Guilty Gear Xrd Gruppentherapie (Diskussionen und so)

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    • Location Test 2 Changes:
      twitter.com/zidanel33t/status/829942983260672000



      (CHANGES FROM LOKETEST 1 NOT MENTIONED)
      New overall:
      RC startup is counter hit state now (only applies to yrc and prc)
      Tension is consumed at moment of flash instead of before


      Axl
      6H can be blocked in the air, 2H ch window shortened, cancel window slightly shortened. Raiei command changed to 623K. Rashousen can be feinted by holding 8 during startup. Haitaka command changed to 214H, can no longer be canceled with H after hitting, large changes to startup/hitbox/hurtbox (still has charge for unblockable and automatic cancel on block), kairagi yakou (the two hit green chain overdrive) second hit connects on airborne opponents and effects on hit changed

      Bedman
      defense decreased, input buffer increased for buttons after 8 way dash, lower hurtbox on crouch and crouch guard, new gatling route 5K 6H, 2K/cS to 6H gatling removed, can combo after airgrab RC

      Chipp
      larger vertical hitbox/hurtbox on air alpha, yrc window for gamma to still get the projectile is wider, shuriken is now a projectile

      Dizzy
      far slash is now jump cancelable
      D fish has a bigger hitbox and hit effect
      ice and fire wheels have less hurtbox and don't go away on hit
      bubble is created further in front of dizzy
      4s attack level increased

      Elphelt
      no longer projects phantom hurtbox before active frames of 6P, increased stagger on 6P. jS initial proration removed. jD can be yrc'd and the projectile still comes out. Rifle crosshairs can be moved during rc flash. Roll to shotgun stance added, command is 236K. JBH command changed to 236236K

      Faust
      larger standing hurtbox, hack n slash is harder to whiff, bomb active frames shortened, yrc window for bomb bag to still get the projectile widened, increased vertical hitbox on scalpel overdrive

      I-no
      6S new move, 6H no longer counter recovery (still vacuum on second hit), P dive can cancel into more things on hit/block, ground command grab now combos when opponent is in hitstun, pushes opponent more while rising, slower startup

      Jack-O
      servant spawn timer resets whenever JackO takes damage. Ghosts continue to gain exp while held. Servants and ghosts in the area of aegis field no longer take damage (seems to mean they can still be hit)(edited)

      Jam
      crouching hurtbox increased. 5K reverse beat to 5P added. 6K damage reduced, gatling route to 5H removed. cS 6K gatling route added. 2D hurtbox improved. Ryuujin blockback on hit equalized from all directions (?). Max ryuujin blowback increased. Max ground gekirin hit effect changed. Kenrou hitbox improved, longer untech time. Followup max kenrou regains airdash on hit. Input buffer on bakushuu followups increased. Hyappo decreases risc less on guard, longer untech time, chains directly into senri with H. Hochifu input buffer to zekkei increased (previous buff wrt parry P removed). Bao launch no longer affected by hitstun decay, larger clean hit window, greater frame advantage on clean hit.

      Johnny
      5K hurtbox increased and recovery increased, 2H can be air blocked, can mist dash in the air now

      Ky
      fS 6H gatling removed, stun edge lower hurtbox slightly decreased near the foot, consistency changes from last lokete that were applied to stun edge also applies to cse and sacred

      Kum
      hurtbox decreased, air hitstun hurtbox decreased (wtf), gatling timing from 2P and 2K to all attacks other than 2P->2P/2P->2S/2K-.>2H made faster than before. jK/j2K hitboxes improved. Shiinken better hitbox on the inner part. Shiinken back (the red kick) can now be done by charging and then pressing back before release. Hayabusa back (the overhead) launches farther on hit.

      Leo
      6P loses all gatlings from it (don't think this was mentioned before?), 2K 6P gatling route added, cS 6P removed, guard point now takes chip damage, 2H faster startup, duwaaaaaaah doesn't disappear if Leo is hit

      May
      standing and crouching hurtboxes enlarged, 6H has a blind spot close to her now? 5P/2P to 2K gatling now works even if you use 3K (which would give you slide now). jD has normal stun modifier. Applause goes off after flash if you let go of the button during flash (wasn't that changed to be the opposite before?). Beach ball now gains improved hit properties the moment May steps on it instead of after she bounces. Ensenga hit effect changed, gained wall bounce in corner.

      Millia
      crouching hitbox widened. 6P is 1 hit now. 5D no longer creates roses during chroming.

      Potemkin
      6H larger hitbox close up, hammerfall moves faster and can be canceled into break later, break no longer activates proxy guard, break is no longer CH during startup/recovery, ICPM does more damage on otg

      Ramlethal
      jP/jK can be canceled into air sword retrieval, jS reverse beats into jP/jK, new string 2PPP added, 5P4K removed

      Raven
      excitement decreases after sometime
      scratch gives excitement on hit
      total excitement increased
      kokosare will get hit by unblockables
      kokosare purple roman time is reduced
      command grabs will give excitement on hit
      dash super gives excitement on hit
      stab super consumes excitement

      Sin
      jK longer cancel window, lessened untech time, changed hit properties, no longer corner bounces (it never corner bounced?), increased hurtbox on jH, jD better hitbox near Sin, longer untech, changed hit properties, ground beak decreased hitbox, beak driver followup increases in power and advances more while held while consuming more calories and forces stand on hit and combos more easily, air beak recovers in midair what the fuck, decreased untech time but now corner bounces, changed hit effects, increased damage on second hit

      Slayer
      no changes (he keeps the ones from lokete 1)

      Sol
      New 6H

      Venom
      air hurtbox increased, 6H pushing hitbox at close range increased, 2D hitbox improved

      Zato-1
      jD wall bounces on ch and increased initial proration. Eddie retrieval increased recovery. Eddie poke and nobiru increased hurtboxes. Great White effect on hit changed

      Strategy? Spacing? I just keep punching until I hit something.


      Twitter
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      == Editierfarbe ==
    • Die ironischen Anspielungen auf Entscheidungen/Geschäftsgebahren eines bestimmten Mitbewerbers sind awesome :dance:

      Baiken BGM klingt cool, ihre Animationen sind der Hammer, die Optik insegsamt wirkt verfeinert, bin auf wirklich authentische Vids gespannt, nicht diese Nico Scheiße. Baiken insgesamt wirkt sehr interessant, bin mal gespannt wie on point man mit den Follow Ups sein muss.

      Strategy? Spacing? I just keep punching until I hit something.


      Twitter
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      == Editierfarbe ==

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von old_man_entnervt ()

    • und wie immer geht das hoffen los, dass die EU version nicht hinten runter fällt. bisher haben sie es bei xrd aber gut geregelt. ich bin guter dinge, dass es kein problem ist.
      'They call me 'Jazzboi',
      If you're legit, you'll be spared.
      - I am The Falcon!'

      Mad Dog a.ka. Papariiyarazzi a.k.a Riiya
    • bezüglich englischer Texte in der JAP Version ist noch nichts bekannt?
      Bei Xrd Sign war es ja dank day one patch sofort möglich bei Xrd Rev kamen ja leider nie englische Texte.

      Ich würd auch gern diesmal EU Supporten aber wenns wieder später kommt dann wohl wieder "The Tryhard Way" mit der japanischen Version.
      Ah da kommen die 09er. Was wollt's ihr ihm für Tipps geben?
      Short, Short, Super. Lernst' dann in SF5!
    • Bin zuversichtlich, dass PQube das schon regeln wird. Waren von den Announcements her zwar immer bisschen langsamer als die anderen, aber konnten das Spiel dann auch immer halbwegs gleichzeitig mit den anderen liefern.

      Demo gibt es übrigens keine. Die ursprüngliche Quelle hat diesen Fehler auch bereits zugegeben.
      @aerisuGG had a 30 matches set right before where it was much easier (27-3~). He surprised me with the supers/blitzes. Prob best euro. Faust
      ~Alioune
    • Insgesamt sieht die Figur super aus, aber das Gesicht erscheint mir etwas billig.
      Bei AmiAmi für 12500 Yen vorbestellbar, mit Versand und Gebühren ist man schätzungsweise bei 170 Euro.
      Würd sie vielleicht gebraucht in Europa für 100 Euro holen.

      Hier is close-up

    • warum nicht EU version?
      <president> wenn du gegen smoriya spielst wirst mich aber drum bitten wieder auf plee zu gehn weil der so honest und normal is im vergleich
      <president> wie beschreib ich das am besten
      <president> wenn ich smoriya wäre, wäre die engine vom spiel der sf5 stammtisch

      +2 damage GGXrd Millia CMV
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