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Posted (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 by ElvenShadow
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Posted

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

Posted

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

Posted (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 by coolest
typo
  • 2 weeks later...
Posted (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 by Rexdawn

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