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    الموضوع: GUILTY GEAR XX SLASH ....DATED !!!!l

    1. #1
      الصورة الرمزية SALM0RE
      SALM0RE غير متصل " Total Non-Stop Action "
      مستانس
       
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      GUILTY GEAR XX SLASH ....DATED !!!!l

      HEY YAA


      اخيرا تم تحديد موعد صدورالجزء الجديد " المطور " من لعبة GULITY GEAR XX SLASH و هو في :

      "20 ابريل 2006 "


      هذه المرة انه مستعد لها بس للاسف راح تنزل مع KOF:MM2 و ART OF FIGHTING COL.

    2. #2
      التسجيل
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      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      GG fans anyone can tell me what's the differences in the game
      i'm not refering to new characters and stages
      i mean is there a differences in the old ones? specially Jam
      and anything new on the system??

    3. #3
      الصورة الرمزية SALM0RE
      SALM0RE غير متصل " Total Non-Stop Action "
      مستانس
       
      التسجيل
      20-05-2005
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      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      انه مو خبير في العبة بس اعتقد انه في شيء غريب في E-bar ؟ اما الأضافات غير الsystem هي انهم اضافوا بعض من mission .

      that's all i know

    4. #4
      التسجيل
      24-05-2002
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      Gamertag: lonewolfterry

      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      This is a complete and official list of changes to GGXX Slash from GGXX #Reload as culled from the pages of the Slash mook, with corrections as reported at Guilty Gear News (http://blue.ap.teacup.com/ggnews/).


      This is a complete and official list of changes to GGXX Slash from GGXX #Reload as culled from the pages of the Slash mook, with corrections as reported at Guilty Gear News (http://blue.ap.teacup.com/ggnews/).

      As Johnnie Cochran would say, "If it's not on the list, it don't exist!" That means that if a change you heard about isn't on this list, chances are it's not real. Remember that many of the reported changes were for the beta and have since been removed (such as Dizzy's new Necro move that apparently was too powerful as it led to some 70% combos...), while other reported changes may just have been reporter bias (such as saying Eddie's j.K got stronger just because the person reporting it kept getting hit by it).

      Some terminology...
      Startup: Number of frames before a move starts hitting.
      Active: Number of frames during which a move hits.
      Recovery: Number of frames after which character is free to act again.
      Total: For projectile attacks, total frames of motion.
      Guard Balance: Current state of the Guard Gauge. Remember that the lower the guard gauge is, the less damage the character takes. So guard balance decreases going up means your character will do less damage, while guard balance decreases going down means your character will do more.
      Hit box: The area on the screen which the attack will hit.
      Vulnerable box: The area on the screen which your character can be hit.
      Hit Stop: Amount of time both characters are 'frozen' when an attack connects.
      Prorating: This property means that if this move is used to start a combo, all subsequent hits will have their damage reduced to the percentage amount given.
      Forced Prorating: This property means that if this move is used as ANY part of a combo, all subsequent hits will have their damage reduced to the percentage amount given."

      SOL BADGUY
      Command Input Bandit Bringer can be inputted as f, qcf+K
      Air Throw Untechable time 14F->34F
      c.HS Cancelling can be delayed
      j.S Startup 10F->8F
      j.H Hitback reduced, untechable time 14F->17F
      j.D Damage 44->40, untechable time 30F->23F, guard balance decrease 8->6, cancelling can be delayed
      f+P Cancelling can be delayed
      f+H Tension gain on hit 3.8->5.7
      Gunflame (qcf+P) Tension gain on hit 1.2->2.4
      Gunflame Feint (qcb+P) Puts Sol in CH state
      Gunflame (DI) (qcf+P) FRCable (21-22F)
      Fafnir (hcf+H) Forced prorating 60%->70%, feet vulnerable box smaller
      Bukkirabou ni Nageru (dp+K) Hitback increased
      Volcanic Viper (ground S) (dp+S) Damage 40+25->46+30, second hit untechable time 18F->26F, strike invincibility 1-12F->1-13F, hit box larger, window for followup attack 2F longer
      Volcanic Viper (ground H) (dp+H) Damage 40+25->46+30, second hit untechable time 45F->36F
      Volcanic Viper (air S) (j.dp+S) Damage 32+20->36+24, second hit untechable time 45F->27F, window for followup attack 2F longer
      Volcanic Viper (air H) (j.dp+H) Damage 40+20->46+26, second hit untechable time 45F->36F
      Tatakiotoshi (qcb+K during VV) Untechable time 60F->19F, guardable in midair with FD only
      Bandit Revolver (ground, including DI) (qcf+K) Second hit knocks down, automatically gains jump properties
      Bandit Revolver (air) (j.qcf+K) Active 4(6),4,2,2,2F->3(7),4,2,2,2F, FRCable (9-11F)
      Bandit Bringer (qcf+[K]) Tension gain on hit 3.6->5.4
      Riot Stamp (qcb+K) Tension gain on hit 4.2->6.0, automatically gains jump properties
      Sidewinder (j.qcf+H) New move
      Dragon Install (qcb, qcb+S) Active time depends on remaining health, 360F above 50%, increases as health decreases to a maximum of 569F; tension increases automatically, performing DI again no longer allowed, ends automatically if knocked down; after finishing tension goes to 0, tension balance decreases, Sol near Negative Penalty state, dizzy rating up, dizzy resistance down

      KY KISKE
      Command InputStun Edge can be inputted as f, qcf+S/H
      DashInitial speed 8.56->8.96
      Throw FRCable (2F after hit)
      Air Throw Wall bounces
      Close S Hit box larger vertically
      Dust Startup 22F->23F, recovery 22F->18F
      c.S Recovery 15F->13F
      c.H Startup 13F->11F, active 2,4F->1,4F, guard balance decrease 6->10, JCable
      j.S Hit box larger
      j.D Total 31F->29F, landing recovery 8F->11F, floats opponent on grount hit
      S Stun Edge (qcf+S) Speed 1600->1400, total 46F->40F
      H Stun Edge (qcf+H) Speed 1600->2100, startup 10F->13F, total 46F->52F
      Stun Edge Charge Attack (qcf+D) Changed input, can also be done in midair
      Vapor Thrust (ground) (dp+S/H) Landing recovery 9F->13F
      Vapor Thrust (air) (j.dp+S/H) Landing recovery 9F->13F, untechable time 35F->45F, hit box larger horizontally
      Greed Sever (qcb+K) Untechable time 36F->38F, hit box larger behind

      MAY
      Instant Kill Mode Total 50F->70F
      f+H Staggers on CH, can be charged, hits mid at max charge
      df+K Vulnerable box smaller
      j.d+H Damage 34->41, attack level on guard 3->4
      Restive Rolling (dp+S/H)H version added, tension gain on hit 3.6->4.2, untechable time 35F->40F, FRCable (13-14F), first hit's hit box larger horizontally
      Restive Rolling (air S) (j.dp+S) Untechable time 35F->30F
      Restive Rolling (air H) (j.dp+H) New trajectory, hits mid, attack level 3->4
      Hou'i Tenkou (direction+S/H) H version added, Damage 20->14, untechable time 24F->28F, tension gauge on startup 0.5->0.6, tension gain on hit 3.0->3.4
      All Restive Rollings Landing recovery 9F->15F
      Iruka-san Horizontal (S) (]B[, f+S) Distance travelled shorter, active 14F->10F
      Iruka-san Vertical (S) ([d], u+S) Necessary charge time shorter, vertical speed 600->960
      All Iruka-sans Bounceback larger, guard balance decrease 7->10

      MILLIA RAGE
      Throw Damage 55->65, dizzy rating x1.0->x1.5, untechable time 60F->15F
      f+P FRCable (24-25F)
      f+K Attack level 5->4, FRCable (13-14F), hitback increased
      c.S Gatling to stand P possible
      j.H Graphics and properties changed
      Silent Force (j.qcb+S/H) Untechable time 24F->40F, H version added, H version startup 11F->14F and total 16F->19F
      Kousoku Rakka (j.qcf+K) Landing recovery 8F->9F, landing recovery cancellable into special move, FRCable (14-15F)
      Lust Shaker (qcb+S or SSS...)Cancellable into Iron Saber (qcb+P) or Forward Roll (qcb+K)
      Secret Garden (qcb+H) Cancellable with D on 16-33F

      POTEMKIN
      Throw Recovery increased, knocks opponent down, FRCable (41-45F)
      far S Startup 11F->13F
      Dust Recovery 8F->6F
      c.S Recovery 20F->16F, vulnerable box smaller
      j.P Startup 7F->5F, Active 6F->9F
      j.K Hit box larger behind, attack level 2->3
      j.D Startup 13F->11F, landing recovery 9F->8F, trajectory changeable with lever
      f+P Cancellable, jump cancellable, floats opponent on CH
      f+K No longer staggers, no longer upper-body invincible, attack level 4->5, prorating 70%->85%, hitback decreased, gatling to c.H and D possible
      F.D.B. (hcb+S) Initial vulnerable box and projectile reflecting box larger vertically, projectile reflecting window 4-20F->4-14F, cannot reflect Tension super projectiles
      Megafist Forward (qcf+P) Startup 25F->22F, lower body invincibility larger
      Megafist Back (qcb+P) Startup 25F->21F, lower body invincibility larger
      Judge Gauntlet (hcb+H) New move

      EDDIE
      Shadow Gauge Takes longer to refill when gauge reaches zero
      Flying Cannot guard during flying and is in CH state, vulnerable box larger, flying backwards counted towards Negative Penatly
      K Startup 7F->8F
      f+K Startup 23F->20F, cancellable, not FRCable
      f+H Hit box larger, active 12F->15F, recovery 23F->20F, tension gain on hit 3.8->5.7
      c.P Startup 5F->6F
      j.K Startup 5F->6F, active 8F->6F, recovery 6F->8F, hit box smaller
      j.H Damage 40->33
      j.D Damage 55->40
      Small Attack (P during Shadow) Damage 25->20
      Moving Attack (K during Shadow) Damage 20->16
      Anti-air Attack (S during Shadow) Damage 50->40, attack level 5->3
      Drill Special (H during Shadow) Shadow Gauge decreases on startup
      Mid Attack (D during Shadow) Floats opponent on hit, shadow gauge consumption 75%->70%
      All Shadow attacks No longer increase guard balance
      Megalith Head (hcb, f+S during Shadow) Now regular special attack, decreases guard balance on hit, recovers shadow gauge, FRCable (68->70F)
      Damned Fang (dp+S) No longer invincible to throws, Eddie is in CH state during motion, hitback increased, tension gain on hit increased to 4.5
      Dranka Shade (qcb+S) FRCable (9-10F), guard balance decrease 7.2->9.0
      Break the Law (qcb+K) Counts towards Negative Penalty, recovery increased
      Shadow Gallery (hcf+S) Can be performed during Break the Law
      Executor X (j.qcf, qcf+S) Old Executor gone, when tension at 100% consumes the extra 50% for a second hit, second hit cancellable to maintain tension by holding down button

      CHIPP ZANUFF
      Basic Property Vulnerable box during air hit smaller
      Throw Opponent down longer
      close S JCable
      j.D No longer wall bounces, ground bounces on CH, untechable time 14F->18F
      f+K Prorating 75% added, active 5F->7F, recovery 5F->3F, wall bounces on CH
      Alpha Plus (HS during Alpha Blade) Startup 9F->7F, recovery 18F->12F, distance travelled shorter
      Beta Blade (dp+S) One hit move, damage 30+26->45, tension gain on startup 2.0->4.8, tension gain on hit 6.0+2.4->6.0, untechable time 28F->30F, invincible to throws 1-8F, FRCable (29-30F), hitback larger, automatically gains jump properties
      Beta Blade (air) (j.dp+S) One hit move, damage 28+18->40, tension gain on startup 2.0->4.8, tension gain on hit 4.8+2.4->4.8
      Resshou (qcf+S) Untechable time ->26F, floats opponent on CH
      P Tsuyoshi-shiki Ten'i (d, d+P) Recovery 16F->14F, distance travelled halved, moved behind opponent
      H Tsuyoshi-shiki Ten'i (d, d+H) FRCable (13F) D Tsuyoshi-shiki Ten'i (d, d+D) New version, FRCable (13F)
      Air Taunt (j.qcf+K) Input changed, alternates between success and fail versions
      Banki Messai Hits 20->30, Damage 9x16+30x4->7x26+30x4

      FAUST
      Backdash Vulnerable box smaller
      Throw Forced prorating 50%
      K Recovery 9F->11F, hit box smaller
      far S Recovery 25F->28F
      c.K First and second hits guardable standing, prorating removed
      j.D x1.5 dizzy rating
      f+P Startup 7F->8F, recovery 23F->26F
      Rerere no Tsuki (hcf+K) Startup 21F->20F, forces stand on hit
      Hikimodoshi (b during Rerere no Tsuki) Total 50F->56F, FRCable (43-45F)
      Koe ga Chiisai (qcf+P during Oissu!) Speed up, window for followup longer
      Mou Icchou Oissu! (qcf+P during Koe ga Chiisai) Damage 70->60, dizzy rating x2.0, just frame version if performed during 25F of Koe ga Chiisai (just frame version damage 100 and ground bounce)
      Souten Enshin Ranbu (qcf+S) Untechable time 40F->38F, followup cannot be performed by releasing button, hit box during stance smaller
      Kubi Biyo-n (P during pogo stance) Graphic changed, hit box larger downwards, vulnerable box smaller, startup 10F->7F, recovery 8F->7F
      Growing Flower (K during pogo stance) Invincible 1-6F, vulnerable box smaller
      Hana Daro? Ore Hana Daro? (S during pogo stance) Active 8F->6F, Recovery 19F->13F, vulnerable box smaller, knocks down on hit, floats on CH
      Kouhou Idou (b,b during pogo stance) Invincible 1-7F, faces opponent after animation
      Short Jump (uf during pogo stance New move
      Nani ga Deru Ka Na? (qcf+P or D during pogo stance) Version during pogo stance vulnerable box smaller, Chibi Robo Ky, Chibi Potemkin, and Coin added, probabilities changed (Hammer 24/128, Bomb 20/128, Poison 16/128, Chibi Faust 15/128, Chocolate and Donut 14/128 each, Chibi Robo Ky 12/128, Meteor 8/128, Coin 4/128, Chibi Potemkin 1/128)
      Chocolate Effect changed to tension gain (8%)
      Mae Kara Ikimasu Yo (qcb+P) Hit box larger
      Ushiro Kara Ikimasu Yo (qcb+K) Hit box larger
      Ue Kara Ikimasu Yo (qcb+S) Automatically gains jump properties, FRCable (14-15F after bounce)
      Going My Way (qcf+H or H during pogo stance) Recovery 18F until landing
      Shigekiteki Zetsumeiken (qcf, qcf+S) Hold button on hit to select angel location (automatically comes out as angel if button is not held)

      BAIKEN
      Basic PropertyVulnerable box for feet during air hit smaller, vulnerable box on knockdown smaller, vulnerable box for feet during jump smaller
      Instant Kill Mode Total 64F->84F
      close S Startup 10F->9F
      H Damage 44->48, startup 11F->10F, active 2F->1F, recovery 22F->24F, only gatlingable from close S and f+K
      c.K Prorating 70%->80%
      c.S Gatling to far S possible
      c.H Damage 22x3->18x3, Startup 8F->15F, recovery 15F->8F, not JCable, only gatlingable from f+K, staggers on hit, hit stop halved, first and second hits pull opponent in
      f+K Forward speed 800->920
      f+H Damage 66->56, JCable
      Tatamigaeshi (air) (j.qcf+K) Landing recovery 12F->14F
      Suzuran (hcb+K) When guarding attack, hit stop for Baiken decreased by 2F
      Mawarikomi (b,db,d+K during guard) Tension gain on startup 2.5->3.8
      Sakura (b,db,d+S during guard) Tension gain on startup 1.5->2.3, tension gain on hit 3.6->5.4, recovery 31F->33F
      Youzansen (j.dp+S) If performed dp->uf, window for button input lengthened by 8F
      Tetsuzansen (S during Kabari) Two hit attack, Damage 12->36+15, first hit FRCable (13-14F)
      Baku (b, hcb+button during guard)Old versions gone, replaced with Sakura (P), Tsuki (K) and Tsuru (S) versions, followup attack possible by pressing any attack button
      Garyou Tensei (Instant Kill) No throw invincibility

      KURADOBERI JAM
      Air Dash Wait time 4F->6F
      Throw Damage 60->85, forced prorating (70% on throw, 50% on kick)
      Air Throw Forced prorating 50%
      K Startup 4F->5F, Recovery 6F->7F
      far S Active 3(1)1(1)1F->5F, recovery 9F->10F
      j.S Startup 5F->4F
      j.H Startup 5F->7F
      j.D Active 3(6)6F->3(4)6F, horizontal hitback smaller
      f+K Attack Level 2,4->3,3
      f+H Automatically gains jump properties
      Ryuujin (ground) (qcf+K) Damage 64->58
      Ryuujin (powered up ground) (qcf+K) Damage 100->70
      Ryuujin (air) (j.qcf+K) Damage 66->59
      Ryuujin (powered up air) (j.qcf+K) Damage 98->69
      Ryuujin (followup) (qcf+K) Damage 28->25
      Ryuujin (powered up followup) (qcf+K)Damage 66->44
      Gekirin (ground, followup, and powered up) (qcb+K) No invincible time
      Kenroukaku (followup and powered up followup) (dp+K) Automatically gains jump properties
      Hyappo Shinshou (S during Bakushuu) Dizzy rating x2.0->x1.25
      Senri Shinshou (H during Bakushuu) Dizzy rating x2.0->x1.375
      Senri Shinshou (back) (H during Bakushuu) Dizzy rating x2.2->x1.5
      Choujin (qcf+P or j.qcf+P) New move
      Geki: Saishinshou (qcf, qcf+H) FRCable (3-4F)

      BlazBlue Continuum Shift

    5. #5
      التسجيل
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      Gamertag: lonewolfterry

      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      JOHNNY
      Dash If followed with a jump Johnny maintains dash momentum
      close S Hit box extended to right next to Johnny
      far S Recovery 23F->25F
      H Recovery 32F->34F
      D Startup 26F->28F
      c.S Recovery 10F->12F, hit box larger down
      c.H Recovery 28F->29F
      c.D Startup 12F->9F
      f+K Recovery 11F->16F, untechable time 30F->35F, no prorating
      f+H Damage 78->64
      Glitter is Gold (qcf+H) Total 19F->20F
      Bacchus Sigh (qcb+P) FRCable (37-42F)
      All Lvl 1 Mist Finers Tension gain on hit 4.8->7.2, clashes with projectiles
      Mist Finer (Lvl 1, Low) (qcf+S) FRCable (13-14F)
      All Lvl 2 Mist Finers Tension gain on hit 9.6->12.0, beats projectiles
      Mist Finer (Lvl 2, High) (qcf+P) Damage 50->38
      Mist Finer (Lvl 2, Mid) (qcf+K) Damage 50->40
      Mist Finer (Lvl 2, Low) (qcf+S) Damage 50->35
      All Lvl 3 Mist Finers Tension gain on hit 1.8x9->2.9x9
      Mist Finer (Lvl 3, High) (qcf+P) Untechable time 40F->80F
      Mist Finer (Lvl 3, Mid) (qcf+K) Untechable time 40F->60F
      Mist Finer (Lvl 3, Low) (qcf+S) Untechable time 40F->50F
      Mist Finer Stance Can followup with Jackhound
      Mist Finer Forward Dash Can followup with Jackhound, recovery can be cancelled into Mist Finer Dash or Mist Finer
      Mist Finer Back Dash Recovery can be cancelled into Mist Finer Dash or Mist Finer
      Jackhound (qcb+H) New move

      AXL LOW
      Basic Property Vulnerable box for feet on 1st and 5th frames during walking larger, vulnerable box during air hit smaller
      Throw Hitback increased
      P Damage 32->28, Startup 7F->9F, tension gain on hit 2.6->5.3, hit box smaller
      close S Startup 7F->8F
      D Hit box larger
      c.P Tension gain on hit 2.6->5.3
      c.S Startup 9F->7F, recovery 21F->18F
      c.D Startup 7F->9F
      f+K Startup 11F->13F
      j.S Startup 9F->10F
      j.f+P Hit box longer
      Bentengari (S) (dp+S) Startup 4F->5F, invincible 1-4F changed to invincible above feet 1-4F
      Raiei Sageki (S) (hcb+S) FRCable (24-25F)
      Raiei Sageki (H) (hcb+H) Recovery 35F->43F, ground state at startup 3F->6F, trajectory change with lever input easier, can be held
      Axl Bomber (j.dp+H) Landing recovery 10F->11F, guard balance decrease 7->9
      Axl Bomber (dp+H during H Bentengari) Damage 55->30, tension gain on hit 4.8->2.4, can be cancelled into Kokuugeki on hit or guard
      All Tenhousekis (qcb+P/K) Damage 110->80, prorating 50%, FRCable (2F after tying bandanna)
      Hachisubako (dp+P) Hit box larger
      Kokuugeki (j.hcb+S) New move

      ANJI MITO
      Basic Property Tension gain during dash 25->30, dash speed 7.75->8.0, vulnerable box on knockdown smaller
      Guard Points Hit stop for Anji decreased by 2F
      close S Hit box smaller horizontally, can be performed at far range
      far S Now performed with f+S
      D Has high guard point (19-24F)
      c.K Hitback decreased
      c.D Vulnerable box smaller down
      j.P Hit box larger at tip of fan
      j.D Startup 8F->10F, recovery 17F->14F, ground hit untechable time 14F->19F, air hit untechable time 28F->19F
      df+P New move
      Fuujin (S) (qcf+S) Vulnerable box smaller forward, can go to followup even during whiff, floats lower on air hit
      Fuujin (H) (qcf+H) Untechable time 22F->31F, tension gain on startup 2.5->2.9, tension gain on hit 3.6->4.0
      Shin: Ichishiki (P during Fuujin) Startup 32F->36F, tension gain on startup 1.0->1.6, automatically gains jump properties, does not increase guard balance, can move before landing
      Hitoashitobi (K during Fuujin) Tension gain on startup 1.5->1.7, lower body vulnerable box during hop smaller
      Nagiha (S during Fuujin) Hitback decreased, reach increased
      Rin (H during Fuujin) New move
      Shitsu (qcf+P) Transforms even on hit, startup 22F->21F, total 48F->46F
      Shitsu (transformed) Two hits, guardable crouching, startup 26F->20F, damage 30->16x2, guard damage x2
      Kai (K) (qcb+K) Ground bounces on hit, hit box larger horizontally
      Shin: Nishiki (j.qcb+P) One hit, Damage 18x6->42, ground bounces on hit, untechable time ->120F, Anji falls slower
      On (dp+H) Ascending speed 1800->2100, startup 13F->11F, hit box larger upwards, vulnerable box smaller upwards, hitback increased
      Kou (P during guard point) Hit box larger upwards
      Issei Ougi: Sai (hcb, f+H) Damage 12x11+50->9x11+50, recovery 40F->63F, FRC window 2F->3F, untechable, 4 more hits during guard
      Kachou Fuugetsu (hcb+S during guard point) When guard point succeeds, can cancel that move's recovery into Kachou Fuugetsu, hit boxes and hitback fixed so that it is easier to connect all hits

      VENOM
      Basic Property Vulnerable box during crouching hit larger upwards
      Dead Angle Startup 13F->11F, recovery 24F->19F, damage 20->24, untechable time ->28F, wall bounces on hit
      P Hit box larger downwards
      D Ball speed on hit increased
      c.H Hitback decreased, ball speed on hit increased
      c.D Startup 4F->7F, recovery 14F->17F, ball speed on hit increased, vulnerable box larger, second hit easier to connect if first hit hits
      j.S FRCable (10-11F)
      j.H Startup 10F->11F, untechable time 14F->16F
      f+P Vulnerable box larger
      f+H Ball trajectory on hit changed, ball hit comes before attack
      Balls Balls can be rehit with a different move
      Stinger Aim (S) (]b[, f+S) Startup 15F->13F, total 40F->37F
      Stinger Aim (H) (]b[, f+H Startup 10F->9F, total 45F->48F, FRC timing delayed
      Ball Seisei (qcb+button) D version gained, ground version can be cancelled into itself after 22F
      Devious Curve (rdp+button) D version gained, active 6F->1F, recovery 9F->20F, travels forward, floats higher on hit, FRCable (20-21F), creates a 3-hit lightning ball on hit
      Mad Struggle (S) (j.qcf+S) Startup 16F->18F
      Double Head Morbid (S) (dp+S) Recovery 18F->16F
      Shunkan Idou (dp+K) Automatically gains jump properties

      TESTAMENT
      Basic Property Air guard graphic changed
      Air Throw Followup after success
      P Vulnerable box upwards smaller
      D Untechable on air CH

      c.H Invincible 7-12F->6-12F
      j.H Active 2F->5F, recovery 18F->15F, hit box behind larger downwards
      f+P Startup 15F->17F, hit box larger horizontally
      f+K Startup 7F->8F, recovery 20F->23F, guard balance decrease 7->10, gatlingable to H, hit box and vulnerable box larger upwards, travels forward
      Gravedigger (ground) (qcb+P) Damage 45->40, landing recovery 5F->9F, floats shorter on hit
      Gravedigger (air) (j.qcb+P) Damage 40->36, landing recovery 5F->9F, floats shorter on hit
      All Phantom Souls Tension gain on hit 1.2->4.8, can be performed while marking is active (eliminates marking), can be performed while skull still on screen (eliminates skull)
      Phantom Soul (K) (qcf+K) Active 100F->150F, marking active 720F->1440F
      Crow Horizontal Attack Speed up, homes on opponent if they are high on the screen
      HITOMI (qcb+S) Attack level on guard 3->1, tension gain on hit 1.2->4.8, placement on 23F->26F, placement performed half a character length forward, disappears if Testament is hit, prorating 75%->90%
      Zeinest (qcb+H) Guard balance decrease 12->15, tension gain on hit 1.2->4.8, can use voodoo doll from Master of Puppet to perform powered up version
      Warrant (qcb+K) Reversal window 5-19F->4-19F, tension gain on hit 7.2->9.6
      Nightmare Circular (hcb, f+H) Hit box larger behind
      Master of Puppet (qcf, qcf+H) Two hits, damage 60->30+30, attack level 5->1,5, first hit staggers, prorating 90%, FRC window 11-13F ->17-21F, reaches longer

      DIZZY
      Basic Property Vulnerable box on air hit smaller, defense 1.13->1.31
      Throw Damage 60->50
      Air Throw Forced prorating 50%
      Sweep Damage 38->46, recovery 33F->31F, noncancellable
      j.P Prorating 90%
      Hajime wa Tada no Akari Dattan Desu (qcf/dp+S) Gains dp version, active 46F->49F, FRCable (27-29F)
      Yoku Hanashi Aite ni Natte Kureamasu (qcb+button) Disappears if Dizzy is hit
      Ki no Mi wo Toru Toku ni Tsukattan Desu (rdp+S) Can be held to 100F, disappears if throw or Necro Okotta Baai connects
      Hitori ni Shite Kudasai (S) (j.qcb+S) New move
      Sakana wo Karu Toki ni Tsukattan Desu (qcf+H) Forced prorating 85%, hitback increased, floats higher on CH

      SLAYER
      Basic Property Jumping during dash maintains momentum, maximum invincibility time during JC of backdash 12F->7F, air dash total 24F->16F, air backdash total 10F->6F
      far S Recovery 7F->9F
      c.H Recovery 27F->22F, floats and pulls in opponent on CH
      c.D Distance travelled halved, active 21F->14F, attack level on guard 5->3
      j.D Recovery 18F->19F, untechable time 26F->10F, hitback increased
      f+K Startup 16F->20F, recovery 3F->1F, landing recovery 4F->3F
      f+[K] Total 25F->26F, landing recovery 4F->3F
      f+H Untechable time 32F->25F, FRCable (15-16F)
      Chi wo Suu Uchuu (hcb+H) Prorating 75%->60%, dizzy rating x1.5->x1.0, maximum stagger time 47F->40F, whiff animation 18F->28F, hitback increases by hits in corner
      Undertow (hcb, f+P) Not unblockable, attack level 3->5, recovery 30F->13F, super armor for one hit from 4-31F, ground bounces on CH
      Mappa Feint (qcf+[P]/[K]) New move
      Pilebanker (P during Dandy Step) Dizzy rating x1.0->x0.0, startup 4F->3F
      Crosswise Heel (K during Dandy Step) Damage 27+32->23+27, second hit forced prorating 70%
      Under Pressure (S/H during Dandy Step) Recovery 13F->15F
      Dead On Time (hcb, f+S) FRCable (26-27F)
      Chokkagata Dandy (j.qcb, qcb+S) Startup 10+3->7+2, maximum stagger time 36F->41F, floats higher before spark, knockdown on air hit guaranteed

      I-NO
      Basic Property Dash momentum maintained on landing, jump and air dash possible during dash, tension gain during dash 15->18, vulnerable box during crouching larger
      Throw FRCable (18-19F after hit), prorating 40%
      far S Two hits. damage 18+22, air guardable, wall bounces on CH
      D Recovery 9F->7F
      c.S Recovery 17F->23F, travels forward further
      j.H Startup 14F->12F, damage 46->35, untechable time 14F->21F, hitback increased
      f+H First hit removed, cancellable to K
      Chemical Aijou (horizontal) (hcb, f+K) Damage 50->45, untechable time ->20F, hit box larger behind
      Chemical Aijou (vertical) (hcb, f+S) New move, midair possible
      Kyougen Jikkou (P) (j.qcf+P) Untechable time 26->36F, landing recovery on whiff 8F->15F, does not knockdown on hit, bounces back when connects, bounceback cancellable to special attack or air dash from 6F
      Kyougen Jikkou (K) (j.qcf+K) Damage 44->50, landing recovery 11F->12F, knocks down on hit, ground bounces on CH
      Kyougen Jikkou (S) (j.qcf+S) Damage 44->50, landing recovery 13F->14F, knocks down on hit, ground bounces on CH
      Kyougen Jikkou (H) (j.qcf+H) Landing recovery 8F->10F

      BRIDGET
      c.D Hit box larger forward
      j.S Damage 32->26
      j.d+S Damage 35->28, hit box smaller
      j.D Landing recovery 6F->4F, pulls opponent in, floats opponent on hit
      f+P Prorating 90%
      f+K First hit removed, startup 17->23, attack level 3->4, damage 20x2->40, prorating 70%
      All Yoyo Placements Can be placed while preparing to jump, lever can be released earlier
      Yoyo Placement (ground forward) Total 22F->27F
      Yoyo Placement (ground diagonal forward) Total 22F->23F
      Yoyo Placement (ground diagonal backward) Yoyo curves forward
      Yoyo Placement (ground backward) Yoyo travels along ground
      Yoyo Placement (air) Recovery 3F longer
      Yoyo Hikimodoshi (ground) (H during placement) Startup 11F->12F, total 18F->20F, tension gain on hit 2.4->4.8, can be held to 100F
      Yoyo Hikimodoshi (air) (j.H during placement) Startup 13F->14F, total 20F->22F, tension gain on hit 2.4->4.8, can be held to 100F
      Roger Rush (qcf+H during placement) Total 32F->40F, maximum attacks 20->7, maximum hits 5->3
      Roger Hug (dp+H during placement) Startup 31F->35F, total 39F->40F
      Roger Get (rdp+H during placement) New move
      Maintenance-chuu no Higeki (hcf, hcf+S) Startup 1+7F->3+0F, invincible time 1-2F->1-3F, unblockable in air

      ZAPPA
      Basic Property High jump higher
      No Spirits
      H FRCable (40-41F)
      D Startup 23F->21F

      j.D Damage 40->44
      Dog
      Dog Basic Property Sleeps after awhile, wakeup requires 30F
      Dog Attack (D) Active 6F->8F, recovery 31F->36F, hitback if opponent in corner
      Dog Attack (f+D) Startup 13F->17F, landing recovery on hit 4F longer, speed up, bounce back increased
      Dog Attack (b+D) Bounceback increased
      Dog Attack (d+D) Hitback if opponent in corner
      Sword
      close S JCable
      far S Air guardable, JCable
      H Air guardable, reach and speed increased
      c.S Reach and speed increased
      c.H Recovery 12F->9F, angle steeper, reach and speed increased, two hits, damage 40->30x2, air guardable, JCable
      j.S Recovery 23F->18F, speed up, angle increased, JCable
      j.H Angle decreased, speed down, FRCable (15-17F)
      f+H Hits mid then low, damage 32->29+15, Attack level 5->4, 2 active 20F->24,6F, recovery 12F->2F, first hit air guardable
      Itasou, tte Iu Ka Itai (qcf+S) Sword placement far after recovery
      Ghost
      All moves other than f+H Pressing button repeatedly can cause 2nd/3rd ghost to follow
      close S Recovery 19F->12F
      far SRecovery 17F->7F
      H Recovery 21F->13F
      c.S Recovery 16F->6F, cannot cancel into c.S
      c.H Recovery 15F->11F, ghost gone for 75F->90F
      j.H Ghost gone for 75F->90F
      f+H Startup 14F->16F
      Sono Mama Kaette Konaide Kudasai (qcf+K/S/H/D)K and D versions added, posession mode active 360F->480F, ghost cannot be picked up for 100F
      Raou
      H Startup 16F->13F
      c.S Recovery 21F->9F
      Darkness Anthem (qcf+S) Hits 3+2->2+1, damage 28x3+35x2->30x2+50, startup 29F->25F, speed increased

      ROBO KY
      Basic Property Heat gauge increases when guarding
      P Recovery 4F->3F
      close S Startup 7F->9F
      far S Startup 9F->11F, recovery 19F->20F
      H Startup 4F->5F, damage 51->41
      c.S Cancellable into H 2F faster
      j.H Hit box moved higher, hit box present at base of hammer
      f+H Lvl 2 startup 16F->19F, Lvl 3 startup 16F->22F, FRCable (2F after steam comes out)
      Zadan-Ky (c.D) Startup 28F->38F, field placed slightly forward
      Delayed Wakeup Opponent gains 5% tension, Robo Ky loses 5% power
      Ky-Denpa (hcb+K) Prorating 50%
      Ky-Genshou (qcb+S) Lvl 2 landing recovery 3F->6F, Lvl 3landing recovery 2F->3F
      Ky-Maku Home Run (dp+H) No strike invincibility, FRCable (2F after flipping), automatically gains jump properties
      Tona-Ky Bargain (j.qcf+S) Recovery 2F shorter, disappears if Robo Ky is hit
      Kurattoku Ky? (qcf+S Does not increase guard balance, Lvl 3 disappears if Robo Ky is hit
      Ita-Ky-geki (attack button during dash) Startup 19F->13F, floats lower on hit
      Gen-Ky Lovers (qcf, qcf+P) Final electric attack fills power gauge (3 per hit or 2 per guarded hit)
      Dame na Yatsu wa Nani wo Yatte mo Dame (qcf, qcf+SSS...) Startup 11+5F->2+2F, invincibility 3-14F->2F, damage 10x18+50->6xn, S can be mashed for more hits, while mashing heat gauge rises
      Headbutt (qcf+S during Dame na Yatsu...) Final headbutt is separate command input

      BlazBlue Continuum Shift

    6. #6
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      Recca, you have 15 minutes to re-write the changes in Notepad & attach it to the forums in .txt format....00:00:01....00:00:02.....

    7. #7
      التسجيل
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      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      واو...
      صحيح كنت اتمنى أنه مصممي اللعبة لو يوازنوا الشخصيات لكن ما كنت اتوقع أن الامر بهذا الدقة و كأنها هندسة معقدة مو لعبة عيني عليهم باردة
      التعديل الأخير تم بواسطة محمد شعيب ; 23-01-2006 الساعة 10:24 AM

      need a nightmare...??
      have one




    8. #8
      الصورة الرمزية SALM0RE
      SALM0RE غير متصل " Total Non-Stop Action "
      مستانس
       
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      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      اهم شيء اذا كان في رئيس جديد مايكون مسخرة مثل ISUKA

    9. #9
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      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      Aw come on, big giant puppys rock

    10. #10
      الصورة الرمزية SALM0RE
      SALM0RE غير متصل " Total Non-Stop Action "
      مستانس
       
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      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      هذه الي صمموه ثلاثه ...... كل واحد اجي دوامه و يرسم شي .....و اجي الي بعده و يرسم شيء ثاني .

    11. #11
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      Gamertag: lonewolfterry

      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      Isuka's boss was meant to bea f"ed up sick little puppy =p if notice, most of GG's designs are bizzare, while SNK games go more toward the casual style of clothing(Kyo 99 and 2003 anyone?) and street fighter went toward the more universal clothing(Karate Gi's, Militiary get up for guile, kickboxing trousers for DJ etc)

      GG is meant to be bizzare and messed up =p

      BlazBlue Continuum Shift

    12. #12
      الصورة الرمزية SALM0RE
      SALM0RE غير متصل " Total Non-Stop Action "
      مستانس
       
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      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      THE BGS ARE A LITTLE MISSED UP IN MY OPINION .... THEY OFTEN APPEARD DARK AND EMPTY .... IT'S HURT MY EYE'S ....SPICIALY VENOM STAGES ...AHHHHHHHHHHHHHHHH l


      احيانا الشخصيات ماتبين عدل ....... تخربط ساعات هذه السلبية الوحيدة الي ماحبها عن العبة .

    13. #13
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      Gamertag: lonewolfterry

      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      wow Salmore, don't play Guilty Gear X then, GGXX's stages are based on X's stages but with less colors and far less effects, in X Eddie's stage was very colorful, in XX it has a blue tone, millia's stage was so damn beautiful in X, in XX it has an orange like feel, u'll get used to it =p



      BlazBlue Continuum Shift

    14. #14
      الصورة الرمزية SALM0RE
      SALM0RE غير متصل " Total Non-Stop Action "
      مستانس
       
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      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      بعد شيء " DON'T CHOKE ME " بعض المراحل مايليق عليها الMETAL . هذه الأشياء محد يهتم فيها بس بنسبة لي " A BIG DEAL " انه اهتم بكل التفاصيل .... حتى شكل الMENU و LIFE BAR و كل شيء .


      على فكرة GGXXR شكل الMENU حده KICK ASS . اما KOF كانه مسوينه بالPAINT .

    15. #15
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      Gamertag: lonewolfterry

      مشاركة: GUILTY GEAR XX SLASH ....DATED !!!!l

      hmmmm intresting opinion salmore, but i would like to know which stages in your opinion don't fit metal? in my opinion, Metal and speed guitar music are very suited to fighting, u just have to adjust the keyboard settings to like Millia's music u hear the keyboard playing strings everynow and then to give a feeling of noble blood, in Ky's stage the keyboard is set on church organs, very fitting for the holy order if u ask me, also the piano in Eddie's stage gives a creepy mutant/monster like atmosphere like frankstien, the guitar riffs in that song are also spooky o_O, i just want to hear ur opinion =p since i feel that Daisuke's choice for this style for all characters to be 80's styled heavy metal music is perfect XD

      btw, poor SNK's life bars look plain because of thier machine is 16 bit =p while GG runs on the Naomi-GD ROM system, same as dreamcast(that's why i think GGX on dreamcast, looks and sounds better than GGXX or GGX+ on PS2 damn the sounds were so crisp in dreamcast....) sigh

      BlazBlue Continuum Shift

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