Guilty Gear XX Accent Core Plus R: различия между версиями

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(→‎Изменения персонажей: Добавил изменения Акселя, поправил разметку, надеюсь так более читабельно.)
Строка 46: Строка 46:
moroha gauge above the tension bar
moroha gauge above the tension bar


normal mode
normal mode<br />
c.S: wider hitbox on front <br />
c.S
f.S: larger moving distance <br />
*wider hitbox on front <br />
2K: wider hitbox on front<br />
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: <br />
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...