Guilty Gear XX Slah

Que maravilla de juego, no aporta nada nuevo pero es una maravilla de jugabilidad y de graficos. Animaciones y escenarios fantasticos usando las 2d. No se que tienen estos juegos de lucha en 2d pero no los cambio por ningun Tekken ni nada parecido...

Que ganas tengo de poder jugarlos por Internet si el servicio de PS3 online es decente y lo permite...
Yo estoy contigo,las 2d tienen un encanto ke no tienen las 3d.

Aver si aprende snk playmore.
moli_malone está baneado por "Troll"
Pues si,tienen un encanto especial y unos personajes wapisimos q en 3d no quedarian asi...ojala sigan esixtiendo siempre los juegos en 2d q tbien se salen.Ademas los guilty muestran en pantalla a unos bicharracos espectaculares,al mas puro estilo anime,un saint seiya,un dbz o un kenshin asi se saldrian,pero ahora parece q es la moda del cell chading(tpoco me quejo)
La pega de GG es que lleva la tira estancada, todos nos las prometíamos felices con Sammy y sus nuevos aires pero al final han acabado por ser sucumbidos por el síndrome SNK-Capcom...De hecho creo que ésta es la 2ª o3ª versión de GGXX...a este paso va a pasar como con SFII y las 200 versiones del mismo...

Aún así, GGXX es un juegazo (y no el Isuka ><), fácil de aprender, pero chungo de cojones de dominar.
GAROU_DEN está baneado por "acumulación de infracciones... no digas que no avisamos"
sindrome snkvscapcom???...capcom es verdad que con los street fighter 2 se les fue la pinza...lo demas fueron secuelas y no versiones de un mismo juego...aunque a la gente un sfalpha 3 lo vea igual que un sf2champion edition turbo china criado que te pario...eso solo son chorradas que la gente sigue diciendo....y bueno snk...que versiones saca de un mismo juego???...no se quizas me confundio tu post...aclaramelo un poquito porfa ;-)

hablando del guilty gear...tiene escenarios nuevos o siguen con los de siempre?...el isuka no os lo tomeis como una continuacion.es una coña que se sacaron para mi gusto muy divertida.
Más que las versiones de un mismo juego, los tiros van por el uso ilimitado de sprites de hace 5 años en este caso (10 o más en el caso Capcom-SNK), a este paso Sammy va a hacer lo mismo.... Y en cuanto a las versiones...por poner un ejemplo, KoF Neowave es el motor de KoF2000 sin luchadores nuevos y apestoso en general, o y en cuanto a Capcom, pues la de SF2, por ejemplo, o SFA2, que es una versión mejorada del SFA o SF3 2nd impact que es una versión mejorada de SF3 New Generation (todo esto confirmado por Capcom...). Y encima ahora hay un recopilatorio de SFA más el Gem Fighters (juegazo, por cierto). Capcom y SNK son más de recopilatorios, la verdad xD

De todas formas mi queja va dirigida al reciclado repetido de sprites, que en GG llevan ya la tira con los mismos. Ya va siendo hora de cambiar, creo yo...
yo solo he jugado al gulty gear x-2 (creo que se llamaba asi) y no estaba mal...

es este gulty gear recomendable en el aspecto de numero de personajes,duracion, y aunque los graficos sean 2d estan bien logrados en este juego??
GAROU_DEN está baneado por "acumulación de infracciones... no digas que no avisamos"
horo-horo en temas lucha 2d quitando cuestion de gustos en calidad tecnica los gg son lso mejores.

lo de reciclaje....de un juego a otro no veo la necesidad de sacar un nuevo sprite...los personajes son asi...y bueno...la unica novedad real en este juego son dos personajes mas...el sol malo y la tia esa d ela llave...prefiero los kof...sere un enfermo jejeje [ok]
ok

pos ya toy consiguiendolo

ves con los kof no me hace falta preguntar que esos me gustan mucho [sonrisa]
Ké hay de nuevo respecto al GGXX a secas??
horo-horo escribió:ves con los kof no me hace falta preguntar que esos me gustan mucho [sonrisa]

no lo diras por los ultimos kof,porke desde el 99 para mi an ido de mal en peor,y las 3d aun manteniendo la jugabilidad no es lo mismo...eee GAROU_DEN [jaja]
Pues a mi los KOF siempre me han encantado.

El único que dejo fuera es el 99 porque cagaron el sistema añadiéndole las cargas esas defensivas y ofensivas e inutilizando la voltereta (que es la piedra de toque de mi estrategia).

El GGXX es un juegazo, pero aún así el nivel de táctica que sigues necesitando en un KOF sigue siendo muuuuuuy superior [360º]

Un saludo
En cuanto a mejoras, lo que trae el GG Slash mas que nada son cosas pulidas. Personajes nuevos estan Sol-Order (de la orden de Ky) y A.B.A. (ambos con sus correspondientes temas y escenarios nuevos) que ya estaba en el Isuka. A cada personaje le han cambiado algun golpe o han añadido algun otro, pero mas que nada movimientos para combos. Por ejemplo Sol tiene un movimiento nuevo para combos aereos (es como un puñetazo de fuego hacia delante).

Es un refrito mas pero esta vez parece que lo han pulido todo y parece que sea la version definitiva del GGXX, esperemos que asi sea y aparezca algo nuevo en PS3, pero por favor, en 2D.
GAROU_DEN está baneado por "acumulación de infracciones... no digas que no avisamos"
a ver...ser no es lo mismo...pero el unico kof nuevo que no soporto es el 2002...creo que es po la musica...si se le puede llamar musica...el 2003 me encanta...jugar con gato y patear a kyo me flipa...ash,shen,gato,tizoc....eran un soplo de aire fresco...salio el neoowave y practicamante todos eran personajes clasicos excepto ramon que no se como se ccolo alli jejeje...pero el sistema de "magias" me gusto.y esperando al XI...y the_close si soy defensor de los nuevos kof...mientras mas salgan mejor...mi kof favotiro es el 97...y el seudoremakerealboutfiestaspecial que fue el 99 de la dreamcast...con casi todos los personajes hasta entonces jejeje

kof [beer] forever
Esto de los GG ya roza la tomadura de pelo. Tanto juego y tan pocos cambios entre unos y otros... No me comparéis la saga SFA con esto, en los SFA cambiaban bastantes personajes, todos los escenarios y la música. Y en el SF3 igual. En estos ponen 1 personaje o 2 cutres (porke es cutre poner la versión robotijo de otro personaje existente, por ejemplo) por entrega y lo dejan todo como estaba.

Me gustó el XX, pero desde entonces que no sigo los GG. A ver si se lo toman en serio y sacan una continuación de verdad
Por cierto, ¿alguien ha jugado a el Spectral Vs Generation? ¿Merece la pena?

Imagen
es muuy bueno este juegillo la neta a mi me gusto bastante la jugabilidad esta de pelos y las animaciones bien fuidas ademas los peleadores estan bien locotes pero estaria bien que pulieran los graficos.

saludos
a ver, los cambios obvios son :
- la inclusión de Order-Sol y ABA
- escenarios y musicas nuevas para los personajes nuevos
- ke hayan agregado algunos movimientos nuevos a algunos personajes
- video de intro con ligeros cambios
- forma diferente para seleccion de escenario y musica antes de pelear
- ke un personaje retroceda más al golpear en el aire, con lo ke kedan anulados los Loops (adios a Dust Loop >_<)

y estos son los cambios oficiales(dedicado a akellos ke dicen k es un simple refrito):

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)

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
GAROU_DEN está baneado por "acumulación de infracciones... no digas que no avisamos"
zappa se que da sin espiritus??? [lapota]
no kreo, tal vez se refiere a ke las 2 novedades ke trae abajo de donde dice NO SPIRITS es porq solo se hacen cuando no tiene espiritus activados

ademas en un video de Slash ya vi ke sí los tiene


>__< justo mi PS2 se malogró y solo puedo jugarlo llevando el juego a un sitio de alkiler de PS2 >__<
En fin parece otro refrito igual.........que lejos quedan ya los tiempos del Garou, del SF3, y ni hablo de los SFA o kof 97-98.......
Por ahora nos tendremos que seguir conformando con recopilaciones, remakes o versiones nuevas (KOF) descafeinadas......

Saludos ;)
y alguien lo ha estado jugando?

Order Sol RulZ [amor]
yo e jugado y me gusta mucho vale ke solo salgan dos personajes buenos pero me gusta mucho, kien le guste los guiltys le encantra este :D
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