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Everything posted by RoBoBOBR
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http://youtu.be/Rzx8iZgjDIg a bit of Tanabata
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Added corrections to the frame data.
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Bit of a proofread for 1st post. 6K in ACR frame data has no prorate, while in AC it has 75% 5H had regular proration, not forced ACR data has no mention of 6H ground bounce on air hit 2K shows CR in "cancel" - meaning it no longer cancels into self no mention of 2H in 1st post, changes are: active 9F -> 10F, recovery 18F -> 19F, prorate 90% -> 80%, untechable 28F -> 30F j.D also damage 40 -> 32, proration listed as regular, not forced ACR data still lists 5H as 7F start-up 22S total duration listed as 34F (31F in AC), but can cancel into attacks from 31F. Also FRC restores jump options 41236K→D landing recovery listed as 3, not 0. 632146H is also strike invincible 31-33F wall dash - can input additional air movements from 12F (AC was 13F) Only fake shuriken has CH state, also wiki tells that GB- values are zero, not guard bar increase - and that's a buff, also Success Shuriken startup is 8F (10 in AC) and recovery is 16+3 (18+3 in AC) "22H and 22D searches for opponents location up to 2f before reappearing" - in AC they search up to 1F before reappearing, thus in AC+R it's harder to track opponent while he moves. So it's a nerf. Also D start-up is 25F -> 27F -- Also J wiki has some comments not clarified by frame data - - 2H - better hitbox at the top, attack fully extends on 13F -> 12F - after ground throw you can connect FB Beta blade or Banki Mesai (236236K) on all characters but Pot. Super wont connect on - air Alpha blade - GB- 7 -> 10
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- f.S - recovery 25F -> 21F - H - GB- 6 -> 3 (origins of data unknown, mook has no GB- info) - 6K - CH wallstick untechable 78F -> 90F - D - start-up 28F -> 30F - j.P - start-up 7F -> 6F - throw - FRC point added 36-39F, if FRC isn't used opponent is open to be hit 15F ->18F (untechable 40F -> 43F) - Mist stance cancel - 1F faster, so fastest possible Mist Stance Cancels per level are LV1: 11(8F+3F); LV2: 8(5F+3F); LV3: 6(3F+3F) - Mist Finer: Upper Lv 1 (236P) - now prorates 70%, untechable 36F -> 39F - Mist Finer: Upper Lv 2 (236P) - untechable 55F -> 70F - Mist Finer: Upper Lv 3 (236P) - hold 4/6 to move back/forwards during the move - Mist Finer: Middle Lv 1 (236K) - untechable 25F -> 39F - Mist Finer: Middle Lv 2 (236K) - recovery 26F -> 23F - Mist Finer: Middle Lv 3 (236K) - float -> stagger (55F max), FRC point added - all start-up and active frames, hold 4/6 to move back/forwards during the move - Mist Finer: Lower Lv 1 (236S) - prorate 85% -> 70%, vacuums - Mist Finer: Lower Lv 2 (236S) - untechable 42F -> 50F - Mist Finer: Lower Lv 3 (236S) - hold 4/6 to move back/forwards during the move - Bacchus Sigh (214P) - FRC point 41-46F -> 36-41F - Ensenga (j.41236H) - 2nd hit untechable time 30F - Divine Blade Transport (623S) - strike invincible 5~17F , performing FRC or Divine Blade removes invincibility, airborne from frame 8 -> 5, recovery 37 -> 35, FRC point 11-13F -> 8-10F, Divine Blade input 9-31F -> 6-34F, auto jump install, different trajectory - shorter and higher - Divine Blade (DB Transport -> S) - start-up 8+7 -> 5+7, recovery 14F landing -> 7F landing, now prorates 80%, ground bounces opponent on CH (untehcable for 30F) - Air Divine Blade (j.236S) - floats opponent on ground hit (untechable for 20F), ground bounces opponent on CH (untehcable for 30F), now prorates 80% - Air Killer Joker (j.214S) - now prorates 90%, untechable 31F -> 30F - Mist Stance Jackhoud (MF Stance -> 214D) - stagger 52F -> 56F - Mist Stance Step Jackhoud (MF Stance Dash -> 214D) - stagger 65F -> 68F - Return Jack (Jackhound -> 236D) - invincibility 13-15F -> 7-15F, - IK - start-up 13+15 -> 7+10, SD -6 -> +4 - Glitter Is Gold (Upwards) (214H) - new move, 10 damage, 3 lvl, block all, 5F start-up, 65F active, 20F recovery, +4 SD, hitstop 6F, increases Mist Finer by 1 level on hit, consumes 1 Coin - Yunchang iaido (j.236236H) - new OD, like EX Johnny, damage 50x2, lvl 5, block HA, cancel R, start-up 5+3, active 3F, recovery 24F, initial prorate 90%, fully invinicible 1~9F, throw invinicible 10F, floats opponent on hit (1st hit untechable for 40F, 2nd hit for 30F) -----1.10 patch notes - Yunchang iaido (j.236236H) - Bigger horizontal hitbox ~~~~~~ J wiki - K - increased range - f.S - increased hitbox vertically at the tip, decreased hitbox vertically close to Johnny - 3H - GB+ 20+20 -> 10+10 - j.K - increased range backwards - new gatlings - 2K -> 3H, f.S -> 3H, 3H -> H, 3H -> 6H - mist finers - hitbox at the tip narrowed - lower MF lvl 1 - float - killer joker - lower hitbox reduced ---- done by frame data comparison and j wiki info. Changes labeled as "Jwiki" could not be confirmed by DL ACR frame data. Also some of wiki changes had "?" in them and were quite hard to understand (f.S hitbox changes, MF hitbox changes, KJ hitbox change)
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a bit of proofreading based on frame data comparisson: 6H had 23F recovery, and now has 27 (44F was it's untechable, which is 30F now) - j.H - untechable 16F -> 30F - j.D - untechable 23F -> 24F Dubious curve lists 19F recovery in AC and in AC+R Teleport listed as 21F total in both versions, only in AC+R teleport completes on 21F (AC - 15F), also srike invincibility 7-10F -> 10-15F, full invincibility 11-14F -> 16-20F And wiki states that you can cancel out of HS and D Double Head morbid by pressing the same button to stop the movement and initiate attack earlier.
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GGXXACR changes. facts. no theory fighter plz.
RoBoBOBR replied to MacArthur Blunts's topic in Slayer
http://www.youtube.com/watch?feature=player_detailpage&v=wG3ittCSLdo#t=728s as seen here 6H on CH doesn't stagger anymore, so frame data on wiki should be corrected http://blog.livedoor.jp/en712/archives/51865030.html Am i correct in understanding that 6H, iad jH, 6H, iad jH is a possible combo? -
Nani ga deru kana (236P) has 23F total duration, item is thrown on 13th (so if Faust is hit on 14th frame - item will still fall). 1.10 changed the point at which the item is thrown - however they didn't say whether that point is earlier or later.
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- P - start-up 6F -> 5F - K - damage 30 -> 26, wallstick on CH -> float on CH (untechable 40F) - D - start-up 26F -> 28F, strike invincibility 1-11F 40-42F -> 1-13F, 42-44F - 2K - block HLFx2, LF -> HLF, LFx2 - j.K - now prorates 90% - j.S - damage 32 -> 28, - j.D - untechable 20F -> 24F - Hikimodoshi (Rerere -> 4) - SD +5 -> +6 - Ai (j.236P) - ignores OTG state, - Yariten Enshin Ranbu (236S) - damage 44 -> 40, - Kouhou Idou (pogo 44) - untechable 30F -> 50F, - Kubi Biyo~n (pogo P) - start-up 7F -> 4F, - Ushiro kara ikimasuyo (214K) - can cancel into FB Ushiro kara ikimasuyo 22-34F - Koko kara ga Midokoro desuyo! (Hikimodoshi -> 236D) - wallbounce -> wallstick, no longer an FB move, requires no gauge - Donut - heals 15 -> 30 - Hammer - now prorates 90% - Robo-Ky - ignores OTG, aims on opponent upon landing - Potemkin - blockstun 20F, slams down on hit - Coin - active frames 50[61] -> 169[171] - Wash Pan - now prorates 85%, dizzy modifier x2 -> x1.5 - Chikuwa - new item, heals 15, 53[51] start-up, 216 active, Nani ga Deru kana? cannot be performed again as long as a Chikuwa is out - Dubbell - new item, 50 damage, 5 lvl, block all, 13F start-up, 40F active, blowbacks opponent on hit (Untechable time 50F), blockstun 25F, stun modifier 2.0x --Data listed in [ ] is for the Pogo version of Nani ga deru kana? - Ikinari Oissu! (214D) - forced prorate 50% -> initial prorate 50%, - FB Rerere no Choutsuki (j.236D) - removes OTG state, now prorates 80% - FB Ushiro kara ikimasuyo - new FB move - D during 214K door, 60 damage, 3 lvl, block any, start-up 9F, active 1F, recovery 30F, SD -17, Strike invinicible 1-8F, wallbounces opponent on hit (untechable for 32F, on CH for 120F), FRC timing 6~8F ----1.10 patch-notes---- - 5K - Has initial prorate - Nani ga deru kana (236P) - Time until item is 'confirmed' changed ('confirmation' time meaning how much goes on until Faust gets hit and the item is still thrown) ~~~~ J wiki - K - wider hitbox, bigger hurtbox - f.S - wider hitbox, bigger hurtbox - 236S - untechable 20F -> 40F (?) - Chocolate - gives more tension - Wash Pan - aim on top of the opponent - chibi Robo - falls faster - FB pogo - can be done during small pogo jump ---- done by frame data comparison and j wiki info. Changes labeled as "Jwiki" could not be confirmed by DL ACR frame data. Also i should note that DL AC+R frame data on faust contains some obvious typos, like the name of FB door, and somebody with mook access should proof-read it.
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A bit of proofreading if i may. DL ACR frame data lists: P as having 14F untechable still (and Jwiki lists it too) c.S as raising no Guard Bar on block 3K as HF attack (overhead) and still lvl 3 2H - SD is +5 but comments say that blockstun is 22F, just like in AC FB On has FRC point 29-20F Shin ichishiki lists 8F of landing recovery just as AC FB rin still has 2-10 autoguard both versions of butterflys now state that only second hit deals x2 chip Sou has nothing on CH wallsticking, still 4F start-up, though invincibilities are changed It has full FB On frame data some of these may be typos (so wiki data should be corrected), while some may be changes not reflected in 1st post Also 1.10 patchnotes: - FB On (623D) * Increased horizontal range
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- Back Dash - invincibility 7F -> 5F - 6P - now jump-cancellable - D - start-up 25F -> 27F, foot invincible 28-39F -> 30-41F - f.S - now jump-cancellable - 2S - no longer prorates, active frames 2F -> 4F - 2H - now prorates 90%, untechable time 25F -> 20F, damage 40 -> 36 - j.S - start-up 10F -> 9F - j.H - start-up 11F -> 12F - j.D - wall bounce on hit, start-up 11F -> 17F, no jump cancel, damage 30 -> 48, lvl 3 -> 4, now prorates 80% - ground throw - no longer has dizzy modifier - Lust Shaker - recovery 5F -> 8F, cancel to Longinus, Iron Saviour, or Roll from frame 9 -> 8 - Froward Roll - 1-15F invincible except for the feet -> 2-3F low profile, 4-15F - very low profile, can pick up Hairpin during move, Millia is in CH state 1~15F - S Silent Force - recovery total 16F -> 13F, untechable time 28F -> 33F - H Silent Force - recovery total 21F -> 28F, untechable time 28F -> 33F - Secret Garden - bubble guaranteed to come out after 52F - FB Pretty maze - recovery 29F -> 33F, Millia is airborne from 1~20F, disk appears on frame 4 -> 22, FRC point 6-8F - air FB Pretty maze - recovery 12F landing -> 23F total, start-up 15F -> 13F, disk appears on frame 6 -> 12, FRC point 4-6F, untechable 40F -> 50F - Longinus (214D during Lust Shaker) - start-up 12F -> 5F, slides for 37F -> 26F - Winger (214236H) - final hit slides opponent on hit (untechable for 60F, slides for 35F) - K Silnet Force - new move, hairpin throw with framedata like S Silent Force, but different angle - FB Secret Garden - new move, 214D + directions, 30x5 damage, 34F start-up, 18(8) active, total 68F recovery, Millia is airborne from 5F onwards, Millia is in CH state 1~25F and 55~68F, bubble appears on 30F, accepts up to 4 additional inputs to control direction of bubble from 6~41F, bubble passes through other projectiles, cannot perform another Secret Garden, Pretty Maze, or Tandem Top until 27F after bubble disappears - j.2H - new attack, 22x3 damage, lvl 2, block HA, CR cancel, start-up 8F, active 4(2)6(2)4, 17F recovery, slams down opponent on air hit (untechable for 16F) - air Winger (j.214236H) - new OD, 80 damage, 5 lvl, block HA, cancel R, 1+6F start-up, active until landing, 30F landing recovery, SD -13, initial prorate 70%, strike invincible 1~7F, slides opponent on hit (untechable for 60F, slides for 36F) ~~~Jwiki: - hits, that were air dash cancellable can now be cancelled into air backdash - c.S - wider hitbox - j.S - GB- 10 -> 7 - j.H - cancellable from j.K, smaller hitbox - j.D - 80% prorate, wall-bounce, untechable 23F -> 38F - Lust Shaker - only 214S command - Secret Garden - buble dissapears when Milia is hit - FB Pretty Maze - GB+ 14x3 -> 0x3 -----------------1.10------------- - Silent Force (j.214S/HS) - Millia can get the pin while blocking - FB Secret Garden (214D) - Millia isn't in Counter Hit state while landing anymore - Winger (air version) (j.2141236HS) - Throw invincible, Causes sliding in Counter Hit ---- done by frame data comparison and j wiki info. Changes labeled as "Jwiki" could not be confirmed by DL ACR frame data.
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- K - active 4F -> 3F, recovery 8F -> 9F - 6P - dizzy modifier x3 -> x1 - 6K - recovery 12F -> 18F, forces standing opponent into crouching state on hit - D - start-up 24F -> 26F - DAA - untechable 30F -> 20F - 2K - recovery 9F -> 12F - j.P - now prorates 90%, start-up 8F -> 5F - j.K - now prorates 90% - j.S - now prorates 80% - Shadow gauge - length in points 750 -> 1000, refill time after full emptiing 376F -> 446F, after unsummon 143F -> 286F, can use exaustion (236D) to get to 2000 points - Shoukougeki (AC shadow P) - recovery 11F -> 12F, cost 111 -> 151 - Mawaru (AC shadow K) - active frames 3(12)3 -> 1(14)3, recovery 30F -> 31F, cost 179 -> 241 - Nobiru (AC shadow S) - startup 9F -> 11F, active frames 10F -> 8F, recovery 22F -> 23F, cost 134 -> 181 - Shadow hole (AC shadow H) - block LF -> All, start-up 57F -> 30F, recovers gauge from frame 2, invincible from frame 20 -> 12, forced prorate 70% -> initial prorate 80%, removes OTG state, cost all gauge -> 1000 points - Haneru (AC shadow D) - recovery total 36F -> 37F, cost 466 -> 621 - 22D - block LAx2, all -> LA, allx2, recovery 47F -> 62F - 236D - not chargable, total 48F, restores 1000 shadow points on 13F, Eddie is in CH state during move, doesn't restore if Shadow Gauge is red - Shadow Turn - 214P post summon, new move Eddie and shadow swap positions, total 18F, Shadow is fully invincible 1~16F, shadow appears on 16F, shadow can be used from 20F, costs 201 points (reduced in 1.10) - Shoukougeki Weiss (RE shadow P) - new shadow move, 214P, 7F start, 2F active, 16F recovery, hitstop 6F, 20 damage, cost 121, block all, lvl 2 - Mawaru Weiss (RE shadow K) - new shadow move, 214K, 14F start, 29F active, 25F recovery, hitstop 6F, 16x3 damage, cost 301, block all, lvl 3 - Nobiru Weiss (RE shadow S) - new shadow move, 214S, 9F start, 12F active, 31F recovery, 40 damage, cost 201, block HLF, lvl 4 - Drill Special Weiss (RE shadow H) - new shadow move, 214H, 147F start, 36F active, 34x3 damage, cost 1000, block LAx2, all, shadow transforms in 13F, is a projectile, untechable time 29F, lvl 3 - Chudan Kougeki Weiss (RE shadow D) - new shadow move, 214D, 19F start, 16F active, 22F recovery, 40 damage, cost 201, block HA, lvl 2 - all weiss shadows have GB+ values - Executor-X (j.236236S) - damage 70x2 -> 50,100, start-up 4+10 -> 4+7 ~~~Jwiki: - flight costs gauge - P - hitbox smaller - 22S/H - 522S/H input from crouch - Nobiru - hitbox smaller, harder to connect on low-profile opponents ---- done by frame data comparison and j wiki info. Changes labeled as "Jwiki" could not be confirmed by DL ACR frame data.
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- f. S - lvl 3 -> 4 - 6P charged - wallsticks on air hit (Jwiki: max charge only) (was blowback) untechable 40F, sticks 30F, can be cancelled to neutral on frames 4-19F, no longer inncreases stun modifier? (at least ACR frame data does not mention it) - 6H charged - can be cancelled back to neutral on 9-27F - D - start-up 26F -> 28F, feint Dust activation starts at 15F -> 16F - 2H - knockdown on ground hit -> stagger (max 31F (26F Jwiki)) on ground hit, untechable on CH 52F -> 43F - j.K - start-up 7F -> 6F, recovery 10F -> 8F - j.D - upper body invincible 7-21F - Na~nte ne (fake Dust) - vacuums on hit, untechable 30F -> 40F, not jump-cancellable - landing recovery for Vertical Dolphins 5F -> 7F - S/H Hor. Dolphin - slides on air hit (untechable 48F, slide 21F) - S Ver. Dolphin - on block -13 -> -15 - H Ver. Dolphin - becomes overhead after 21F (*), on block -11 -> -13 - H Restive rolling - now differs from S version: untechable 35F -> 40F, recovery 22F -> 24F - air S Restive Rolling - FRC point added 10-12F - Direction Change - damage 14 -> 18, start-up 11F -> 5F, untechable 28F -> 32F, follow-up into self 26-34F -> 22-34F, lvl 3 -> 2, blocking HLF -> HLA - Applause for the Victim (hoop) - FRC point 20-21F -> 23-24F, prorates 90% - Applause for the Victim (dolphin) - slams down opponent on air hit (untechable for 14F), pushes opponent towards May if dolphin hits behind the opponent, hoop level displayed above tension gauge - Overhead Kiss - no throw invincibility, 19-25F strike invincible, start-up 4F -> 25F - Ultimate Whiner - 3-9th hits untechable 20F -> 50F - Great yamada Attack - hitstop 7F - Super Screaming Ultimate Spinning Whirlwind (63214S) - damage 18x10 -> 24x10, start-up 1+8 -> 1+14, recovery 21F -> 15F, no throw invincibility, wall bounces opponent on hit (was knockdown on hit) untechable for 120F, has superarmor, can only be stopped with overdrives - Deluxe Tile Bomber - recovery 24F -> 14F, lvl 4 -> 5, blockstun 28F, SD -3 -> +20 Jwiki: - 6H - cancellable from K, f. S, 2S - 6H max charge - staggers on regular hit - H - less pushback - 2H - can no longer cancel into 2D - 3K - cancellable from K and f.S - ver. doplhins - GB- 10 -> 14, - Restive rolling - lannding recovery 15F -> 17F, - Direction Change - damage 14 -> 18 - Applause for the Victim (hoop) - D version added, sets up behind opponent - jackhound - bigger hitbox vertically to pick up opponents - Ultimate Whiner - cancels OTG state, all hits but last one vacuum - Super Screaming Ultimate Spinning Whirlwind - moves faster, more blockstun on Deluxe Tile Bomber, less GB- after 1st hit -------1.10--------- - 2HS - More time to cancel the move (Special Cancel) - Restive Rolling (623S/HS) - lower level on block - Overhead Kiss (63214K) - Faster activation, has FRC ---- done by frame data comparison and j wiki info. Changes labeled as "Jwiki" could not be confirmed by DL ACR frame data.
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- 6K - on air hit plummet -> blow back (untechable 25F) - 6P - CH untechable time 60F -> 56F on ground hit, 32F -> 28F on air hit - D - startup 23F -> 25F - 2D - now prorates 85% - jD - floats on ground hit (was knockdown) untechable 28F, 46F and higher float on CH; recovery 29F total -> 25F total; cannot repeat j.D input until j.D has disappeared - 222H - FRC point added 14-16F, removes OTG state on hit - Lightning Sphere - new command, 4D after CSE, vacuums on ground and air hits and blocks - Charged Drive (Lightning Sphere follow-up) - forced prorate 70%, wallsticks (was blowback) untechable 80F, sticks for 60F - Ride The Lightning (632146H) - FRC point added 53-56F - air Ride The Lightning (j632146H) - FRC point added 53-56F, start-up 10+1 -> 7+1 - 3H - new normal, like 6H from #re, 36x2 dmg, 5 lvl, 23F startup, 8,1F active, 3F recovery, +15 on block, forces crouch on hit - S Rising Javelin - new VT follow-up, 16 dmg, 5 lvl, 17F start-up, 5F active, 6F landing recovery, wallsticks (untechable 62F, wallstick 32F), FRC 24-26F, in CH state until landing - FB Greed Sever - new move, 214D, 4 lvl, overhead, 22F startup, 4F active, 21F recovery, -8 on block. Initial prorate 80%, knocks down opponent on air hit (untechable for 44F), ground bounces opponent on CH (untechable for 43F, tested on Sol), Ky is airborne from 5~20F, Ky is in CH state during move ~~~~Jwiki changes- - 6H - GB- 17 -> 12 - 6K - plummet on air hit, 25F untechable -> blowback on air hit, 18F untechable - Sacred Edge - travels faster - CSE - trvel distance increased ------ 1.10 patchnotes ------ - 3HS - Less knockback, Increased Guard Gauge reduction on hit, Ky is considered crouching during the final active frames of the move - j.D - Less recovery - Lightning Strike (222HS) - Less Guard Gauge reduction on hit - FB Greed Saver (214D) - Less recovery, Has invincibility in the start - Ride the Lightning (632146HS) - Less Guard Gauge reduction on hit ---- done by frame data comparison and j wiki info. Changes labeled as "Jwiki" could not be confirmed by DL ACR frame data.
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Yes, it got deleted. They don't keep them all apparently =(
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[GGACR] Jam ACR Changes and Discussion Thread
RoBoBOBR replied to Amadeus46Art's topic in Jam Kuradoberi
http://www.dustloop.com/wiki/index.php?title=Jam_Frame_Data_(GGACR) that one -
[GGACR] Jam ACR Changes and Discussion Thread
RoBoBOBR replied to Amadeus46Art's topic in Jam Kuradoberi
ACR wiki lists Ryuujin as 20 dmg move, Charged Ryuujin has 60F untechable, 6H as lvl 8 move, 6H ground bounce on air hit (32F untechable) charged moves have wrong commands, 623D has initial prorate, not forced, Hyappo Shinshou (236S~S) damage listed as 20 (50 in AC), Senri Shinshou (236S~H) - untechable 40F (AC was 32F) Senri Shinshou (Crossup) - damage 20 (50 in AC) Hyappo Shinshou (236S~D) - still shows 3-13F invincible to strikes (like in AC) either those are typos in wiki (lvl 8 is definitely a typo) or they are changes not mentioned in previous lists in this thread Also the version of 1.10 patch notes i read had regular charges as slowed down, not 22D (http://www.eventhubs.com/news/2013/jan/19/guilty-gear-xx-accent-core-plus-r-v110-balance-change-list/) -
===== POTEMKIN =============== - P - untechable 10F -> 13F - K - now prorates 90% - 6K - 1-15F throw invincible, damage 23 -> 40 - 6H - wallbounce on hit (untechable 28F), dizzy modifier x1.5 -> x0.75, now prorates 50% - D - start-up 29F -> 31F - DAA - wallbounce on hit -> knockdown on hit, 50% prorate -> 50% forced prorate - 2P - now prorates 80%, block HLF -> LF, no longer cancels into self - 2K - now prorates 90% - 2S - start-up 14F -> 13F - 2D - now forced prorates 80%, lvl 4 -> 3, special-cancellable - j.K - lost special cancel - j.S - start-up 13F -> 14F, air CH untechable 42F -> 60F, slams down and knocks down opponent on air hit (untechable for 25F), no special cancel - j.D - untechable on air hit 16F -> 40F - Mega Fist front (236P) - landing recovery 8F -> 13F, FRC point 16-17F added, knocks down opponent on hit - Mega Fist back (214P) - knocks down opponent on hit - Slide Head (236S) - FRC pont added 26-28F, start-up 22F -> 23F, "1-15F invincible except for the feet 26-35F invincible above the knees" -> "Above knees invincible 1-16F and 26-35F", follow-ups are treated as OTG, float higher - Hammer Fall ([4]6H) - lvl 5 -> 4, start-up 19-27F -> 19-35F, recovery 33F -> 27F, FRC timing active frames -> 1F after active frames, untechable time 18F -> 22F - Hammer Fall Break (P during HF) - FRC point added 3-10F - Potemkin Buster (632146P) - FRC point removed, damage 140 -> 160, has 12F afterwards to follow-up attack - Heat Knuckle (623H) - damage 0, 15x2, 28 -> 0, 15x2, 40, FRC point added 24-25F only on whiff, - Heat Extend (63214H during Heat Knuckle) - untechable 57F -> 80F - Judge Gauntlet (63214D) - can input P to cancel between 6~24F. Cancel animation is 14F. - Aerial Potemkin Buster (j.632146D) - FRC point added 9-11F after throw - IK mode activation 98F -> 68F, during activation above knees invincible 9-60F - IK - 1-21F strike invincible -> 9-28F strike invincible ~~~ J wiki: - 6k - no cancel into 2H, cancel into 2D - Potemkin Buster - GB- 6 -> 15 - hammer Fall - GB- 6 -> 12 - heat knuckle - TG on last hit 24 -> 6 - heat extend - 19.2 -> 37.2 - judge gauntlet - hitbox vertically smaller --- J wiki - changes mentioned on japanese wiki that couldn't be confirmed by DL ACR wiki frame data
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some proofreading of first post list based on ACR wiki: f.S recovery 22F ->19F. active frames: f.S had 3F in AC, not 4F. 5H CH bounce has 28F of untechable D - start-up 26F -> 28F, foot invincible 17-25F -> 17-27F 3P recovery 8f -> 7F, not total increased by 3F j.6P - lvl 2 -> 3, active frames 7(2)3 -> 6(2)3, second hit has start-up 15F (and yet ACR wiki lists it as 7[13] start-up) Rensen Geki - SD -14 -> -15 - Kyokusa Geki - untechable 36F -> 41F Rashou Sen - in CH state until 46F -> 79F Hachisubako - start-up is 20F (was 16), not 8F, recovery 27F -> 22F not 17F, lvl 5 -> 3, autoguard frames are 1-13F, damage 30 -> 40 Axl Bomber - FRC point listed as "1-4F during landing"
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Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
RoBoBOBR replied to Pasky's topic in Guilty Gear General
After more testing the sprites seem to display everything 2F later then hitboxes shown by viewer. Maybe that's how GG engine operates? Stuff hapens and is calculated and 2F later rendered in sprites? -
Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
RoBoBOBR replied to Pasky's topic in Guilty Gear General
I think it takes some time to render the hit spark and put the recieving player in reeling animation so while collision already happened - game only shows it after 2 frames. Because 2F delay would be quite noticeable on fast moving moves -
DL ac+R wiki still lists both tatamis as floaters, rather then wallbouncers. It also has jK at 28F untechable. Comparing ac and ac+r wikis also brings up the following changes "- Mawarikomi - total 24F -> 34F, strike invincibility 1-16F -> 1-24F, FRC 13-15F -> 21-23F" "- D - start-up 25F -> 27F" "- 2D - prorate 70% -> 80%" "- j.P - start-up 7F -> 5F, active 4F -> 8F, recovery 9F -> 10F" first post: 2H: now also vacuums on air hit 6P: not just Guard Balance, but Guard Balance decrease (as in GB-) suzuran: cancellable into guard-cancels without block 9-24F zakuro listed as follows on wiki "1st hit has initial prorate 75% 2nd hit has forced prorate 75% Baiken is in CH state 1~11F FRC timing 12~13F" ouren: wiki lists it as -15, rather then -9 in AC
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Guilty Gear XX #Reload/Accent Core/Accent Core+ Collision Box Viewer
RoBoBOBR replied to Pasky's topic in Guilty Gear General
This is magnificent tool! I finaly got a PC good enough to run PCSX2 and analyzing frames from FRAPS recordins is very interesting. For example. Potemkin's backdash was known to have 20F inv frames and 1F recovery, these were numbers from #re and they were not updated since. GGXXAC+ is however showing something different: http://imgur.com/a/tRgzt#0 19F inv and 5F recovery! -
GGXXACR changes. facts. no theory fighter plz.
RoBoBOBR replied to MacArthur Blunts's topic in Slayer
Change list: - jK – damage 28 -> 22 - jS – damage 20x4 -> 16x4 - jH – bigger vulnerable box (based on player reports) - jD – plummets opponent faster (based on player reports) - j2K – launches grounded opponents (33F untechable, 40F on CH) - K – now specialcancelable - 6K – start-up 20F -> 21F, now prorates 90% - 6K feint – duration 26F -> 27F - 2S – active 9F -> 6F, recovery 12F -> 15F - H – now has regular hitstun on hit versus grounded opponent (was stagger), slides airborne opponent (30F untechable, 30F slide), now can be cancelled into 2H, damage 50 -> 45 - 2H – staggers on ground hit (max 49F), launches on air hit (untechable 40F), damage 52 -> 42 - 6P – hitbox is smaller vertically, but bigger horizontally (1.10 patch) - 6H – start-up 19F -> 21F, ground-bounce on air hit (36F untechable, 62F on CH), jump and special cancellable, damage 50 -> 40, stagger on CH -> regular hitstun on CH - D – start-up 22F -> 24F - D feint – duration 32F -> 34F (but still cancellable into 2K or 2D on 32F) - Undertow – ground bounce on hit (36F untechable, 62F on CH), prorate 70% -> 50%, start-up 31F -> 28F, super armor 5-31F -> 5-28F, FRC available 24-27F - Mappa – untechable 26F -> 25F (P version), 28F -> 27F (K version), less pushback (based on player reports) - Bite – command 41236H -> 236H, whiffed animation 37F -> 40F, stagger max 19F -> 13F (stagger was increased along with recovery in 1.10 patch, but no numeral values given, apparently to make combos post FRC better), FRC available 26-27F (2F after successful throw), health gain 25% -> 75%, forced prorate 50% -> 60% - 214S – duration 34F -> 30F, in CH state during the move, above knees invincible 10-17F -> 6-13F, upper body invincible 18-21F -> 14-17F, cancellable into follow-ups from 26F -> 22F - 214H – new dandy step, like S version, but travels further, duration 40F, above knees invincible 15-22F, upper body invincible 23-27F, can pass through opponent from 19-26F, can cancel into follow-ups from 32F onwards, Slayer is in CH state during move - 214D – new Force Break, dandy step that travels forwards, 30F duration Strike invincible 1-12F, low profile 13-17F, can cancel into follow-ups from 10F onwards - DoT – prorates 75% There were also reported some GB- changes, but those will require in-game testing, since +R frame-data does not list GB+ and GB- values. -
Nope sorry, i deleted all AC vids since +R is dawning upon us ) On a more related note: http://ru.twitch.tv/joniosan/b/389447809 starts at 10 min mark, quite a good Sl, some awesome combos (6H,H on lights looks cool).
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http://www.youtube.com/watch?feature=player_detailpage&v=kuqtGgf6RUk&list=PLGHNoxbVRyOn9GTiCkxMMpz8-TAM5Bl4y#t=366s Eddie sets up a command throw and then changes places with his shadow to continue pressing. Didn't see it in changes, even on jap wiki.