Okay the patch notes for Guilty Gear Xrd Rev 2 is out. These patch notes shows what is new in new moves and what has been changed. Take notes as some of you maybe happy as other are left angry as we find out what has been changed with GG fighters. Also location test should begin Friday so please take note as we should have some nice videos to look at soon.
-Time until PRC comes out has been decreased
-Input buffer during RC has been enlarged
Ground and Air Blitz Shield
-Ground and Air Blitz Shield is now possible to cancel into from normals.
Charged Blitz Attack
-In case of charged blitz attack being canceled into, forced proration will be applied
-The first usage in a combo functions like normal. Afterwards, the wallstick property is removed, and replaced with a normal blowback effect which has decreased untech time.
-At start of danger time, both players gain an amount of tension.
-5K startup slower.
-6H no kd on normal grounded hit.
-WT does not come out if a 7/8/9 input is included in the command.
-GF Feint is now affected by dash momentum.
-DI GF is now affected by dash momentum.
-DI GV the flames caused by Sol’s travel will always knock the opponent toward Sol.
-6H changed to a new move.
-If 5D is YRC’d before the hitbox manifests, the projectile will still appear.
-The stun edge projectile no longer fluctuates in size as it travels.
-6P retains UBI when charged.
-Possible to go airborne after OHK.
-Window for canceling dolphin ride into normal has been increased.
-jH changed to a new move.
-Input reception buffer on roll followups increased
-Digitalis startup faster, untech time increased
-S pin motion and untech time changed
-H pin added, motion is j214H
-Bad Moon gains additional properties when done above a certain height
-Secret garden hitbox appears later.
-Chroming roses disappear on hit.
-Wall cling cancel from special move occurs automatically if button is held after the special move input.
-Opponent flies farther after shinkirou CH.
-Shinkirou now receives dash momentum.
-Ground alpha now receives dash momentum.
-Alpha plus ch effect changed to ground tumble.
-Shuriken damage increased,
Stinger Aim will backspin balls if 2 is held after the command. Otherwise, it will topspin.
Carcass Raid will backspin balls if 4 is held after the command. Otherwise, it will topspin.
Red Hail faster, arc changed
2HS is completely new
-Changed the timing of when 2S’s hitbox changes. Hitbox improved during active frames.
-The next special move performed for a certain time after landing command grab will always be a counter hit.
-Angled hoverdash (3 during hoverdash) moves on a different angle.
-fS can be YRC’d and the hitbox of the chord willl stil manifest.
-6H(2) has a vacuum effect on air hit.
-5D can be YRC’d and the hitbox of the sound will still manifest. This projectile will not be an overhead.
-jH is no longer CH state recovery.
-Sterilization Method no longer has a throw hitbox behind Ino.
Martelli – New move. Command is 236S while S sword is equipped.
Forpelli – New move. Command is 236H while H sword is equipped. Can be done as a followup to Martelli.
Less invul on backstep
No jump cancel on 6P but increased untech time
You can regain more calorie gauge from eat by mashing HS
Leap can now be canceled into specials while rising
-6P upper body invul removed.
-6P now has mid armor.
-All gatling routes to 6P save from 5P and 2P removed.
-Blowback effect on hit greatly increased.
-Increased hurtbox on 5HS
Mist Finer during Baccus Sigh does some guaranteed damage even if FD’d, also no pushback if blocked
Zweihander’s attack level has been reduced
Level 1/2 servants can be killed in one hit
Explosion cooldown reduced
Servants are invincible during explosion countdown
-Parry can now cancel into P followup immediately.
-Not inputting 6 before the input will make it come out at the normal timing.
-Hyapposhinshou blowback effect stronger.
-Renhoukyaku (puffball overdrive) has increased throw invul.
6P is no longer jump cancelable
236HS now has different # of hits based on excitement
236S has different startup based on excitement level
Reverse 623K now has a more lenient input time; you can wait a little and still get the input
More float on overhead Hayabusa
Hurtboxes have been reduced in general
j.P and j.K now gatling into j.D
2s now floats on counterhit
2s sends opponents at a different angle
Bubbles will now bounce off the boundaries of the stage
236S and 236H will not go off screen
421S and 421H have changed hitstop
421S and 421H have a larger hitbox
421S now rises faster after startup
421H has a higher attack level for the second spear
Air S and H fish are faster
D fish will now track the opponent vertically
Bugfix where Burst Imperial Ray did not always properly give burst meter
As always thank you for reading.