Guilty Gear XX Accent Core Plus R
Guilty Gear XX Λ Core Plus R | |
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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)
Baiken
2HS
- Втягивает противника, если тот в воздухе
- Антекабл кадры увеличены с 14 до 26
c. S
- Уменьшен стартап с 9 кадров до 8
5HS
- Уменьшен стартап с 10 кадров до 9
j.K
- Антекабл кадры при ударе по стоящему противнику - 25 (как при воздушном ударе)
j.HS
- The float after a air hit is now closer 空中ヒット時の 浮き が低くなりました。
- Антекабл кадры увеличены с 18 до 20
j.D
- Уменьшен урон с 50 до 42
- Меньше антекабл кадров, 35 вместо 45
6P
- Больше опций при ударе/на блоке
- Отменяется в 6К
- Меньше греет гвард (4+4 вместо 8+7)
- Антекабл кадры на 2-м ударе - 20.
6HS
- Меньше ест гвард при ударе по противнику, -6 вместо -15
Youshijin
- Инпут 623Р, обычный спешл
- Нет инвула
- Хитбокс перед ней чуть увеличен
- Не подбрасывает в воздух также высоко как раньше
- Рекавери увеличено с 22 кадров до 25f
- Больше ест гварда при ударе, -12 вместо -7
- Удар 3-го уровня
Tatami
- Hit properties have gone from normal down to wall bounce.
Air Tatami
- The hitbox in front the tatami has gotten bigger on the part when the air tatami gets released.
Sakura
- Инвулы убрали
- Уменьшен стартап с 17 кадров до 10
- Активы уменьшены до 1 кадра вместо 2
- Удар по противнику в воздухе подбрасывает того вертикально
- Air hit properties changed from “normal down” to “wall slam”
Ouren
- Медленнее
- Инвулы переехали с 1-7 на 14-26.
- Добавлено FRC (4-6 кадры)
- Притягивает противника на блоке и хите
Spinny Wheel counter (斬凶輅)
- New move. Описание:
Suzuran
- С 9 – 24 кадры можно использовать гвардкэнселы
Kabari
- Удар по воздушному противнику притягивает и дает слайд
- Уменьшен стартап с 21 кадра до 20
- Больше рекавери при ударе по блоку или в хит на 1 кадр
- Больше антекабл кадров, 36 вместо 24
- 80% прорейт
- Guard balance decreased from 6 to 3
Тройной татами
- New move. Описание:
Baku
- Теперь -3 на блоке вместо +1
Baku – GETSU
- Прорейт на урон от комб после удара улучшен с 10% до 30%.