ElvenShadow Posted June 29, 2012 Posted June 29, 2012 (edited) FAUST June 2-3 Loketests 5K No longer wall sticks on counter hit. (ElvenShadow note: causes knock down on counter hit) New item chikuwa, causes health increase. New item, iron weight, causes knockdown on counter hit. (ElvenShadow note: I think it causes knockdown on ANY hit) The Tarai/Tub item now tracks to the edge of the screen. 214K teleport force break now availble. Doesn't seem possible to combo from it. (ElvenShadow note: you can combo off it if you RC it and can hit them with standing punch into an air combo. Especially now that 5P is one frame faster. Might not be the best use of meter but if it can kill someone at the end of the round, why not?) June 28, 2012 Original Src: http://www.guiltygearx.com/pdf/GGXXA...cationTest.pdf 5K: Attack Box is wider. Vulnerable box is bigger. Change from wall bound on counter hit to float and knockdown. far 5.S: Attack box is wider. Vulnerable box is bigger. 5P: Startup change from 6 to 5 frames. 2K: Hits 2~3 are now lows. *Before only hit 3 was. j.D: Untech time changed from 20 frames to 24 frames. Coin Item: Changed to cause flame effect for the rest of the round anytime you use Mou icchou Oisu! (ElvenShadow note: coin bounces twice on ground after thrown, can hit opponent during this time) Wash tub (Tarai): Now falls right above your opponents head. Stagger changed to 1.5x. Chikuwa (new): Hand Weight (new): Tiny Robo-Ky: Fall speed increased. Donut: Health boost increased. Candy Bar: Tension boost increased. Scalpel Pull: Changed to from 5 to 6 frames after the hit During Pogo Stance, Backwards Hit (press 44): Untech time changed from 20 to 40 frames. Force Break Ushiro kara Ikimasu yo! (new move) Ikinari Oissu!: Base prorate change from 50% to 70% Force Break pogo can be performed by pressing D while hopping on pogo (up-forward on stick aka 9) Force Break pogo can now pickup grounded opponents to continue a regular combo (meaning opponent is not in OTG state after it hits) Force Break pogo damage prorates to 80% now Thanks to Zinac for posting the translated changes in the Faust forum. I added the stuff at the end about force break pogo and a few notes about personal observations I saw at the first loketest. I think that's the only thing he didn't already translate. Edited June 29, 2012 by ElvenShadow
coolest Posted June 29, 2012 Posted June 29, 2012 kliff dash now 'step' type jump, highjump affected by stronger gravity higher defense instant kill activation now 100f j.K now floats c.S plummets on air hit longer input window for gattling smaller hitbox on top f.S startup faster by 2f jump cancel removed 2S uses the old 2H animation otgs prorates at 70% startup at 12f 5H pulls in on air hit 2H uses the old S animation blows opponent away on air hit staggers on ground hit now has a low hitbox can be charged 2D added 10f to recovery 5D startup at 25f 6P startup at 13f can be charged larger upper hurtbox 6H can be charged plummets on air hit j.S longer cancel window smaller hitbox at the back j.H 2nd hit floats both front and back hitboxes shortened j.D added 15f to landing recovery smaller hitbox at the bottom throw shorter range air throw throws opponent farther away shorter range dead angle now blows opponent away houkou kaeshi (P) frc-able at 17-19f recovery shorter by 4f houkou kaeshi (S) frc-able at 25-28f zugaisai startup at 16f air zugaisai startup at 9f landing recovery is 6f all hits connect easier (?) frc-able at 29-31f added 50f to untech time faster falling speed kubimatagi frc-able at 24-28f plummets on hit uroko hagashi can now control movement vacuum effect increases tension sen no sen higher chance of strained back dizzy rate increased by 10 uncancellable jigoku tsukkomi largest hit count is 1 staggers strike invincible during startup shishi otoshi larger hitbox on front 1st hit makes opponent fall down 2nd hit otgs landing recovery increased by 8f FB houkou kaeshi wallbounces kliff floats higher on recoil (?) 25 frames added startup is 8f FB jigoku tsukkomi new move reflex roar startup now 9f invincibility removed command now 236236H (uses 50% tension) wallclings soul survivor can be charged startup now 15f
coolest Posted June 29, 2012 Posted June 29, 2012 venom balls created by FB carcass raid and FB stinger aim as well as flipped balls will bounce off the walls or ceiling several times pressing D during the recovery of ball seisei/dubious curve/tactic arch will change ball formation normal balls increases guardbar by 6, but gets an attack level of 2 for lightning balls, they increase guardbar by 6x3, with charged balls doing 20xn 6H can no longer gattling cancel after 6P however, can now be done after c.S now knocks down instead of groundbounce active frames from 8 to 6f untech time from 44 to 20f c.S increases guardbar by 14 instead of 20 6P new move 6K (AC 6P) groundbounces startup from 10 to 15f untech time from 15 to 30f removed upper invul. longer cancel frames air throw can now be frc'd right when venom starts to drop dubious curve added 2f to slide time untech time also added by 2f shorter slide distance can be cancelled into ball seisei, shunkan idou, or tactic arch blockstun reduced from 24 to 18f stinger aim command can be considered completed with any direction other than 6 double head morbid an additional attack is available for the H and FB versions by inputting an extra H for the H version and D for the FB shunkan idou now has counterhit state recovery for moving forward increased from 14 to 20f recovery for moving backward decreased from 7 to 1f double head morbid (S) opponent is blown off farther maximum of 1 hit damage is 17 x 4 → 44 attack level from 3 to 4 FB stinger aim will bounce off the wall once if opponent hits a ball, that ball will also rebound FB carcass raid number of times balls will bounce increased slower ball speed tactic arch new move
coolest Posted June 30, 2012 Posted June 30, 2012 (edited) 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 Edited June 30, 2012 by coolest typo
Rexdawn Posted July 12, 2012 Posted July 12, 2012 (edited) What's the word on Chipp's supposed new combo of 5H to Alpha Blade? I saw someone bring it up because of the trailer but I know that combo can work in the right situation anyway; the combo in the trailer shows Chipp doing dash-up f.S > 5H xx Alpha Blade, and I tested that and it actually does work in regular Accent Core. I want to get it cleared up if 5H naturally combos into Alpha Blade now or if it still varies on distance or can only combo into TK Alpha Blade. If 5H has more hitstun now or something, that'd be nice since it'd make the 5H IAD combos easier to do. Edited July 12, 2012 by Rexdawn
MacArthur Blunts Posted July 15, 2012 Posted July 15, 2012 Slayer Changes *snip* Is H dandy step still in? If so, you have forgotten to add it to the list.
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