New GGXX/#R v.3? (testing in Ikebukuro)?
Courtsey of Rezo:
new characters added:
Abba - silhouette only on character selecting screen by now
new stage added:
Knockback increased in general
Win mark changed
small charaters on the top of the screen are replaced by
FD throw no longer works
Specified character changes:
D loop is gone, can only perform 1 loop,
Tension Recover while Dragon Installed
low speed Stun edge with 236s, and high speed with 236Hs
charge attack command changed to 236D
Aerial Charge attack added (236D in the air)
HS viper has almost no horizontal position change
aerial taunt - 236k
gamma blade actvates faster, FRC added to beta blade
guard balance rate descreased with gear rolling attack
Jk pirorty enhanced
cannot guard while floating in the air (FD possible)
count as counter hits while floating in the air
also good thing is eddie can’t do set ups after the command throw.
its now designed that both characters go to the ends of the screen after the throw.
new overdrive with little eddie added (wow, sounds like a rap song)
2HS hitbox enhanced, 2K->sweep GC added.
Weird changes in Megalith Head involving eddie gaudge which i donno how to translate (bcz i don’t use eddie)
236S’s moving pattern changed
fishes disappear when dizzy gets hit
new moves with Necro, looks like a guilltone, Razor holdable,
bubble does not make opp fly as high as before.
J6p reach increased
Dash speed down
46HS recovery time decreased
Raieisageki HS pattern changed
Aerial special added (attack with the syringe)
Neck Stretch pattern changed
Bomb range decreased
Rerere No Tsuki shortened,
K version of Ai added
new ball setup with D button
Ball bouncing angles are varied more with basic moves
new Red Hail (236236hs/214214hs).
ground version of Red Hail added,
lightening effect added to Dubis Curve
Dark Angel moving speed up
New counter attack move added with sword
Tetsuzansen added extra hits (now total 3 hits with Kabari -> Tetsuzansen)
2HS brings the opp closer when hit/guarded
2H modfied (took off from GC, 3rd hit with yoroke, not Jump cancellble)
D step -> Hs with new lower attack.
new ani-air move with laser.
power down, easily overheat, homerun weakend, lv3 missle homing weakened
bazooka activate faster now, far S, 6HS delayed
JHS hits higher, 2HS recovery time decreased, charging ability (2d) weakened (WTF!!)
2k with damage fixation, command throw with damage fixation
2hs recovery shortened (can have 2 missles on the screen at the same time)
damage correction added to 2k and command throw.
charing mat weakend (1 grid per mat)
new move with bloody wrist (wth?)
Master of Puppet enhanced with new marking.
Crow attack become densitive,
Succubus’ scythe attack becomes 2hits
aerial dash fastened
New guard point move added,
JD frc added, Sweep reach increased
new Ensennga (vs ground) added
many moves are cancellble with coin,
possible to add combos after mist finer lv3
mist finer pattern changed.
mist step range changed
JHS/ground throw are recoverable
Dust delayed, throw FRC timing changed
far s loop is gone, Burst Ball’s Stun rate restored.
boucing Koutsu Onkai added,
vertical Chemical Aijoo added
Chemical Aijoo goes through projectiles
“HeatBrave” added (firing knucle hitting the ground)
heatextend damage decreased, tension gained increased.
Mega Fist activates faster,
Heavenly potemkin buster goes to heaven.
FDB weakend (less reflectble projectiles, the shockwave doesn’t goes all the way to the end of the screen)
slidehead wake-up time shortened,
6P, far S, HS are delayed, 6k not cancelleble and can’t GC. regular throw not recoverble but recovery time increased.
JD activates super-ultra-fast, can be controlled with lever.
yo-yo can be controlled with lever,
Roger Razor moves faster,
star-ship cuts off fast.
Roger weakend (lasting shorter…)
6k become 1 hit only, delayed,
far s weakened (reach shortened)