shinquickman Posted June 5, 2012 Posted June 5, 2012 (edited) That's the way I understand that convention in the wiki. Like in Sol's section: 通常攻撃からキャンセル可能。遠SCH、HSから連続ヒット。 It mentions something along the lines of being able to combo H Fafnir from CH f.S, 5H. The way I understand that is you can combo H Fafnir from x, OR y since it'd be pretty weird to specifically state a combo like CH f.S>5H>H Fafnir. Edited June 5, 2012 by Hellmonkey
doragonkoroshi Posted June 6, 2012 Posted June 6, 2012 Hey, I think hitting a dead opponent also counts as rakushou now. You should add that.
M.Song Posted June 6, 2012 Posted June 6, 2012 wait... so if you finish them off with a multi hitting move and then they get hit past death due to the rest of the hits coming out, they're gonna start the next round with 50% meter? or would this be for doing extra move inputs after death
doragonkoroshi Posted June 6, 2012 Posted June 6, 2012 RAKUSHOU(勝ち挑発)は存在している。死体 殴りも同様。 I think it just means when they're dead and on the ground. I do slash beast to dead opponents all the time and i think it's stuff like that it's referring to.
Hellmonkey Posted June 6, 2012 Posted June 6, 2012 Just says that both rakushou and hitting dead opponents are still in the game.
doragonkoroshi Posted June 6, 2012 Posted June 6, 2012 Oh i thought it was saying rakushou is still in, hitting dead opponents does the same thing. I'm doing more harm than good:(
Neo Balrog Posted June 7, 2012 Posted June 7, 2012 (edited) New dandy step! Fantastic change! Really 2S has startup faster? Edited June 7, 2012 by Neo Balrog
coolest Posted June 28, 2012 Posted June 28, 2012 (edited) guess ill post this here all changes are of the upcoming new loketest, for more ky 6k during air hit, now blows opponent away horizontally untechable time from 25 to 18f 3h new move 6h decreases guard bar from 17 to 12 j.d recovery lessened by 4f can not be done more than once stun edge charge distance increased lightning strike can now be frc'd. now bounces s raging javelin new move fb greed sever new addition lightning sphere larger hitbox now vacuums grounded opponents command changed to 4d charged drive now wallsticks base damage now 70% ride the lightning can now be frc'd around the frames where ky stops charging in air ride the lightning startup changed to 7+1f. can now be frc'd around the frames where ky stops charging in sacred edge ball speed now increased Edited June 28, 2012 by coolest
coolest Posted June 28, 2012 Posted June 28, 2012 sol c.S guard advantage now ±0F 2S ground untechable time from counterhit lengthened j.D ground untechable time from 17 to 26f 6H can now be gattled into from S attack level now 4 no longer staggers damage reduced from 40 to 32 bandit bringer now ground bounds, also clean hits air bandit bringer can now be held, it seems (not too sure of the wording here) HS fafnir new move FB sidewinder new move FB fafnir can now be cancelled from a normal now knocks down groundslides during a clean hit unthrowable FB tyrant rave command is 64D can also be held can be done from HS fafnir increased damage when you do a number of clean hits in a combo (?) <sidewinder has the same property> damage now 25 x 3 + 84 wallbounce removed faster by 2 frames tyrant rave ver.b 1st hit floats higher 2nd hit wallsticks dragon install / second recovery shorter by 8 frames now gets a new knockdown attack!! what wonders
coolest Posted June 28, 2012 Posted June 28, 2012 potemkin 6H now wallbounces ground untechable time from 25 to 28f dizzy modifier from 1.5 to 1 added 50% proration j.S during an air hit, knocks opponent away can be gattled into j.D j.D ground untechable from 16 to 40f 6k damage increased from 23 to 40 gattling to HS removed but now you can gattle into sweep (what) slide head can connect after a knockdown gets higher float during hit, longer advantage can be frc'd after the quake megafists cause knockdown hammerfall reduces guardbar by 12 can be frc'd 1 frame after the active time untech increased from 18 to 20f attack level reduced to 4 hammerfall break can be frc'd around 5 to 10 frames heat knuckle tension gauge increase changed from 0 + 6.0 x 2 + 24 to 0 + 6.0 x 2 + 6 can be frc'd when whiffed from 24-25f heat extend tension gauge increase changed from 19.20 to 37.20 untech increased to 80f potemkin basutaa can connect attacks when done near screen edge can not be frc'd anymore now throws opponent farther decreases guardbar by 6+15 damage added from 140 to 180 judge gauntlet upper hitbox shortened now has an interrupt air potbuster added frc during 7-9f larger horizontal hitbox dead angle now knocks down
coolest Posted June 28, 2012 Posted June 28, 2012 zappa now gets a possession icon above the tension bar -unsummon f.S added 3f to recovery 2S can be gattled into from f.S stagger from counterhit increased by 5f gets larger knockback air throw can connect attacks after on all characters konnichiwa sanbini no mukade fullbody invincibility from 1-13f can otg increases soul count by 1 reigisahou wa koko kara recovery shortened by 2f larger hitbox -dog umareru!! when in dog possession, increases soul by one each hit (limit is 4) dog attack (all) opponent will get knocked back in the direction of the dog's orientation all variations have their properties standardized dog appearance has a 30 frame recovery however, it cannot be hit in this period dog attack (bite) can now be guarded when guarded, increases soul by 1 proration removed attack level reduced to 3 knocks opponent down on the spot dog attack (jump) able to do 6D or 8D during this move followup attack can be done after 6/8/4D rebound(?) when opponent is hit on air, knocks them into ground dog attack (somersault) vertical hitbox slightly slanted blows opponent away diagonally dog attack (rush) when opponent is hit on air, blows them away untechable time from 12 to 20f -ghost has a special gattling combination 'route' where zappa gets free chains *does not apply to the following normals* f.S, 2S, 6S, 5H, 2H, j.S, j.2S, j.H restrictions: 1. can gattle the same normal 3 times 2. from a 2H or j.H, other than themselves, no proration applies to other normals j.S startup faster by 4f damage now 25 j.S (2nd, 3rd hit) startup faster by 4f attack levels turned to 3 j.2S new move f.S smaller hitbox shorter range damage from 15 to 20 f.S (2nd, 3rd hit) startup faster by 4 frames attack levels turned to 3 2.S damage now 18 2.S (2nd) damage now 18, attack level 2, recovery +2 2.S (3rd) damage now 18, attack level 2, recovery +4 6S new 5H(2nd) damage: 25 atk lvl 3 recovery +4 5H(3rd) damage: 25 atk lvl 3 recovery +8 2H (2nd) recovery +4 2H(3rd) recovery +8 6H damage from 25 to 30 haunt mode when using 'sono mama kaette konaide kudasai' during haunt mode, youll get the ghosts you started with, with 2 ghosts haunting the opponent (?) 'yappari kaete kudasai' new move banana can otg reduces guard bar by -5 untechable time now 20f -sword after attacking, sword will now stay on the spot chikazuku to yukimasu and other normals that use sword can be airblocked 2S can be blocked standing if sword is placed higher than default position (when crouching) 85% proration c.S can not be jump canceled j.S 85% proration j.H 90% proration hai, kaerimasu frc-able from 1-2f itasou, tte iuka itai can control speed by holding stick forward or backward ochitoite kudasai gets upper invincibility +2 souls chikazuku to yukimasu +2 souls -raoh when raoh appears, a gauge shows its duration darkness anthem has a new HS version air darkness anthem new air last edogai new last edogai damage reduced from 100 to 80
Kyle Posted June 28, 2012 Posted June 28, 2012 Loc#2 official change log May ● command list Special Moves Mr. Dolphin: ← CHARGE → + S or HS Mr. Dolphin: ↓ CHARGE ↑ + S or HS Restive Roll: → ↓ ↘ + S or HS (Air enabled) Change of Direction: ③ lever in + S or HS (up to 3 times) Needs further explaination Greeted with applause, please: ← ↙ ↓ ↘ → + P or K or S or HS or D (Charge Enabled) Kiss Overhead: → ↘ ↓ ↙ ← + K Force Break Mr. Dolphin: ← CHARGE → + S or HS: → + D Mr. Dolphin: ← CHARGE → + S or HS: ↑ + D Jackhound: ↓ ↙ ← + D Supers The ultimate spoiled child: → ↘ ↓ ↙ ← + HS Great Yamada Attack: ↓ ↘ →↓ ↘ → + S large whirlwind spin agony transcendence: → ↘ ↓ ↙ ← + S Bomber Deluxe Goshogawara: P follow-up attack to → ↘ ↓ ↙ ← + S Mortal blow May and pleasant comrades: ← ↙ ↓ ↘ → ← ↙ ↓ ↘ → + HS May and pleasant comrades: → ↘ ↓ ↙ ← → ↘ ↓ ↙ ← + HS Change Details 2HS: Staggers on ground hit (COUNTER HIT OR REGULAR HIT?) 2HS: Cannot Gatlin to Dust. (2D or 5D?) 2HS: Stagger time is now 30F → 26F J.k: Startup is now 7F → 6F J.k: Recovery is now 10F → 8F J.D: Upper body invincibility has been granted J.D: Is F 5F was soon canceled out swinging accepted. (5f kara window?) 3K: Gatling combination routes from the K edge has been added to S Standing or long distance 6HS: Whiff cancel is now possible to order a certain period of time 6HS: Gatling combination routes from S has been added to crouch S · K · Standing Standing distance 6P: Full charge is wall stick 6P: Whiff cancel is now possible to order a certain period of time 5HS: Knock back distance has been reduced 5FS: Lv attack is now 3 → 4 5[D]: Jump cancel is now impossible 5[D]: Recovery time is 30F → 40F 5[D]: Effect has been drawn to the behavior of the grant when hit. (?) Greeted with applause, please: After completing a maximum Tame (Lv4), will now be triggered automatically after 2 seconds Greeted with applause, please: Interface indicates the stage of performance on the tension gauge has been added Greeted with applause, please: FRC of the is now canceled 20 ~ 21F → 23 ~ 24F Greeted with applause, please: Opponent will now knock back when hit in the direction of the dolphin FB Greeted with applause, please: New move added Kiss Overhead: Now move to throw Kiss Overhead: Dash now moves to cancel the normal Kiss Overhead: Startup is 25f Kiss Overhead: Systemic invincible was granted between 19 ~ 25F Horizonatl Mr. Dolphin: causes Slide on air hit Vertical Mr. Dolphin: Guard gauge depletion in value is now 10 → 14 Vertical Mr. Dolphin: Recovery time is 5F → 7F Restive Roll: Recovery time is now 15F → 17F HS-Restive Roll: Ground version trajectory almost verical S-Restive Roll: FRC removed. F is the simultaneous generation and reception of the attack roll. (Need better translation) S-Restive Roll: Move not GROUNDED type = opponent is not required to Barrier block the attack S-Restive Roll: Technique is now the middle (Need better translation) Change of direction: Behavior at the time of the attack hit opponent will now be blown off in the direction of movement Change of direction: Damage is now 14 → 18 Change of direction: Recovery time of is now 28F → 32F Change of direction: Startup of attacks is now 11F → 5F Change of direction: 4F was faster timing is derived. (Need better translation) Change of direction: Move not GROUNDED type = opponent is not required to Barrier block the attack Change of direction: Lv attack is now 3 → 2 Jackhound: Lower hitbox, picks up Testament more often & I-no The ultimate spoiled child: Hits cause suction, except final blow The ultimate spoiled child: Peeling down is now available. (Direction influence?) The ultimate spoiled child: Time of the third stage of recovery to 8 now 20F → 50F Bomber Deluxe Goshogawara: Hit is now usually sticks → wall down Bomber Deluxe Goshogawara: Guard advantage is now +20 F Large whirlwind spin agony transcendence: Startup of attacks is now 1F + 8F → 1F + 14F. Large whirlwind spin agony transcendence: Guard advantage is now +2 F Large whirlwind spin agony transcendence: The move is now to withstand an opponent's attack (Absorb/Armor?) Large whirlwind spin agony transcendence: Moving speed is now faster Large whirlwind spin agony transcendence: Hit = Wall stick Large whirlwind spin agony transcendence: Damage is now 18 → 24 per hit. Large whirlwind spin agony transcendence: Rising value per hit guard balance has been reduced
coolest Posted June 28, 2012 Posted June 28, 2012 robo ky heat changes slower c.S upper hitbox is larger 5D startup from 20 to 22f 2K builds less heat 2S (80% heat) 2 hits increases heat increased range, explosion has increased hitbox j.H floats opponent higher when counterhit 6P damage increased from 25 to 30 untechable time increased from 18 to 80f 6P (2nd,3rd) damage decreased from 25 to 20 upper invincibility during startup throw opponent floats higher ky-genshou (lv1) higher heat increase ky-genshou (lv2) opponent slides when counterhit shorter pushback on hit and guard ky-genshou (lv3) wallbounce on counterhit ky-maku homerun (lv1) higher heat increase air ky-maku homerun new move chounai ky bargain (lv1) higher heat increase chounai ky bargain (lv2) lower heat increase chounai ky bargain (lv3) lower heat increase ky denpa damage changed from 8 x n + 35 to 2 x n + 38 can recover up to 50% of electricity gauge opponent's tension can be lowered by 25% opponent gets higher float, shorter horizontal distance throw invincible during startup kyou wa ky san command changed to air 214d can be steered from the first frame can be cancelled from the second frame can now be cancelled into an airdash or air backdash heat decrease is half of what it used to be dame na yatsu wa nani mo yatte mo dame inputting 6 gives you a headbutt enhanced headbutt can be done when heat is around 93-99 gen ky lovers (explosion) can not be airblocked
coolest Posted June 28, 2012 Posted June 28, 2012 order sol after a level 2 on the charge meter, specials that use it have their charge decrease rate halved 5H untech time from 18 to 20f 2H unthrowable from 1-26f lower body invulnerable now from 11-22f j.S larger hitbox at the back 6P staggers throw proration now 40% airthrow higher float dead angle recovery +5 charge burst untechable time from 20 to 43f increases blockstun by 5f gunblaze (lvl1) added 85% proration gunblaze (lvl2) added 85% proration first pillar will always come out gunblaze (lvl3) recovery shorter by 3 frames up to 2 pillars guaranteed to come out blockhead buster (lvl2) guard bar decrease from 4 + 4 + 4 to 8 + 6 + 6 now wallsticks blockhead buster (lvl3) after 2nd hit, decreases guard bar by 2 rock it (lvl2) faster movement speed startup faster by 1f 2nd hit knocks down recovery lessened from 17f to 14f rock it (lvl3) 4th hit otgs proration now from 80 to 90% smaller float ground bandit revolver prototype (lvl2) untech time now at 37f from 18f savage fang (lvl3) gets up to 5 hits otgs tyrant rave ver. omega (lvl2) 2nd hit has longer distance tyrant rave ver. omega (lvl2) 2nd hit has longer distance dragon install: sakkai 1st hit is aerial, rest hits normally(?)
suna19 Posted June 28, 2012 Posted June 28, 2012 (edited) Chipp f.S - startup reduced from 7f→6f 5H - startup increased from 7f→8f; removed forced proration 6K - FRC point just before the attack hits j.D - forced 80% proration Triangle Jump (wall dash) - no longer in CH state during movement; if a direction other than forward is input, the angle is steeper (?) 穿踵(?) - after FRC, can now double jump or airdash Shuriken (air taunt)- guard balance increase is zero; is now in CH state during the action 41236K - has strike invincibility while invisible 214K - if the command is input again while active, he becomes even harder to see; reappears after blocking an attack 22S - FRC added, just after he reappears; reappears slightly higher than before j.623S - landing recovery has increased by 3f; floats higher on hit 22H and 22D - searches for opponents location up to 2f before reappearing 41236K→D - falls faster; landing recovery reduced from 5f→0f 632146H - now completely invincible from 1~30f 236236K - startup changed from 7f+0f → 1f+2f; first hit now hits lower it also mentions the new force breaks, but no information about them Edited June 28, 2012 by suna19
RoBoBOBR Posted June 28, 2012 Posted June 28, 2012 "j.D - forced 80% proration" are you sure it's forced? You state that 5H "removed forced proration" - and it never was forced, it was regular prorate.
suna19 Posted June 28, 2012 Posted June 28, 2012 (edited) i wasn't really sure about those parts, but 5H had something removed. i suppose better wording would be just proration. and looking at the wiki, i think they just changed the values for those attacks Edited June 28, 2012 by suna19
coolest Posted June 28, 2012 Posted June 28, 2012 millia backdash strike invinicibility to 5f j.S startup from 10 to 9f guardbar decrease rate from 10 to 7 j.HS can now be gattled into from j.K smaller hitbox startup from 11 to 12f j.D startup from 11 to 17f damage increased from 30 to 48 attack level from 3 to 4 guardbar decrease rate from 9 to 6 proration at 80% now wallbounces untech time increased from 23 to 38f j.2H new move c.S wider hitbox at front 2S active frames from 2 to 4f 2H untech time decreased from 25 to 20 proration at 90% damage reduced from 40 to 36 f.S can now be jump cancelled roll counter state from 1-15f can retrieve pin low stance frames from 1f to 2f(?) silent force (all) can not collect pin after use for a while pin does not glow when unusable, only glows when it can be used untech time from 28 to 33f all version recovery -3f silent force (K) new move secret garden ball disappears when attacked (?) lust shaker can not be caused by mashing buttons pretty maze now increases guardbar by 0 both ground and air versions' movement now similar ground version guaranteed to come out at 22f frc-able at 6-8f air pretty maze startup from 15 to 13f untech time increased from 40 to 50f guaranteed to come out at 12f recovery now 23f longinus startup reduced from 12 to 5f wallsticks FB secret garden new move winger last hit slides opponent air winger new move
Adelheid Posted June 28, 2012 Posted June 28, 2012 millia roll low stance frames from 1f to 2f(?) Above-the-foot invuln starts frame 2 instead of frame 1, meaning no more reversal roll under stuff.
magz Posted June 28, 2012 Posted June 28, 2012 Slayer Changes: j.H: Hittable box increased.Recovery increased from 7f -> 10f.j.2K:GB- increased from 10 -> 13.5K:Special cancellable.2S:Active frames reduced from 9f -> 6f.Recovery increased from 12f -> 15f.5H:Removed stagger from ground hit.Aerial hit causes ground slide.Now gattlings into 2H.Damage lowered from 50 -> 45.2H:Ground hit causes stagger.Float on aerial hit lowered a bit.Untechable time increased from 34f -> 42f.GB- increased from 6 -> 12.Aerial hit causes vacuum effect.6P:Lower body hitbox reduced.6K:Aerial hit causes ground bounce.Damage proration lowered from 100% -> 90%.6H:Hit causes ground bounce.Untechable time lowered from 32f -> 26f.Damage lowered from 50 -> 40. j.D: [*]Plummet on air hit made a little stronger. j.K: [*]GB- increased from 7 -> 10. j.S: [*]GB- increased from 6x4 -> 9x4. Undertow: [*]FRC point added just before the active frame. [*]Hit causes ground bounce. [*]Startup lowered from 31f -> 28f. [*]Float on hit made higher. [*]Lower body hitbox increased. [*]Untechable for 24f. [*]Proration lowered from 70% -> 50%. [*]Level lowered from 5 -> 3. [*]Knockback on superarmor hit reduced. [*]Hitstun increased from 24f -> 26f. Mappa Hunch: [*]Knockback on hit reduced. [*]P Mappa hitstun lowered from 26f -> 25f. [*]K Mappa hitstun lowered from 28f -> 27f. Bite: [*]FRC added 2f after the frame damage is dealt. [*]GB- increased from 6 -> 10. [*]Input changed to 236H. [*]Added 3f of recovery. [*]Stagger lowered from (at most) 19f to 13f. [*]Knockback on hit reduced. [*]Being hit out of bite causes CH. [*]Life recovery on hit increased from ¼ to ¾ of the damage dealt. [*]Proration lowered from 70% -> 60% [originally 50% in AC]. S Dandy Step: [*]Above feet invulnerability time changed from 10~17f -> 6~13f. FB Dandy Step: [*]Added new move.
coolest Posted June 28, 2012 Posted June 28, 2012 anji 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 gattling routes lost hurtbox at his back 2H attack level now 5 can gattle into 5H 3K stronger hitbox, hit effect weakened(?) 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 increased guard advantage from 0 to 14 2D front hitbox slightly widened 5S 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 gets upper invincibility sphere speed is slower frc-able immediately after rising rin blockstun increased by 3f now a mid rin (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
Dream Maker Posted June 29, 2012 Posted June 29, 2012 (edited) Just a few corrections for Anji's changes as I was reading them I noticed a few translation errors. 3K : instead of "hit effect weakened ?" the appropriate translation would be "made it easier to hit the opponent at close range" 3S : only self gatling into another 3S has been removed. TBH I don't remember any other gatling routes from this move but better be precise just in case. cS : not guard advantage but guard gauge increase went from 0 to 14 (maybe you understood it right but honestly the way you wrote it I was like WTF when I saw this +14F advantage on this move would have been the epitome of brokenness) The new gatling is not 5S into 6P but 5HS into 6P Shin isshiki : no upper body invincibility but the fan projectiles lost their overhead property. They are also slower. For the FRC just a personal note here, I don't know what it means because there was already an FRC before right after going up. Also Rin(K) this move is called Kai(k). Great work otherwise, thanks for translating. ^^ Edited June 29, 2012 by Dream Maker
mynus Posted June 29, 2012 Posted June 29, 2012 (edited) I-no: *No word if previous changes to Horizontal Chemical Love wall bouncing are still present. (I will update at loketest)* System Changes: Tension gain from dash up from 30 -> 35Can now Air-dash twice (Ground dash -> airdash -> airdash possible)Airdash length increased from 18 -> 21 frames (possibly more time to do fast-fall CL?)Normals:6Pnow force prorates 90% (not cool)5Shitbox extended horizontallyf.Srecovery down 6f -> 1f O_o (spam!!!)forced prorate down 50 -> 60%2Smoves her forward more recovery down 23f -> 17f5HShitbox extended vertically (no more special Sol/HOS combos?)6HSnow a 2hit move again! first hit active on frame 7Specials:Kyougen (Dive):K version untech time increased 17f -> 30f almost double (guaranteed knockdown pretty much)S version 80% proration added HS version movement faster; can pass thru opponent; dmg up 20x3 -> 25x3 Chemical Love: [*] hitbox around Ino's body larger now (lol sick) [*]Air K Chemical Love complete move duration now 42 frames?! 30f -> 42f [*]Air S version now 40 frames; 35f -> 40f? Stroke The Big Tree: [*]General hitbox smaller [*]S version now staggers, HS version now floats (reverse from AC) [*]HS version 2nd frc point now after hit [*]prorate 90% [*]jump cancellable on hit (o_O lolz) Force Breaks: [*]FB dive...6-9f invul (YES!) [*]force prorate 90% [*]can stop movement mid move with P,K,S,HS cancel [*]dmg up 14x5 -> 20x5 Edited June 29, 2012 by mynus
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