Guilty Gear XX AC +R

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BioLogIn
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Guilty Gear XX AC +R

Сообщение BioLogIn » 20 сен 2012, 10:14

Изображение
Офсайт:
http://www.guiltygearx.com/character/

Ссылка на раздел файтопедии посвящённой серии:
http://www.fighting.ru/wiki/index.php?t ... %B8%D1%8F)

Официальный трейлер:


Изменения относительно GGXXAC+:
Последний список изменений персонажей от Бобра:
Offtop
.
( Baiken )
- c.S - start-up 9F -> 8F
- HS - start-up 10F -> 9F
- 2HS - vacuums on air hit, untechable time 14F -> 26F
- 6P - gatling into 6K, GB- (8+7) -> (4+4)(j. wiki), 2nd hit on block is a level 1 attack, 2nd floats opponent on hit (untechable for 20F)
- 6HS - GB- 15 -> 6
- jK - untechable time 28F -> 25F (j. wiki)
- jH - knockdowns on airhit, untechable time 18F -> 20F
- jD - prorates 80%, untechable time 45F -> 35F
- j.P - start-up 7F -> 5F, active 4F -> 8F, recovery 9F -> 10F
- D - start-up 25F -> 27F
- 2D - prorate 70% -> 80%

- Tatami - float -> wallbounce (36F untechable) if hit during 1-6th active frames floats otherwise, float untechable time 30F -> 32F (CH untechable 100F)
- air Tatami - float -> wallbounce (36F untechable, 6F hitstop) if hit during 1-6th active frames, floats on CH untechable 100F
- Youshijin - new command 623P, recovery 22F -> 25F, no invincibility, no longer lvl 1 on guard, floats on ground hit (48F untechable) and on air hit (36F untechable)
- Sakura - no more invincibility, start-up 17F -> 10F, wall stick on air hit (40F untechable, 20F wallstick), FRC 17-18F -> 10-11F, active frames 2 -> 1
- Ouren - slower movement speed, strike invincible 1-7F -> 14-26F, FRC possible at 4-6F, -9 -> -15 on block
- Suzuran - can now also be cancelled into On_Guard moves without blocking an attack 9-24F
- Kabari - now prorates 80%, start-up 21F -> 20F, slides and vacuums on air hit (untechable 36F, slide 27F), GB- 6 -> 3(j. wiki), recovery 14F -> 15F
- Mawarikomi - total 24F -> 34F, strike invincibility 1-16F -> 1-24F, FRC 13-15F -> 21-23F
- Baku - recovery 16F -> 20F
-- Baku Tsuki (K) - forced proration 51% -> 30%
-- Baku Tsuru (S) - forced proration 51% -> 30%


- Zakuro - new P counter move: 1st hit has initial prorate 75% 2nd hit has forced prorate 75% Baiken is in CH state 1~11F FRC timing 12~13F, level 1 attack
- triple Tatami - new FB move: Initial prorate 90%, Wallbounces opponent on hit (untechable for 32F, on CH for 100F), CH state during 1~22F 1st and 2nd hit have hitstop 0F, FRC timing 20~22F, 1st Tatami has 6 active frames, Tatami disappears if Baiken is hit

------1.10---
- 6P
* 1st hit launches the opponent a little lower
- Suzuran (63214K)
* When Baiken uses a counter after blocking a move with Suzuran, the counter now ignores the hitstop
- Baku: Sakura (412D~P)
* Move doesn't activate if Baiken doesn't have more than 25 tension
- Baku: Tsuru (412D~S)
* Move doesn't activate if Baiken doesn't have more than 25 tension
* Fixed bug where the opponent could block even after getting hit


( SOL )
Normals
5P - Damage during Dragon Install has been increased from 10 to 12.
5K - No longer jump cancelable during Dragon Install.
c.S - Recovery time has been reduced from 16F to 12F.
f.S - Static Difference during Dragon Install has been increased from -1 to 0.
6P - Untechable time has been increased from 28F to 30F, now applies to both ground and air hit instead of just ground hit.
6HS - Damage has been reduced from 40x2 to 32x2. Now a Level 4 move. Static Difference reduced from -12 to -14. No longer staggers.
5D - Startup time has been increased from 22[16] to 24[18].
2HS - Untechable time on Counter Hit has been increased from 52F to 60F.
2D - 90% proration added.
j.S - 90% proration removed.
j.D - Untechable time has been increased from 23F to 27F.

Specials
- Gunflame feint - recovery 17 -> 31 (?? but SD still -9 and lvl1 ??)
- Grand Viper - Active frames changed from 4x3,2x3,7,(19),3 to 4x4,2x2,5,(20),3.
- Bandit Revolver - Landing recovery reduced from 8F to 7F.
- Bandit Bringer - Static Difference increased from 0 to +1 (19F blockstun). Clean Hit property added. Now ground bounces on normal hit (untechable for 50F, 80F on Clean Hit). Counter Hit untechable time increased from 140F to 152F.

New move: Fafnir (41236HS)
Damage: 40, Level: 4, Guard: High, Low, Faultless, Cancel: Roman, Startup: 19, Active: 3, Recovery: 27, Static Difference: -13, Notes: 70% forced proration, Stagger on ground hit (Max: 42F), Knocks down on air hit (untechable for 24F), Slides on Counter Hit (untechable for 56F, slides for 40F), Can follow-up into Tyrant Rave on frames 20-25
New move: Tatakiotoshi (DI version) (j.214K during Dragon Install), Damage: 60 Level: 3, Guard: High, Air, Cancel: Roman, Startup: 17, Active: 12, Recovery: Until landing +10, Static Difference: +3, Notes: 80% proration, Ground bounces on hit (untechable for 55F). Static Difference is based on connecting at minimum height (startup: 20).

Force Breaks
- Fafnir - Throw invincibility increased from frames 1-7 to until active frames. Now knocks down on hit (untechable for 40F) and slides on Clean Hit (untechable for 80F, slides for 28F). Tyrant Rave follow-up window increased from frames 12-17 to frames 12-18.
- Tyrant Rave - Command changed from 46D to 64D. Damage changed from 40x3+84 to 25+30nx3+84, where n = number of Clean Hits in the combo. Startup time reduced from 7+1 to 3+1. Recovery time increased from 21F to 35F. Hits 2-4 can pass through projectiles (this was the case before, it was just documented erroneously).
New move: Sidewinder (j.236D)
Basic properties are the same as regular Sidewinder. Damage is listed as 60 instead of 35, but that's because you can't not get a Clean Hit, so the raw damage is always 35+25 Notes: 70% forced proration. Wall bounces on hit (untechable for 56F). Guaranteed Clean Hit. Sol is in Counter Hit state during landing recovery. Hitstop: 27. On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.

Overdrives
- Tyrant Rave ver. Beta - Second hit now wall sticks (untechable for 80F, sticks for 32F).
- Dragon Install - Startup time reduced from 19+9 to 19+1. Startup invincibility increased from frames 1-18 to frames 1-19 (strike invincibility is still frames 19-21 though, so it might be a mistype).


( Ky Kiske )
- 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


( MAY )
- 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 - 3-8th hits untechable 20F -> 50F, 9th hit 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


( EDDIE )
- 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
- 6P - stun value decreased
- P - hitbox smaller
- 22S/H - 522S/H input from crouch
- Nobiru - hitbox smaller, harder to connect on low-profile opponents


( MILLIA RAGEQUIT )
- 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 - start-up 11F -> 17F, wall bounce on hit, 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 Silent 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


( AXL LOW )
- P, 2P, 3P, j.6P, 6K, 2S, j.S, 2H - holding down the attack button results in 1-hit version of the move, 2-hit versions have their GB- value doubled

- 5P - damage 15x2 -> 24, 16, cancels into 6K
- 5[P] - 1-hit version, 24 damage, 9F start-up, 5F active, 18F recovery, 2 lvl, -11 SD, 16F untechable, Axl is in CH state throughout the move
- f.S - active 3F -> 5F, recovery 22F -> 19F
- 5H - groundbounce on CH (untechable 28F), knocks down on air hit (untechable 24F)
- 6P - removed upper body invincibility on 16-27F
- 6K - damage 18, 22 -> 28, 22, pulls in on hit -> on hit and block
- 6[K] - 1-hit version, 28 damage, 13F start-up, 5F active, 29F recovery, 4 lvl, -17 SD, blows back opponent on aerial CH (untechable for 72F)
- 6H - now prorates 90%, Axl is crouching during recovery (~4F)
- D - start-up 26F -> 28F, foot invincible 17-25F -> 17-27F
- 2P - cancellable into 6H and f.S, damage 12, 18 -> 22, 18,
- 2[P] - 1-hit version, 22 damage, 12F start-up, 5F active, 20F recovery, 2 lvl, -13 SD, Axl is in CH state throughout the move
- 2S - damage 18, 22 -> 28, 22, start-up 9[17] -> 8[17]
- 2- 1-hit version, 28 damage, 8F start-up, 15F active, 12F recovery, 3 lvl, -13 SD, untechable time 20F if it hits from 10F Active frames and onwards
- 2H - damage 20x2 -> 30, 20, cancels into 2D
- 2[H] - 1-hit version, 30 damage, 11F start-up, 14F active, 16F recovery, 4 lvl, -13 SD, Axl is in CH state during recovery
- 3P - now 2-hit, damage 24 -> 24, 11, start-up 11F -> 11[17], active 4F -> 4(2)3, recovery 8F -> 7F
- 3[P] - 1-hit version, 24 damage, 11F start-up, 4F active, 12F recovery, 2 lvl, -4 SD, knocks down opponent on ground CH
- j.S - damage 12, 16 -> 23, 16,
- j. - 1-hit version, 23 damage, 11F start-up, 5F active, 20F recovery, 3 lvl, Axl is in CH state during until the move ends
- j.6P - damage 8, 10 -> 17, 11, lvl 2 -> 3, active frames 7(2)3 -> 6(2)3, second hit has start-up 15F
- j.6[P] - 1-hit version, 17 damage, 7F start-up, 6F active, 18F recovery, 3 lvl

- S Benten Gari - start-up 5F -> 4F
- Rensen Geki - SD -14 -> -15
-- Kyokusa Geki - recovery 35F -> 40F, untechable 36F -> 41F
- Rashou Sen - recovery 50F -> 30F, in CH state until 46F -> 79F, wont come while opponent is sliding
- Hachisubako - catch attack -> regular attack, damage 30 -> 40, invincible 1-15F -> autoguard 1-13F, now prorates 90%, start-up 16F -> 20F, recovery 27F -> 22F, lvl 5 -> 3
- H Raiei Sageki - FRC point removed
- Axl Bomber - block HA -> All, FRC point added 1-4F during landing, block stun 25F -> 18F

- FB Kyokusa Geki ([4]6D) - new FB move, 52 damage, start-up 5F, active 12F, recovery 30F, SD -8, block HLF, lvl 5, floats opponent on hit (Untechable time 27F), disappears if Axl is hit

- Byakue Renshou (2363214H) - damage 50x2,30x5 -> 50x2,20x5

~~~Jwiki:
- 6H more advantage on crouching hit, floats lower, easier to combo
- Rensen Geki - chain extends faster, 3rd hit has GB+ value
- Rashou Sen - moves faster, full screen reach
- Axl Bomber - GB- 10 -> 20,


[cut=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) - follow-ups are treated as OTG, 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", 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[/cut]

[cut=JAM]- All charged kicks can now be used at any time (assuming you have the proper card), by pressing the D button rather than the K for the kick's input. 236D will give you a charged Ryujin, etc.
- 6P - longer low stance 25-33F
- 6H - now special cancellable, blockstun 20F -> 18F, ground bounce on air hit (32F untechable), lower body invincible 1-23F -> 1-18F, lvl 5 -> 4, Jam is in CH state until the end
- 6H>H - damage 58 -> 53, Jam is in CH state during move, can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Ryuujin (Powered Up), Gekirin (Powered Up), Kenroukaku (Powered Up)
- D - start-up 24F -> 26F
- DAA - recovery 12F -> 16F,
- 2H - untechable 25F -> 22F

- Asanagi no Kokyuu (22K/S/H) - Jam gets charge on 57F ->53F, total 57F -> 53F
- Ryuujin (236K) - block HLF -> All
- Ryuujin charged (236D) - untechable 80F -> 60F
- Gekirin Charged (214D) - active frames 3,4,6 -> 3,4,7
- Kenroukaku Charged (623D) - damage 15x7 -> 15x6, 24, start-up 5F -> 3F, active 2x6, 11 -> 2x5,3,13, now prorates 80%, untechable 60F -> 90F, last hit All -> HLF block
- Mawarikomi (236S~P) - 1-4F strike invincibility added
- Ashiharai (236S~K) - stagger 35F -> 25F

- Asanagi no Kokyuu - Kyoku (22D) - duration 64F -> 50F, gives 1 charge for each Kick Special on frame 5
- Hyappo Shinshou (236S~D) - no wall stick, untechable 28F, can cancel into Breath of Asanagi, Asanagi FB and all charge kicks, strike invincibility 3-13F -> 3-14F

- Renhoukyaku (632146H) - recovery 17F -> 9F,
- Tousai Hyakuretsuken (64641236P+K) - start-up 7+29 -> 5+2,

- 3H - new move (like #re 6H), 30x2 damage, lvl 5, block all, cancel R, start-up 5F, active 2(2)4, 15+8F recovery, SD -8, prorate 90%, Jam is in crouching state during recovery, 2nd hit can be canceled into Charged Kick Specials

~~~ J wiki
Gekirin - hitbox smaller, harder to cross-up
623D - GB- 7x7 -> 5x7

------------- 1.10 -------------
- 3HS - Can't whiff cancel into powered up kicks anymore
* Increased time to cancel the move (Special Cancel)
- Power-Up Kenroukyaku (623D)
* Isn't air unblockable anymore
- Charge (22K/S/HS)
* Takes longer to get the power-up[/cut]

[cut=ANJI]- P - lvl 2 -> 3, untechable 14F -> 16F, recovery 6F -> 8F
- 6P - hitstun 19F -> 21F
- 3K - damage 20 -> 38, start-up 20F -> 19F, wallbounce on hit -> wallbounce on CH (56F untechable), now prorates 80%, block HLF -> LF, lvl 3 -> 4
- 6S - damage 30 -> 34
- 5H - cancels into 6P and 6H
- 5S - no GB+ -> raises GB+ 14 on first hit, GB+ is decreased on additional 5Ses in the same string
- 3S - low autoguard 5-10F -> 1-27F, cancels into S or H 8-9F -> 6-8F, blockstun 22F
- 6S - cancels into 6H and 3K
- 6H - special cancellable, start-up 20F -> 21F, recovery 18 -> 25, prorates 80%, untechable 28F -> 19F, FRC point 23-24F -> 17-20F, 14-20F throw invincible
- D - start-up 25F -> 27F, high autoguard 4-12F -> 4->18F, special cancellable
- 2P, 2K, 2S - cancels into 6H
- 2H - lvl 4 -> 5, cancels into H, SD +3 -> +5

- H Fujin (236H) - now prorates 80%
- Shin: Isshiki (fujin P) - block HA -> all, auto jump installs
- Rin (fujin H) - SD -3 -> 0, blockstun 18F -> 21F, block HLF -> HF
- Kou (P autoguard) - 8th hit untechable 38F -> 60F
- Sou (K autoguard) - start-up 4F -> 11F (mook), strike invincible 1-4F -> 1-11F, lowerbody invincible 5-16F -> 12-23F, 4th hit has 23F hitstun (+5 on hit), FRC point 26-28F
- K kai (214K) - auto jump install, Anji automatically turns to face the opponent after FRC

- FB Rin (Fujin D) - autoguard 2-10F -> 2-20F
- FB shitsu (236D) - travels faster, goes full screen

- Issei Ougi: Sai (632146H) - start-up 10+3 -> 7+3, FRC 66-68F -> 66-70F
- Tenjinashi ([2]8K) - damage 30, 15x13 -> 30, 14x13
- Kachoufuugetsu (during autoguard 63214S) - FRC point added 63-65F

- FB On (623D) - new FB move, like On but higher and farther, 90 damage, 3 lvl, 21F start-up, 18F active, 35+6 recovery, SD -89, 10-18F low profile, 19-28F - strike invincible, knocks down on hit (untechable 120F), Anji can move before landing, FRC 19-20F

~~~~~ Jwiki
- S - better hitbox, GB+ 0 -> 14
- 6S - a bit bigger hitbox
- 2D - Range is extended forward by a noticeable amount
- jP - better hitbox
- 3S - no hitbox at the back
- 3K - better hitbox up close

1.10 patchnotes:
- FB On (623D)
* Increased horizontal range[/cut]

[cut=FAUST]- 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
- 2H - special cancellable
- 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
- Dumbbell - 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[/cut]

[cut=JOHNNY]- 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[/cut]

[cut=VENOM]- c.S - SD -8 -> -10
- 6P - 6P from Slash, start-up 9F, active 6F, recovery 20F, SD -12, lvl 3, damage 28(36), block HLF, cancel CR, above knees invincible 1~4F, upper body invincible 5~11F, untechable for 22F on air hit, prorate 90%
- 6K - 6P from AC, start-up 16F, active 2F, recovery 25F, SD -14, lvl 3, damage 28(40), block HLF, cancel CR, ground bounces opponent on air hit (untechable for 45F), prorate 90%
- 6H - slams down on hit untechable 30F, active 8F -> 6F, recovery 23F -> 27F
- j.S - damage 12[32] -> 24[37], active 3F -> 5F
- j.H - untechable 16F -> 30F
- j.D - untechable 23F -> 24F
- air throw - FRC point added, 45-47F

- balls - GB+ 0 -> 6
- lightning balls - GB+ 0 -> 6x3
- S stinger aim - GB+ 0 -> 6
- H stinger aim - GB+ 0 -> 6
- S Carcass Raid - GB+ 0 -> 6, damage on charged ver. 22x2-6[30] -> 24x2-6[35], recovery on charged after release 30F -> 27F
- H Carcass Raid - GB+ 0 -> 6 damage on charged ver. 26x2-6[46] -> 27x2-6[49], recovery on charged after release 44F -> 41F
- Ball Formation - pressing D during animation accesses pre-AC formations
- Dubious Curve - Blockstun 24F -> 18F, slides for 24F -> 26F, pressing D during animation accesses pre-AC formations, can cancel into Tectics Arc, teleport as well as ball Formation anytime before the end of the move on hit or block
- S Double Head Morbid - damage 17x4[34] -> 44x4[37] (typo?), lvl 3 -> 4, active 4x4 -> 8, recovery 16F -> 24F, blows back opponent on air hit (untechable for 25F)
- Shoukan Idou - srike invincibility 7-10F -> 10-15F, full invincibility 11-14F -> 16-20F, teleport complete on 15F -> 21F, Venom is in CH state 1-9F

- FB stinger aim - the shot now bounces off of your opponent and the wall once each, damage 50[50] -> 46[50]
- FB carcass raid - slower ball, multiple wall reflection, balls the shot hits bounce off the wall multiple times

- Tactics Arch (632146* or *+D) - new OD, creates 5 Lightning Balls in formation depending on what button is pressed, accepts formation changes until 28F (1.10 patch - balls stay out longer and get in position faster)

~~~~J wiki
- c.S - GB+ 20 -> 14
- 6H - no cancel from 6P or 6K, now cancels from c.S
- HS and D Double Head Morbid - can cancel by pushing the same button again[/cut]

[cut=CHIPP]- f.S - start-up 7F -> 6F
- H - prorate removed
- 6K - prorate removed, FRC point added 16-18F
- D - start-up 25F -> 27F
- 2H - active 9F -> 10F, recovery 18F -> 19F, prorate 90% -> 80%, untechable 28F -> 30F
- j.D - damage 40 -> 32, now prorates 80%
- 6H - ground bounce on air hit (untechable 28F)

- Sankakutobi (j.46) - can input additional air movements from 13F -> 12F, can cancel Teleport, Genrouzan-You or aerial moves into Sankakutobi, inputting anything except 3, 6 or 9 during the start of the move changes the move's angle
- Air Beta Blade (j.623S) - landing recovery 5F -> 8F,
- Gamma Blade (41236H) - cancels OTG,
- S Tsuyoshishiki Ten'i (22S) - total 31F -> 34F, can cancel into attacks from 31F, FRC point added 16-18F, FRC restores jump options
- Tsuyoshishiki Meisei (214K) - effect can be stacked 2 times
- Genrouzan (41236K) - strike invincibile 12~13F, 17~41F,
- Senshuu (Rokusai -> 236K) - auto jump-installs
- Shuriken (Fake) (j.214P) - CH state during recovery
- Shuriken (Success) (j.214P) - start-up 10F -> 8F, now prorates 80%, recovery 18+3 -> 16+3

- Genrouzan-You (Genrouzan -> D) - recovery 29+5 -> 29+3, SD -23 -> -17

- FB Alpha Blade (Ground Alpha Blade -> D) - new FB, 44 damage, lvl 4, block HLF, cancel R, 27F start-up, 15F active, 25F recovery, SD -23, floats opponent on hit (untechable for 60F), Chipp is in CH and crouching state during recovery, hitstop 0F
- FB Beta Blade (623D (air OK)) - new FB, 30, 20x3 damage, lvl 4, block All, cancel R, 4F start-up, 3(3)7(7)13 active, 30+5 recovery, SD -28, fully invincible 1-7F, strike invincible 8-26F, floats opponent on hit (untechable time: 40F (1st part), 50F (2nd part)), Chipp is in CH state 27-50F, hitstop 7F, Chipp is in crouching state during landing recovery
- FB Gamma Blade (41236D) - new FB, 32 damage, lvl 3, block All, cancel R, 15F start-up, 9F active, 19F recovery, SD +15, freezes opponent on hit (93F), floats opponent after freeze ends (Untechable time 60F), the effects are based on the last attack done during freeze time, Chipp is in CH state 1-33F, attack passes through other projectiles, ignores OTG prorate on hit, on hit or block, Chipp performs a recovery animation (total: 11F, in CH state 1-2F)

- Zansei Rouga (632146H) - invincibility changes: full 1-30F, strike 31-33F
- Banki Mesai (236236K) - start-up 7+0 -> 1+2

---- 1.10
- j.H - now prorates

~~~~ J wiki
- H - start-up 7F -> 8F
- 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.
- air Alpha blade - GB- 7 -> 10
- air beta blade - floats higher
- S teleport appears higher
- H and D teleport track opponent's location until 2F before appearing (AC was 1F) - thus it's harder to track fast moving opponent
- Shuriken - both versions have no GB- value
- Genrouzan-You (Genrouzan -> D) - falls faster[/cut]

[cut=DIZZY]- f.S - recovery 14F -> 12F
- H - strt-up 13F -> 12F
- 6H - FRC point added 27-29F
- D - 27F -> 29F
- 2K - prorate 70% -> 80%
- 2D - special cancellable,
- j.2S - throw invincible 1-23F, now prorates 90%

- H Sakana wo toru toki tsukattetan desu (236H) - prorate removed, stun modifier removed
- P Yoku hanashi aite ni natte kuremasu (214P) - start-up 54(21) -> 60(25)
- K Yoku hanashi aite ni natte kuremasu (214K) - bites 3 times, damage 25 -> 20x3, start-up 58-70(25-37) -> 60 (27), active 3F ->15F, fish homes in horizontally on opponent location until the startup of the 2nd hit (AC - until the end of start-up)
- Laser fishes cause wallstick (Untechable for 40F, sticks for 27F)
- Hitori ni shite kudasai(j.214P/K/S) - active 152F -> 179F, recovery total 22F -> 36F, Bubble stops moving 160~176F, Bubble automatically pops after 177F

- FB Hitori ni shite kudasai (Bubble) (214D) - active frames 159 -> 199, recovery total 22F -> 25F

- Gamma Ray - FRC point added 53-58F (when the 2nd set of lasers come out)
- Necro Okotta Baai (632146P) - damage 0, 34x6 -> 0, 40x6

- D Sakana wo toru toki tsukattetan desu (236D) - new move, same as 236H but medium distance and recovery is 53F (SD -34), no proration
- D Yoku hanashi aite ni natte kuremasu (214D) - new fish, 1 bite, damage 60, lvl 5, block all, start-up 72-77(44), 3F active, total 36F recovery, blockstun: 19F, tracks opponent horizontal position, startup depends on the distance from the opponent, fish disappears or performs followup attack 25F after the end of the move, staggers opponent on hit (max 45F)

- FB Ki no mi wo toru toki ni tsukattetan desu (421D) - new FB. 3 spears, 30x3 damage, lvl 3, block All, cancel F, start-up 31F, total 47F recovery, homes in on opponent's location until active frames, the spears lose their hitbox if Dizzy is hit, 1-20F in CH state, FRC timing: 15-16F[/cut]

[cut=I-No]- can now airdash twice per jump, dashes travel further and gain more tension

- f.S - recovery 6F -> 1F, forced prorate 50% -> 60%
- 6P - now has forced prorate 90%
- 6H - now a 2-hit attack, lvl 4,5, 7F start-up, 1(7)8 active, 17F recovery, SD -6, 1st hit staggers opponent on ground CH (max 43F), 2nd hit floats oppponent on hit (untechable for 28F)
- D - start-up 25F -> 29F
- DAA - now prorates 50%, wallbounces opponent on hit (untechable for 28F on ground hit)
- 2S - recovery 23F -> 17F
- air throw - range 96 -> 80

- S Stroke the Big Tree (41236S) - now prorates 80%, ground hit causes stagger (MAX 38F)
- H Stroke the Big Tree (41236H) - jump-cancellable, prorates 90%, ground hit causes float on standing (28F), second FRC point 22-24F -> 26-28F,
- K Sultry Performance (j.236K) - untechable timve 17F -> 30F
- S Sultry Performance (j.236S) - now prorates 80%
- H Sultry Performance (j.236H) - damage 20x3 -> 25x3, passes through opponent from 10F onwards

- FB Sultry Performance (j.236D) - damage 14x5 -> 20x5, now has forced prorate 80%, strike invincible during 6-9F when not cancelled, requires and consumes a jump option

- FB Antidepressant Scale (214D) - new FB, launches 2 notes. damage 12x6-14, block any, FRC point at 18-19F, start-up 15F, SD +10, 42F total duration, 2nd-14th hits have hitstop 6F, after note is released, gains additional hits after 30F, 31F, 39F, 40F, 49F, 50F, 59F, 60F
- FB air Antidepressant Scale (j.214D) - new FB, launches 2 notes. damage 12x6-14, block any, FRC point at 16-21F, start-up 13F, SD +9, 42F total duration, 2nd-14th hits have hitstop 6F, after note is released, gains additional hits after 30F, 31F, 39F, 40F, 49F, 50F, 59F, 60F, fastest possible attack performed from standing has startup of 16F, 36F total duration

~~~ J wiki~~~
- c.S - extended range at which attack is considered "close"
- f.S - forced prorate 60%
- H - bigger hitbox
- 2S - a bit more range
- Chemical Love - better hitbox
- vertical Chemical Love - less recovery, more untechable
- H Sultry Performance - travels faster
- FB Sultry Performance - can cancel at any time[/cut]

[cut=ZAPPA]ooops, DL data is fucked[/cut]

[cut=BRIDGET]- f.S - untechable 14F -> 16F
- 6K - special cancellable (any special but yo-yo moves), pulls in opponent on air hit (Untechable for 16F)
- 6S - fully extended on frame 13 -> 14, can cancel in yo-yo moves
- D - start-up 28F -> 30F
- DAA - 1-16F fully invincible (was 1-12F invincible, 13-14F upper body invincibility, 13-16F invincible to throws)
- 2S - untechable 28F -> 26F
- j.P - start-up 6F -> 5F
- j.K - damage 20 -> 24
- j.S - damage 26 -> 30
- j.D - damage 16x3 -> 24x3,

- Jagged Roger (After Yoyo Set, 214H) - recovery 39F -> 32F
- Roger Get (low) (After Yoyo Set, 421H) - forced prorate 85% -> 75%
- air Roger Get (low) (After Yoyo Set, j.421H) - forced prorate 85% -> 75%
- Roger Get (high) (After Yoyo Set, 421H) - forced prorate 85% -> 75%,
- air Roger Get (high) (After Yoyo Set, j.421H) - forced prorate 85% -> 75%
- Shoot (Kick Start My Heart -> K) - can cancel into Yoyo moves during the second half of the move
- Starship (623P) - (1-12F invincible, 13-26F invincible to throws) -> (1-16F strike invincible, 1-9F throw invincible), prorates 80%
- air Starship (j.623P) - 1-13F invincible to throws -> 1-13F strike invincible, prorates 75%, FRC point 19-20F, untechable 12F -> 24F

- FB Roger Rush (After Yoyo Set, 236D) - damage 36x4 -> 20x2, 50, start-up 28F -> 16F, total 32F -> 36F, SD +114 -> +87, 1st hit staggers opponent (max 48F), 1st and 2nd hit knock down opponent on air hit (untechable for 40F), 3rd hit wallsticks opponent (untechable for 50F, sticks for 30F), active frames are: 10(10)10(18)16, Roger can be hit from frame 20 -> 8,
- FB Jagged Roger and air FB Jagged Roger (214D and j.214D with Yo-yo set) - CH state till end of recovery, homes on opponent

- Loop the Loop (632146S) - strike invincible 5-7F -> 1-7F, 8th hit ground bounces opponent, 8th hit ignores OTG,
- Maintenance-chuu no Higeki (4123641236S) - Bridget is airborne 6-13F -> 5-13F

- air Roger Rush - new move, frame data identical to ground one, but start-up 23F (ground one is 28F), total 42F (ground 32F), no FRC, Bridget is in CH state until end of his own animation
- air FB Roger Rush - new FB, frame data identical to ground one, no FRC, Bridget is in CH state until end of his own animation
- Me and My Killing Machine (Teitai) (412364H after Yoyo set) - new OD (flaming cycle bear, but moves slower), damage 25x6, lvl 3, block all, start-up 1+13F, active 129F, recovery 24F total, fully invincible 1F, can hit up to 6 times, knocks down opponent on hit (untechable for 60F), attack is guaranteed to activate once the command has been input, Roger can pass through other projectiles, hitstop 6F

===== patch 1.10 ======
- j.D
* New chain {j.K, j.D}
- KSMH -> Hassha (236K~k)
* Can be cancelled into Yoyo moves earlier
- FB Roger Rush (236D)
* Knockback reduced in the 1st and 2nd hits
* Increased untechable time in the last hit
- FB Roger Rush (air version) (j.236D)
* Keeps Bridget's momentum before activating FB Roger Rush
- Loop the Loop (632146S)
* Knockback reduced in 2nd~7th hits

---- J wiki -----
- c.S - bigger hitbox, damage 22x2 -> 27x2
- 2S - untechable time on CH is 2F bigger
- 6P - bigger hitbox at the front, longer reach
- 2D - can't be cancelled into FBs
- jK - bigger hitbox
- 6S -Special, Jump, Yo-yo cancel-able on immediate hit ( no longer a delayed hitstop before any cancel can occur )
- air starship - vacuums on hit
- Shoot (Kick Start My Heart -> K) - damage 50 -> 65, won't go through opponent during hit, Can air dash after yoyo set recovery.
- yo-yo recal - Cannot be cancelled to bear/buffer moves after yo-yo call back has started, Can be re-set ( Not buffered ) after yo-yo call back has started.
- 7 yo-yo set is moving 50% faster
- roger rush - comes back faster after attack
- jagged roger - recovery 39F -> 32F
- rolling - initial speed inncreased , affected by gravity
- Loop the loop - bigger front hitbox[/cut]

[cut=ROBO-KY]no frames lol[/cut]

[cut=A.B.A.]regular mode:
- K - GB- 7 -> 5 (*)
- 6H - untechable 30F -> 35F
- D - start-up 23F ->25F
- j.D - CH untechable 52F -> 50F

moroha:
- H - 1 hit -> 2 hit, damage 42 -> 30,25, lvl 5 -> 5,3, start-up 11F -> 15F, recovery 5F -> 12F, SD +1 -> 0, 2nd hit pulls opponent in on hit
- 6H - untechable 18F -> 23F
- D - start-up 22F -> 24F
- j.H - now prorates 80%

goku moroha:
- 5P - recovery 7F -> 6F
- c.S - recovery 10F -> 9F,
- H - 2 hit attack, damage 33 -> 30,25, lvl 5 -> 5,3, start-up 7F -> 11F, recovery 4F -> 11F, SD +5 -> +1, 2nd hit pulls opponent in on hit
- 6H - untechable 18F -> 23F
- D - start-up 20F -> 22F
- j.P - recovery 14F -> 4F (maybe typo)
- j.S - recovery 6F -> 2F
- j.H - now prorates 80%
- j.D - start-up 9F -> 7F, recovery 13+5F -> 10+5F

- throw - causes wallbounce and knockdown in Normal Mode, causes ground bounce and knockdown in Moroha/Goku, forced prorate 50%, damage in Goku is 32
- air throw - knocks down opponent on hit, forced prorate 50%, damage per mode: Normal = 53, Moroha = 57, Goku Moroha = 45

- Masshou (Moroha) (236S) - untechable 14F -> 16F
- Masshou (Goku Moroha) (236S) - untechable 14F -> 16F
- Fukumetsu (Moroha) (Masshou -> 46S) - untechable 14F -> 35F
- Fukumetsu (Goku Moroha) (Masshou -> 46S) - untechable 14F -> 35F
- Dangoku (Normal) (Fukumetsu -> 63214S) - slides for 32F -> 43F,
- Dangoku (Goku Moroha) (Fukumetsu -> 63214S) - FRC 14-15F -> 14-17F
- Ketsugou (63214H) - FRC removed
- Air Ketsugou (j.63214H) - FRC removed, invincibility removed
- Bunri (Moroha Only) (63214P) - total 46F -> 40F, FRC added 10-13F
- Kashitsu (Moroha Only) (41236K) - damage 50 -> 60, start-up 27F -> 28F, untechable 18F -> 41F

- Ken'in (Normal only) (236D) - FRC added 9-23F
- Kihi (Moroha only) (236D) - damage 18,22 -> 18,10x5
- Danzai (Moroha only) (623D) - 2nd hit forced prorate 80%, ignores OTG

- Shouko: Intoku (1st hit) (632146H) - can perform Shouko: Intoku (2nd hit) 24-43F -> 1-34F after super flash
- Shouko: Intoku (2nd hit) (1st hit -> 236H) - can input motion for Shouko: Intoku (3rd hit) 31-50F -> 1-26F
- Shouko: Intoku (3rd hit) (2nd hit -> 236H) - block: unblockable -> HLF,
- Shouko: Inmetsu Ouro (Moroha) (j.632146P) - FRC added 36-39F, untechable time on last hit 44F
- Moroha Followup (Inmetsu Ouro -> 214K) - untechable time on last hit 44F
- Henshitsu (Moroha only) (6321463214S) - knockdown on air hit -> wallbounces opponent on air hit (untechable for 50F), now refills Gauge to 100%

=== 1.10 patch ===
- [Moroha/Goku] Masshou (236S) - Less untechable time
- [All] Ketsugou (63214HS) - Throw activation faster
- [Moroha] Henshitsu (6321463214S) - Recovers HP lost during Moroha

----- J wiki -----
empty lol[/cut]

[cut=HOLY ORDER SOL]- K - prorate removed
- H - untechable 18F -> 20F
- 6H - on air hit float -> slam down
- 6P - wallbounce removed, active frames nullifies projectiles
- D - start-up 22F -> 24F
- DAA - recovery 12F -> 17F
- 2H - lower body invincibility 14-22F -> 11-22F, throw invincible 17-26F
- 2D - prorate 90% -> forced prorate 90%
- j.H - now prorates 90%
- j.D - blowback -> float

- ground throw - frced prorate 50% -> 40%

- Blockhead Buster Lv 2 (236P) - stagger -> wallsplat (untechable 45F, stick 30F),
- Gun Blaze Lv 1 (214S) - now prorates 85%
- Gun Blaze Lv 2 (214S) - now prorates 85%, flames guranteed to appear after 13F
- Gun Blaze Lv 3 (214S) - flames guranteed to appear after 13F, recovery 56F -> 53F
- Storm Viper Lv 3 (623H) - 2nd hit untechable time 40F -> 24F, 4th hit forced prorate 80% -> 90%, charge gauge drains from frame 17 -> 27, 4th hit ignores OTG
- air Storm Viper Lv 3 (j.623H) - 4th hit forced prorate 80% -> 90%, 4th hit ignores OTG
- Bandit Revolver Prototype Lv 2 (236K) - 2nd hit knockdown -> slide (untechable 35F, slide 19F), now prorates 80%
- Bandit Revolver Prototype Lv 3 (236K) - 2nd hit forced prorate 85% -> 1st hit initial prorate 85%
- air Bandit Revolver Prototype Lv 2 (j.236K) - untechable 18F -> 37F
- air Bandit Revolver Prototype Lv 3 (j.236K) - 2nd hit forced prorate 85% -> 1st hit forced prorate 85%
- Rock It Lv 2 (236S) - damage 30,20 -> 30,30, start-up 13F -> 12F, recovery 17F -> 12F, 1st hit ignores OTG, 2nd ground bounce -> knockdown (untechable for 40F),
- Rock It Lv 3 (236S) - start-up 12F -> 8F, 2nd and 3rd hit ignores OTG
- Charge Burst (Charge -> H) - block stun 11F -> 16F (SD -15 -> -10), untechable 20F -> 43F

- Tyrant Rave ver. Omega Lv 1 (632146H) - throw invincible 16-36F -> 16-30F
- Tyrant Rave ver. Omega Lv 2 (632146H) - 1st hit knockdown -> float, 2nd hit forced prorate 75%
- Tyrant Rave ver. Omega Lv 3 (632146H) - 1st and 2nd hit knockdown -> float, 3rd hit float -> blowback
- Savage Fang Lv 2 (643216P) - opponent cannot move from superflash until 4F after 1st hit
- Savage Fang Lv 3 (643216P) - hits 3->5 times, damage 60x3 -> 60x5, ignores OTG

- Dragon Install Sekkai (632146S, then P,K,S,H,D,K,S, 632146H) - untechable 100F, 2nd hit ignores OTG,

----- J wiki ----
- charge gauge depletion speed halfed after usage of lvl 2 moves
- j.S - bigger hitbox at the back
- 6P - stagger on ground hit
- air throw floats higher
- DAA - 5F recovery added (compliments DAA SD change reflected on DL wiki)
- Charge burst - untechable 43F
- Blockhead Buster lvl 2 - GB- 4+4+4 -> 8+6+6
- Rock it lvl 2 and 3 - moves faster
- Bandit revolver lvl 2 - 1st hit floats lower
- air Bandit revolver lvl 2 - untechable 37F
- savage fang lvl 3 - 5 hits
- Tyrant Rave ver. Omega Lv 2 and 3 - 2nd hit bigger hitbox
- IK - even if 1st hit whiffed you can continue[/cut]

[cut=TESTAMENTU]- f.S - untechable 14F -> 15F
- H - vacuums on air hit, untechable 16F -> 18F
- 6P - now forces crouching state on hit
- 6K - start-up 8F -> 15F, untechable 16F -> 17F
- 6H - FRC point 25-29F -> 17-21F
- D - start-up 29F -> 31F
- 2H - FRC point added 14-15F
- throw - forced prorate 50%
- air throw - adds 1 MoP stock, forced prorate 50%

- Phantom Soul P (236P) - start-up 37F -> 30F
- Badlands (214P) - start-up 16F -> 17F, 1st hit has hitstop 6F
- air Badlands (j.214P) - 2nd hit has hitstop 6F
- S EXE Beast (41236S) - can delay attack for up to 82F by holding S, attack starts up 6F after button release, floats opponent on hit (untechable for 16F, on CH for 26F), start-up 22-81+6F, 20F active, total 42F recovery, SD -2 -> +12, beast no longer appears right when the command is entered, if Testament is hit during the Beast attack startup, the Beast disappears, Testament is in CH state 1-30F, pushes the opponent in the same direction the EXE Beast is moving
- H EXE Beast (41236H) - can delay attack for up to 82F by holding H, attack starts up 6F after button release, floats opponent on hit (untechable for 18F, on CH for 32F), start-up 23-82+6F, 16F active, total 40F recovery, SD +9 -> +13, beast no longer appears right when the command is entered, if Testament is hit during the Beast attack startup, the Beast disappears, Testament is in CH state 1-24F, pushes the opponent in the same direction the EXE Beast is moving, FRC 13-14F -> 2-9F, no longer ignores OTG
- Warrant (214K) - counter animation total 42F -> 52F, counters blockable attack on 4-19F -> 2-19F,
- HITOMI (214S) - FRC point added 16-18F
- HITOMI powered-up (214S) - FRC point added 16-18F
- Zeinest (214H) - start-up 13F -> 11F, traps for 46F -> 48F
- air Zeinest (j.214H) - traps for 46F -> 48F
- Zeinest powered-up (214H) - traps for 126F -> 128F
- air Zeinest powered-up (j.214H) - traps for 126F -> 128F

- Grave Digger (214D) - guard HLF -> all, start-up 17F -> 14F, added 3F landing recovery, airborne from 6F -> 3F, fully invincible 6-14F -> 3-11F
- air Grave Digger (j.214D) - added 3F landing recovery

- 3H - new normal, 15x4 damage, lvl 3, block HLF, cancel CR, start-up 14F, active 2,2,(2),2,2, recovery 17F, SD -5, staggers opponent on ground hit (max 31F), 2nd hit onwards are special cancelable
- Ruft Warrant(22P/K) - new move, warrant-like teleport with no hit, total 42F, Testament teleports on 13F, Testament is in CH state from 1-12F
- FB Phantom Soul (236D) - marks even on block, 5 damage, lvl 2, 80F start-up, 180F active, total 35F recovery, goes through other projectiles, disappears if it goes off-screen, tracks opponent, disappears if Testament is hit, Testament is in CH state from 1-23F
- S Nightmare Circular (632146S) - new version of OD, same but comes out after delay, start-up 0+226, recovery is 21F total, fully invincible 1-9F (H ver is 1-8F)

===== 1.10 ======

- H - Increased time to cancel the move (Special Cancel)
- S EXE Beast (41236S) - Faster recovery, Increased tension gain
- Power-Up HITOMI (214S) - Smaller hitbox
- Zeinest (214HS) - Increased tension gain

----- J wiki ------

- P - smaller vulnerable box
- 2S - bigger hitbox at hte top
- 6P - thinner hitbox
- 6K - cancels from P, K, f.S and 2S
- badlands (both) - GB- increased, floats less[/cut]

Изменения помеченные как Jwiki заявлены на яп вике, но не проверяются фреймдатой, потому отделены.
Ранняя информация по аркадному релизу: Guilty Gear XX AC+R (Arcade) - изменения




GuiltyGear XX Accent Core R - это новая инсталляция в серии файтингов GuiltyGear от Arc Systems Works, предлагающая двух новых бойцов (Justice и Kliff Undersn ранее они играли роль секретных боссов) и вносящая некоторые изменения в баланс и механику игры.

Релизы:

GGXXAC+R вышла на японских аркадах 20 сентября 2012 года. С тех пор она получила несколько патчей, последний из которых (1.10) вносит существенные изменения в баланс и должен появиться на аркадах в январе 2013.

24 октября GGXXAC+ с сетевым кодом вышла в XBL, а 1 ноября появилась и в японском PSN. 4 декабря игра вышла в американском PSN. Дата выхода европейской версии до сих пор неизвестна. Цена игры в XBL - 1200 points. Цена игры в PSN - 1500 йен или 14.99 долларов.

На 19 марта в японском регионе состоялся PS Vita релиз GGXXAC+R.

6 августа 2013 в японском региона вышел патч, автоматически обновляющий игру до +R версии. Сроки появления патча в американском сторе, как и сроки XBL и EU PSN релизов, неизвестны.

[cut=Как купить АС+ в японском PSN]
minlexx писал(а):
  • Как зарегистрировать японский PSN-аккаунт?
  • Игра стоит 1500 йен. Соответственно нужно купить карточек JP PSN на 1500 йен. Карт по 500 йен нужно три, но они всюду сейчас out of stock, поэтому берем две карты по 1000 йен. Их можно купить тут: http://www.play-asia.com/PlayStation_Ne ... -3xk6.html или тут http://www.japan-codes.com/shop/playsta ... -10000jpy/
  • Закинуть карточки на акк в яп сторе - заходишь в магаз, затем step 1, step 2. при правильном вводе вылазит меню из 2х пунктов - "да" и "нет", нам нужен хай (да) - はい. (いいえ это нет) и все
    далее в магазине открываем поиск, вбиваем "guilty", находим версию за 1500 йен, и качаем)

Спасибо minlexx'у за гайд =)[/cut]
После покупки игры играть можно из-под любого аккаунта на приставке. АС+ обновляется до +R автоматически при загрузке игры, если вы залогинены в PSN на текущем PS3-аккаунте.

[cut=Подробности обновления]После скачивания и установки патча в GGXXAC+ обещаны произошли следующие изменения:

Главное меню будет проапгрейжено до +R версии.
В опциях можно будет менять версию игры: AC+ или AC+R.
Новые моды.
Клифф и Джастис станут доступными в ранкед матчах и во всех плеер матчах.
Ранги игроков можно будет сортировать по "+R" фильтру.(**Ранги по предыдущим играм будут сохранены.)
Новые трофеи и ачивки.

Улучшения:
При возвращении в меню выбора персонажа, курсор будет на последнем выбранном персонаже с использованными цветовыми схемами.
В онлайн матчах будут улучшения
Improvements will be made to the way our program handles the “Proximity” and “Connection Quality” settings in online games.
Улучшение поиска в ранкед матчах. “Сustom search” будет искать противников до последнего. (*Может быть отменен).
После удачного поиска новая иконка будет отображать качество связи до матча. Удачный поиск будет сопровождаться звуковым эффектом, вибрацией и пр.

Плеер матчи:
- Комнаты на несколько человек
- "Победитель/Лузер остается" и "Рандом"
- Голосовой чат
- Спектраторы
- Звуковые эффекты и вибрация при присоединении к комнате


Опции:
Можно указывать предпочитаемую сторону при игре в онлайне ??[/cut]

Полезные ссылки:

Обсудить изменения баланса в +R можно в этой теме: Guilty Gear XX AC+R (Arcade) - изменения

Видео вот тут: GGXXAC+R видео

Официальный трейлер: http://www.youtube.com/watch?v=a8mwuFY0 ... re=g-all-u
Death doesn’t discriminate
Between the sinners and the saints
It takes and it takes and it takes
And history obliterates
In every picture it paints
It paints me and all my mistakes
===========================
Fighting.ru | GuiltyGear.ru

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NaySan
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Guilty Gear XX AC +R

Сообщение NaySan » 27 май 2015, 15:14

Ты так же заходишь и смотришь кто сидит в комнатах
В ранкеде задроты обычно не сидят.

Теоретически да. Это пугает. Пугало и меня. На практике оказалось не менее удобно.
Ну хз хз. Будет видно. Мэй би я просто не так себе представляю эти самые комнаты.
Последний раз редактировалось NaySan 27 май 2015, 15:14, всего редактировалось 1 раз.
Pmage epics:
Offtop
"Фрц-то заскриптованы, но область применения одноразовая. Попавшись единожды, никто повторно не попадётся под такие удары."
-
"2369 никак не набирается на клаве. Вообще никак."

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Guilty Gear XX AC +R

Сообщение Spady » 27 май 2015, 15:19

Наверное.
Не то чтоб данный онлайн прям лучше релоада, но плюсов и минусов в нем не меньше
Time spent on trying to be perfect is time wasted
В теории нет разницы между теорией и практикой. А на практике есть.

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Guilty Gear XX AC +R

Сообщение (Ruf) » 27 май 2015, 15:20

Spady писал(а):NaySan
Ты так же заходишь и смотришь кто сидит в комнатах
В ранкеде задроты обычно не сидят.
Т.е. руму достаточно создать один раз одному, он типа и будет "лобби"/серваком, и если не уходит в оф, то рума постоянно висит.
Вывод - делается "сервак" с вечнозапущенным ГГ на разные "ранги" игроков. И всем счастья. Почему нельзя это было сделать самим разрабам - нииипанимаю.
Последний раз редактировалось (Ruf) 27 май 2015, 15:23, всего редактировалось 1 раз.
Skype elf-fur
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Просто - будь лучше, чем вчера...

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Guilty Gear XX AC +R

Сообщение NaySan » 27 май 2015, 15:27

Вывод - делается "сервак" с вечнозапущенным ГГ на разные "ранги" игроков. И всем счастья. Почему нельзя это было сделать самим разрабам - нииипанимаю.
Как я понимаю, в румах есть ограничение на количество тел, так что сделать из румы полноценное лобби не выйдет.

Энивэй. До этого я думал, что есть всего две опции. Первая - рандом файт с людьми, которые тоже нажали рандом файт. Вторая - п2п коннект в стиле мелти блада с человеком, с которым ты заранее договорился и который нажал волшебную кнопку "хост". Однако это не так. Чудесно. Спади, спасибо за просвещение =)
Pmage epics:
Offtop
"Фрц-то заскриптованы, но область применения одноразовая. Попавшись единожды, никто повторно не попадётся под такие удары."
-
"2369 никак не набирается на клаве. Вообще никак."

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Сообщение (Ruf) » 27 май 2015, 15:36

NaySan писал(а):Как я понимаю, в румах есть ограничение на количество тел, так что сделать из румы полноценное лобби не выйдет.
Вот этого я и не понимаю...
Вообще не понимаю, неужели разрабы ниразу не видели "окорокамечты" и не задумывались почему их детище 10 летней давности до сих пор живо.
Неужели коллектив игроделов не смог потянуть то, что сделали фаны.
Терпеть не могу коммерцию >_<

Так как насчет дать поиграть? =3 кто поделится стимовским аком? или у него есть привязка к железу? Х)))
*ваще плохой и нехороший*
Skype elf-fur
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Просто - будь лучше, чем вчера...

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Сообщение traitor » 27 май 2015, 15:39

Игра 300р стоит. Купи уже и не клянчи, как нищеброд на паперти
"Файтаны снижают риск возникновения заболеваний, передающихся половым путём"

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Guilty Gear XX AC +R

Сообщение TND | Ashimriat » 27 май 2015, 15:40

(Ruf) писал(а): Вообще не понимаю, неужели разрабы ниразу не видели "окорокамечты" и не задумывались почему их детище 10 летней давности до сих пор живо.
С вероятностью в 95% они даже не в курсе, что в него еще кто-то играет. Ибо зачем.

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Guilty Gear XX AC +R

Сообщение Spady » 27 май 2015, 15:44

NaySan
Нене.
Список комнат доступен игрокам.
Time spent on trying to be perfect is time wasted
В теории нет разницы между теорией и практикой. А на практике есть.

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Guilty Gear XX AC +R

Сообщение Unlimited » 27 май 2015, 15:57

В стиме уже первый фикс на вечер запланирован:
- Fixed issue of certain directional inputs not responding in game.
- Fixed issue of certain sounds wrongly played back during game play.
- Fixed issue of crashing when viewing certain leaderboard rankings.

Не так плохо для первого дня, радует что арки на месте не сидят.

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Guilty Gear XX AC +R

Сообщение Loulaim » 27 май 2015, 16:31

Не хочется рыться в ветке, как с нетплеем, играбельно, хотя бы по России?
Xed: дасты таки я придумал еще в ац))

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Guilty Gear XX AC +R

Сообщение BOLT » 27 май 2015, 16:57

Unlimited писал(а):issue of certain directional inputs not responding in game.
issue of certain sounds wrongly played back during game play.
issue of crashing when viewing certain leaderboard rankings.
это очень плохо для первого дня
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Изображение

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Guilty Gear XX AC +R

Сообщение Heven » 27 май 2015, 17:09

если что, этот фикс уже час как вышел.

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Guilty Gear XX AC +R

Сообщение arc » 27 май 2015, 17:12

Норм патч, включил тренинг, нажал паузу-меню и список прокручивается вверх, как будто у меня залипло направление. В самой игре ничего не залипает.
ТК ДП за байкен идет оооочень тяжко и нестабильно, в релоаде таких проблем не было...
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Guilty Gear XX AC +R

Сообщение grabDATtit » 27 май 2015, 17:21

местечковый мем? "при релоаде такой херни не было!"
как с нетплеем
наверное, у каждого по разному. сыграл 10 боев, вроде все норм, коннект у всех от 2 до 4

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Guilty Gear XX AC +R

Сообщение traitor » 27 май 2015, 17:25

купил. играть не буду. просто так :psyduck:
"Файтаны снижают риск возникновения заболеваний, передающихся половым путём"

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Guilty Gear XX AC +R

Сообщение arc » 27 май 2015, 17:26

Я хз как в оригинале на приставке было. Вдруг Арки пошли по стопам СНК и делают тот же импут сложнее из версии в версию, это же так здорово

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Guilty Gear XX AC +R

Сообщение OverKilL. » 27 май 2015, 17:29

traitor писал(а):купил. играть не буду. просто так :psyduck:
+1, куплю, играть не буду... в прочем у меня в стиме 95% игр так)
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Guilty Gear XX AC +R

Сообщение xALF » 27 май 2015, 17:34

Выражаю искреннюю благодарность всем кто купил/купит +р в стиме.
Вы и сами прекрасно понимаете как это важно для всех нас.

Спасибо!
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Давайте скажем спасибо Акрсистемс за релиз ggac+r на PC
http://steamcommunity.com/app/348550/di ... 376442070/
Пишите свои благодарности - не стесняйтесь. Это в наших с Вами общих интересах!
Спасибо Всем отписавшимся и поблагодарившим!

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Guilty Gear XX AC +R

Сообщение ZerAlien » 27 май 2015, 17:41

В общем есть некоторые с коннектом 4-ки с которыми еще можно играть, а есть такие же вроде 4-ки, но задержка слишком серьезная для нормальное игры. С теми у кого конект 3, играть опять же затруднительно - задержка, ну а с теми у кого ниже 3-ех, лучше даже и не связываться как по мне.

PS: Боже, этот Пот, он настолько другой... ничего пока сделать не могу. (

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Guilty Gear XX AC +R

Сообщение shadowparrat » 27 май 2015, 18:51

Я знаю, что стимспаю надо 3 дня, но чет он совсем данных по +r не находит.

Альф, ты же с <Arc>Shini подружился, намекни ему, чтоб они галочку поставили, что игра релизнулась.

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