Guilty Gear Xrd REV 2: Baiken & Answer Movelists and Patch Notes from the First Location Test
Arc System Works published an official patch note list, alongside move lists for every character. Not only are we able to read the move lists for Baiken and Answer–the new characters–and see a couple of new moves for other candidates, but we also can see detailed notes individual cast member changes.
What’s notable for Baiken is her new counter move, doable out of blockstun or on its own and in the air. Currently, it’s inputted the same way as Blitz Shield, so the Blitz input for her is different: P+HS or K+HS. She has a new Overdrive out of the counter move. Suzuran–the running block–allows her to cancel into other moves. The Baiken Discord is actively compiling specific Baiken information as it becomes available, usually through tweets from Japanese players.
docs.google.com/document/d/1OpTKLtJpByV-dfVAkGOIhqNbVGSG2xh6p4p5OM-dugU/edit#In Answer’s case, throwing a business card on the ground lets him move to them or launch a clone. He also leaves scrolls: 214 and any button set two scrolls somewhere on the screen, which give Answer a lot of utility. When he gets close enough, he’ll cling to them, and then he can do a counter attack, teleport to them with sliding attacks, do a downward kick, jump forward, do a charging move, or another counter. Here’s the compiled Answer move list by Pssych.
docs.google.com/spreadsheets/d/1NSzoOE8jRfnpx0EXgB_mylZR0oxU0l3ZFhytfFq9fsw/edit#gid=0This image shows where the scrolls get positioned:
Here are the official patch notes translated by the community. KEEP IN MIND: these changes aren’t final. They are subject to change.
SYSTEM CHANGES
Roman Cancels
Time until Purple Roman Cancel comes out has been decreased.
Input buffer during RC has been enlarged.
Ground and Air Blitz Shield
Ground and Air Blitz Shield is now possible to cancel into from normals.
Charged Blitz Attack
In case of charged blitz attack being canceled into, forced proration will be applied.
The first usage in a combo functions like normal. Afterwards, the wallstick property is removed, and replaced with a normal blowback effect which has decreased untech time.
Danger Time
At start of Danger Time, both players gain an amount of tension.
Misc.
Various visual effects have been modified, such as alternate camera angles on attacks hitting.
SOL BADGUY
5K startup slower.
6H does not knockdown on normal grounded hit. Normal hit effect.
Wild Throw does not come out if a 7/8/9 input is included in the command.
Gun Flame Feint is now affected by dash momentum.
Dragon Install Gun Flame is now affected by dash momentum.
Dragon Install Ground Viper: the flames caused by Sol’s travel will always knock the opponent toward Sol.
KY KISKE
6HS changed to a new move.
If 5D is YRC’d before the hitbox manifests, the attack will still appear as a mid projectile.
The Stun Edge projectile no longer fluctuates in size as it travels.
MAY
6P retains upper body invincibility while charging.
May recovers airborne after Overhead Kiss.
Window for canceling Dolphin Ride into normal has been increased.
MILLIA RAGE
jH changed to a new move.
Input reception buffer on roll follow-ups increased.
Digitalis startup faster, untech time increased.
pin motion and untech time changed.
H pin added, motion is j214H.
Bad Moon gains additional properties when done above a certain height.
Secret garden hitbox appears later.
Chroming Roses disappear on hit.
ZATO=1
jD CH made to only wall-stick at stage corner, CH untech time shortened.
Invite Hell proximity guard range reduced.
Shadow Gallery first hit knocks back lower, second hit wall bounces.
Shadow Gallery creates a puddle on startup.
Break the Law creates a puddle.
Shadow Puddle (summon > HS) creates a puddle.
Great White is now possible without Eddie having to be summoned, knockback direction changed.
POTEMKIN
Crouching animation changed, hitbox lowered.
Crouching guard animation changed, hitbox lowered.
Air throw untech time increased.
Heat Knuckle attack priority increased, knocks back higher.
FDB (flick) can now be held down and released as a charge version. For the charged version, releasing the button will create a hitbox that reflects both projectiles AND attacks.
Trishula input has been changed to 214K.
CHIPP ZANUFF
Wall cling cancel from special move occurs automatically if button is held after the special move input.
Opponent flies farther after Shinkirou CH.
Shinkirou now receives dash momentum.
Ground alpha now receives dash momentum.
Alpha plus ch effect changed to ground tumble.
Shuriken damage increased NINEFOLD (ed. note — this means it went from doing 1 damage to 9)
FAUST
Hitting enemy projectiles with the bat reflects them, not as themselves but as a unique projectile (Faust turns the enemy projectile into a baseball).
Some of Faust’s items now have jackpot effects. (ed. note — they have a chance to turn into a much better item.)
AXL LOW
5P and 5H have bigger cancel windows.
Aerial version of 6K and 2S.
If Sparrowhawk Stance attack is blocked, can’t cancel into another.
Major changes to Sparrowhawk’s startup, hitboxes, and hurtboxes.
If Axl doesn’t attack for a while in stance, Sparrowhawk becomes unblockable.
VENOM
Stinger Aim will backspin balls if 2 is held after the command. Otherwise, it will topspin.
Carcass Raid will backspin balls if 4 is held after the command. Otherwise, it will topspin.
Red Hail faster, arc changed.
2HS is completely new.
SLAYER
Changed the timing of when 2S’s hitbox changes. Hitbox improved during active frames.
The next special move performed for a certain time after landing command grab will always be a counter hit.
I-NO
Angled hoverdash (3 during hoverdash) moves on a different angle.
fS can be YRC’d and the hitbox of the chord will still manifest.
6H(2) has a vacuum effect on air hit.
5D can be YRC’d and the hitbox of the sound will still manifest. This projectile will not be an overhead.
jH is no longer CH state recovery.
Sterilization Method no longer has a throw hitbox behind Ino.
BEDMAN
Forward dash counter window shortened, overall duration also shortened. Speed increased.
Hurtbox during the later frames of backdash increased.
Crouching guard hurtbox size decreased.
2H and 3H now cause a normal hit effect on ground normal hit (no more float. 1H is not mentioned.)
6H replaced with a new move.
jP hurtbox increased.
Follow up is possible after RCing air grab.
Deja Vu can be activated in the air.
RAMLETHAL VALENTINE
Martelli – New move. Command is 236S while S sword is equipped.
Forpelli – New move. Command is 236H while H sword is equipped. Can be done as a followup to Martelli.
SIN KISKE
Decreased backdash invulnerability.
No jump cancel on 6P but increased untech time.
You can regain more calorie gauge from eating by mashing HS.
Leap can now be canceled into specials while rising.
ELPHELT VALENTINE
Defense modifier slightly increased (she takes more damage).
5H can be special canceled even during its followups.
5H follow ups have had their attack level lowered, no knockdown.
jS hitbox reduced.
jH hitbox increased.
Shotgun H (uncharged) causes more pushback.
Rifle must be charged longer to become unblockable.
LEO WHITEFANG
6P upper body invulerability has been removed.
6P now has mid armor (unclear if this is super armor in the style of Potemkin’s Hammerfall, or guard point).
All gatling routes to 6P save from 5P and 2P removed.
Blowback effect on hit greatly increased.
Increased hurtbox on 5HS.
JOHNNY
Mist Finer during Baccus Sigh does some guaranteed damage even if FD’d (previously was all chip damage), also no pushback if blocked.
Zweihander’s attack level has been reduced.
JACK-O’
Level 1/2 servants can be killed in one hit.
Explosion cooldown reduced.
Servants are invincible during explosion countdown.
JAM KURADOBERI
Parry can now cancel into P follow up immediately.
Not inputting 6 before the input will make it come out at the normal timing.
Hyapposhinshou blowback effect stronger.
Renhoukyaku (puffball Overdrive) has increased throw invulnerability.
RAVEN
6P is no longer jump cancelable.
236HS now has a different number of hits based on excitement.
236S has a different startup based on excitement level.
KUM HAEHYUN
623K4 now has a more lenient input time; you can now slightly delay the 4 input and still get that version.
More blowback on 236K4 hit.
DIZZY
Hurtboxes on various normals have been decreased in size.
j.P and j.K now gatling into j.D.
2S now floats on ground counterhit.
2S sends opponents at a different angle on air hit.
Bubbles will now bounce off the boundaries of the stage.
236S and 236H will not go off screen.
421S and 421H have changed hitstop.
421S and 421H have a larger hitbox.
421S now rises faster after startup.
421H has a higher attack level for the second spear.
Air S and H fish hitboxes come out faster.
D fish will now also track the opponent vertically when performing the follow-up attack.
Bugfix where Burst Imperial Ray did not always properly give burst meter.
Remember to treat this akin to a “PTR”–a Public Test Realm, like Blizzard does for its games–that allows the company to gather feedback and see how the changes go. It’s very likely that there will be a second one… and often, some of the changes get reverted to their original state.
--------------------------------------------------------------------------------------------------------------------------------------
Second Location Test Guilty Gear Xrd REV 2 Translated Changes
Arc System Works has released a document that displays all of the new changes for the cast. There’s a lot of exciting changes for most characters, and even some of the more subtle modifications seem to open up new combo or pressure possibilities. There’s also a big system change for the Roman Cancel ability.
SYSTEM CHANGES:
Characters that have regular dashes will now automatically dash after a certain time when the stick is held forward in Stylish mode.
Some characters have changed animations on certain actions.
Roman Cancel startup is counter hit state.
Input buffer during the RC flash increased.
For YRC and PRC, tension for RC is consumed at the moment of the flash instead of before.
YRC and PRC are counter hit state during startup.
Certain moves now feature alternate camera angles and other improved visual effects.
NOTE: the changes mentioned in the first location test with canceling normals into Blitz and the further changes to Blitz charge attacks have been rolled back.
AXL-LOW
6H can be blocked in the air.
5P and 5H have increased cancel windows.
2H counter hit window shortened, cancel window slightly shortened.
Raiei command changed to 623K.
j6K added.
j2S added.
Raieisageki command changed to 623K.
Rashousen no longer comes out if an up input is included in the command.
Haitaka command changed to 214H, can no longer be canceled with H after hitting, large changes to startup/hitbox/hurtbox (still has charge for unblockable and automatic cancel on block).
Kairagi Yakou (the two-hit green chain overdrive) second hit connects on airborne opponents and effects on hit changed.
BEDMAN
Defense decreased.
Forward dash total duration and counter duration decreased.
Backstep hurtbox increased in later frames.
Input buffer increased for buttons after 8 way dash.
Lower hurtbox on crouch and crouch guard.
New gatling route 5K 6H.
2K to 5H and 2K to 6H gatling routes removed.
cS to 6H gatling removed.
6H replaced with a new move.
2H/3H no longer launch on ground normal hit.
jP hurtbox increased.
Can combo after airgrab RC.
Dejavu can now be done in the air.
CHIPP ZANUFF
Special moves that take Chipp airborne and can be canceled into wall cling will now automatically cling to the wall if the button is held.
Larger upper area hitbox/hurtbox on air alpha blade.
Alpha Plus now tumbles on counter hit.
The point where gamma blade can be YRC’d and still get the projectile is sooner.
Shuriken is now a projectile.
Shuriken damage increased.
Shinkirou blows the opponent back more on counter.
DIZZY
Smaller hurtbox on various normals.
fS JC added.
4S attack level increased.
jP/jK to jD gatling route added.
2S floats on ground CH, changed effect on air hit.
Ice and fire pillars will appear in the corner if done closer to the corner than their normal range.
Ice and fire needles have altered hitstop, and larger hitboxes.
Ice needle first hit rises faster. Second hit attack level increased.
P/K fish hitboxes increased.
D fish will track on the y axis if triggered as well as the x axis. Increased hitbox and greater effect on hit.
Ice and fire wheels have less hurtbox and don’t go away on hit.
Bubbles will bounce off the corner. Created slightly in front of Dizzy compared to before.
Burst Imperial Ray no longer fails to recover the burst gauge on hit in certain situations.
Gamma Ray blowback changed.
ELPHELT VALENTINE
Defense decreased.
No longer projects phantom hurtbox before active frames of 6P, increased stagger on 6P.
jS initial proration removed, hitbox shrunk.
jH hitbox increased.
jD can be YRC’d before active frames and a mid-hitting projectile will be generated.
Rifle takes longer to become unblockable.
Rifle crosshairs can be moved during RC flash.
Shotgun H pushback increased slightly.
Roll into shotgun stance added, command is 236K.
Judge Better Half command changed to 236236K.
FAUST
Larger standing hurtbox.
Hack N’ Slash is harder to whiff.
Bomb’s active frames shortened.
New items added to the item toss.
YRC window for bomb bag to still get the projectile widened.
Increased vertical hitbox on Scalpel Overdrive (Stimulating Fists of Annihilation).
I-NO
The 663 hoverdash now has a different angle.
6P cancel window increased.
6S added.
6H no longer counter recovery; vacuums on the second hit if the opponent is hit in the air.
5D launches a mid-hitting projectile if YRC’d just before it becomes active.
jH no longer counter recovery.
P dive can cancel into more special moves after making contact.
Sterilization Method no longer has a throw hitbox behind I-no.
The ground version of Sterilization Method now combos when opponent is in hitstun, pushes opponent more while rising, and has slower startup.
JACK-O’
Servant spawn timer resets whenever Jack-O’ takes damage.
Level 1/2 servants will die in one hit.
Ghosts continue to gain exp while held.
Self-destruct cooldown shortened.
Servants become invulnerable while self-destruct is active.
Self-destruct chip damage increased.
Servants and ghosts in the area of Aegis Field no longer take damage (seems to mean they can still be hit).
JAM KURADOBERI
Crouching reeling hurtbox increased.
5K reverse beat to 5P added.
6K damage reduced, gatling route to 5H removed.
cS 6K gatling route added.
2D hitbox improved.
Ryujin blowback on hit equalized from all directions.
Max Ryujin blowback increased.
Max ground Gekirin hit effect changed.
Kenroukaku hitbox improved, longer untech time.
Followup max Kenroukaku regains airdash options on hit.
Input buffer on Bakushuu followups increased.
Hyapposhinshou increases risc less on guard, longer untech time and blowback, chains directly into Senrishinshou with H.
Hochifu input buffer to Zekkei increased (previous buff with regard to parry P startup removed).
Renhoukyaku throw invulerability increased.
Baosaishinshou launch no longer affected by hitstun decay, larger clean hit window, greater frame advantage on clean hit.
JOHNNY
5K hurtbox increased and recovery increased.
2H can be air blocked.
Mist finer affected by Bacchus Sigh will now do a fixed amount of damage even on FD (previously it did none).
Mist finer affected by Bacchus Sigh has no pushback.
Can Mist Finer stance dash in the air now.
Zweihander attack level decreased.
KY KISKE
fS 6H gatling removed.
6H replaced with a new move.
5D produces a mid-hitting projectile if YRC’d just before it becomes active.
Stun Edge has a consistent size while traveling (previously it fluctuated in height slightly as it traveled).
Charged Stun Edge and Sacred Edge also have the above changed.
Stun Edge hurtbox slightly increased near the foot.
KUM HAEHYUN
Backdash hurtbox shrunk.
Air hitstun hurtbox shrunk.
Gatling timing from 2P and 2K to all attacks other than 2P->2P/2P->2S/2K-.>2H made faster than before.
jK/j2K hitboxes improved.
Shiinken (hold) better hitbox on the inner part.
Shiinken back (the red kick) has a slightly more lenient window on how fast 4 must be held after the command is inputted.
Hayabusa back (the overhead) launches farther on hit.
LEO WHITEFANG
6P no longer has upper body invul, but instead has high armor (open to lows). All gatling routes from 6P removed. 6P blowback on air hit greatly increased.
2K 6P gatling route added.
cS 6P removed.
Guard point (fS~P, 5H~P) now takes chip damage.
5H hurtbox increased.
2H faster startup.
Duwah doesn’t disappear if Leo is hit.
MAY
Standing and crouching reeling hurtboxes enlarged.
6P keeps upper body invul if held.
6H blind spot right in front of May removed.
5P/2P to 2K gatling now works even if you use 3K (which would give you slide now).
jD has normal stun modifier.
May recovers in midair after landing Overhead Kiss.
Applause goes off after flash if you let go of the button during flash.
Instant cancel on the ridden hoop dolphin is now easier.
Beach ball now gains improved hit properties the moment May steps on it instead of after she bounces.
Ensenga hit effect changed, gained wall bounce in corner.
IK blind spot right in front of May removed.
MILLIA RAGE
Crouching hitbox enlarged while reeling.
6P changed to 1 hit.
5D no longer creates roses during chroming rose.
jH has been replaced with a new move.
Bad Moon gains changed properties when done from above a certain height.
Input buffer increased on roll followups.
Digitalis startup decreased, untech time increased.
S pin untech time and float increased.
H pin added. The command is j214H. (Shares the same pin as S pin)
Secret Garden first strike becomes active slightly slower.
Chroming Roses disappear when Millia is hit.
POTEMKIN
Crouching hurtbox lowered, animation changed.
Crouching guard hurtbox lowered, animation changed.
6H point blank blind spot removed.
Air throw untech time increased.
Heat knuckle improved hitbox, blows opponent higher.
Hammerfall moves faster and can be canceled into break later.
Hammerfall break no longer activates proxy guard, break is no longer CH during startup/recovery.
FDB can be held by holding the S button. In this case the projectile reflect and hitbox become active on releasing the button.
Trishula command changed to 214K.
ICPM does more damage on OTG.
RAMLETHAL VALENTINE
jP/jK can be canceled into air sword retrieval.
jS reverse beats into jP/jK added.
New string 2PPP added.
5P4K string removed.
Martelli: new move, done with 214S with sword equipped. Can be done in the air.
Fortelli: new move, done with 214H with sword equipped. Can be done in the air. Can be chained after Martelli hits.
RAVEN
Excitement slowly decreases after a period of time.
6P JC removed.
Scratch startup changes based on excitement.
Scratch gives excitement on hit.
Orb number of hits changes based on excitement.
Kokosare gains more excitement on taking a hit.
Kokosare no longer absorbs unblockable attacks.
Kokosare PRC window shortened.
Both command grabs give excitement on hit.
Verzweifelt gives excitement on hit.
Getreuer decreases excitement on hit. Unclear if it reduces by a certain amount or if it wipes it entirely.
SIN KISKE
Reduced invulnerability frames on backdash.
6P JC removed, but untech time increased.
jK longer cancel window, lessened untech time, changed properties on air hit. No longer wall bounces (possible typo of wall splat in the patch notes; jK does not currently wall bounce).
Increased hurtbox on jH.
jD has a better hitbox near Sin, longer untech time, changed air hit properties.
Ground Beak driver iHtbox shrunk.
I’m Sure I’ll hit Something increases in damage and advances more over time, consumes calories. Forces stand on hit and combos more easily.
Leap can be canceled into special moves directly after leaving the ground.
Still Growing can be repeated if the H button is tapped rapidly while eating.
Air Beak Driver recovers in midair. Decreased untech time but now corner bounces. Changed air hit effects, increased damage on second hit.
SLAYER
The point where the hitbox of 2S changes has been modified. Hitbox improved.
Bite gives Slayer a buff where the next special move done within a certain period will become a forced counter hit.
Bite stun decreased.
SOL BADGUY
5K startup increased.
6H has a new animation.
Gunflame feint and DI Gunflame feint are now affected by dash momentum.
Air Bandit Revolver is now 2 hits. Attack level increased. Hit effect changed.
Wild Throw will no longer come out if the command for it contains an upward input (ex: 62369K).
The flames produced by DI Grand Viper will always knock the opponent toward Sol.
VENOM
Air hitstun hurtbox increased.
6H pushing hitbox at close range increased (opponent gets pushed out more during the startup).
2H replaced with a new move.
2D hitbox improved.
Stinger Aim gains backspin if a downward input is done after the command. Otherwise it is topspin.
Carcass Raid gains backspin if a backwards input is done after the command. Otherwise it is backspin.
Red Hail startup decreased. Ball arcs changed.
ZATO-1
jD wall bounces on counter hit and now has initial proration.
Eddie retrieval increased recovery.
Eddie Mawaru and Nobiru increased hurtboxes.
Eddie BTL creates a shadow puddle.
Invite Hell proxy guard box decreased in size. Recovery increased.
Shadow puddle hurtbox size increased.
Great White effect on hit changed.
Great White can be summoned even while Eddie is not summoned.
Source: shoryuken