Guilty Gear Accent Core Plus R

vandalpir8

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Anyone else interested in this game? I know they were running a location test yesterday, but I missed out on that. I read the change list and it sounds pretty awesome. No offense to Blazblue, but I never saw it a fitting replacedment for Guilty Gear . . .
 

jeffkun34

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Anyone else interested in this game? I know they were running a location test yesterday, but I missed out on that. I read the change list and it sounds pretty awesome. No offense to Blazblue, but I never saw it a fitting replacedment for Guilty Gear . . .

I'm interested but I would rather they make a proper sequel than another revision.
 

vandalpir8

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I mean, by all means, I too would love to see an actually new Guilty Gear, but the fact that we haven't seen much of anything Guilty Gear in years, I'm glad at least we're getting a revision. I'm just hoping it's just to get some steam going so they can produce a proper sequel, finally. And no more of that Guilty Gear 2 style.
 

Tacitus

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I'm interested but I would rather they make a proper sequel than another revision.

Agreed 100%

I would've said stop after MC, but accent core was a great effort... It fixed a lot of broken stuff and the graphical touch ups were amazing.

Btw, Isuka is considered a 'proper' sequel... But garbage...
 

vandalpir8

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In my head I'm comparing it to how Capcom rereleased MvC2 to gauge interest and then do MvC3. AT LEAST Arc System isn't rereleasing a last gen game onto current gen, and they're adding some moves and fixes.
 

Tacitus

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In my head I'm comparing it to how Capcom rereleased MvC2 to gauge interest and then do MvC3. AT LEAST Arc System isn't rereleasing a last gen game onto current gen, and they're adding some moves and fixes.
How many times have they done that?


Too many......
Just do another game!
 

vandalpir8

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How many times have they done that?


Too many......
Just do another game!

I totally agree, another game would be what I'm most interested in, but I'm just looking at it as a comeback. I heard basically they weren't allowed to make Guilty Gear for a while due to a rights issue, that's why Blazblue came to be. Seeing that this is technically a "new" guilty gear title, that means there will be more to come soon.
 

Mugicha

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I'd like a true sequel also. I'd be happy with something like Street Fighter 3. Some Familiar characters, not the entire roster, all new backgrounds (worst part of guilty gear backgrounds, is that usually at least 2 characters share 1 BG) New Sprites, new animations, new outfits. Just wishful thinking though, I'm still a fan of the series even with all the revisions.
 

jeffkun34

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I hope Potemkin and Slayer get nerfed, Anji gets buffed, and they leave Venom as awesome as he is.
 

Tacitus

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I hope Potemkin and Slayer get nerfed, Anji gets buffed, and they leave Venom as awesome as he is.

Bah! Potemkin is one of my favs.. Venom is my best character.

They definitely need to tone down Slayer, goddamn beast... I-No needs to be a bit more "fair" (stop laughing). That end battle is insane and while I appreciate it due to SNK boss syndrome, it needs to be a bit more favorable to the player.
 

jeffkun34

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Bah! Potemkin is one of my favs.. Venom is my best character.

They definitely need to tone down Slayer, goddamn beast... I-No needs to be a bit more "fair" (stop laughing). That end battle is insane and while I appreciate it due to SNK boss syndrome, it needs to be a bit more favorable to the player.

Potemkin is crazy. The last 3 tournaments I ran of GGXXAC featured a top 8 that always consisted of only Potemkin, Slayer, and Testament players. The last rounds were always Potemkin mirror matches. It was so damn boring to watch. They NEED to nerf Potemkin.
 

Tacitus

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Potemkin is crazy. The last 3 tournaments I ran of GGXXAC featured a top 8 that always consisted of only Potemkin, Slayer, and Testament players. The last rounds were always Potemkin mirror matches. It was so damn boring to watch. They NEED to nerf Potemkin.

I'm pretty damn effective with Venom against Potemkin, I think it's because I use them both almost exclusively. I won't say I'm a god or anything, but I can win more matches than I lose against him.


If you keep him at range and drop the balls across the screen, the potential to keep him at range is much, much easier.

Venom is pretty damn effective up close if you know how to use him. Between that and playing keep away with his teleport.. he makes for a good matchup (despite what *some* players would tell you.)

He's my favorite gay billiard themed fighting game character.
 

Opethian

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needs more robo-ky and get rid of ABA already
 
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I'm super excited. I don't really want a sequel, heck I was content with them just re-releasing ^C for consoles. Plus they seem to have beefed up A.B.A. so I can't hate at all. I just really hope that I-No isn't as awful as she was in ^C, just bring her back to SLASH status and give people a reward for learning her execution.

I'm really hoping it gets people to play again. With all the changes, it's definitely going to give a fresh feel to the game for those who think it has gotten stale. Definitely a game I don't ever want to see die.
 

Tacitus

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The Venom zoning at the end is sick.

Hell yeah, that's what I was talking about.

I do have to say, long combos tend to be pretty worthless, though. While impressive looking, the damage scaling tends to make combos in competition little more than joystick masturbation.

Short 4-8 hit combos are where it's at if you hope to be an effective player.
 

trenog

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Guilty gear looking as guilty gear as ever. At least they haven't seemingly ruined the formula with this remake.
 

jeffkun34

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Guilty gear looking as guilty gear as ever. At least they haven't seemingly ruined the formula with this remake.

I would not even call this a remake. It is more like a port of GGXX:AC with a few balance tweaks made. It appears they also edited some of the backgrounds.
 
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There's like 54 pages worth of changes... More-or-less it's a completely different game.

Also I am seriously considering picking up i-no. Some of these vids I've been watching are the hotness.
 

Tacitus

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There's like 54 pages worth of changes... More-or-less it's a completely different game.

Also I am seriously considering picking up i-no. Some of these vids I've been watching are the hotness.

I-No is a game breaking twat.

;)
 

jeffkun34

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This is all I could find. There are a lot of changes, but a lot of it seems to be making moves cancel into specials, or sliding instead of knockdown for easier continuation of combos. That is pretty different, but I hope the damage scaling reflects the easier OTGs/wall bounce combos. I do like all the changes they made to Kliff and Justice to make them playable in tournaments. Looks like Venom got buffed to be a zoning fiend, Eddie got a nerf, and I-No actually got slight buffs. Of course we have no idea if some of these characters life totals changed yet. I would say Zappa got screwed with his dog but after seeing that video it appears he still kicks as much as as usual.

EDIT: I just found more changes from the 2nd loketest. I'm not posting them because it is a ton of shit. I guess there are more changes than I thought.

Overall changes:

- Health bar is now green when full, and changes and stays at orange when you take any damage.
- Combo counter now shows which hit was techable for black beat combos.
- Stun/stagger meter added below the joystick waggling icon, shows how much stun is left.
- Slashback has longer hitstop (was 2F) which makes it more realistic to SB multi-hit moves (eg. Dark Angel).
- Slashback failure penalty changed - instead of being unable to block for 30F, guard guage increases instead.
- Doing an IB in the air causes a "Guard Clean" (?)


A.B,A:

- Goku Moroha mode: damage up, damage penalty from hits landed reduced, longer duration, more powerful overall.
- 236D FB fireball in Moroha or Goku Moroha: more hits, travel distance increased.
- 5H now gatlings to 2H.
- 5H now vacuums in on second hit, has slower startup, cannot be comboed from far 5S.
- Moroha mode gauge moved to be above tension gauge.
- Now has 4 bloodpacks, up from 3.
- Can't do double Keygrab anymore.


Anji Mito:

- 6HS: FRC changed to be just before the move hits.
- FB On (623D): New FB, FRC possible right after the move hits, not possible to combo after (yet).
- 2H, 6H new gatling, combos on crouching hit only.
- 6H is now special cancellable.
- FB Butterfly (236D) travels farther.
- K Stomp (214K) causes a smaller ground bounce.
- Fuujin (236S/H) has shorter untechable time.
- 3S cancel is easier.
- Close 5S increases the guard gauge more.
- 3K no longer floats opponent.


Axl:

- P, 2P, 6K, 2S, 2HS, jump 6P, jump S: you now hold the button to get the 2nd hit of each move.
- Raieisageki (63214H): FRC removed.
- FB Kyokusageki added, 4 (charge) 6 D, has vacuum effect. Combos after 5H, but not after 2D.
- 5P-6K is now possible as a gatling.
- Axl Bomber no longer hits overhead.
- 623P counter on CH causes a different wall bounce.
- Rensengeki followup upwards (charge 4, 6S, then up) hitbox modified, can combo from CH trades.
- Close 5S looks different.


Baiken:

- Youshijin: new command is 623P, not possible as guard cancel anymore but only as a normal special move.
- Zakuro: Return of the "wheel counter" from GGX / EX mode, command is 214P while guarding. Seems very fast, but not possible to combo afterwards.
- Suzuran (run): now possible to do guard cancels during the last part of the animation. Recovery time seems longer.
- Tatami (236K): hits twice, knockdown on second hit. Wall bounce on first hit.
- Air Tatami (j.236K): Hits twice; if you hit with it below the opponent, 2nd hit whiffs and you can continue to combo. Knocks down in a down-forward direction unless wall is close, then it wallbounces.
- j.D FRC has changed.


Bridget:

- 6K: now possible to cancel on hit into yoyo or any special move.
- FB Roger Rush (236D): is now homing towards the enemy, causes wall stick.


Chipp Zanuff:

- FB Alpha Blade: New FB, command is D at the end of 236P (similar to Alpha Plus), causes wall stick.
- FB Beta Blade: New FB, command is 623D, does two uppercuts: first one does 1 hit, second one does 3 hits.
- FB Gamma Blade (41236D): new FB, holds opponent longer than normal Gamma Blade.


Dizzy:

- New FB version of Spear (421D), 3 homing blades.
- K fish and followup bites 3 times.
- Fish laser (214S) causes wall stick.
- Text above tension bar (BIT NG) indicates if it's not possible to summon fish.


Eddie:

- FB Exhaustion (236D): Possible to recover eddie gauge over the normal limit with this move, command changed to 214D. Adds another full Eddie gauge, ~46 frames total. Only recovers gauge if the shadow gauge is onscreen. Is cancellable.
- Executor (first hit) causes extra long knockdown state.
- Shadow gauge moved above tension bar.
- Shadow gauge seems to remain on screen, even when full, for some time. First level of bar is blue, second level (when charged with FB EXhaustion) is purple.
- FB Drill Special (22D) has longer recovery; cannot combo 5P after -D- + 22D unblockable.
- Nobiru (Shadow S) no longer hits sliding opponents, possible hitbox change.
- Damned Fang (623S command throw): Possible FRC removal or timing change.
- Shadow gauge refill is slower, both on unsummon and if shadow is hit.
- Unblockables still work as usual.
- 6P and Shadow Gallery nerfed (?)


Faust:

- FB door added, D after 214K.
- New thrown items: konbu (eatable, recovers HP) and dumbbell (high stun, causes knockdown).
- Coin item can now hit while bouncing on the ground.
- 5K CH doesn't knock the enemy away anymore.
- Pan item now hits 1 screen away.

I-No:

- FB Note (214D): New FB, FRC possible right after startup, sends 2 notes (one up, one across).
- Can now airdash twice.
- Horizontal Chemical Love causes wall bounce.
- less recovery on j.236HS


Jam:

- Can do the powered up versions of kick specials directly (using D) if you have the power up cards, no need to perform as followups anymore.
- FB Charge (22D): Now gives one card of each.
- 6H no longer wall sticks, causes knockdown instead.
- FB Puffball no longer wall sticks, causes knockdown instead. Possibly slower startup.


Johnny:

- Coin (214H): New move, coin is thrown upwards with same trajectory as ground throw.
--- Is not an overhead. Causes knockdown on air hit. Cannot be combo'd after throw. If performed after 2D, lands perfectly on them as they wake up.
- j.236236H: New overdrive, looks similar to EX Johnny's.
--- Can be blocked on reaction after super flash, and seems to be an overhead(?). More recovery than the EX version (?), but knocks down on hit, and can be followed up with an FRC'd mist to force block, even midscreen.
- Divine Transport (623S) now moves with an extremely vertical trajectory. The horizontal space covered is around 1 character width. No changes on Divine Blade itself.
- Mist (214P) is released quicker.
- Can double jump after a super jump (?)
- Mist Finer lvl 1 low now floats on hit, will combo into up-coin (presumably if you coin'd in advance). Cannot combo off of it even if you RC.


Justice:

- Is intended to be balanced / tourney legal.
- Is no longer able to ground dash, triple jump, or triple airdash.
- N.B. (missiles): command changed from 421 + button to 22 + button, added P, K and D version, possible to roman cancel each of them.
- Detonation of N.B.: command changed from P to whatever button you used to trigger the move.
- Strike Back Tail: command changed from 412K to 623K.
- Michael Blade (41236H): S version added, now possible airborne.
- Gamma ray: FRC added, timing is right after the first hit.
- Forcebreak 236D now causes wall bounce instead of wall stick.
- Valkyrie Arc (236P, counter stance) doesn't work on lows.


Kliff Undersn:

- Is intended to be balanced / tourney legal.
- Sword vault (214K): FRC now possible just before the move hits.
- Dodge (214P): has new FB D followup, instant stun, Kliff has long 'coughing' recovery animation.
- 5K: Now launches.
- 2H now ground bounces. Gatlings to 5H. Picks up on OTG hit.
- 6H can now be charged, does more damage. Special/super cancel removed.
- Reflex Roar (236236S) now causes wall stick instead of wall bounce.
- Dash changed to a hop. Travels a short distance but has some invincibility.
- 2S can be charged.
- Air Houkou Gaeshi (j.236D) has a big knockback effect.

Ky Kiske:

- New move 3HS: Same as the old 6H pre-AC.
- New move, S raging Javelin: New S followup after vapor thrust, causes wall stick.
- Lightning (222HS): FRC now possible just after the move hits.
- FB Greed Sever (214D): new FB, 28 frame startup, causes ground bounce.
- Lightning Sphere 214D followup after charged stun edge: command changed to 4D after CSE.
- Charge Drive (236D~214D~46D) now wall sticks.
- FB Lightning Orb (236D~D) sucks opponent down more when it hits an aerial opponent.


May:

- 41236D: New FB version of dolphin summon, appears behind opponent.
- Now possible to followup vertical and horizontal dolphin with Restive Rolling (623S and 623H).
- Dolphin level for 41236+ button appears above tension gauge.
- Overhead Kiss (63214K command grab): Startup: 5F -> ~30F, May now runs forward during startup, looks the same as running animation.


Millia Rage:

- New j.2H: return of the old jump H from pre-Slash. Is harder to combo into.
- j.236D: FRC point added ~8-9F after input.
- FB Secret Garden: New FB, command is 214D, ~76F total recovery.
- FB Longinus (214S~D): now causes wall stick instead of sliding.
- Harder to combo after throws.
- j.K-j.D no longer combos, possibly due to slower j.D.
- FB Disc (236D) has longer recovery, disc now disappears if Millia is hit during the move (previously only disappeared if she was hit within first 3F).
- j.D causes ground slide if they touch the ground (?), previously caused slide only on CH.
- Additional time added before you can retrieve Pin (j.214S/H).


Order Sol:

- Charge gauge: When using a move the gauge depletes slower.
- Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%.
- Lvl 2 Blockhead Buster (236P) now causes wall stick instead of stagger.
- Lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup.
- Air Lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos.
- Lvl 2 Rock It doesn't cause ground bounce, knocks down now.
- Lvl 1 and Lvl 3 specials are still the same.
- 2D apparently has shorter range.
- Can (still) dodge Slide Head with FD.


Potemkin:

- Slide Head: FRC added right after the earthquake comes out, possible to combo after.
- Slide head causes groundbounce instead of knockdown, enemy enters normal OTG state after, full combos no longer possible unless you FRC.
- Hammerfall (Charge 4,6 S(?)): FRC timing is later.
- FB Judge Gauntlet (63214D): P followup added, cancels the animation of judge gauntlet.
- 6H causes wall bounce.
- j.S causes knockdown on air CH, otherwise knocks down.
- Megafist (236P, 214P) causes knock down.


Robo-Ky:

- 623H: Now possible airborne, FRC possible just as the ground version.
- 2H missile: Now comes back down towards opponent after a while.
- 2S: Hits twice and launches when heat gauge is over 80%.
- Currently has a bug that crashes the game if you do 2H missile the moment he overheats.
- 5K 5P link still possible
- All 3 shots from 6P now knock down, so the move will have a guaranteed knockdown now.


Slayer:

- Undertow: FRC added right before hit and causes ground bounce.
- Bite: command changed from 63214H to 632146H.
- New move, HS Dandy step (214H), Is like S Dandy Step but goes farther (about 2/3 of screen).
- New move, FB Dandy step (214D).
- 5H causes sliding now instead of stagger, still possible to do 5H into Pile Bunker.
- 2H now causes stagger now instead of launch, still combos into BBU.
- 2S has faster startup.
- 2D has a little more recovery.


Sol Badguy:

- Fafnir (41236H): return of the old tensionless fafnir, possible to special cancel into. Combos from far S CH, 5H, and 2D. Does not have the old FRC timing.
- FB Fafnir (41236D): possible to special cancel into, combos from 2D, causes sliding on Clean Hit.
- Tyrant Rave (fafnir followup after H or D fafnir): command changed to 64D from 46D.
- FB Sidewinder (j.236D): New move, always has Clean Hit property. Seems to have a really good hitbox.
- Bandit Bringer: Clean hit property added.
- 214K (airborne) during Dragon Install: new move. Same animation as VV followup kick, has flames, hits overhead, causes groundbounce. Can be looped, has minimum height requirement.


Testament:

- Hitomi (tree): command changed to 623S, can be done with 236S(?)
- Zeinest (web): command changed to 623H, can be done with 236H(?)
- Ruft Warrant: New move, command is 22 P or K. Doesn't hit, is only a warp.
- New FB phantom soul: command is 236D, tracks opponent.
- EXE beast - Can be held to hit after it is summoned. Can summon one while the other is charging. Both have FRCs Can still be done instantly, does 2 hits total.
- 6K hitbox appears to be smaller.
- Bad Lands range decreased, untechable time is apparently shorter, Bad Lands can no longer be looped.


Venom:

- 5Sc now gatlings into 6H.
- FB stinger aim: no longer freezes balls in place, balls pushed with this move can now bounce several times on the floor and screen borders.
- FB carcass raid: same as above.
- 6P no longer gatlings into 6H.
- 6H has faster startup.


Zappa:

- j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos.
- Darkness Anthem (236S, Raoh mode): now possible airborne.
- Last Edguy (214S, Raoh mode): now possible airborne.
- Icons added above tension bar for each summon.
- 632146H gives one orb per hit, maximum 4 orbs . Possibly starts up quicker.
- Recovery on summon (236P) increased.
- Smaller chance to summon Dog. (?)
- When Dog gets hit in neutral state, he sleeps.
- Dog cannot be controlled immediately after coming out.
- Sword moves cause sword to stay hovering longer.
- Sword 2H has added sword recovery.
- Sword 623HS and 63214HS give 2 orbs on hit.
 
Last edited:
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I-No is a game breaking twat.

:(

I don't think she's game breaking at all. Especially in Accent Core. She's a character that requires top notch execution with mediocre payoff. I'm not saying she should be top tier or anything, I just want to see people use her and feel rewarded for having the execution to play her.

Quite honestly watching a good I-No is the hotness... Might have to watch some Koichi matches in a minute...

This is all I could find

I've seen that list before too somewhere, but I remember them saying that it was still incomplete (or maybe they were still translating). Also, I'm pretty sure that list was for the 1st loc test, because in the 2nd loc test A.B.A. has a max of 3 blood packs, and I'm pretty sure I saw some double keygrab hotness. Guess 4 bloodpacks is too busted when you beef up Moroha lol.
 

jeffkun34

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:(

I don't think she's game breaking at all. Especially in Accent Core. She's a character that requires top notch execution with mediocre payoff. I'm not saying she should be top tier or anything, I just want to see people use her and feel rewarded for having the execution to play her.

Quite honestly watching a good I-No is the hotness... Might have to watch some Koichi matches in a minute...



I've seen that list before too somewhere, but I remember them saying that it was still incomplete (or maybe they were still translating). Also, I'm pretty sure that list was for the 1st loc test, because in the 2nd loc test A.B.A. has a max of 3 blood packs, and I'm pretty sure I saw some double keygrab hotness. Guess 4 bloodpacks is too busted when you beef up Moroha lol.

Yeah, I edited my post. I found all the stuff from the 2nd loketest and it is a lot more changes.
 
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