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Guilty Gear 1.1 location test changes

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Feb 4th, 2015
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  1. Guilty Gear Xrd lockation test patch Changes
  2.  
  3. General Changes:
  4. - Added Sin, Elphelt and Leo.
  5. - Various adjustments to all characters.
  6. - the input buffer for button presses, forward dash etc. has been increased.
  7. - Some commands for specials and supers are now easier to input.
  8. - If you Blitz Shield a projectile and the opponent is nearby, they get repelled.
  9. - The start-up of purple Roman Cancel is reduced.
  10. - When the opponent uses Roman Cancel during a blue Psyche Burst's start-up, a red Roman Cancel is now performed.
  11. - Changed the behavior of neutral ukemi at low altitude.
  12.  
  13. Bedman:
  14. 1/2/3HS - can now be jump-canceled; now blows the opponent forward on hit; 2HS and 3HS now have P1 of 90.
  15. 6HS - start-up increased from 21 to 33 frames; now throw-invincible during the second half; now causes stagger on counter-hit.
  16. Hemi-Jack (632146S) - the start-up is reduced from 83 to 68 frames; now moves faster; the hit stun of attacks against the projectile is increased.
  17. Forward dash - the duration is reduced from 44 to 39 frames; the parry part of the dash now starts from frame 3 rather than frame 4; the recovery after the parry is reduced, and Bedman appears farther away.
  18. Float (88) - the duration of upward movement after being canceled into normals is increased; the input is now more lenient at the jump's highest point.
  19. Homing Dash (5D > 6) - can now be canceled into various moves.
  20.  
  21. May:
  22. Mr. Dolphin Horizontal HS ([4]6HS) - Attack level changed from 3 to 4.
  23. Overhead Kiss (632146K) - the command is changed to 623K (up close).
  24. Applause for the Victim (41236P/K/S/HS) - changed the input priority of each button; if you release the button right after the initial input, the ring stays in place and activates when you release the corresponding button again; the attack's start-up is reduced from 13 to 10 frames; can hop on dolphin before the attack comes out.
  25. Hop on Dolphin - the damage of all versions is now 50; after hitting the opponent, it's now easier to cancel into air dash
  26.  
  27. Ky:
  28. Stunedge 90% prorate and longer YRC window
  29. Stun Dipper 90% Prorate
  30. Split Ciel level 2 (old3) to level 4 (old5)
  31. Sacred Edge start up changed to 4+3 from 5+3
  32. Sacred Edge the projectile comes out even if you YRC right after the start-up and that it's no longer reflected by Zato's Drunkard Shade
  33.  
  34. Zato:
  35.  
  36. I may mistranslated some stuff so correct me.
  37.  
  38. - Puddle can be erased by attacks.
  39. - Puddle summon consume from Eddie's gauge.
  40. + Dead man hand is now 214D
  41. + Dead man hand does more damage.
  42. + Does even more damage when Eddie gauge is low.
  43.  
  44. + Great white knock back decreased.
  45.  
  46. * Great white scale 80% damage.
  47.  
  48. - YRC time for break the law was reduced.
  49.  
  50. - Eddie gauge refill slower than before.
  51.  
  52. -- Eddie gauge doesn't recover during special moves (ouch!)
  53.  
  54. Ino:
  55. f.S - the active duration increased from 5 to 7 frames; now staggers on counter-hit.
  56. Stroke the Big Tree HS (41236HS) - the blow back on hit is changed; now wall-splats in the corner; added the starter proration of 90.
  57. Sultry Performance HS (j.236HS) - changed the bounce-off on full hit; the max charge time is reduced.
  58. Sterilization Method (214HS) - the duration is increased; now invincible at the knees; no longer in the counter-hit state during recovery.
  59.  
  60. Faust:
  61. f.S - the hurtbox on start-up and recovery is expanded forward; the damage is decreased from 38 to 34.
  62. j.2K - can now be performed at lower altitude.
  63. Hack n' Slash (214HS) - can be blocked with ground guard and midair FD after the second hit.
  64. Backward movement (236S > 44) - the untech time is increased; the float on hit is changed; the damage is decreased from 40 to 24.
  65. Ground hitstun - increased the hurtbox on some hitstun animations.
  66.  
  67. Chipp:
  68. 2S - now staggers on counter-hit.
  69. Tsuyoshishiki Meisei (214K) - the appearance is changed.
  70. Tsuyoshishiki Ten'i HS (22HS) - the overall duration decreased from 26 to 20 frames, now same as the S version; now appears slightly higher.
  71. Shinkirou (623H) - now blows the opponent away on counter-hit.
  72. Zansei Rouga (632146H) - the opponent's movement on hit is changed; the last hit's damage is increased from 110 to 150.
  73.  
  74. Elphelt:
  75. f.S - the attack level is reduced from 3 to 2.
  76. Pineberry (236P) - now has a hitbox before the explosion, can be pushed away by enemy attacks; when Elphelt is attacked, she no longer explodes; when it clashes with a projectile, it now explodes on the spot.
  77. Bridal Express (214K) - both ground and midair versions now have increased proration.
  78. Miss Confire (236S) - now launches the opponent higher on counter-hit.
  79. Miss Travalier (236HS) - the amount of tension gained with the reload is decreased from 200 to 100
  80.  
  81. Axl:
  82. 5P - the hitbox is increased.
  83. Sickle Flash ([4]6S) - increased untech time, no longer knocks down; the projectile comes out even if you YRC on its start-up; added first-hit proration; the follow-up input can now be done sooner.
  84. Artemis Hunter (623S) - the input priority is now higher than Sickle Flash's; the hit stop is increased.
  85. Heaven Can Wait (214P/K) - both versions can now be YRC'd on start-up.
  86. Sparrowhawk Stance - Up (63214HS > P) - the hitbox is increased.
  87. Sparrowhawk Stance - Mid (63214HS > K) - the hitbox is increased downwards; the hurtbox on start-up is increased and stays during
  88. recovery.
  89. Sparrowhawk Stance - High (63214HS > S) - the hit hurtbox on start-up is reduced, while hurtbox during recovery is increased; added first-hit proration
  90.  
  91. Leo:
  92. 5K:
  93. 5K now gatlings into 6P
  94.  
  95. [4]6S:
  96. Now has infinite range
  97. Lower region of the hitbox is larger
  98.  
  99. [4]6H:
  100. Moves slower
  101. Lower region of the hitbox is larger
  102.  
  103. 214S (during rekkas):
  104. Added throw invul
  105.  
  106. Stance D (b.D):
  107. Damage changed from 60 to 90
  108. Can now be YRCed, but only at the beginning
  109.  
  110. j.236H:
  111. Cannot be burst on hit
  112. Advantage on hit changed from +2 to +3
  113.  
  114. Ramlethal:
  115. j8D's untechable time decreased.
  116. j8D's damage decreased from 50 to 40.
  117. j8D's recovery increased from 20 frames to 28 frames.
  118.  
  119. j5D will now wall stick from CHs.
  120. Startup 80% proration.
  121. j5D's recovery increased from 20 frames to 28 frames.
  122.  
  123. j2D's start-up changed from 18 to 11.
  124. j2D now shoots targets downwards when hit.
  125. j2D's recovery increased from 20 frames to 28 frames.
  126.  
  127. j6S > 6HS overall recovery increased from 29 frames to 35 frames
  128. j2S > 2HS overall recovery increased from 26 frames to 37 frames.
  129.  
  130. P+K combinations increased in distance traveled forwards.
  131. 4K option inserted during P+K combinations.
  132.  
  133. (Green) Darou's recovery increased from 15 frames to 16 frames.
  134. Input buffer for (green) Darou stricter
  135. Finally, when held down (2+P), the green Darou will come out
  136.  
  137. Calvados' start-up changed from 12+10 to 7+7.
  138. Calvados' each hit damage raised from 7 to 8.
  139. Calvados' recovery increased from 29 to 31 frames.
  140.  
  141.  
  142. Pot(best i could find):
  143. 5P hit level from 0->1(best buff)
  144. HammerFall's priority increased
  145. Trisula Now projectile comes out even if YRCed right after startup.(buff)
  146. Trisula on hit cause opponent float lower(buff)
  147. Trisula's normal hitstun decreased
  148. Trisula's CH hitstun increased
  149. Homing Dash added
  150.  
  151. Venom:
  152. Ball Set (214P/K/S/HS) - By holding down a different attack button during the ball setup, you generate a corresponding ball; the P formation's P ball is now set slightly lower.
  153. Top spin, Back spin - when the set ball is hit with Stinger Aim or Carcass Raid, the ball's level is now increased.
  154. Qv (41236P/K/S/HS) - the blow back on hit is decreased; the attack level is increased with the charge.
  155. Dark Angel (2363214S) - now deals 6 hits.
  156. Bishop Runout (2363214HS) - now can be hit sooner; the duration is reduced.
  157.  
  158. Millia:
  159. 6K - Attack level is reduced from 4 to 2.
  160. Dead Angle Attack - the motion is changed, now blows the opponent sideways on hit.
  161. Digitalis (214K > HS) - the untech time on counter-hit is increased; the recovery is increased from 23 to 26 frames; P1 changed from 80 to 75.
  162. Winger (2141236HS) - the opponent now rolls along the ground rather than getting wall-bounced on hit; the forced proration on hit is now removed, P1 is now 90, and the last hit reduces the R.I.S.C. Level by 15.
  163.  
  164. Sin:
  165. 6P - can now be jump-canceled; recovery increased from 16 to 18 frames.
  166. Hawk Baker (623S) - now floats the opponent even on far hit; the far version's untech time is now the same as the short version's; the far version's blowback is reduced.
  167. Elk Hunt (236K) - the active frames are increased from 5 to 6 frames; the recovery is reduced from 12 to 11 frames; increased the hitbox and hurtbox on the move's start-up; added the starter proration of 90; now floats the opponent higher on hit.
  168. Midair Beak Driver (j.236HS) - removed the landing recovery.
  169. RTL (632146HS) - fixed the bug when you stayed in place when inputting the follow-up commands too fast.
  170.  
  171. Shoutouts to sowl(dustloop)
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