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+R EX Characters Ver 1

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Nov 23rd, 2017
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  1. General
  2. Many EX characters use different voice sets than their Normal counterparts.
  3. Frame data on some normals that appear to be identical may also be different, but I'm not going to be digging that deep.
  4. Justice and Kliff do not have EX modes.
  5.  
  6. EX Sol
  7. Normals are identical
  8. Gunflame is now 236S/HS like GG1, and travels full screen. Air OK.
  9. Performing 214HS after Volcanic Viper performs Follow-up Sidewinder.
  10. Flame Dipper (236K) is a new special move which is Grand Viper's startup ending in 2D. Essentially Stun Dipper.
  11. Bandit Revolver (originally 236K) has had its input changed to 214K. It now has a brief run startup followed by a short hop and overhead kick.
  12. Gunflame: Charge is a new Force Break (236D). It's an extra large version of normal Gunflame.
  13. FB Grand Viper (623D) is just X2/XX Grand Viper. You can mash buttons to increase the number of hits before the final blow.
  14. FB Fafnir>Tyrant Rave still exists, only Fafnir's input is 63214D. Unlike normal FB Fafnir, it wallbounces.
  15. Wild Punch is a new super (214214S). It's a two part sequence on hit, and the second hit causes screen to turn bright red asides from the black silhouettes of the characters.
  16. Tyrant Rave ver. Alpha replaces Tyrant Rave ver. Beta. Sol charges across the screen wrapped in fire. Air OK.
  17. Savage Fang is a new super (236236P). Sol powers up and fires off an even larger Gunflame. Similar to Order-Sol’s Level 3 Savage Fang.
  18. Grand Viper, Volcanic Viper (sans the followup), and Napalm Death are the same.
  19. Dragon Install, Bandit Bringer, Sidewinder, Knockdown, Tyrant Rave ver. Beta, and non-FB Fafnir are absent.
  20.  
  21. EX Ky
  22. 5HS is different, presumably a version from a previous game (GG1/GGX?).
  23. 6HS is now Normal Ky's 3HS.
  24. EX Ky has no 3HS.
  25. All other normals are the same.
  26. Vapor Thrust now has its old follow-up, Slash Through, back.
  27. Needle Spike is his new 236K. Ky slashes with his sword, then jumps for an overhead kick. Air OK.
  28. Holding K during grounded Needle Spike turns it into Greed Sever. Hits overhead
  29. Crescent Slash is his new 214 K. Ky turns around and does a flipping slash from underneath. Hits overhead.
  30. Grand Vapor Thrust is a new special (214S). Ky dashes in with a slash before performing an extra high Vapor Thrust. Can cross up if close enough.
  31. Grand Vapor Thrust can be followed up with Slash Through.
  32. Elegant Slash is a new command grab (623P). Ky grabs the opponent and slashes them into the air.
  33. Lightning Strike is now a Force Break.
  34. Ride The Lightning now has Ky summon a large ball of lighting while standing in place. Air OK.
  35. Sacred Edge now has a delay before flying toward the enemy on the ground, and now can be performed in the air.
  36. Stun Edge, Charged Stun Edge, Lightning Sphere, Charge Drive, Stun Raising, Vapor Thrust (minus the followup), and Rising Force are the same.
  37. Stun Dipper, Lightning Javelin, and FB Greed Sever are absent.
  38.  
  39. EX May
  40. May's jump height is significantly shorter.
  41. May's 5D is now a slap, thus removing the charged version Just Kidding~.
  42. Charged 6HS no longer staggers.
  43. Charged 6P no longer wallsticks.
  44. All other normals are the same.
  45. Aqua Rolling is a new special (236S/214S). 236S rolls May forward, while 214S rolls her in an arc. You cannot change direction mid-roll like Restive Rolling.
  46. Applause For The Victim is now only 63214P/41236P, and doesn't require you to hold P to stall the move. Charge is passively built, and the ring will vanish if May is hit.
  47. Applause For The Victim can be activated with Launch (236P) or Move (214P).
  48. Launch sends out however many dolphins are charged. Move teleports May to the ring riding one of the dolphins launched.
  49. Mist Finer (236K) is a new special, and May's homage to Johnny.
  50. The move can be charged by holding K, and when fully charged, deals 74 damage and pops the opponent into the air rather than 34 and just a knockdown.
  51. The charge can be cancelled by pressing HS.
  52. MO-RU-FU-SHI (236HS) is a non-super version of Super Screaming Ultimate Spinning Whirlwind.
  53. The move can be extended by holding HS if it hasn't hit yet. Holding HS for too long without hitting will cause May to enter a lengthy recovery while ending the move.
  54. You can move during the attack by holding 6 or 4.
  55. Overhead Kiss now has no running startup, and rather than wallbouncing, knocks the opponent to the ground and slides.
  56. Jackhound (214HS) is yet another Johnny homage, and a normal version of Normal May's FB Jackhound. May starts off with MO-RU-FU-SHI's startup, but trips. Wallbounces on hit. Hits overhead.
  57. Delux Goshagawara Bomber is now 236D as a Force Break.
  58. May Dynamic (63214D) is a new super. May launches herself into the air, and comes back down with a sparkling explosion.
  59. Great Yamada Attack now has a variant where the whale comes from behind (214214S).
  60. Mr. Dolphin Horizontal/Vertical, Go Mr. Dolphin Horizontal/Vertical, Just Kidding~, Restive Rolling, Hard To Port, Ultimate Whiner, and Super Screaming Ultimate Spinning Whirlwind are absent.
  61. FB Jackhound and May And The Jolly Crew are the same.
  62.  
  63. EX Millia
  64. j.HS is now Normal Millia's j.2HS. It can be held to extend the move and float Millia slightly, which is known as Floating Wing.
  65. 5K cannot be linked into itself, but pops the opponent into the air.
  66. All other normals are the same.
  67. Living Force (236P) is a new special where Millia throws her pin horizontally across the stage.
  68. Millia's Tandem Top is now Pretty Maze (236S/HS). It is near identical, except Millia hops during the attack, and it is air OK.
  69. Silent Force now only has an S version.
  70. Secret Garden is now Normal Millia's FB Secret Garden. Air OK.
  71. Millia no longer hops during FB Pretty Maze.
  72. Winger has been split into two supers: Winger (Ascending) and Winger (Descending), both of which have original Winger's input besides Winger (Descending) being air only.
  73. Winger (Ascending) can be followed up with Winger (Descending) with 63214HS.
  74. Lust Shaker, Forward Roll, Iron Savior, Longinus, Bad Moon, Turbo Fall, Silent Force (S), Emerald Rain, and Iron Maiden are the same.
  75. Winger (in one piece costing 50 tension), Tandem Top, and Silent Force (K/HS) are absent.
  76.  
  77. EX Eddie
  78. 6K no longer forces crouch.
  79. 6HS launches slightly less high.
  80. All other normals are unchanged.
  81. Invite Hell can be performed midair.
  82. Summon Eddie always summons Eddie in his old/Summoning Eddie Vice moveset.
  83. Summon Eddie can be performed midair.
  84. Traversing Feint (214K) is a new move during Summon Eddie. It's just a feint of Traversing, stopping midway before Eddie and Little Eddie go back to where they were.
  85. Megalith Head (632146[D]) is a new move during Summon Eddie. Little Eddie becomes a giant head, biting the opponent for three hits before desummoning.
  86. D can be held during Exhaustion can be held to extend its duration.
  87. Eddie's original Executor replaces Executor-X.
  88. Megalith Head (632146S) is an Overdrive version of FB Megalith Head that can only be used when Little Eddie is recalled. During the superflash, pressing various buttons will cause Little Eddie to act on his own, attack with the corresponding buttons before releasing the head.
  89. Dark Sentinel (632146HS) is a new super. Eddie transforms into a huge monster and runs over the opponent.
  90. Invite Hell, Aerial Shadow Gallery, Traversing, Damned Fang, and Drunkard Shade are the same.
  91. Break The Law and Follow-Up Shadow Gallery are absent.
  92.  
  93. EX Potemkin
  94. 2S and 6K now stagger on hit.
  95. 6H now wallsticks instead of wallbouncing.
  96. All other normals are the same.
  97. Potemkin's throw throws them much farther, but the opponent can tech before hitting the ground.
  98. Mega Fist (Backward) now staggers on hit.
  99. Slide Head's input has been changed to 236K.
  100. Heat Knuckle now has two versions. 623S is a flaming upward punch, 623HS is the grab.
  101. F.D.B. no longer staggers on hit.
  102. Unbreakable Spirit (214K) is a new special. Potemkin enters a stance where attacks that hit him don't put him into hitstun, but do deal damage. After receiving a hit, he can respond with one of three following follow-ups
  103. Follow-up Potemkin Buster (P after receiving a hit during Unbreakable Spirit) is exactly what it sounds like. Will whiff at long distances.
  104. Follow-up Heat Knuckle (S after receiving a hit during Unbreakable Spirit) is again, exactly what it sounds like. Will whiff on standing/crouching opponents.
  105. Follow-up Judge Gauntlet (HS after receiving a hit during Unbreakable Spirit) is a normal version of Normal Potemkin's FB Judge Gauntlet. I don't believe it keeps its armored properties.
  106. Potemkin Buster may deal less damage but I'm not certain.
  107. Nitro Hook (632146K) is a new special and a callback to GG1. Potemkin dashes forward, grabbing the opponent and slamming them into the ground. Groundbounces.
  108. Nitro Hook can be followed up with Heat Extend, which can then be followed up Heavenly Potemkin Buster.
  109. Giganter and Gigantic Bullet are now seperate supers
  110. Gigantic Bullet can be performed in the air, sending Potemkin towards the ground at an angle.
  111. Giganter's input has been changed to 214214S. Also, instead of only hitting once and staggering, it hits several times (up to 10) and doesn't stagger.
  112. Hammer Fall, Mega Fist (Forward), and Magnum Opera are the same.
  113. Judge Gauntlet>Stop is absent.
  114.  
  115. EX Chipp
  116. All normals are the same.
  117. Alpha Blade, Beta Blade, and Gamma Blade all can now be followed up with one of five moves.
  118. Follow-up Alpha Blade (P after Alpha/Beta/Gamma)
  119. Follow-up Beta Blade (S after Alpha/Beta/Gamma)
  120. Follow-up Gamma Blade (HS after Alpha/Beta/Gamma)
  121. Follow-up Senshuu (K after Alpha/Beta/Gamma)
  122. FB Follow-up Genrou Zan You (D after Alpha/Beta/Gamma)
  123. Both grounded and aerial versions of Beta Blade now hit twice.
  124. Gamma Blade is now a normal projectile, and is now air OK.
  125. Senshu's input has been changed to 623K. It is also now air OK.
  126. All versions of Tsuyoshi-shiki Ten'i (Teleport) are now air OK.
  127. Aerial Taunt is once again executed by pressing the taunt button rather than j.214P.
  128. Sankaku Tobi (j.214K) is a new special move. Chipp dives downwards at an angle from the air. While the move itself has no hitbox, all aerial options besides a jump can be cancelled out of it.
  129. Banki Messai now has to be very close to come out. However, the appearance of the super has changed, Chipp bouncing the opponent around the screen after the initial combo and ending with the final hit of Zansei Rouga.
  130. Hayoku Rakuho (j.236236HS) is a new super. Chipp pauses in the air and throws down two sets of kunai. This super actually ends up returning in Guilty Gear Xrd as a part of Chipp's normal moveset.
  131. Zansei Rouga, Alpha Blade, Tsuyoshi-shiki Meisei (Invisibility), Genrou Zan, Genrou Zan You, Sakugankyaku, Tsuyoshi-shiki Ten'i, and Delta End are the same.
  132. Alpha Plus, FB Alpha Plus, Resshou, and Rokusai are absent.
  133.  
  134. EX Faust
  135. f.5S is now a long swipe across the screen.
  136. 2K now hits three times instead of 2.
  137. j.2K now hits several times instead of one.
  138. All other normals are the same.
  139. Souten Enshin Ranbu's initial attack now groundbounces instead of sliding.
  140. Rubber Neck now extends more forward rather than downward.
  141. Re-re-re no Tsuki's follow-up Gettin' To The Good Part is now a Force Break.
  142. BAM! Outta Nowhere now replaces Going My Way! as Faust's j.236HS. It does not hit overhead.
  143. The coin item does nothing. It doesn't even have a hitbox. By extension, the Oissu! effect it generates no longer exists.
  144. Can't Hear You! is now a proximity based move that launches the opponent skyward.
  145. Hack N' Slash is no longer proximity based.
  146. There is now a FB version of Re-re-re no Tsuki. The only difference I can make out is it's faster.
  147. Shin Souten Enshin Ranbu (236236S) is a new super. Faust mounts his scapel, and whips back and forth, smacking the opponent several times.
  148. This Week's Yamaban, Faust's Instant Kill, now is different. Rather than exploding immediately, the bomb does not go off. When Faust goes to inspect it, it explodes, leaving both him and the opponent with large, frazzled looking afros.
  149. Re-re-re no Tsuki, Withdraw, This One's On The House, What could this be? (besides coin), Forward/Backward, Growing Flower, I'm A Flower. Get it? A Flower?, Going My Way, Surprise Surprise (besides coin), Love, From The Front/Behind/Above, Re-re-re no Cho-Tsuki, and W-W-What Could This Be? are the same.
  150. Can't Hear You! (in the sequence it's the jump), Holler Again!, Small Jump, FB BAM! Outta Nowhere!, FB From Behind, and Shigekiteki Zetsumei Ken are absent.
  151.  
  152. EX Axl
  153. All long range chain attacks (5P, 2S, 2HS, 3P, j.S, j.6P) no longer hit twice. 2HS still staggers.
  154. All other normals are identical.
  155. Axl's ground throw bounces the opponent a shorter distance.
  156. Benten Gari (S) now only fires the chain upwards, but it can be repeated three times.
  157. Sensa Geki's input has been changed to 236S, and it has been made into a separate move from Rensen Geki.
  158. Rensen Geki's input has been changed to 214HS.
  159. Rensen Geki can still be followed up with Kyokusa Geki by pressing 9.
  160. Raiei Sageki (HS)'s input has been changed to j.623K. Axl does a short hop in the air before coming down with his spinning sickles.
  161. Axl Bomber now has an S variant, taken from Normal Axl's FB Axl Bomber, except it doesn't send Axl as high on hit.
  162. Hachi Subako no longer has guard point, and instead, has a brief period of invincibility.
  163. Shiranami no Homura, Hachi Subako's follow-up, is now an Overdrive rather than a Force Break.
  164. Dototsu (236D) is a new Force Break, where Axl skids across the ground, launching the opponent skyward.
  165. Kokuu Geki launches the opponent a significantly smaller distance.
  166. Byakue Renshou, instead of ending in a long chain swipe, now ends in an explosively powered up Axl Bomber, sending Axl and the opponent skyward.
  167. Yousou Renzan (2363214K) is a new Overdrive. Axl charges in, striking the opponent several times before finishing off with Dototsu.
  168. Benten Gari (HS), Rashou Sen, Rashou Sen Feint, Axl Bomber (HS), Tenhou Seki Upper, Tenhou Seki Low, Raiei Sageki (S), Benten Gari (HS), Follow-up Axl Bomber, Follow-up Kokuu Geki, FB Axl Bomber, and Rensen Ougi: Midare Gami are identical.
  169. FB Kyokusa Geki is absent.
  170.  
  171. EX Baiken
  172. All normals are identical.
  173. Triple Tatami Gaeshi is no longer a Force Break, and its input has been changed to 236236K.
  174. Youzansen is now Baiken flipping with her sword midair rather than using own of her hidden tools.
  175. Youshijin's input has been changed to 421P.
  176. All of Baiken's On Guard moves except for Baku are no longer as such, and will be shown as follows.
  177. Mawarikomi is no longer an On Guard move, and its input has been changed to 421K.
  178. Sakura is no longer an On Guard move, and its input has been changed to 421S.
  179. Zakuro is no longer an On Guard move, and its input has been changed to 421HS.
  180. Ouren is no longer an On Guard move, and its input has been changed to 63214HS.
  181. Baku now has a non On Guard variant with an input of 421D.
  182. You cannot cancel Suzuran into Baku or formerly On Guard specials.
  183. Kabari's follow-up, Tetsuzansen, now only hits once.
  184. Tate Shunmaku (236236P), Baiken's GG1 Instant Kill, is now a proximity based Overdrive.
  185. Tatami Gaeshi, Baku: Sakura, Baku: Tsuki, Baku: Tsuru, Baku: Follow-up, Tsurane Sanzu Watashi, and Garyou Tensei are identical.
  186.  
  187. EX Anji
  188. Anji's f.5S is now Normal Anji's 6S, and his c.5S is now Normal Anji's f.5S.
  189. Anji's 6HS now hits up to five times.
  190. Anji's 3K now knocks back the opponent.
  191. Anji's 3S now hits up to three times.
  192. All other normals are identical.
  193. Shitsu now only follows up on block.
  194. During Fuujin (HS), Anji dashes across the screen before attacking. It can cross up.
  195. Shin: Ichishiki is now Normal Anji's Kai (P).
  196. Shin: Rin now groundbounces like FB Shin: Rin.
  197. Kou can now be performed without Guard Point as 623P.
  198. Sou can no longer be performed on Guard Point. Its input is now 623K. It now also wallsticks.
  199. Shin: Ichishiki's input has been changed to 214P.
  200. Kai: Nishiki (214K) is just Normal Anji's Kai (P).
  201. Kai: Sanshiki (j.214K) is an aerial version of Normal Anji's Kai (K).
  202. Mukei (632146HS) is a new Overdrive, and essentially an Overdrive version of Fuujin.
  203. Kou (P after Mukei) is an enhanced version of normal Kou.
  204. Ten (K after Mukei) is pretty much Tenjinkyaku.
  205. Sai (S after Mukei) is Normal Anji's Issei Ougi: Sai Overdrive.
  206. On (HS after Mukei) is an enhanced version of normal On.
  207. Kachoufuugetsu can now be performed On Guard with the same input.
  208. Tenjinkyaku (Originally [2]9K) has had its input changed to j.214214K.
  209. Fuujin (S), Shin: Hitoashitobi, Shin: Nagiha, FB Shin: Rin, Guard Point Kou, On, Shin: Nishiki, FB Shitsu, Guard Point FB Kou, Guard Point Kachoufuugetsu, and Zetsu are unchanged.
  210.  
  211. EX Venom
  212. 5HS is now a swipe of his pool cue.
  213. 6HS now groundbounces.
  214. All other normals are the same.
  215. Stinger Aim (Originally [4]6S/HS) has had its input changed to 236S/HS. However, it cannot be charged by holding S/HS. It is also air OK.
  216. Carcass Raid (Originally [2]9S/HS) has had its input changed to 623S/HS. However, it cannot be charged by holding S/HS.
  217. Teleport (Originally 623K) has had its input changed to 236P.
  218. Banking Jack (236K) is a new special. Venom launches himself with his pool cue for a flip kick. Taken from the end of Mad Struggle (HS). Air OK.
  219. Object Ball (22HS) is a new special move, and EX Venom's way to charge Stinger Aim’s and Carcass Raid's shots. Every time Object Ball is performed, a ball appears over your tension gauge indicating the ball level. It can be stacked to level three.
  220. Mad Struggle (Originally j.236S/HS) has had its input changed to j.236P.
  221. Stinger Aim gains a Force Break variant (236D). When the ball from FB Stinger Aim impacts another moving ball, that ball from Stinger Aim freezes in place as though it was set. Balls hit by FB Stinger Aim act in the same manner.
  222. Carcass Raid gains a Force Break variant (623D). When the ball from FB Carcass Raid impacts another moving ball, that ball from Stinger Aim freezes in place as though it was set. Balls hit by FB Carcass Raid act in the same manner.
  223. Triple Banking Jack (236236D) is a new Force Break. Venom performs three Banking Jacks in a row, the third launching the opponent incredibly high.
  224. Dark Angel now has an HS variant that floats upwards.
  225. Red Hail is no longer air OK, but gains an S variant and an input change (214214S/HS). The S variant launches several balls in a similar fashion to Carcass Raid S, while the HS variant lauches several balls in a similar fashion to Carcass Raid HS.
  226. Tactical Arch, Dark Angel (HS), FB Mad Struggle, Summoning Ball, Aerial Summoning Ball, Dubious Curve, and Dimmu Borgir are identical.
  227. Aerial Red Hail is absent.
  228.  
  229. Ex Johnny
  230. Johnny's short hop has been replaced with a gliding run.
  231. Johnny's 2HS has become Normal Johnny's 3HS.
  232. Johnny's 2D has been replaced with Normal Johnny's 2HS.
  233. Johnny's 5K has become a short kick that hits low.
  234. All other normals are identical.
  235. Mist Finer (originally 236P/K/S) has had its input changed to 214P/K/S.
  236. Mist Finer is now a counter move, only activating when Johnny is hit during Mist Finer stance.
  237. Pressing P, K, or S during Mist Finer stance changes which attack will come out.
  238. P and K stance counter mids and overheads, while S stance only counters lows.
  239. Hitting with Glitter Is Gold doesn't seem to improve Mist Finer.
  240. H.I.T.S (623K) is a new special move. Johnny kicks high into the air using 6K's animation.
  241. Follow-through (214K after H.I.T.S) is a flaming punch that sends the opponent back to earth after H.I.T.S.
  242. The hop during Divine Blade's startup now covers more horizontal distance but less vertical.
  243. Killer Joker now hits behind Johnny instead of in front, perfect for crossups.
  244. Jackhound (originally 214D) is now also a counter, mimicking Mist Finer stance. You are not able to Stance Switch back into Jackhound stance, as HS cancels Mist Finer stance.
  245. Jackhound stance counters mids and highs.
  246. Uncho's Iai is essentially the same move, except with a different cinematic where the slash occurs when Johnny tips his hat.
  247. Forwards/Backwards (Mist Stance), Stance Cancel, Ensenga, Divine Blade, FB Jackhound, FB Jackhound Follow-up, "That's My Name", and Joker Trick are unchanged.
  248.  
  249. EX Jam
  250. 6K is now a cartwheel.
  251. 6HS is now an uppercut palm.
  252. j.5D is now Gekirin.
  253. 2D is now Ashibarai.
  254. Hyappo Shinshou and Senri Shinshou are no longer tied to Bakushuu, and have inputs of 236S/HS.
  255. Housai (214P) is a new special move. Jam does a flip, and if it connects, the opponent is staggered.
  256. Mawarikomi is no longer tied to Bakushuu, and now has an input of 214K
  257. Juppo Senken (623P) is a new, proximity based special move. When close enough, Jam unleashes a flurry of punches before knocking the opponent away. Outside of range, all you get is a brief whiff animation.
  258. Banri Senken (41236P) is a new special move. Jam punches the air, firing a beam across the screen. Causes wallstick.
  259. Shouen (623K) is a new special move. Jam hops and strikes with spinning kicks. Normal Jam's 3HS.
  260. Banri Soushou (214HS) is Normal Jam's 6HS made into a special move.
  261. Follow-up (214HS after Banri Soushou) is Normal Jam's 6HSHS.
  262. Banri Soushou>Follow-up can be followed up with Hyappo Shinshou or Senri Shinshou.
  263. FB Hyappo Shinshou is no longer tied to Bakushuu, and now has an input of 236D.
  264. Kenroukaku is now a Force Break. Air OK.
  265. Geki: Hououshou replaces Choukyaku Hououshou. Jam dashes through the opponent several times before striking them into the air with a 6HS, a flaming phoenix behind her.
  266. Geki: Renhoukyaku now only deals one hit.
  267. Geki:Youeikyaku (j.236236K) a new Overdrive. Jam gies in with a divekick before bicycle kicking the opponent repeatedly. Number of hits varies depending on position. A powered up version of Normal Jam's Houeikyaku.
  268. Hochifu, Geki: Saishinshou, and Gasenkotsu are unchanged.
  269. Breath of Asanagi, FB Breath of Asanagi, Ryujin, Gekirin, Kenroukaku, Bakushuu, Choujin, Houeikyaku, Choukyaku Hououshou, and Tousai Hyakuretsuken are absent.
  270.  
  271. EX Testament
  272. 5HS is Normal Testament's 3HS.
  273. 6K no longer hops before the slash.
  274. 5D is faster and has a different animation.
  275. All other normals are unchanged.
  276. Grave Digger is no longer a Force Break and has an input of 214P. Air OK.
  277. Badlands is now a Force Break and has an input of 214D. Air OK.
  278. You can no longer hold S/HS during EXE Beast to delay the bite.
  279. Lucht Warrant (originally 22P/K) has a new input (623S/421S).
  280. Lucht Warrant now has a hitbox that applies poison.
  281. Dipp Scythe (623P) is a new special move. Testament teleports like during Lucht Warrant, except he drops from a portal above the opponent and slashes them. Hits overhead.
  282. Zeinest, Phantom Soul, Warrant, Nightmare Circular, Master of Puppet, and Seventh Sign are unchanged.
  283. HITOMI, Normal Badlands, FB Grave Digger, and FB Phantom Soul are absent.
  284.  
  285. EX Dizzy
  286. Dizzy's j.5S is now Normal Dizzy's j.2S.
  287. All other normals are the same.
  288. "It started out as just light" (K) (originally 236K) now has a new input, 623S.
  289. Michael Sword (236HS) is a new special, and is an example of Dizzy taking after her mother. Dizzy's arm turns into a sword and slashes at an angle in front of her.
  290. "I use this to get fruit" is now air OK, and instead of being launched when S is released, it is launched by pressing P, or after a set time.
  291. "I use this to get fruit" now has an HS variant where it fires immediately. Its input is 421HS. It is air OK.
  292. You can no longer chain the attacks from "My talking buddies" together.
  293. "My talking buddies" (D) now has the fish let out three bubbles instead of performing one large bite.
  294. Michael Sword has a Force Break variant that hits three times and slides the opponent.
  295. Imperial Ray now has Dizzy transform into her shadowed Gear mode before firing off the explosions and returning to normal.
  296. Necro Unleashed (originally 632146P) is now a counter move, and has had its input changed to 34123646P. When it activates, Dizzy launches an explosion from Imperial Ray before several swords pierce the opponent, ending in Necro firing his bow.
  297. Necro Install (214214S) is a new Overdrive. Necro forces Dizzy to go berserk, giving her a speed and power boost as well as full body guardpoint for its duration, though it does not negate damage. Using Gamma Ray during Necro Install ends Necro Install.
  298. "Please leave me alone", FB "Please leave me alone", Gamma Ray, and "I can't...contain my strength" are unchanged.
  299. FB "I use this to get fruit" is absent.
  300.  
  301. EX Bridget
  302. 5HS now has the same trajectory as 6HS.
  303. All other normals are unchanged.
  304. During Roger Rush, Roger travels much more slowly as he punches, but remains on screen longer. He also now automatically disappears after landing three hits.
  305. During Jagged Roger, Roger now moves much faster, and remains on screen longer. He vanishes automatically after five hits.
  306. Roger Hug is now air OK.
  307. During Roger Get, Roger slides a shorter distance after landing from a high placement.
  308. Kick Start My Heart now has two additional follow-ups.
  309. Follow-up Starship (S during Kick Start My Heart) halts Bridget before performing Starship.
  310. Follow-up Yo-Yo Placement (HS during Kick Start My Heart) halts Bridget before tossing his yo-yo in front of him.
  311. Airwhip My Heart (j.236K) is a new special move, and is essentially Kick Start My Heart's Shot follow-up in the air..
  312. FB Roger Rush now has Roger slowly float towards the opponent, and hits four times before disappearing. Air OK.
  313. FB Jagged Roger now flies away from the enemy at various angles depending on positioning. Air OK.
  314. FB Roger Hug (Placement>623D) is a new Force Break. It extends Roger Hug's range and increases its speed while tracking. Air OK.
  315. FB Roger Get (Placement>421D) is a new Force Break. Roger bounces after her leaps a couple times, causing stagger and hitting up to five times. Slide length is not affected by placement height.
  316. Me And My Killing Machine now has the same speed as Normal Bridget's delay version. It is also now air OK.
  317. Relief After Maintenance replaces Maintenance Disaster/Tragedy Maintenance, turning it into a proximity based Overdrive. Bridget grabs the opponent, and tosses them upwards, striking a pose as they explode behind him. If you're out of range when performing the super, all you'll get is a whiff animation.
  318. Yo-Yo Recall, Yo-Yo Placement (besides 5HS), Rolling Movement, Loop The Loop, and Shoot The Moon are unchanged.
  319. Starship, aerial Starship, and Maintenance Disaster/Tragedy Maintenance are absent.
  320.  
  321. EX Slayer
  322. Slayer no longer has teleport dashes. Instead, his backdash is taken from his backwards jump, and his forward dash from Dandy Step.
  323. 2HS now launches on hit instead of staggering.
  324. 6HS no longer ground bounces on air hit.
  325. 5HS now staggers on counterhit.
  326. All other normals are unchanged.
  327. Mappa Hunch, both P and K versions, now have several follow-ups.
  328. Overhead (236P after Mappa Hunch) is a follow-up where Slayer strikes with a spinning backhand. His overhead.
  329. Successive (236S after Mappa Hunch) is just Normal Slayer's Under Pressure.
  330. Low (236K after Mappa Hunch) is the sweep from Slayer's throw. Hits low.
  331. Big Bang Upper (236D after Mappa Hunch) is just Normal Slayer's Big Bang Upper Force Break.
  332. After Overhead/Successive, you can follow up witb Low and Big Bang Upper, along with other follow-ups.
  333. Overhead/Follow-up It's Late (236S after Overhead/Successive) is Normal Slayer's It's Late. Hits overhead.
  334. Follow-up Pilebunker (236P after Overhead/Successive) is just Pilebunker.
  335. Mix-up (236HS after Overhead/Successive) is Normal Slayer's forward dash.
  336. Mappa Hunch's fifth and final follow-up is Dandy Step (236HS after Mappa Hunch), which has its own set of follow-ups.
  337. Follow-up Mappa Hunch (P after Dandy Step) is another Mappa Hunch, which can be followed up like the normal Mappa Hunch.
  338. Follow-up Undertow (K after Dandy Step) is just Undertow.
  339. Follow-up Bloodsucking Universe (HS after Dandy Step) is Bloodsucking Universe, except instead of staggering, it launches.
  340. Follow-up FB Pilebunker (D after Dandy Step) is just FB Pilebunker.
  341. Follow-up Dandy Step (S after Dandy Step) is Normal Slayer's S Dandy Step.
  342. From the second Dandy Step, you can access all of Normal Slayer's Dandy Step follow-ups.
  343. Pilebunker can now be performed outside of Dandy Step. The input is 214P.
  344. Crosswise Heel can now be performed outside of Dandy Step. The input is 214K.
  345. V-Shaped Dandy replaces Up and Close Dandy, and is just Up and Close Dandy followed by Eternal Wings.
  346. Royal Hunt (236236HS) is a new Overdrive. Slayer whips his cape in front of him, and if it hits, the opponent is warped to the top of the screen, and can't tech until they hit the ground.
  347. Feint, Dust Feint, Footloose Journey, Bloodsucking Universe, Big Bang Upper, Undertow, Dead On Time, and All Dead are unchanged.
  348. Up and Close Dandy and Eternal Wings (as separate moves) are absent.
  349.  
  350. EX Zappa
  351. The puddle left from f.5S now staggers instead of tripping.
  352. Sword 6HS now only hits once.
  353. Ghost normals can not longer be chained three times.
  354. Ghost 2S however cancels into itself.
  355. Raou 5S is now Normal Zappa's Raou 2S.
  356. Raou 2S is now Normal Zappa's Raou 5S.
  357. Raou 6HS is now the hammer swing from Bellows Malice.
  358. All other normals are unchanged.
  359. Hello, 3 Centipedes no longer always summons on use. Landing the attack gives one orb.
  360. Use With Caution (22P/K/S/HS) is a new special. Using this, you can trade orbs to force a summon of what ghost you want.
  361. 22P summons Sword for one orb.
  362. 22S summons Triplets for three orbs.
  363. 22K summons Dog for five orbs.
  364. 22HS doesn't seem to summon anything, as Raoh is automatically summoned once you obtain 8 orbs.
  365. Using Use With Caution when Zappa has insufficient orbs will put him into a lengthy recovery.
  366. Using Use With Caution when another summon is out will replace that summon, or, with insufficient orbs, desummons the summon and puts Zappa into the same recovery.
  367. It was here a second ago! (236P with Summon) is a new special move that forces a desummon. When Sword, Dog, or Triplets are desummoned this way, they explode, causig stagger. When Raou is desummoned this way, a ball of lightning surrounds Zappa that hits up to 11 times. Air OK.
  368. You can no longer chain Dog Attacks together.
  369. Due to It was here a second ago!, Please Don't Come Back no longer has a P variant.
  370. Please Fall now only grants one orb.
  371. Come Close, and I'll Kill You now hits twice, granting one orb per hit.
  372. Darkness Anthem now only has one follow-up shot, being P. It is also no longer air OK.
  373. Last Edguy is no longer air OK.
  374. Etiquette Starts Here now only gives one orb.
  375. FB Dog Attack (22D with Dog) is a new Force Break. The dog dives in, doing every attack it has in sequence. Every hit except the final one causes stagger. It grants one orb.
  376. FB Coming Through (22D with Sword) is a grounded version of Normal Zappa's air only sword special Coming Through.
  377. The Sum Of Bad Luck (22D with Triplets) is a new Force Break that fires off two of every item that can plague the opponent while cursed by a triplet.
  378. Birth!! no longer grants orbs.
  379. Knuckle Caesar replaces Bellows Malice as an Overdrive, and is Raou only. Raou unleashes a powerful, lightning infused punch. Causes wallbounce.
  380. This Has Gotta Hurt and its follow-up, and I'm Scared... are unchanged.
  381. Darkness Anthem follow-up (K/S), Bellows Malice, Coming Through, and I Was Lonely After All...are absent.
  382.  
  383. EX I-No
  384. I-No now has a standard dash.
  385. 6HS now only hits once.
  386. f.5S no longer pops up.
  387. All other normals are identical.
  388. Stroke The Big Tree (S) now launches
  389. Stroke The Big Tree (HS) now staggers.
  390. Hover Jump (421K) is a new special move. I-No floats forward at an upward angle like her old dash.
  391. Antidepressant Scale now can be moved horizontally as well as vertically.
  392. Sultry Performance (P) no longer has I-No hop off the enemy.
  393. FB Chemical Love (632146D) is a new Force Break. It is similar to Chemical Love (Horizontal), except it hits three times.
  394. Homeostasis replaces Longing Desperation as an Overdrive. I-No kicks the opponent into the air before strumming her guitar, causing the second hit.
  395. Megalomania (6321463214P/K/S) is I-No's Arcade Mode boss Overdrive. Unlike other Overdrives, this one costs her Burst rather than Tension. Air OK.
  396. Megalomania (P) is the upward arc version.
  397. Megalomania (S) is the wave version.
  398. Megalomania (K) is the wall version.
  399. Key Change (6321463214P/K/S during Megalomania) changes what the formation is depending on the button press. It costs 25% Tension.
  400. Sultry Performance (K/S/HS), FB Sultry Performance, Chemical Love (Horizontal/Vertical), Ultimate Fortissimo, and Last Will and Testament are unchanged.
  401. FB Antidepressant Scale and Longing Desperation are absent.
  402.  
  403. EX Robo-Ky
  404. 5HS is noticeably faster.
  405. 6P can no longer be repeated three times.
  406. 2S is now the ending slash from Stun Dipper.
  407. 2HS is now a falling chop that creates an electric orb.
  408. 2D is now Normal Robo-Ky’s 2S.
  409. 6HS is now the follow-up to What's Useless Will Always Be So.
  410. All other normals are unchanged.
  411. At 25% battery and lower, all HS variants of special attacks are weakened significantly.
  412. At close to 0% battery, all special attacks are weakened significantly.
  413. The battery gauge is now broken into more segments.
  414. Don't Get Coc-KY! and Jun-KY Bargain now have HS variants.
  415. Hun-KY Homerun now has an S variant.
  416. Fun-KY (originally 214S) has had its input changed to 236K.
  417. Fun-KY is now slower, and pops the enemy up before Robo-Ky does a pose.
  418. Hun-KY Homerun now no longer automatically goes into Whac-KY Blow with 50% Battery.
  419. Gimmic-KY (originally 2D) has had its input changed to 63214P.
  420. S-KY-line now knocks the opponent farther away when the throw is done.
  421. S-KY-lander (63214S) is just Normal Robo-Ky’s 6HS. It retains its three forms at different temperatures.
  422. Greed Sever (421K) is a new special move. It's a faster, weaker version of Ky’s Greed Sever. Hits overhead.
  423. Slash Through (S after Greed Sever) is a follow-up that knocks the opponent away. Wallbounces on hit.
  424. Fris-KY Moves (214D) is a new Force Break. Robo-Ky suddenly explodes, dealing damage to himself and the opponent. It has awful range, does more harm than good generally, hurting Robo-Ky more than the damage it deals, and doing tons of dizzy damage, as using it two or three times almost always causes dizzy, as well as counting as a counter hit. Its only saving grace is it’s unblockable, so if you have missiles or Genkai set up or really need the miniscule bit of damage, you could use it. Air OK.
  425. FB Don't Get Coc-KY! is a new force break. Robo-Ky fires an incredibly fast totem missile across the screen.
  426. Trinitrotoluen Eccentricity (236236P) is a new Overdrive. It's essentially an enhanced version of Normal Robo-Ky’s 2HS. Robo-Ky fires several missiles into the air. If they don't hit on the way up, after roughly three seconds after the last missile leaves the screen, they all come falling down. The missiles being in the sky is indicated by an icon over the Battery gauge.
  427. Ris-KY Lovers/Genkai (originally 236236P) has had its input changed to 214214S.
  428. Whac-KY Blow (originally 623HS with 50% Battery) has had its input changed to 632146HS.
  429. Whac-KY Blow now has Robo-Ky charge in across the ground before performing the uppercut. It is also now air OK.
  430. Don't Get Coc-KY! (S), Jun-KY Bargain (S), Today’s S-KY’s Beautiful, and 13 Luc-KY are unchanged.
  431. Spi-KY, What's Useless Will Always Be So, and Follow-up Head Butt are absent.
  432.  
  433. EX A.B.A
  434. 5P is now Normal A.B.A’s Ruin (Moroha).
  435. 5HS no longer hits twice.
  436. 6HS is now Normal A.B.A’s Condemnation (Moroha).
  437. All other normals are unchanged.
  438. A.B.A is now permanently in Moroha mode.
  439. Ruin is now Normal A.B.A’s c.5S.
  440. Condemnation is now A.B.A’s 6HS (Moroha).
  441. A.B.A can now perform Avoidance in Moroha.
  442. Bonding is now a mashable attack, and is now longer a command throw.
  443. Follow-up (6HS during Bonding) has A.B.A shove Paracelsus into the opponent. Causes wallstick.
  444. FB Avoidance now only hits twice.
  445. FB Injection (214D) is a new Force Break. A.B.A briefly exits Moroha and reenters via bloodpacks, restoring health lost through any means.
  446. Evidence: Eradication is a new Overdrive. A.B.A slams her bandages to the ground and causes a massive wave of energy. While this attack can do up to half an opponent's health in one hit, it drains A.B.A’s own health to just about nothing.
  447. Deletion, Engorgement, Judgement, Blunder, Eradication, FB Judgement, and Evidence: Destruction (Departure/Arrival) are unchanged.
  448. Retribution, Dragging, FB Dragging, Displacement, Evidence: Concealment, Altercation/Goku Moroha, and Darkness of Ignorance are absent.
  449.  
  450. EX Order-Sol
  451. All of Order-Sol’s normals excluding f.5S now resemble Sol’s normals if they didn't already.
  452. 6HS now hits twice.
  453. 2D no longer moves Order-Sol forward.
  454. All other normals are unchanhed.
  455. The charge gauge no longer exists.
  456. Breaker (6[6]P/K) is a homage to GG1 along with a lot of this EX character. P version causes Order-Sol to headbutt the opponent, K version causes Order-Sol to perform a jumping kick.
  457. Gunflame (236S/HS) is a new special move. It is just EX Sol’s Gunflame, except it isn't air OK.
  458. Volcanic Viper (623/HS) is identical to Sol’s Volcanic Viper, except it has no follow-up.
  459. Rock It is now restricted to its Level 1 form.
  460. Bandit Revolver (236K) is the same as Sol’s Bandit Revolver, except it cannot be turned into Bandit Bringer by holding K.
  461. Riot Stamp (214K) is identical to Sol’s Riot Stamp.
  462. FB Fafnir (originally 41236D) has hatd its input changed to 63214D.
  463. FB Gunflame (236D) is a new Force Break. It's Sol’s Dragon Install Gunflame.
  464. FB Volcanic Viper (623D) is a new Force Break. It's Sol’s Dragon Install HS Volcanic Viper.
  465. Tyrant Rave (632146HS) is a new Overdrive. Order-Sol unleashes an intense blast of fire in front of him.
  466. Dragon Install (originally 632146S) now has a new input, 6321463214S. The inputs for Morbid World remain the same.
  467. While he does retain Morbid World, Order-Sol can now enter Instant Kill mode traditionally, and is technically the only character with two Instant Kills in one moveset.
  468. All Guns Blazing (236236HS in IK Mode) is Order-Sol’s new Instant Kill. Order-Sol knees the opponent in the gut before sliding past them, waves of fire building up until they annihilate the opponent.
  469. Morbid World is unchanged.
  470. Block Head Buster, Gun Blaze, Storm Viper, Bandit Revolver Prototype, Charge, Charge Burst, Action Charge, Tyrant Rave Ver. Omega, and Savage Fang are absent.
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