Today, Arc System Works released the change list for the 2nd Location Test for Guilty Gear XX: Accent Core Plus R. The list is available in PDF format on the front page the GGXXAC+R website, and includes a massive 52 pages, all in Japanese, containing both character move lists and the moveset changes. These changes will go into effect during the 2nd location test, which is set to be held from June 30th to July 1st.

Shinjin over on Dustloop recently took to compiling translations for the exhaustive list of changes, so we’ve included his work below. All translations were done by Shinjin unless otherwise noted.

This is a work in progress. Make sure to keep checking back, as this article will be updated periodically with more translations.

System Changes

Lag

Improvement measures have been taken in order to fix issues with lag.



Slashback

A failed slashback attempt has 2 frames recovery

After a successful slashback, for a duration of 45 frames the window for success is increased to 6F. (This was previously 4F, for a duration of 30F)



May Ship Stage

Background characters have changed



22 Inputs Change

After crouching, the lever must be returned to neutral followed by ↓ ↓ for the move to come out.



Gold Burst Change

It is possible to recover after being hit by a gold burst while standing.



User Interface Changes

Health meter: The colour scheme has changed

Combo display: When a combo continues despite recovery being possible, Beat becomes dark and it is displayed at what hit number recovery was possible.

Stagger meter: It is now possible to see how long remains until stagger ends.

Negative penalty display: Right before receiving a negative penalty, the “Danger” sign starts to fllash.

Right before becoming dizzy, the character icon will flash red.



Taunt Tension Gain Change

During the location tests only, rate of tension gain after a taunt is increased.

Anji

(translated by coolest, corrections by Dream Maker)

General Changes

all normals up until the end of their duration can always be gattling cancelled on hit or block



3S

low autoguard from 1-27f

+1 to guard advantage

can be done from dash (?)

removed self-gattling into another 3S

lost hurtbox at his back



2H

attack level now 5

can gattle into 5H



3K

stronger hitbox, made it easier to hit the opponent at close range

wallbounce on counterhit

attack level from 3 to 4



6H

can be cancelled on hit

can be frc’d just before the active frames

proration at 80%

recovery increased from 18 to 25f

throw invincible from 12-19f

can be gattling cancelled from 2P,2K,5S,2S,5H

startup increased from 20 to 21f

untechable time lessened from 28 to 19f



c.S

guard gauge increase went from 0 to 14



2D

front hitbox slightly widened



5HS

added gattling combination route to 6P



6P

increased hitstun by 2f



5D

upper guard point added from 4-18f



Kou

stronger vacuum

untechable until 60f



Shin: Isshiki

fan projectiles lost their overhead property

sphere speed is slower

frc-able immediately after rising



Rin

blockstun increased by 3f

now a mid



Kai (K)

after frc, can doublejump or airdash

will automatically face the opponent



FB On

new move



FB Kou

can move while falling

stronger vacuum effect



FB Shitsu

longer range

faster sphere speed



FB Rin

guard point frames changed from 2-10 to 2-20f



Tenjinnashi

damage now 30 + 14 x 13



Sai

frc window increased by 2f

Axl

5P

Now gattles to 6K

Damage changed to 15 + 15 to 24 + 16

Does only one hit if you hold the button.

The guard meter balance of the pull back-part of the move has been reduced (x2 factor).



f.S

Recovery increased from 17f to 19f.

Active frames increased from 4f to 5f.



2P

Now gattles to 6HS and f.S.

Damage increased from 12 + 18 to 22 + 18.

Does only one hit if you hold the button.

The guard meter balance of the pull back-part of the move has been reduced (x2 factor).



2H

Now gattles to 2D

Damage changed from 20 + 20 to 30 + 20.

Does only one hit if you hold the button.

The guard meter balance of the pull back-part of the move has been reduced (x2 factor).



2S

Startup decreased from 9 f to 8 f.

Damage increased from 18 + 22 to 28 + 22.

Does only one hit if you hold the button.

The guard meter balance of the pull back-part of the move has been reduced (x2 factor).



jS

Now gattles to “After Jump 6+P”

Damage increased from 12 + 16 to 23 + 16.

Does only one hit if you hold the button.

The guard meter balance of the pull back-part of the move has been reduced (x2 factor).



3P

Total recovery increased by 3f.

Now has two hits.

Damage gone from 24 to 24 + 11

Does only one hit if you hold the button.

The guard meter balance of the pull back-part of the move has been reduced (x2 factor).



”After Jump 6+P”

Damage from 8 + 10 to 17 + 11.

Does only one hit if you hold the button.

The guard meter balance of the pull back-part of the move has been reduced (x2 factor).



6K

Damage up from 18 + 22 to 28 + 22.

Does only one hit if you hold the button.

The guard meter balance of the pull back-part of the move has been reduced (x2 factor).



6HS

Now +4 on crounching hit if you hit as soon as the hit of the move has started.

Now floats closer to the ground on air hit, making it easier to combo from.

Prorate: 90 %.



6P

Upper Body Inv on second half of the move removed.



5HS

Counter hit = ground bounce

Untechable time now 24 f.



FB (Move 4 charge 6 D) FB曲鎖撃

New move



Normal Axl Bomber

Guard recovery 7 f shorter. ガード硬直時間が 7F 短くなりました。

Guard balance decrease changed from 10 to 20.

Can be guarded crouching, standing and in air. (no longer a overhead)

FRC added (f5-8).



J 63214 S Kokuugeki

Now sends the opponent higher vertically on hit.



63214 HS

No FRC.



Rensengeki

The chain now extends faster.



S-Benten

Startup decreased from 5f to 4f.



Up- Followup after Rensengeki曲鎖撃

Recovery increased from 35f to 40f



Unblockable move (4 charge 6 HS)

Cannot be used when the opponent is in slide down state.

Now travels across the WHOLE screen.

Moves faster.

Recovery decreased from 50f to 30f

Counter hit state increased 被カウンターヒット時間が延長されました。



623P

Is now a guardpoint move (aka gets executed even if Axl gets hit)

No longer has any invincibility.

You can now guard the hit.

Startup decreased, from 16 f to 8 f.

Recovery time changed from 27f to 17f

Hitbox behind Axl removed アクセル後方部分の攻撃判定が削除されました。

Now launches your opponent even more on counter hit カウンターヒット時の相手の吹き飛びが大きくなりました。

Hitbox of Axl during the GuardPoint portion of the move has been increased.



2363214 HS 百重鎌燃

Changed so that all hits now connect (more often)

Baiken

2HS

Now sucks the opponent in on air hit.

Untechable time increased from 14f to 26f.



c. S

Startup decreased from 9f to 8f.



5HS

Startup decreased from 10f to 9f.



jK

Untechable time from a cround hit is now 25F (same as for air hit)



j HS (pylon sword)

The float after a air hit is now closer 空中ヒット時の 浮き が低くなりました。

Untechable time increased from 18f to 20f.



jD

Damage decreased from 50 f to 42 f.

Untechable time decreased from 45 f to 35 f.



6P

Options on hit/block increased.

Now gattles to 6K.

Guard balance decreased from 8+7 to 4+4.

Untechable time for the second hit is now 20f.



6HS

Guard meter decrease on hit reduced from -15 to -6.



Youshijin

Input is now 623P and is a normal special move that cannot be used from block.

No inv.frames.

Hitbox in front of her made a little bit bigger.

Doesn’t shoot them as high up in the air on hit as before.

Recovery time increased from 22f to 25f.

Guard meter decrease on hit increased from -7 to -12.

Lvl3 move on hit and block.



Tatami

Hit properties have gone from normal down to wall bounce.



Air Tatami

The hitbox in front the tatami has gotten bigger on the part when the air tatami gets released.



Sakura

Inv. frames have been removed

Startup increased from 17f to 10f

Upper body inv has been removed.

Active frames reduced from 2f to 1f

Air hit launches the opponent vertically.

Air hit properties changed from “normal down” to “wall slam”



Ouren

Movement speed slightly reduced.

Inv.frames moved from f1-7 to f14-26.

FRC added (frc point f4-6)

Now pulls opponent torward you on hit and guard.



Spinny Wheel counter (斬凶輅)

New move.



Suzuran

You can use guard cancels without blocking moves between f 9 – 24.



Kabari

Air hit properties: pulls the opponent torwards you and results in a slide state down.

Startup of attack decreased from 21f to 20f

Recovery on hit and guard increased by 1f

Untechable time increased from 24f to 36f.

Added a 80% prorate.

Guard balance decreased from 6 to 3



Tripple Tatami

New move.



Baku

Now -3 on block (instead o +1)



Baku – GETSU

Damage proration on combo afterwards changed from 10 % to 30 %.

Bridget

c.S

Damage increased from 22 x 2 to 27 x 2



2D

Can now be cancelled to FB Roger Rush and FB Jagged Roger.



jP

Startup decreased from 6f to 5f.



jK

Damage increased from 20 to 24.



jS

Damage increased from 26 to 30.



jD

Damage increased from 16 x 3 to 24 x 3.



2S

Increased untechable time on hit with 2f



6S

Forward hitbox bigger.

Can now be cancelled to YOYO-moves after the startup of the hit. 攻撃判定の発生直後でも YOYO技 でキャンセルが可能になりました。



6K

Can only be cancelled with special moves.

空中ヒット時に 叩き付け効果 が付与されました。



DAA

Inv increased from 1-12 to 1-16.



Yoyo 7 SET

Speed of the yoyo decreased.



Yoyo Recall

Cannot be cancelled to FB Roger Rush and FB Jagged Roger anymore from recall charge.

Can be stopped at that location during yoyo callback with yoyo set.

Cannot be cancelled to Yoyo-moves after yoyo callback has started.



Rolling

Has been effected due to gravity.

Initial velocity increased.



Starship

Has gone from having full inv. To only having anti-hits inv.

Anti hits inv -> f 1 – 16



Mid-air Starship

Sucks the opponent in on hit.

Now has a FRC (f 19 – 20).

Untechable time is now 24f.



Kick Start My Heart( Forward Catapult)

Damage increased from 50 to 65.

Does not leap over the opponent anymore.

Can now be cancelled into yoyo-moves during the later half.



Jagged Roger

Recovery time decreased from 39f to 32f



Roger Rush

Can now be deployed in air.



Roger GET

Proration increased from 85 % to 75 %.



FB Roger Rush

Amounts of hits decreased from 5 to 3.

The third hit launches your opponent.

Can be deployed in air.



FB Jagged Roger

Now homes toward the opponent.



Loop the Loop

Forward hitbox increased. The final hit of roger now has引きはがし効果

The final hit now has a bounces.



My Kill Machine

A new and fresh move. The command is 412364 HS and uses 50 % tension (S: are they trolling?)

Chipp

(translated by suna19)

f.S

startup reduced from 7f→6f



5H

startup increased from 7f→8f

removed forced proration



6K

FRC point just before the attack hits



j.D

forced 80% proration



Triangle Jump (wall dash)

no longer in CH state during movement

if a direction other than forward is input, the angle is steeper (?)



穿踵(?)

after FRC, can now double jump or airdash



Shuriken (air taunt)

guard balance increase is zero

is now in CH state during the action



41236K

has strike invincibility while invisible



214K

if the command is input again while active, he becomes even harder to see

reappears after blocking an attack



22S

FRC added, just after he reappears

reappears slightly higher than before



j.623S

landing recovery has increased by 3f

floats higher on hit



22H and 22D

searches for opponents location up to 2f before reappearing



41236K→D

falls faster

landing recovery reduced from 5f→0f



632146H

now completely invincible from 1~30f



236236K

startup changed from 7f+0f → 1f+2f

first hit now hits lower

Dizzy

Standing Guard Hitbox

Dizzy’s forward hitbox size increased.



Crounching Guard Hitbox

Dizzy’s forward hitbox size increased.



Jumping Guard Hitbox

Dizzy’s forward hitbox size increased.



2D

Now is special-cancellable.

Can be gattled to 5HS



6HS

Recovery decreased from 29f to 21f



6HS

FRC added. After the startup of the second hit.



2K

Proration decreased from 70 % to 80 %.



J2S

Now has 90 % damage proration



Fish Summon (General)

There is now a text above your tension bar that says ”BIT NG”, showing that you cannot summon a fish.



Fish Summon P

Searches for your opponent, and has a large forward movement when the distance from your opponent is large.

The movement distance of the second movement has been increased.



Fish Summon K

Forward movement distance decreased. Three times continuous bite added. Damage thus changed from 25 x 2 to 20 x 3.



Fish Summon S or HS

On air hit: causes wall stick.

派生から出した場合の前進距離が短くなりました。



FB Fish summon

New move.



FB Ice Spike

New move.



Bubble

If time runs out on the bubbles, it pops itself automatically (with a hit and everything)

If the bubble gets attacked, it now disappears.

If Dizzy gets hit, the bubble now disappears.



FB Bubble

Recovery decreased from 30f to 25f.

Now is “active” in 199f instead of 159f.

Does not disappear if attacked (unlike the normal bubble).



FB Knife

New move.



Super Necro Throw Move (Necro ga okotta baai)

Damage increased from 34 x 6 to 40 x 6.



Gamma Ray

FRC added after the second beam has been shot.

Eddie

Eddie Gauge

Increased from 750 to 1000

The meter is now located above the tension meter. And the color has changed.



Eddie Meter Gain

When Eddie is been destroyed the restoration speed is doubled. (In AC+ it was triple)



Eddie Tension Usage

The amount of meter that it takes for Eddie to use special moves has been increased with 133 % (4/3).



Air Back Dash

When Eddie airbackdashes, his tension balance gets reduced (I assume: warning for negative penalty?).



Flight

When Eddie flies away from the opponent, his tension balance gets reduced (I assume: warning for negative penalty?).



6P

Dizzy Rating decreased from x3 to x2.



Air moves.

Proration: P = 90% . K = 90 %. S = 80 %.



5K

Active frames reduced from 4f to 3f

Recovery increased from 8f to 9f.



6K

Recovery increased from 12f to 15.

Forces crouching state on hit.



2K

Recovery increased from 7f to 10f.



JP

Startup decreased from 8f to 5f.



6H

Now floats higher on hit.

Can now be “timing cancelled” before the activity of the move ends.

Gattling to f.S and 6K has been added.



S-Eddie Move (NOBIRUUU)

Startup 2f slower.



K-Eddie Move (MAWAREE)

Eddie Shadow hitbox is now bigger. (Between Eddie and the Sickle) 喰らい判定が大きくなりました。※本体と鎌部分の間です。

Active frame of the first attack increased by 1 f



Shadow Hole (Eddie-D)

Does not hit low. Can be guarded in any way. Standing. Crounching. In air!

Eddie gains Eddie Meter after being executed.

Proration decreased from 50 % to 80 %.

OTG relaunches.

Startup of hit decreased from 57 f to 30 f.



Movement 転移

A fresh new move 新規の追加技です。



Eddie Summon WEISS 214HS

New move.

S: New Shadow P, K, S, HS, D and Drill Special have been added to the move list below Eddie Summon WEISS.



Drill Special

Recovery increased from 47 F to 62 F.

Only first hit has to be guarded low. All other hits: doesn’t matter how you guard them.

Untechable time increased from 14f to 29f.

Floats higher on hit.



Iguzooshon (236D)

Eddie gains 1000 Eddie meter recovers (evenly).

Note: You can surpass the upper limits of the Eddie meter described above.

But: if you up all Eddie meter. Or if Eddie is destroyed. Your Eddie meter gets RED and you cannot don’t recover meter.



DAA

Untechable time decreased from 30f to 20f.

Floats higher on hit now.



236236S (air super thing)

Startup is now 4+7f instead of 4+10f.

中断した際の硬直時間が 6F 短くなりました。

中断した際に通常投げの間合いの外に出現するようになりました。

1段目の浮きが高くなり、中断した際の有利Fが増加しました。

1段目の攻撃力が70 → 50、2段目攻撃力が 70 → 100 になりました。



Amorphos 632146 HS

Now hits even close to Eddie.

Faust

(translated by Zinac and ElvenShadow)

5K

Attack Box is wider.

Vulnerable box is bigger.

Change from wall bound on counter hit to float and knockdown.



far 5.S

Attack box is wider.

Vulnerable box is bigger.



5P

Startup change from 6 to 5 frames.



2K

Hits 2~3 are now lows, where before only hit 3 was.



j.D

Untech time changed from 20 frames to 24 frames.



Coin Item

Changed to cause flame effect for the rest of the round anytime you use Mou icchou Oisu!



Wash Tub (Tarai)

Now falls right above your opponents head.

Stagger changed to 1.5x.



Chikuwa

new item



Hand Weight

new item



Tiny Robo-Ky

Fall speed increased.



Donut

Health boost increased.



Candy Bar

Tension boost increased.



Scalpel Pull

Changed to from 5 to 6 frames after the hit



During Pogo Stance, Backwards Hit (press 44)

Untech time changed from 20 to 40 frames.



FB Ushiro kara Ikimasu yo!

new move



Ikinari Oissu!

Base prorate change from 50% to 70%



FB Pogo

can be performed by pressing D while hopping on pogo (up-forward on stick aka 9)

can now pickup grounded opponents to continue a regular combo (meaning opponent is not in OTG state after it hits)

damage prorates to 80% now

I-NO

(translated by Mynus)

System Changes

Tension gauge from dash up from 30 -> 35

Can now Air-dash twice (Ground dash -> airdash -> airdash possible)

Airdash length increased from 18 -> 21 frames



6P

Now force prorates 90%



5S

Hitbox extended horizontally



f.S

Recovery down 6f -> 1f

Forced prorate down 50 -> 60%



2S

Moves her forward more

Recovery down 23f -> 17f



5HS

Hitbox extended vertically



6HS

Now a 2hit move again! First hit active on frame



Kyougen (Dive)

K version untech time increased 17f -> 30f almost double

S version 80% proration added

HS version movement faster; can pass thru opponent; dmg up 20×3 -> 25×3



Chemical Love

Hitbox around Ino’s body larger now

Air K Chemical Love complete move duration now 42 frames! 30f -> 42f

Air S version now 40 frames; 35f -> 40f?



Stroke The Big Tree

General hitbox smaller

S version now staggers, HS version now floats (reverse from AC)

HS version 2nd frc point now after hit

Prorate 90%

Jump cancellable on hit



Force Breaks

FB dive…6-9f invul

Force prorate 90%

Can stop movement mid move with P cancel

Damage up 14×5 -> 20×5

Jam

Charged Moves

Can now used charged moves stand alone.

Commands: 236D, 623D, 214D



6HS

Throw inv removed.

Air hit now results in a wallbounce.

Can be cancelled on block/hit.

Guardbalance = 10.



6HS – HS followup

Can be cancelled with: Charge, FB Charge, Charged Ryuujin, Charged SRK, Charged Gekirin.

Knockback on block increased.



5K

Prorate changed from 90 % to 80 %.



3HS

New move

Landing recovery increased from 6f to 8f (S: sure sounds like 3HS is Jams old 6HS)



2HS

Untechable time decreased from 25f to 22f

Now floats lower on hit.



Ryuujin

Can be air guarded (aka don’t need to FD it in air)



Hyappo Stace

You can now do Charged Ryuujin, Charged Gekrin and Charged SRK from it.



Hyappo Stance -> Slide (P)

Changed so that you wont get Choujin if you go back neutral and press P after doing 236 S.

Added strike inv during f 1-4



Hyappo Stance -> FB Hyappo

Changed so that you wont get Charged Ryuujin if you go back neutral and press D after doing 236 S.



Hyappo Stance -> Sweep

Changed from stagger on hit to Down on hit.

Can be cancelled to Charge and FB Charge.



Gekirin

Made the hitbox a little bit smaller (around her feet that is)



Charge

Recovery time decreased from 57 f to 53 f



Charged Ryuujin

ヒット時に 相手を前方斜め上へ吹き飛ばす ようになりました。

基底ダメージ補正が 80％ になりました。

カウンターヒット時の 壁張り付き時間 が、通常ヒット時と同じになりました。



Charged SRK

Startup decreased from 5f to 3f.

The last hit launches the opponent (straight up) on hit.

Guard balance is now = 5 x 7

Prorate is now 80 %



FB Hyappo

Normal down on hit (instead of wall stick)

Can be cancelled to charge and fb charge on hit and block.

Untechable time = 28 f



FB Charge

Now gives you one charge card for each special (gekirin, ryuujin, srk)

Recovery decreased from 64 f to 50 f.



632146 HS Special

Recovery decreased from 17f to 9f

Sends the opponent flying vertically on hit.



DAA

Recovery increased from 12f to 16f



64641236 P+K

Startup changed from 7f + 29f to 7f + 1f.

Johnny

STEPs

Movement speed increased.



MF Stance Cancel

Recovery time decreased to 1f for all MF lvls.



3HS

Guardbalance changed from 20 + 20 to 10 + 10.

Now can be gattled from 2K, f.S.

Can now gattle to 5H and 6HS.



JK

Hitbox behind JO is now bigger.



f.S

Recovery decreased from 25f to 21f



6K

Counter hit untechable time now increased from 72 f to 90 f.



Normal Throw

Untechable time increased form 40 to 43 f.

FRC added (frc timing is when JO throws the opponent)



jP

Startup decreased from 7f to 6f.



Ground Divine Blade

Strike inv. added during movement frames (frame 6 – 13)

Landing recovery decreased from 14f to 7f.



Air Divine Blade

Counter hit changed from slapping them to the ground to bounce.



Glitter is Gold

New move (coin!)



LVL1 UPWARD MF

The float on counterhit is now higher.

Untechable time on normal hit increased by 3 frames.

Prorate now 70 %.



LVL1 MIDDLE MF

Untechable time increased from 25f to 39f



LVL1 LOW MF

Opponent now floats on hit.

Prorate 70 %.



LVL2 UPWARD MF

Rebound on the wallbounce a bit smaller.

Untechable time increased from 54f to 70f.



LVL2 LOW MF

Float on hit now is higher.

Untechable time increased from 42f to 50f.



All kinds of LVL3 MF

You can now move forward/backward during the move.



LVL3 Mid MF

Changed so that all hits even if you hit at the far end.

Now staggers on hit.

FRC added after the startup of the move.



MidAir Killer Joker

Lower Hitbox of Johnny a bit smaller now



All kinds of JackHound

Recovery time increased to 10 frames.

MF Stance JackHound Staggertime increased from 47F to 51F.

Forward moving Jack Hound Staggertime increased from 60F to 70F.



Jack Hound Follow Up Move

Startup changed from 1F + 12F to 12f + 1F

The opponent can no longer burst during the super flash of the Jack Hound followup.

Strike inv time increased from frame 13 – 15 to 7 – 15.



214P

FRC timing is now 5F faster.



J236236HS 雲長の居合

New Move.

Kliff

(translated by coolest)

General Changes

dash now ‘step’ type

jump, highjump affected by stronger gravity

higher defense

instant kill activation now 100f



j.K

now floats



c.S

plummets on air hit

longer input window for gattling

smaller hitbox on top



f.S

startup faster by 2f

jump cancel removed



2S

uses the old 2H animation

OTGs

prorates at 70%

startup at 12f



5H

pulls in on air hit



2H

uses the old S animation

blows opponent away on air hit

staggers on ground hit

now has a low hitbox

can be charged



2D

added 10f to recovery



5D

startup at 25f



6P

startup at 13f

can be charged

larger upper hurtbox



6H

can be charged

plummets on air hit



j.S

longer cancel window

smaller hitbox at the back



j.H

2nd hit floats

both front and back hitboxes shortened



j.D

added 15f to landing recovery

smaller hitbox at the bottom



Throw

shorter range



Air Throw

throws opponent farther away

shorter range



Dead Angle

now blows opponent away



Houkou Kaeshi (P)

frc-able at 17-19f

recovery shorter by 4f



Houkou Kaeshi (S)

frc-able at 25-28f



Zugaisai

startup at 16f



Air Zugaisai

startup at 9f

landing recovery is 6f

all hits connect easier (?)

frc-able at 29-31f

added 50f to untech time

faster falling speed



Kubimatagi

frc-able at 24-28f

plummets on hit



Uroko Hagashi

can now control movement

vacuum effect

increases tension



Sen no Sen

higher chance of strained back

dizzy rate increased by 10

uncancellable



Jigoku Tsukkomi

largest hit count is 1

staggers

strike invincible during startup



Shishi Otoshi

larger hitbox on front

1st hit makes opponent fall down

2nd hit OTGs

landing recovery increased by 8f



FB Houkou Kaeshi

wallbounces

kliff floats higher on recoil (?)

25 frames added

startup is 8f



FB Jigoku Tsukkomi

new move



Reflex Roar

startup now 9f

invincibility removed

command now 236236H (uses 50% tension)

wallclings



Soul Survivor

can be charged

startup now 15f

Ky

(translated by coolest)

6k

during air hit, now blows opponent away horizontally

untechable time from 25 to 18f



3h

new move



6h

decreases guard bar from 17 to 12



j.d

recovery lessened by 4f

can not be done more than once



Stun Edge Charge

distance increased



Lightning Strike

can now be frc’d.

now bounces



S Raging Javelin

new move



FB Greed Sever

new addition



Lightning Sphere

larger hitbox

now vacuums grounded opponents

command changed to 4d



Charged Dive

now wallsticks

base damage now 70%



Ride the Lightning

can now be frc’d around the frames where ky stops charging in



Air Ride the Lightning

startup changed to 7+1f.

can now be frc’d around the frames where ky stops charging in



Sacred Edge

ball speed now increased

May

(translated by Kyle)

2HS

Staggers on ground hit (COUNTER HIT OR REGULAR HIT?)

Cannot Gatlin to Dust. (2D or 5D?)

Stagger time is now 30F → 26F



J.k

Startup is now 7F → 6F

Recovery is now 10F → 8F



J.D

Upper body invincibility has been granted

Is F 5F was soon canceled out swinging accepted. (5f kara window?)



3K

Gatling combination routes from the K edge has been added to S Standing or long distance



6HS

Whiff cancel is now possible to order a certain period of time

Gatling combination routes from S has been added to crouch S · K · Standing Standing distance



6P

Full charge is wall stick

Whiff cancel is now possible to order a certain period of time



5HS

Knock back distance has been reduced



5FS

Lv attack is now 3 → 4



5[D]

Jump cancel is now impossible

Recovery time is 30F → 40F

Effect has been drawn to the behavior of the grant when hit. (?)



Greeted with applause, please

After completing a maximum Tame (Lv4), will now be triggered automatically after 2 seconds

Interface indicates the stage of performance on the tension gauge has been added

FRC of the is now canceled 20 ~ 21F → 23 ~ 24F

Opponent will now knock back when hit in the direction of the dolphin



FB Greeted with applause, please

New move added



Kiss Overhead

Now move to throw

Dash now moves to cancel the normal

Startup is 25f

Systemic invincible was granted between 19 ~ 25F



Horizontal Mr. Dolphin

causes Slide on air hit



Vertical Mr. Dolphin

Guard gauge depletion in value is now 10 → 14

Recovery time is 5F → 7F



Restive Roll

Recovery time is now 15F → 17F



HS-Restive Roll

Ground version trajectory almost verical



S-Restive Roll

FRC removed. F is the simultaneous generation and reception of the attack roll. (Need better translation)

Move not GROUNDED type = opponent is not required to Barrier block the attack

Technique is now the middle (Need better translation)



Change of Direction

Behavior at the time of the attack hit opponent will now be blown off in the direction of movement

Damage is now 14 → 18

Recovery time of is now 28F → 32F

Startup of attacks is now 11F → 5F

4F was faster timing is derived. (Need better translation)

Move not GROUNDED type = opponent is not required to Barrier block the attack

Lv attack is now 3 → 2



Jackhound

Lower hitbox, picks up Testament more often & I-NO



The ultimate spoiled child

Hits cause suction, except final blow

Peeling down is now available. (Direction influence?)

Time of the third stage of recovery to 8 now 20F → 50F



Bomber Deluxe Goshogawara

Hit is now usually sticks → wall down

Guard advantage is now +20 F



Large whirlwind spin agony transcendence

Startup of attacks is now 1F + 8F → 1F + 14F.

Guard advantage is now +2 F

The move is now to withstand an opponent’s attack (Absorb/Armor?)

Moving speed is now faster

Hit = Wall stick

Damage is now 18 → 24 per hit.

Rising value per hit guard balance has been reduced

Millia

(translated by coolest)

General Changes

backdash strike invinicibility to 5f



j.S

startup from 10 to 9f

guardbar decrease rate from 10 to 7



j.HS

can now be gattled into from j.K

smaller hitbox

startup from 11 to 12f



j.D

startup from 11 to 17f

damage increased from 30 to 48

attack level from 3 to 4

guardbar decrease rate from 9 to 6

proration at 80%

now wallbounces

untech time increased from 23 to 38f



j.2H

new move



c.S

wider hitbox at front



2S

active frames from 2 to 4f



2H

untech time decreased from 25 to 20

proration at 90%

damage reduced from 40 to 36



f.S

can now be jump cancelled



Roll

counter state from 1-15f

can retrieve pin

low stance frames from 1f to 2f (Adelheid Stark – Above-the-foot invuln starts frame 2 instead of frame 1, meaning no more reversal roll under stuff.)



Silent Force (All)

can not collect pin after use for a while

pin does not glow when unusable, only glows when it can be used

untech time from 28 to 33f

all version recovery -3f



Silent Force (K)

new move



Secret Garden

ball disappears when attacked (?)



Lust Shaker

can not be caused by mashing buttons



Pretty Maze

now increases guardbar by 0

both ground and air versions’ movement now similar

ground version guaranteed to come out at 22f

frc-able at 6-8f



Air Pretty Maze

startup from 15 to 13f

untech time increased from 40 to 50f

guaranteed to come out at 12f

recovery now 23f



Longinus

startup reduced from 12 to 5f

wallsticks



FB Secret Garden

new move



Winger

last hit slides opponent



Air Winger

new move

Order-Sol

(translated by coolest)

General Changes

after a level 2 on the charge meter, specials that use it have their charge decrease rate halved



5H

untech time from 18 to 20f

2H

unthrowable from 1-26f

lower body invulnerable now from 11-22f



j.S

larger hitbox at the back



6P

staggers

Throw

proration now 40%

Air Throw

higher float

Dead Angle

recovery +5

Charge Burst

untechable time from 20 to 43f

increases blockstun by 5f

Gunblaze (lvl1)

added 85% proration



Gunblaze (lvl2)

added 85% proration

first pillar will always come out

Gunblaze (lvl3)

recovery shorter by 3 frames

up to 2 pillars guaranteed to come out

Blockhead Buster (lvl2)

guard bar decrease from 4 + 4 + 4 to 8 + 6 + 6

now wallsticks

Blockhead Buster (lvl3)

after 2nd hit, decreases guard bar by 2

Rock It (lvl2)

faster movement speed

startup faster by 1f

2nd hit knocks down

recovery lessened from 17f to 14f



Rock It (lvl3)

4th hit otgs

proration now from 80 to 90%

smaller float

Ground Bandit Revolver Prototype (lvl2)

untech time now at 37f from 18f

Savage Fang (lvl3)

gets up to 5 hits

OTGs

Tyrant Rave Ver. Omega (lvl2)

2nd hit has longer distance



Tyrant Rave Ver. Omega(lvl3)

2nd hit has longer distance



Dragon Install: Sakkai

1st hit is aerial, rest hits normally(?)

Potemkin

(translated by coolest)

6H

now wallbounces

ground untechable time from 25 to 28f

dizzy modifier from 1.5 to 1



j.S

during an air hit, knocks opponent away

can be gattled into j.D



j.D

ground untechable from 16 to 40f



6k

damage increased from 23 to 40

gattling to HS removed

but now you can gattle into sweep



Slide Head

can connect after a knockdown

gets higher float during hit, longer advantage

can be frc’d after the quake



Megafists

cause knockdown



Hammerfall

reduces guardbar by 12

can be frc’d 1 frame after the active time

untech increased from 18 to 20f

attack level reduced to 4



Hammerfall Break

can be frc’d around 5 to 10 frames



Heat Knuckle

tension gauge increase changed from 0 + 6.0 x 2 + 24 to 0 + 6.0 x 2 + 6

can be frc’d when whiffed from 24-25f



Heat Extend

tension gauge increase changed from 19.20 to 37.20

untech increased to 80f



Potemkin Basutaa

can connect attacks when done near screen edge

can not be frc’d anymore

now throws opponent farther

decreases guardbar by 6+15

damage added from 140 to 180



Judge Gauntlet

upper hitbox shortened

now has an interrupt



Air Potbuster

added frc during 7-9f

larger horizontal hitbox



Dead Angle

now knocks down

Robo-Ky

(translated by coolest)

General Changes

heat changes slower



c.S

upper hitbox is larger



5D

startup from 20 to 22f



2K

builds less heat



2S (80% heat)

2 hits

increases heat

increased range, explosion has increased hitbox



j.H

floats opponent higher when counterhit



6P

damage increased from 25 to 30

untechable time increased from 18 to 80f



6P (2nd, 3rd)

damage decreased from 25 to 20

upper invincibility during startup



Throw

opponent floats higher



Ky-Genshou (lv1)

higher heat increase



Ky-Genshou (lv2)

opponent slides when counterhit

shorter pushback on hit and guard



Ky-Genshou (lv3)

wallbounce on counterhit



Ky-Maku Homerun (lv1)

higher heat increase



Air Ky-Maku Homerun

new move



Chounai Ky Bargain (lv1)

higher heat increase



Chounai Ky Bargain (lv2)

lower heat increase



Chounai Ky Bargain (lv3)

lower heat increase



Ky Denpa

damage changed from 8 x n + 35 to 2 x n + 38

can recover up to 50% of electricity gauge

opponent’s tension can be lowered by 25%

opponent gets higher float, shorter horizontal distance

throw invincible during startup



Kyou wa Ky San

command changed to air 214d

can be steered from the first frame

can be cancelled from the second frame

can now be cancelled into an airdash or air backdash

heat decrease is half of what it used to be



Dame na Yatsu wa Nani mo Yatte mo Dame

inputting 6 gives you a headbutt

enhanced headbutt can be done when heat is around 93-99



Gen Ky Lovers (explosion)

can not be airblocked

Slayer

(translated by magz)

j.H

Hittable box increased.

Recovery increased from 7f -> 10f.



j.2K

GB- increased from 10 -> 13.



5K

Special cancellable.



2S

Active frames reduced from 9f -> 6f.

Recovery increased from 12f -> 15f.



5H

Removed stagger from ground hit.

Aerial hit causes ground slide.

Now gattlings into 2H.

Damage lowered from 50 -> 45.



2H

Ground hit causes stagger.

Float on aerial hit lowered a bit.

Untechable time increased from 34f -> 42f.

GB- increased from 6 -> 12.

Aerial hit causes vacuum effect.



6P

Lower body hitbox reduced.



6K

Aerial hit causes ground bounce.

Damage proration lowered from 100% -> 90%.



6H

Hit causes ground bounce.

Untechable time lowered from 32f -> 26f.

Damage lowered from 50 -> 40.



j.D

Plummet on air hit made a little stronger.



j.K

GB- increased from 7 -> 10.



j.S

GB- increased from 6×4 -> 9×4.



Undertow

FRC point added just before the active frame.

Hit causes ground bounce

Startup lowered from 31f -> 28f.

Float on hit made higher.

Lower body hitbox increased.

Untechable for 24f.

Proration lowered from 70% -> 50%.

Level lowered from 5 -> 3.

Knockback on superarmor hit reduced.

Hitstun increased from 24f -> 26f.



Mappa Hunch

Knockback on hit reduced.

P Mappa hitstun lowered from 26f -> 25f.

K Mappa hitstun lowered from 28f -> 27f.



Bite

FRC added 2f after the frame damage is dealt.

GB- increased from 6 -> 10.

Input changed to 236H.

Added 3f of recovery.

Stagger lowered from (at most) 19f to 13f.

Knockback on hit reduced.

Being hit out of bite causes CH.

Life recovery on hit increased from ¼ to ¾ of the damage dealt.

Proration lowered from 70% -> 60% [originally 50% in AC].



S Dandy Step

Above feet invulnerability time changed from 10~17f -> 6~13f.



FB Dandy Step

Added new move.

Sol

(translate by coolest)

c.S

guard advantage now ±0F



2S

ground untechable time from counterhit lengthened



j.D

ground untechable time from 17 to 26f



6H

can now be gattled into from S

attack level now 4

no longer staggers

damage reduced from 40 to 32



Bandit Bringer

now ground bounds, also clean hits



Air Bandit Bringer

can now be held, it seems (not too sure of the wording here)



HS Fafnir

new move



FB Sidewinder

new move



FB Fafnir

can now be cancelled from a normal

now knocks down

groundslides during a clean hit

unthrowable



FB Tyrant Rave

command is 64D

can also be held

can be done from HS fafnir

increased damage when you do a number of clean hits in a combo (?)

<sidewinder has the same property>

damage now 25 x 3 + 84

wallbounce removed

faster by 2 frames



Tyrant Rave Ver. B

1st hit floats higher

2nd hit wallsticks



Dragon Install / Second

recovery shorter by 8 frames

now gets a new knockdown attack!

Testament

5P

Hitbox above Testament decrease a little bit



2S

Buffed the upward hitbox



5HS

Sends the opponent flying vertically on hit.



6P

Hitbox above Testament decrease a little bit

Forces crouching state on hit.

Guard balance decreased from 10 to 7.



6K

Move has been changed so that the hit occurs after a forward momentum.

Startup of the hit has gone from 8f to 15f.

Now gattles from 5P, 5K, f.S, 2S.

Untechable time increased from 16f to 17f

Knockback from hit/block decreased a little bit.



3H

New move



2HS

FRC added (f 14 – 15)



6H

Forward hitbox increased a bit.

FRC time changed. FRC is now on f 17 – 21.



f.S

Untechable time changed from 14f to 15f.



Air Throw

You now gain a power up doll after the air throw (aka 1x power up for Zeinest and Hitomi)



LuftWarrent

New Move



BadLance

Guard balance changed from 5 x 2 to 10 x 2

Upward hitbox of the 2nd hit is now a bit smaller.

Hitstop of the first hit changed from 13f to 6f

Ground BadLance startup changed from 16f to 17f

Float properties of the 2nd hit changed (floats a bit less, and sends the opponent flying a bit less).



Air BadLance

The float after the first hit is lowered a bit. And the float of the second hit is also lowered a bit, and the distance that it sends them flying is also increased.



All kinds of EXE BEAST

The hit of the EXE BEAST now gets triggered by either: a set amount of frames OR when you do another input.

It also pushes your opponent further on hit and block.

If Testament gets hit when he is charging the beast, the beast gets tamed (aka the EXE BEAST disappears).

Note: Does not disappear if Testament gets hit after releasing the beast.

FRC point changed: S-EXE from 13-15f to 11-13f, HS-EXE from 13-14f to 11-13f.



HS-EXE

Startup changed from 16f to 35f if you release it instantly.

Does no longer OTG relaunch.



S-EXE

Now moves a longer distance.

Active frames of hit increased from 19 to 23f



P Phantom Soul

Now travels a farther distance than before.

Startup changed from 37f to 30f



HITOMI

FRC added. On Frame 16 – 18

OTG relaunch added

Does not get triggered if you set in right in front your opponent.

Only gets trigger if it is directly on the opponent.



All kinds of ZEINEST

Startup changed.

Ground ZEINEST changed from 13f to 11f

Air Zeinest changed from 10f to 8f.

Now holds opponent for 2 more frames.

Positional hitbox of zeinest is now slightly leaning forward upwards.



FB Phantom Soul

New move.



Grave Digger

Can now be air guarded (no more fd needed)

Landing recovery of 3frames added.

Opponent now floats higher on hit.

Startup decreased from 17f to 14f.



S-Nightmare Circle

New move

Justice

General Changes

Defense increased

Dizzy endurance increased



Movement

Normal fmovement is slower.

Tension gain increased.

Hitbox of Justice has been made smaller.



Air Jump

Can only air jump one time (not 2 like before).



Air Dash

Cannot Air Dash



Ground Dash

Cannot Ground Dash



Back Step

Total of 25 f and back dash distance increased. Strike inv. Between f 1-19.



IK Mode

Takes 74 f to go into IK mode.



5P

Startup now 6f



2P

Startup now 5f

Recovery decreased with 2f.



5K

Startup now 8f.



2K

Startup now 7f. Has to be blocked low.



c.S

Startup now 6f.

Activity decreased with 5f.



f.S

Startup now 10f.

Forward Hitbox now bigger. Hitbox of Justice has been decreased slightly.



2S

Forward Hitbox now bigger.

Hitbox of Justice has been decreased slightly.

Counterhit results in stagger.



5HS

Startup now 6f.

Recovery reduced with 4f.

Hitbox of Justice has been decreased slightly.



2HS

Floats (high) on hit .

Hit pulls your opponent towards you.

Cannot be cancelled.

Forward Hitbox increased slightly.



JP

Hitbox made a little bit smaller.



JK

Hitbox made a little bit smaller.

Justice now has a hitbox on her feet.



JS

Untechable time of first hit is now 24f.



JHS

Startup now 13f.

Recovery increased with 5F



JD

Recovery increased with 2F.

Cannot be gattled to from JHS.

Can be gattled to from JP, JK and JS.

Now has 50 damage.



6P

Startup of first hit = 10f

Startup of second hit = 18f

Can be jumpcancelled

Hitbox of Justice feet made a bit bigger.



6HS

Second hit now pulls opponent towards Justice.

Counter hit staggers.

Can be gattled to from 5K, 2S, c.S.

Forward hitbox increased.



5D

Startup = 27f



2D

Active frames now = 5f



DAA

Can now only hit once.



Normal Throw

Throw range increased



236P Valkyrie Arc



Total of 38 F, catches between f 9 – 28.

Now prorates 50 %.



41236 S – S Michael Sword

New move.



41236 HS – HS Michael Sword

Only hits once.

Damage = 50.

On normal hit = wall bounce.

Startup = 20f.



Air S Michael Sword 41236 S

New move.



Air HS Michael Sword 41236 HS

New move.



S.B.T 623K

Input now 623K.

Lower body inv added.

FRC added (f. 12-15).

Pulls the opponent towards Justice on hit.

80 % prorate.



N. B. (22 P/K/S/HS/D)

Added P, K and D versions.

If you hold down the button you can adjust the timing of the explosion.

FRC now on f 7-10.

Hit after explosion now has 6f startup.

You can now have more than one on screen.

Trajectory changed.



236D BOOSTSZZ サペリアードランス

Can only hit once.

Hitbox bellow increased.

Movementspeed now slower. And doesn’t move as far.

Has full inv. during movement.



J236D MID AIR BOOSTZ 空中サペリアードランス

Justice now recovers faster after the move.

Justice now automacially faces the opponent after the move.

Has full inv. during movement.



Imperial Ray

New input: 632146 S.

FRC added (f 26-29).

The first hit(s) now do 28 damage.

Guard balance decreased.

Decreased the amount of tension meter that FD-ing Imperial Ray requires.

Chip Damage decreased.



Michael Sword Super 632146 HS

FRC added (f 4-7).

Prorate = 80 %



Gamma Ray

FRC added. At the same time as the f of the hit.

Faster startup.



OmegaShift (46463214 S)

New Move.

Requires 100 % tension.

Zappa

(translated by coolest)

General Changes

now gets a possession icon above the tension bar

No Possession

f.S

added 3f to recovery



2S

can be gattled into from f.S

stagger from counterhit increased by 5f

gets larger knockback



Air Throw

can connect attacks after on all characters



Konnichiwa Sanbini no Mukade

fullbody invincibility from 1-13f

can otg

increases soul count by 1



Reigisahou wa Koko Kara

recovery shortened by 2f

larger hitbox

Dog Possession

Umareru!!

when in dog possession, increases soul by one each hit (limit is 4)



Dog Attack (All)

opponent will get knocked back in the direction of the dog’s orientation

all variations have their properties standardized

dog appearance has a 30 frame recovery, however it cannot be hit in this period



Dog Attack (Bite)

can now be guarded

when guarded, increases soul by 1

proration removed

attack level reduced to 3

knocks opponent down on the spot



Dog Attack (Jump)

able to do 6D or 8D during this move



Followup Attack

can be done after 6/8/4D rebound(?)

when opponent is hit on air, knocks them into ground



Dog Attack (Somersault)

vertical hitbox slightly slanted

blows opponent away diagonally



Dog Attack (Rush)

when opponent is hit on air, blows them away

untechable time from 12 to 20f

Ghost Possession

General Changes

has a special gattling combination ‘route’ where zappa gets free chains. does not apply to the following normals: f.S, 2S, 6S, 5H, 2H, j.S, j.2S, j.H

can gattle the same normal 3 times

from a 2H or j.H, other than themselves, no proration applies to other normals



j.S

startup faster by 4f

damage now 25

j.S (2nd, 3rd hit)

startup faster by 4f

attack levels turned to 3



j.2S

new move



f.S

smaller hitbox

shorter range

damage from 15 to 20



f.S (2nd, 3rd hit)

startup faster by 4 frames

attack levels turned to 3



2.S

damage now 18



2.S (2nd)

damage now 18, attack level 2, recovery +2



2.S (3rd)

damage now 18, attack level 2, recovery +4



6S

new



5H (2nd)

damage: 25

atk lvl 3

recovery +4



5H(3rd)

damage: 25

atk lvl 3

recovery +8



2H (2nd)

recovery +4



2H(3rd)

recovery +8



6H

damage from 25 to 30



Haunt Mode

when using ‘sono mama kaette konaide kudasai’ during haunt mode, you’ll get the ghosts you started with, with 2 ghosts haunting the opponent (?)



Yappari Kaete Kudasai

new move



Banana

can otg

reduces guard bar by -5

untechable time now 20f

Sword Possession

General Changes

after attacking, sword will now stay on the spot

chikazuku to yukimasu and other normals that use sword can be airblocked



2S

can be blocked standing if sword is placed higher than default position (when crouching)

85% proration



c.S

can not be jump canceled



j.S

85% proration



j.H

90％ proration



Hai, Kaerimasu

frc-able from 1-2f



Itasou, Tte Iuka Itai

can control speed by holding stick forward or backward



Ochitoite Kudasai

gets upper invincibility

+2 souls



Chikazuku to Yukimasu

+2 souls

Raoh Possession

General Changes

when Raoh appears, a gauge shows its duration



Darkness Anthem



has a new HS version



Air Darkness Anthem

new



Last Edogai

damage reduced from 100 to 80



Air Last Edogai

new

Sources: GGXXAC+R Official Site, Dustloop, Shinjin, other contributions from USD