can be frc’d just before the active frames
- proration at 80%
- recovery increased from 18 to 25f
- throw invincible from 12-19f
- can be gattling cancelled from 2P,2K,5S,2S,5H
- startup increased from 20 to 21f
- untechable time lessened from 28 to 19f
c.S:
- guard gauge increase went from 0 to 14
2D:
- front hitbox slightly widened
5HS:
- added gattling combination route to 6P
6P:
- increased hitstun by 2f
5D:
- upper guard point added from 4-18f
Kou:
- stronger vacuum
- untechable until 60f
Shin: Isshiki
- fan projectiles lost their overhead property
- sphere speed is slower
- frc-able immediately after rising
Rin
- blockstun increased by 3f
- now a mid
Kai (K)
- after frc, can doublejump or airdash
- will automatically face the opponent
FB On
- new move
FB Kou
- can move while falling
- stronger vacuum effect
FB Shitsu
- longer range
- faster sphere speed
FB Rin
- guard point frames changed from 2-10 to 2-20f
Tenjinnashi
- damage now 30 + 14 x 13
Sai
- frc window increased by 2f
Axl Low
5P
- Now gattles to 6K
- Damage changed to 15 + 15 to 24 + 16
- Does only one hit if you hold the button.
- When the pull-back part of the move hits, guard meter is reduced twice as much as before.
f.S
- Recovery increased from 17f to 19f.
- Active frames increased from 4f to 5f.
2P
- Now gattles to 6HS and f.S.
- Damage increased from 12 + 18 to 22 + 18.
- Does only one hit if you hold the button.
- When the pull-back part of the move hits, guard meter is reduced twice as much as before.
2H
- Now gattles to 2D
- Damage changed from 20 + 20 to 30 + 20.
- Does only one hit if you hold the button.
- When the pull-back part of the move hits, guard meter is reduced twice as much as before.
2S
- Startup decreased from 9 f to 8 f.
- Damage increased from 18 + 22 to 28 + 22.
- Does only one hit if you hold the button.
- When the pull-back part of the move hits, guard meter is reduced twice as much as before.
jS
- Now gattles to “After Jump 6+P”
- Damage increased from 12 + 16 to 23 + 16.
- Does only one hit if you hold the button.
- When the pull-back part of the move hits, guard meter is reduced twice as much as before.
3P
- Total recovery increased by 3f.
- Now has two hits,
- Damage gone from 24 to 24 + 11
- Does only one hit if you hold the button.
- When the pull-back part of the move hits, guard meter is reduced twice as much as before.
”After Jump 6+P”
- Damage from 8 + 10 to 17 + 11.
- Does only one hit if you hold the button.
- When the pull-back part of the move hits, guard meter is reduced twice as much as before.
6K
- Damage up from 18 + 22 to 28 + 22.
- Does only one hit if you hold the button.
- When the pull-back part of the move hits, guard meter is reduced twice as much as before.
6HS
- Now +4 on crounching hit if you hit as soon as the hit of the move has started.
- Now floats closer to the ground on air hit, making it easier to combo from.
- Prorate: 90 %.
6P
- Upper Body Inv on second half of the move removed.
5HS
- Counter hit = ground bounce
- Untechable time now 24 f.
FB (Move 4 charge 6 D) FB曲鎖撃
- New move
Normal Axl Bomber
- Guard recovery 7 f shorter. ガード硬直時間が 7F 短くなりました。
- Guard balance decrease changed from 10 to 20.
- Can be guarded crounching, standing and in air. (no longer a overhead)
- FRC added (f5-8).
J 63214 S Kokuugeki
- Now sends the opponent higher vertically on hit.
63214 HS
- No FRC.
Rensengeki
- The chain now extends faster.
S-Benten
- Startup decreased from 5f to 4f.
Up- Followup after Rensengeki曲鎖撃
- Recovery increased from 35f to 40f
Unblockable move (4 charge 6 HS
- Cannot be used when the opponent is in slide down state.
- Now travels across the WHOLE screen.
- Moves faster.
- Recovery decreased from 50f to 30f
- Counter hit state increased 被カウンターヒット時間が延長されました。
623P
- Is now a guardpoint move (aka gets executed even if Axl gets hit)
- No longer has any invicibility.
- You can now guard the hit.
- Startup decreased, from 16 f to 8 f.
- Recovery time changed from 27f to 17f
- Hitbox behind Axl removed アクセル後方部分の攻撃判定が削除されました。
- Now launches your opponent even more on counter hit カウンターヒット時の相手の吹き飛びが大きくなりました。
- Hitbox of Axl during the GuardPoint portion of the move has been increased.
2363214 HS 百重鎌燃
- Changed so that all hits now connect (more often)
in progress...