Guilty Gear XX Accent Core Plus R
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...