Jump to content
Dustloop Forums

GGACR Final Location Test notes!


Guest

Reports are coming in on japanese player's twitter accounts and HitConfirm.

this is all ongoing, but here's where all the discussion and translations are happening

a few of the posts with translations:

[PRBREAK][/PRBREAK]

Here you go , the Baiken changes posted above :

Changes from 2nd loketest

・2S

Startup faster ?

Had a good feeling when poking with it repeatedly. (not sure for this part)

・2HS

The vacuum effect diagonally downwards from the 2nd loketest is gone (I suppose he means vacuum effect against opponents in the air)

- Tatami Gaeshi

On CH the opponent flies so high now that you can connect with kabari (41236H). It also has a hitbox when "closing". As it only hits a little bit it doesn't seem possible to combo and because of this it seems that it will be difficult to pursue the opponent with a dash now.

- FB Tatami gaeshi

FRC added. Startup is faster so you can combo from S moves. When hitting the opponent will sometimes fly in the air but sometimes just get knocked down. This depends on the distance at which your hitting with the move and obviously which of the 3 tatamis are hitting, but I couldn't figure out precisely the conditions for knocking down or launch with the moves.

- Zankyoukuruma (new counter move thing I guess)

Possible to air guard now (without FD).

- Combos (no gauge)

- 2K, cS, 2D (down)

Classic combo for knockdown.

Can jump cancel 2D to go for okizeme.

- 2K, cS (fS), jD

AC knockdown combo with cS(fS).

- 2K, 6P, 6K, HS, tatami

No down, but you can hit harder.

- 2K, 6P, Youshijin, 6HS, whatever air combo

- 2K, 6P, Youshijin, 6HS, special 63214K dash into New wheel move.

If you don't connect 6P very close to the opponent, 6HS into dash + wheel won't connect

- Tatami (CH), Kabari sliding, 6HS, 2D, air combo

Hit confirm CH tatami quickly with kabari.

- Combos using tension

- Gatling into tatami FRC, IAD jS, jD

Techable but good to use when you want to kill.

- (close to corner) Youzansen RC, air tatami, 2D, jPSD, jD

- gatling into tatami FRC, kabari sliding 6HS, into 1) to 3)

1) special dash into wheel

2) 2D, whatever air combo

3) jD FRC, IAD jHS tatami, 2D, whatever air combo

- Combos with dash into baku + followup (50% and more)

- Ouren CH, Kabari sliding, special into baku + followup

- (close to corner) gatling into tatami FRC, kabari sliding, special dash into baku + followup

- Tatami CH, kabari slinding, special dash into baku + followup

- (only on crouching opponent) gatling into HS, special dash into baku + followup

- baku + moon CH combos

- baku (Ch), moon, followup with K, tatami x8 Dizzy's dizzy gauge was flashing after that.

If you do that from a normal combo, dizzy gauge doesn't go up a lot as you don't start from a CH.

Doesn't look like a practical combo.

- Things left to check

- Youzansen RC, IAD JHS, air tatami, air combo possible ?

"This is what I checked so far.

It seemed to me like the way to go was to get tension and get those special dash into baku combos.

Rather than JD it seems better to finish combos with Youzansen into falling air tatami, gives better positioning.

FB tatami's startup got faster so it should be very useful against Dizzy and Eddie matchups !"

Venom changes translated by Nikki at Hitconfirm (and from Portuguese by HiagoX)

- 6P has more recovery

- 6K has slower startup and more recovery; the "basket combo" only worked for 1 rep.

- FB Carcass's ball is slower, bounces one time less compared to the 2nd loketest.

- FB Stinger's ball is also slower; doesn't look very good for pressure right now.

- Tactics Arc has more recovery.

- S Double Head Morbid causes the opponent to float on hit

Mostly nerfs, but Ogawa has described this Venom as "Still extremely strong; scarier than Slayer." I suppose the previous loctest's incarnation was just too over the top.

Edit: Continuing with double translations,

"It's just first impressions, but Venom looks much stronger. On corner, his Tension gain is good and his new Overdrive's chip damage is really good. Other characters that seem really strong are Order-Sol and I-No? Still didn't take a good look on all characters.

Combos are dealing less damage? On midscreen it doesn't seem like it's changed much, but overall it had a considerable damage reduction on corner. Especially for characters like Potemkin and Slayer.

Millia is as strong as ever (okizeme and useful tools wise). I can't say what will become of Testament yet - there's still much to find out. Apparently Kliff is strong. Slayer lost damage output and his j.HS has a worse hitbox now, but his FB D-Step has invul frames. Anji is much better, especially since FB Shitsu travels all across the screen.

Axl is stronger right now; he's back to his old style.

Justice seems to have a hard time against long range characters such as Dizzy and Venom. Kliff looks stronger than Justice; there's still much to find out about Justice, though.

Faust also looks really strong, along with Order-Sol and I-No." - Ogawa

[7:53:05 AM] Hiago: Ogawa also said that May is strong and that she has invul frames on j.D and OK.

[7:53:12 AM] Hiago: (I'm so happy about this)

I might as well help a bit (translation may be a bit off, I'm not Portuguese/Brazilian myself, feel free to correct):

Potemkin info from Konsome's Twitter: https://twitter.com/consomme0914 (Translated by Nikki at hitconfirm)

j.S:

- Throws enemy downward. Causes ground bounce on CH

- Since the Tension Gain from Heat Knuckle diminished without Extend, it's apparently better to do {... 2HS, [4]6HS~P, aerial} finishing with j.S

6HS:

- Causes wall bounce

- 50% Forced Prorate

- Stun Modifier 1.0x

- All around nerfed

6K:

- Lost chain {6K, 2HS}; has chain {6K, 2D}

- Looks like a nerf, but now {6K, [4]6HS} is more important

Slide Head:

- Most nerfed attack

- Can't combo without FRC

- Low damage with FRC

- The start-up and invulnerability are still the same, though; useful for getting in

Hammerfall:

- Also nerfed

- Combos after Hammerfall FRC changed, they're easier

- Hit lowers Guard Gauge more, lowering damage

- Untechable time increased 2F, but didn't see any difference

Heat Knuckle:

- Also nerfed

- Lower Tension Gain, it's better to go for an aerial combo than ending with this (thanks, Circuitous, for the help)

- I don't know what's the FRC for

Heat Extend:

- Was buffed

- Higher Tension Gain

- Higher untechable time

- Now it's more useful, specially at corner

Potemkin Buster:

- Nerfed

- In this loketest damage dropped to around 150~160

- Still allows okizeme

- Still combos in corner, but just with some attacks

Dead Angle Attack:

- Nerfed

- Causes knockdown instead of wall bounce

- Before, the DAA was a chance to turn the match around, now it's only to get them off you


  Report Article



User Feedback

Recommended Comments

There are no comments to display.



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 account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
  • Posts

    • Oh man, that’s the infamous Darkside Judgment stage isn’t it!  He had infinite tension, too!
    • thanks! but i put most of creative energy into editing Dustloop and TOing these days
    • For anyone searching for anime locals in the Netherlands: https://dutchfgc.nl/ (general purpose website for the local communities: not for anime specifically! You find the invite to the DutchFGC discord here.)   Zero Fundamentals (Utrecht) Main games: - BBCF Cycling: - UNI2 - GGST - XRD THE main local for anime FGs in the Netherlands. While the game you specifically play might not be being hosted, players of all games (+R, MBAACC, MVC3, various kusoge) will always be down to play casuals at the local, so dont be afraid to come on down! No venue fee for first time visitors! Venue is a 5-8 minute walk from Utrecht Centraal. Send a DM to them on twitter for the invite link to the discord. https://x.com/ZeroFundies   Project Lucia (Arnhem) Main games: - GGST - SF6 Cycling: - Mugen - Random kusoge A local in Arnhem for Strive. Fun vibes! Join the DutchFGC discord to find their events.   FGCafe (Haarlem) Main games: - GGST - SF6 - Mystery game Biweekly tournament in Haarlem that hosts both SF6, Strive and a mystery game every edition. Fun local and very easy to reach from the station (literal sub minute walk from Haarlem Station)! Find their events in DutchFGC.   Strike Zone (Eindhoven) Main games: - GGST - SF6 - Random anime game Another GGST event, this time hosted in Eindhoven. Join the DutchFGC for more info.   If you have any questions feel free to shoot your questions under this post
    • Tried making a favicon for the forum, 48x48 Thunderseal pixel art?
×
×
  • Create New...