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DatMangoSentinel

Guilty Gear Xrd 1.1 Loktest changes

Feb 4th, 2015
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  1. General note:
  2. - Blitz Shield can now work on projectiles depending on distance
  3. - Purple RC start-up time reduced
  4. - changed behaviour properties of neutral ukemi at lower altitudes
  5. - some commands and supers are easier to input
  6. - input buffer for forward dash, etc. increased
  7. - if opponent RCs during a Blue Burst start-up, a Red RC is performed.
  8. - Overall adjustments to entire cast
  9.  
  10. ::...Characters...::
  11.  
  12. Bedman:
  13. -1H/2H/3H is JC
  14. -6H is slower, but throw invuln
  15. -Dash improved
  16. -Successful Dash is cancel-able(?)
  17. -HemiJack is faster
  18.  
  19. Elphelt Valentine:
  20. • Grenade:
  21. -Has a hitbox that can be attacked
  22. -Misfires if Elphelt is hit (doesn't blow up)
  23. -Blows up immediately when it touches a projectile
  24. -Bridal Express (both versions) have increased proation
  25. -6S decreased from 3 to 2
  26. -Miss Confire (236S) now launches the opponent higher on counter-hit.
  27. -Miss Travalier (236HS) the amount of tension gained with the reload is decreased from 200 to 100. (Thanks Rikir!)
  28.  
  29. Sin Kiske:
  30. - 6P j. cancels. Recovery ↑
  31. - J. 236H (Beak Driver) has no landing lag
  32. - 236K +3 on block, Hurtbox increased
  33. - 263S (Hawk Baker) now crits far or close
  34.  
  35. Millia Rage:
  36. - 6K is now -2 on block
  37. - Dead Angle causes blowback on hit now (?)
  38. - 214K/HS (Digitalis) untech time on CH ↑, recovery is increased to 26 frames (former 23), P1 changed from 80 to 75.
  39. • 2141236HS (Winger) ↓
  40. - opponent now rolls along ground rather than wall-bounced on hit
  41. - forced proration on hit is now removed
  42. - P1 is now 90
  43. - last hit reduces the R.I.S.C. Level by 15. (Thanks @FRBako for the link!)
  44.  
  45. Chipp Zanuff:
  46. - 2S on CH causes stagger
  47. - 214K (Tsuyoshishiki Meisei) Visuals changed
  48. • HS Teleport (Tsuoyoshishiki Ten'i)
  49. - Overall recovery changed from 26->20 frames - same as S teleport
  50. - Teleport destination made slightly higher
  51. - DP (Shinkirou) on CH causes knockback (blowback?)
  52. - 632146H (Zansei Rouga) On hit interaction changed (?)
  53. - Final hit damage increased from 110 to 150.
  54.  
  55. Faust: (credits to anon)
  56. f.S - the hurtbox on start-up and recovery is expanded forward; the damage is decreased from 38 to 34.
  57. j.2K - can now be performed at lower altitude.
  58. Hack n' Slash (214HS) - can be blocked with ground guard and midair FD after the second hit.
  59. Backward movement (236S > 44) - the untech time is increased; the float on hit is changed; the damage is decreased from 40 to 24.
  60. Ground hitstun - increased the hurtbox on some hitstun animations.
  61.  
  62. Leo Whitefang:
  63. - last hit of rekka is now throw invul
  64. - Restand is now +3 rather than +2
  65. - S. Sonic Boom input now travels across full screen (used to stop around 60-75% across).
  66. - H. Sonic Boom is slower
  67.  
  68. Sol Badguy:
  69. -Gunflame hitbox decreased
  70. - (more to be added)
  71.  
  72. Venom:
  73. TL;DR (Will update) - Generally Ok.
  74.  
  75. Zato-ONE:
  76. - Deadman's hand is now 214d, does more damage, less techable time.
  77. - Puddle summon uses Eddie bar
  78. - Puddles can be killed.
  79. - Great White is better
  80. - Eddie meter refills slower if completely depleted/Eddie gets hit.
  81. - YRC time for Break the Law reduced (thanks Beautifuldude!)
  82.  
  83. May:
  84. - [4]6HS (Mr. Dolphin) - Attack level changed from 3 to 4.
  85. - 632146K (Overhead Kiss) changed to 623K
  86. • 41236P/K/S/HS (Applause for the Victim)
  87. - change input priority; if button is released right after initial input, ring stays in place
  88. - activates when you release the corresponding button again;
  89. - start-up is reduced from 13 to 10 frames;
  90. - can hop on dolphin before the attack comes out.
  91. • Hop on Dolphin
  92. - the damage of all versions is now 50
  93. - after hitting opponent, becomes easier to cancel into air dash.
  94.  
  95. Ramlethal Valentine: (Thanks Al_Paca on Twitch)
  96. - Hit with the nerf bat.
  97. - All variations of j.d have increased recovery from 20 to 28.
  98. - j.6s recovery increased from 29 to 35.
  99. - j.6h recovery increased from 29 to 35.
  100. - j.2s recovery increased from 26 to 37.
  101. - j.2h recovery increased from 26 to 37.
  102. - lasers are better
  103.  
  104. Axl Low:
  105. - Rensen causes hard knockdown
  106. - Shorter charge on Rensen
  107. - Rensen can now YRC and Counter YRCs are better
  108. - 5P hitbox is increased
  109.  
  110. Slayer:
  111. - 6P On CH knocks back further which makes wall bounce easier, changed to cause wall bounce even mid-screen
  112. - Bite damage increased from 72->90. Increased recovery on hit. Increased pushback on hit
  113. • P Dandy Pilebunker
  114. - now has increased travel distance
  115. - wall bounces on CH
  116. - Damage reduced from 80->70
  117. - No longer CH state during recovery (Thanks @theloafingone!)
  118. • K Dandy Pilebunker
  119. - Wall sticks on normal hit
  120. - Forced damage proration to 70%
  121. - RISC level reduction changed from 6->10
  122. - No longer CH state during recovery
  123. • Dead on Time
  124. - now has added hit stop
  125. - Dizzy attack power changed from 0 to 70
  126. - travels father than it used to.
  127. - Recovery increased to 39 frames (formerly 31)
  128. - Fixed a bug where Slayer was having shorter invulnerability than other characters when air teching/recovering
  129.  
  130. Ky Kiske:
  131. - Split Ciel moved up to two stages. Now is +1.
  132. - Stun Edge hitbox increased (?)
  133. - (more to be added)
  134.  
  135. Potemkin:
  136. - (placeholder) They're not bad, but don't expect anything above the ordinary.
  137.  
  138. IF ANYONE HAS ANY INFO ON THE REMAINING CHARACTERS THAT AREN'T HERE OR INFO I MISSED OUT ON, TWEET @TheBlackHylian and I'll update it!
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