Spirit Juice Posted June 4, 2012 Posted June 4, 2012 (edited) Copy pasted from here. Teyah or Hellmonkey will update this first post when more information is confirmed/denied. I will try to help as well. THREAD RULES: THIS THREAD IS FOR POSTING INFO ABOUT CHANGES AND DISCUSSION OF CHANGES ONLY. NO WHINING ABOUT HOW X CHARACTER WASN'T BUFFED/NERFED ENOUGH. YOU WILL BE TEMPORARILY BANNED IF YOU DO. IF YOU TALK ABOUT THE REPORTED INPUT LAG, YOU WILL BE TEMPORARILY BANNED. THIS IS YOUR ONLY WARNING. Okay, I've updated Dream Maker's original change list to add in a bunch of changes as seen in the trailer (in bold), as well as all of the loketest notes (in italics) to distinguish from the other, confirmed changes. Main changes as listed on the character pages + those seen on the video + those reported on loketests: Updated 6/5 Overall changes: - Health bar is now green when full, and changes and stays at orange when you take any damage. - Combo counter now shows which hit was techable for black beat combos. - Stun/stagger meter added below the joystick waggling icon, shows how much stun is left. - Slashback has longer hitstop (was 2F) which makes it more realistic to SB multi-hit moves (eg. Dark Angel). - Slashback failure penalty changed - instead of being unable to block for 30F, guard guage increases instead. - Doing an IB in the air causes a "Guard Clean" (?) A.B,A: - Goku Moroha mode: damage up, damage penalty from hits landed reduced, longer duration, more powerful overall. - 236D FB fireball in Moroha or Goku Moroha: more hits, travel distance increased. - 5H now gatlings to 2H. - 5H now vacuums in on second hit, has slower startup, cannot be comboed from far 5S. - Moroha mode gauge moved to be above tension gauge. - Now has 4 bloodpacks, up from 3. - Can't do double Keygrab anymore. Anji Mito: - 6HS: FRC changed to be just before the move hits. - FB On (623D): New FB, FRC possible right after the move hits, not possible to combo after (yet). - 2H, 6H new gatling, combos on crouching hit only. - 6H is now special cancellable. - FB Butterfly (236D) travels farther. - K Stomp (214K) causes a smaller ground bounce. - Fuujin (236S/H) has shorter untechable time. - 3S cancel is easier. - Close 5S increases the guard gauge more. - 3K no longer floats opponent. Axl: - P, 2P, 6K, 2S, 2HS, jump 6P, jump S: you now hold the button to get the 2nd hit of each move. - Raieisageki (63214H): FRC removed. - FB Kyokusageki added, 4 (charge) 6 D, has vacuum effect. Combos after 5H, but not after 2D. - 5P-6K is now possible as a gatling. - Axl Bomber no longer hits overhead. - 623P counter on CH causes a different wall bounce. - Rensengeki followup upwards (charge 4, 6S, then up) hitbox modified, can combo from CH trades. - Close 5S looks different. Baiken: - Youshijin: new command is 623P, not possible as guard cancel anymore but only as a normal special move. - Zakuro: Return of the "wheel counter" from GGX / EX mode, command is 214P while guarding. Seems very fast, but not possible to combo afterwards. - Suzuran (run): now possible to do guard cancels during the last part of the animation. Recovery time seems longer. - Tatami (236K): hits twice, knockdown on second hit. Wall bounce on first hit. - Air Tatami (j.236K): Hits twice; if you hit with it below the opponent, 2nd hit whiffs and you can continue to combo. Knocks down in a down-forward direction unless wall is close, then it wallbounces. - j.D FRC has changed. Bridget: - 6K: now possible to cancel on hit into yoyo or any special move. - FB Roger Rush (236D): is now homing towards the enemy, causes wall stick. Chipp Zanuff: - FB Alpha Blade: New FB, command is D at the end of 236P (similar to Alpha Plus), causes wall stick. - FB Beta Blade: New FB, command is 623D, does two uppercuts: first one does 1 hit, second one does 3 hits. - FB Gamma Blade (41236D): new FB, holds opponent longer than normal Gamma Blade. Dizzy: - New FB version of Spear (421D), 3 homing blades. - K fish and followup bites 3 times. - Fish laser (214S) causes wall stick. - Text above tension bar (BIT NG) indicates if it's not possible to summon fish. Eddie: - FB Exhaustion (236D): Possible to recover eddie gauge over the normal limit with this move, command changed to 214D. Adds another full Eddie gauge, ~46 frames total. Only recovers gauge if the shadow gauge is onscreen. Is cancellable. - Executor (first hit) causes extra long knockdown state. - Shadow gauge moved above tension bar. - Shadow gauge seems to remain on screen, even when full, for some time. First level of bar is blue, second level (when charged with FB EXhaustion) is purple. - FB Drill Special (22D) has longer recovery; cannot combo 5P after -D- + 22D unblockable. - Nobiru (Shadow S) no longer hits sliding opponents, possible hitbox change. - Damned Fang (623S command throw): Possible FRC removal or timing change. - Shadow gauge refill is slower, both on unsummon and if shadow is hit. - Unblockables still work as usual. - 6P and Shadow Gallery nerfed (?) Faust: - FB door added, D after 214K. - New thrown items: konbu (eatable, recovers HP) and dumbbell (high stun, causes knockdown). - Coin item can now hit while bouncing on the ground. - 5K CH doesn't knock the enemy away anymore. - Pan item now hits 1 screen away. I-No: - FB Note (214D): New FB, FRC possible right after startup, sends 2 notes (one up, one across). - Can now airdash twice. - Horizontal Chemical Love causes wall bounce. - less recovery on j.236HS Jam: - Can do the powered up versions of kick specials directly (using D) if you have the power up cards, no need to perform as followups anymore. - FB Charge (22D): Now gives one card of each. - 6H no longer wall sticks, causes knockdown instead. - FB Puffball no longer wall sticks, causes knockdown instead. Possibly slower startup. Johnny: - Coin (214H): New move, coin is thrown upwards with same trajectory as ground throw. --- Is not an overhead. Causes knockdown on air hit. Cannot be combo'd after throw. If performed after 2D, lands perfectly on them as they wake up. - j.236236H: New overdrive, looks similar to EX Johnny's. --- Can be blocked on reaction after super flash, and seems to be an overhead(?). More recovery than the EX version (?), but knocks down on hit, and can be followed up with an FRC'd mist to force block, even midscreen. - Divine Transport (623S) now moves with an extremely vertical trajectory. The horizontal space covered is around 1 character width. No changes on Divine Blade itself. - Mist (214P) is released quicker. - Can double jump after a super jump (?) - Mist Finer lvl 1 low now floats on hit, will combo into up-coin (presumably if you coin'd in advance). Cannot combo off of it even if you RC. Justice: - Is intended to be balanced / tourney legal. - Is no longer able to ground dash, triple jump, or triple airdash. - N.B. (missiles): command changed from 421 + button to 22 + button, added P, K and D version, possible to roman cancel each of them. - Detonation of N.B.: command changed from P to whatever button you used to trigger the move. - Strike Back Tail: command changed from 412K to 623K. - Michael Blade (41236H): S version added, now possible airborne. - Gamma ray: FRC added, timing is right after the first hit. - Forcebreak 236D now causes wall bounce instead of wall stick. - Valkyrie Arc (236P, counter stance) doesn't work on lows. Kliff Undersn: - Is intended to be balanced / tourney legal. - Sword vault (214K): FRC now possible just before the move hits. - Dodge (214P): has new FB D followup, instant stun, Kliff has long 'coughing' recovery animation. - 5K: Now launches. - 2H now ground bounces. Gatlings to 5H. Picks up on OTG hit. - 6H can now be charged, does more damage. Special/super cancel removed. - Reflex Roar (236236S) now causes wall stick instead of wall bounce. - Dash changed to a hop. Travels a short distance but has some invincibility. - 2S can be charged. - Air Houkou Gaeshi (j.236D) has a big knockback effect. Ky Kiske: - New move 3HS: Same as the old 6H pre-AC. - New move, S raging Javelin: New S followup after vapor thrust, causes wall stick. - Lightning (222HS): FRC now possible just after the move hits. - FB Greed Sever (214D): new FB, 28 frame startup, causes ground bounce. - Lightning Sphere 214D followup after charged stun edge: command changed to 4D after CSE. - Charge Drive (236D~214D~46D) now wall sticks. - FB Lightning Orb (236D~D) sucks opponent down more when it hits an aerial opponent. May: - 41236D: New FB version of dolphin summon, appears behind opponent. - Now possible to followup vertical and horizontal dolphin with Restive Rolling (623S and 623H). - Dolphin level for 41236+ button appears above tension gauge. - Overhead Kiss (63214K command grab): Startup: 5F -> ~30F, May now runs forward during startup, looks the same as running animation. Millia Rage: - New j.2H: return of the old jump H from pre-Slash. Is harder to combo into. - j.236D: FRC point added ~8-9F after input. - FB Secret Garden: New FB, command is 214D, ~76F total recovery. - FB Longinus (214S~D): now causes wall stick instead of sliding. - Harder to combo after throws. - j.K-j.D no longer combos, possibly due to slower j.D. - FB Disc (236D) has longer recovery, disc now disappears if Millia is hit during the move (previously only disappeared if she was hit within first 3F). - j.D causes ground slide if they touch the ground (?), previously caused slide only on CH. - Additional time added before you can retrieve Pin (j.214S/H). Order Sol: - Charge gauge: When using a move the gauge depletes slower. - Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%. - Lvl 2 Blockhead Buster (236P) now causes wall stick instead of stagger. - Lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup. - Air Lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos. - Lvl 2 Rock It doesn't cause ground bounce, knocks down now. - Lvl 1 and Lvl 3 specials are still the same. - 2D apparently has shorter range. - Can (still) dodge Slide Head with FD. Potemkin: - Slide Head: FRC added right after the earthquake comes out, possible to combo after. - Slide head causes groundbounce instead of knockdown, enemy enters normal OTG state after, full combos no longer possible unless you FRC. - Hammerfall (Charge 4,6 S(?)): FRC timing is later. - FB Judge Gauntlet (63214D): P followup added, cancels the animation of judge gauntlet. - 6H causes wall bounce. - j.S causes knockdown on air CH, otherwise knocks down. - Megafist (236P, 214P) causes knock down. Robo-Ky: - 623H: Now possible airborne, FRC possible just as the ground version. - 2H missile: Now comes back down towards opponent after a while. - 2S: Hits twice and launches when heat gauge is over 80%. - Currently has a bug that crashes the game if you do 2H missile the moment he overheats. - 5K 5P link still possible - All 3 shots from 6P now knock down, so the move will have a guaranteed knockdown now. Slayer: - Undertow: FRC added right before hit and causes ground bounce. - Bite: command changed from 63214H to 632146H. - New move, HS Dandy step (214H), Is like S Dandy Step but goes farther (about 2/3 of screen). - New move, FB Dandy step (214D). - 5H causes sliding now instead of stagger, still possible to do 5H into Pile Bunker. - 2H now causes stagger now instead of launch, still combos into BBU. - 2S has faster startup. - 2D has a little more recovery. Sol Badguy: - Fafnir (41236H): return of the old tensionless fafnir, possible to special cancel into. Combos from far S CH, 5H, and 2D. Does not have the old FRC timing. - FB Fafnir (41236D): possible to special cancel into, combos from 2D, causes sliding on Clean Hit. - Tyrant Rave (fafnir followup after H or D fafnir): command changed to 64D from 46D. - FB Sidewinder (j.236D): New move, always has Clean Hit property. Seems to have a really good hitbox. - Bandit Bringer: Clean hit property added. - 214K (airborne) during Dragon Install: new move. Same animation as VV followup kick, has flames, hits overhead, causes groundbounce. Can be looped, has minimum height requirement. Testament: - Hitomi (tree): command changed to 623S, can be done with 236S(?) - Zeinest (web): command changed to 623H, can be done with 236H(?) - Ruft Warrant: New move, command is 22 P or K. Doesn't hit, is only a warp. - New FB phantom soul: command is 236D, tracks opponent. - EXE beast - Can be held to hit after it is summoned. Can summon one while the other is charging. Both have FRCs Can still be done instantly, does 2 hits total. - 6K hitbox appears to be smaller. - Bad Lands range decreased, untechable time is apparently shorter, Bad Lands can no longer be looped. Venom: - 5Sc now gatlings into 6H. - FB stinger aim: no longer freezes balls in place, balls pushed with this move can now bounce several times on the floor and screen borders. - FB carcass raid: same as above. - 6P no longer gatlings into 6H. - 6H has faster startup. Zappa: - j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos. - Darkness Anthem (236S, Raoh mode): now possible airborne. - Last Edguy (214S, Raoh mode): now possible airborne. - Icons added above tension bar for each summon. - 632146H gives one orb per hit, maximum 4 orbs . Possibly starts up quicker. - Recovery on summon (236P) increased. - Smaller chance to summon Dog. (?) - When Dog gets hit in neutral state, he sleeps. - Dog cannot be controlled immediately after coming out. - Sword moves cause sword to stay hovering longer. - Sword 2H has added sword recovery. - Sword 623HS and 63214HS give 2 orbs on hit. If some of this info is wrong, let me know and I'll revise. Edited June 5, 2012 by Hellmonkey
blakmaphia Posted June 4, 2012 Posted June 4, 2012 Im probably one of the few people who wasnt excited about GG. But with the changes, it shows that they at least care about TRYING to keep GG alive. I think i'll give it one last shot.
shinquickman Posted June 4, 2012 Posted June 4, 2012 - Close 5S, 5H gatling on airborne opponent no longer works.This has been debunked. c.S>5H still chains fine.
Darlos9D Posted June 4, 2012 Posted June 4, 2012 For Pot's Slide Head, I understand that you can't OTG relaunch anymore. But they still lay there for a while after going prone so you have some time to close distance, right?
kaeru Posted June 4, 2012 Posted June 4, 2012 For Pot's Slide Head, I understand that you can't OTG relaunch anymore. But they still lay there for a while after going prone so you have some time to close distance, right? (...) PO Slide head causes regular OTG state so no combos unless you FRC and hit them while they are in air. Still knocks drown long time so you can use it to get in full screen like before but you can only use it for oki setups without FRC (...) hope this answers your question
Ikagi-chan Posted June 4, 2012 Posted June 4, 2012 Thanks for this Spirit Juice! Man, it's great to be able to read all these changes in one post. :D
AtTheGates Posted June 4, 2012 Posted June 4, 2012 i-no: less recovery on j.236HS accorrding to japenese wiki. we will probably be seeing a lot of corrections once the game is out btw, especially with stuff like "this and that has more / less startup and recovery".
Darlos9D Posted June 4, 2012 Posted June 4, 2012 hope this answers your question Wait, did it say that already? I swear I just read it, lol. Guess I'm tired.
shinquickman Posted June 4, 2012 Posted June 4, 2012 "メイ JHS 受け身不能時間減少" May: -j.H Untechable time decreased.
Circuitous Posted June 4, 2012 Posted June 4, 2012 Can we get clarification on Potemkin? - j.S causes knockdown on air CH, otherwise knocks down. Initially the change was j.S causing ground bounce on any air hit (currently bounces on CH, whether aired or grounded), so what does it actually do now? The change as explained here doesn't even make sense (knocks down unless it knocks down).
Horokei Posted June 4, 2012 Posted June 4, 2012 Dizzy can't combo 5K into 236H anymore. So 5K does less hitstun or more probably 236H has more startup.
doragonkoroshi Posted June 4, 2012 Posted June 4, 2012 for Bridget, on FB bear punches, should be wall stick on air hit (according to the video) right?
Dream Maker Posted June 4, 2012 Posted June 4, 2012 Can we get clarification on Potemkin? Initially the change was j.S causing ground bounce on any air hit (currently bounces on CH, whether aired or grounded), so what does it actually do now? The change as explained here doesn't even make sense (knocks down unless it knocks down). Personally I saw it knock down (and not ground bounce) on normal air hit. Don't know about CH or ground hit.
Linear04 Posted June 4, 2012 Posted June 4, 2012 Can we get clarification on Potemkin? Initially the change was j.S causing ground bounce on any air hit (currently bounces on CH, whether aired or grounded), so what does it actually do now? The change as explained here doesn't even make sense (knocks down unless it knocks down). probably a typo saying gb on air ch and kd on non-ch, wouldnt really understand if it was the other way
doragonkoroshi Posted June 4, 2012 Posted June 4, 2012 (edited) Slayer 5h i believe should say stagger removed, slide down on air hit. I've seen a tweet that says it doesn't stagger on normal hit, but you can still 5h >pilebunker, and another tweet that says 5h slide down on air hit, but nothing about slide on ground hit. Can anyone confirm/refute? Edited June 4, 2012 by doragonkoroshi
Juunee Posted June 4, 2012 Posted June 4, 2012 So Justice won't have a ground-dash in any form? Interesting to see if Justice is then going to become a large slow character who focuses on bomb set-ups.
xlolxlolx Posted June 4, 2012 Posted June 4, 2012 (edited) ・ダッシュ/空中ダッシュ不可 apparently she doesnt have an air dash either, shes gonna be really dependent on meter for the wall slam charge thing Edited June 4, 2012 by xlolxlolx
Digital Watches Posted June 4, 2012 Posted June 4, 2012 "Bitch, I zone like a boss. Who needs a dash when everyone's gonna spend all their time coming to me?" -Justice
reaVer Posted June 4, 2012 Posted June 4, 2012 Don't forget that Justice has a command dash that has wallstick/wallbounce properties and that she still has 2 airdashes. I'm still more worried about OS's sweep change, I'd say it almost looks asif arcsys wants OS players to gunblaze if they want/need low profile.
Digital Watches Posted June 4, 2012 Posted June 4, 2012 Don't forget that Justice has a command dash that has wallstick/wallbounce properties and that she still has 2 airdashes. I'm still more worried about OS's sweep change, I'd say it almost looks asif arcsys wants OS players to man up and get closer in if they want/need low profile. Fixed that for ya. Also, I'm confused, can Justice airdash or not?
Spirit Juice Posted June 4, 2012 Author Posted June 4, 2012 Unsure about Justice. Could be a translation error/lost in translation/poorly worded JP source, but to me "unable to air dash three times" means she still has two air dashes.
MasamuneXGP Posted June 4, 2012 Posted June 4, 2012 (edited) The Japanese wiki is unambiguous. ダッシュ削除、空中ダッシュ削除、3段ジャンプ→2段ジャンプに変更。 Dash removed. Air dash removed. 3 jumps changed 2 jumps. Also reported to have a very slow backdash that looks similar to Pot's. Edited June 4, 2012 by MasamuneXGP
Hecatom Posted June 4, 2012 Posted June 4, 2012 The Japanese wiki is unambiguous. ダッシュ削除、空中ダッシュ削除、3段ジャンプ→2段ジャンプに変更。 Dash removed. Air dash removed. 3 jumps changed 2 jumps. Also reported to have a very slow backdash that looks similar to Pot's. i have to say, that im not a fan of this changes, its been more than 14 years that i have been accustomed to how justice is a very mobile character
Hellmonkey Posted June 4, 2012 Posted June 4, 2012 i have to say, that im not a fan of this changes, its been more than 14 years that i have been accustomed to how justice is a very mobile character There were always likely to be huge revisions to make the character both viable and unique, just like what happened to Robo-Ky. It would be fair to consider the new Justice a new character.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now