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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
coolest replied to Setsuna's topic in Misc Fighter Central
thats not very realistic. they could make assists out of the playable characters though, if they wanted to. all they have to do is to pick some existing moves -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
coolest replied to Setsuna's topic in Misc Fighter Central
http://dengekionline.com/elem/000/001/110/1110477/ sasufuckingga -
one thing i hate about her now is that she gets more riichi and yet she can ron away
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might as well post one here 2ch threads mostly complaining about how broken he seems to be, unlike justice who was majorly changed, kliff gets a net amount of buffs imo, since most people assume kliff would always be top no matter how much was tweaked back in AC+ the expectation would be to completely gut the character itself... but now you have crap like chargeable normals (what) compared to relatively minor nerfs that make him a definite god tier which makes the reaction justified, i think
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aaaand im done with practically every character. call me if there are any corrections. time to get back on stream
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Accent Core +R LOKETEST CHANGE LIST Thread
coolest replied to Spirit Juice's topic in Guilty Gear General
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 -
Accent Core +R LOKETEST CHANGE LIST Thread
coolest replied to Spirit Juice's topic in Guilty Gear General
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 -
kliff was buffed. discuss
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Accent Core +R LOKETEST CHANGE LIST Thread
coolest replied to Spirit Juice's topic in Guilty Gear General
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 -
...noones going to do the others? oh well, time to get back to work then
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Accent Core +R LOKETEST CHANGE LIST Thread
coolest replied to Spirit Juice's topic in Guilty Gear General
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 -
Accent Core +R LOKETEST CHANGE LIST Thread
coolest replied to Spirit Juice's topic in Guilty Gear General
thanks -
Accent Core +R LOKETEST CHANGE LIST Thread
coolest replied to Spirit Juice's topic in Guilty Gear General
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 -
Accent Core +R LOKETEST CHANGE LIST Thread
coolest replied to Spirit Juice's topic in Guilty Gear General
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(?) -
Accent Core +R LOKETEST CHANGE LIST Thread
coolest replied to Spirit Juice's topic in Guilty Gear General
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