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Old 27th August 2006, 09:29 PM   #1
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Guilty Gear: Accent Core Thread (news, loketest info, vids)

New thread for Accent Core info, other thread was getting way too big and was mostly concerned with Slash anyway.



Info is taken from http://www.dustloop.com/forums/showthread.php?t=1622 and this log

The game is apparently STILL on Naomi.

Character select screen changed. All the characters are on the bottom of the screen, with the currently selected characters' portraits on top (similar to Street Fighter 2). No new characters yet. No random select yet, but when the character select timer runs out, a character will be randomly selected. New illustrations for each character (they say something about Potemkin and Sol having different ones, so the final version should have all new ones) and new colors.

Voices have all been re-recorded. Bridget, Venom and Baiken all have new voice actors. Bridget's new voice now sounds like a proper girl and Jam/Axl both sound more annoying.

Frames have changed (lifebars, designs for fight intro, etc). Beat counter is now yellow instead of blue (not 100% on this).

BGMs may change (they aren't specific about this, the music may have changed in the middle of the loketest). Dizzy's BGM was the X version during the loketest.

Effects have been changed. Now when a super is performed, there is an extra effect around the character before the super executes. Hit flashes are now closer to the X versions, supposedly they look really cool. Dust background has been changed from red to blue, described as looking like a starlit sky.

New hit effect, described as "sliding". The opponent will slide along the ground when this effect occurs, supposedly they will be knocked into the air if attacked while in this state.

Game feels faster, apparently. Tension gain also seems faster. Supposedly Tension maxes out at 200% now (probably fake)?

Stages have changed. Jam's stage is now like her Isuka stage. Mayship stage now apparently has the ship landed on the water (rumor). Other stages:

Sol/Ky: looks like indoor version of Justice's stage.
Millia/Axl: looks like Italy stage for Andy of FF?
Chipp/Bridget: looks like Dizzy's stage.
Potemkin/Robo-Ky: stage outside of a factory.
Eddie/Venom: lava-looking stage.
Anji/Baiken: looks like fireworks at night.
Testament/Dizzy: nighttime stage with water on the ground (possibly a river).
Faust/Zappa: pink stage with destroyed buildings in the background.
Slayer: white stage.
I-no: feels like a light purple morning glow on the stage.
A.B.A.: gold stage.
Order-Sol: raining on this stage.

New system stuff:

Force Break: By using 25% Tension (same amount as FRC), you can perform a special move akin to EX moves of 3rd Strike. Apparently this has no effect on Tension gain afterwards (weird because usually anything that uses Tension ie supers and cancels carries a Tension gain penalty for a certain period of time afterwards). Produces an effect similar to a super when executed. Something about certain moves possibly being worse when this is used (Johnny's Jackhound seems to be mentioned)?

Slash Back: Pressing back+Slash+HSlash right before your enemy attacks will perform a special guard. This uses Tension whether you successfully do it or not, about as much as using Faultless Defense in the air (the blog writer compares this to 3rd Strike's parry). If it succeeds, guard stun is greatly reduced (amount is unknown). Apparently if you fail, you cannot guard for a certain period of time and you are in counterhit state (possibly the CH was an accident when this was tested). May be possible to do in rapid succession (against multiple hits I guess). You cannot option-select this with throws.

Throw breaks: By pressing away from your opponent + HSlash at the time of a throw, you can escape it (also works versus airthrows). It gets confusing from here, but apparently when someone attempts to escape a throw, they flash white while being held and then if something else occurs, either they escape the throw or they don't (very unclear what is being said here). If they successfully escape, they break apart by a short distance. The blog confirms that you can escape command grabs with this.

Tension gauge has different colors now, blue between 0 and 49%, turns green at 50%, then red at 75% and finally gold at 100%. The blogger specifically complains about this needing to be changed since you cannot distinguish when you have 25% for FRCs or Force Breaks.

That's all for system changes, character stuff comes in the next couple of posts.
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Old 27th August 2006, 09:50 PM   #2
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Is the Force Break a specific move, or do you literally mean that regular specials get buffed like in 3S? FB VV FTW.

EDIT: Helping out my boy.
Loketest vids from youtube:

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Old 27th August 2006, 09:56 PM   #3
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Quote:
Originally Posted by Hit Parade
Is the Force Break a specific move, or do you literally mean that regular specials get buffed like in 3S? FB VV FTW.
FB is on specific moves only. More details when I get to the character stuff, very tired right now. Thanks for posting the vids.
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Old 27th August 2006, 10:04 PM   #4
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Unlike Capcom's 4th Revision of SF2, Sammy added new gameplay features in their 4th Revision.

And I also wonder if the announcer actually say the names of the winning characters this time? If I remember in the last three GGX2 games, the sound test had the announcer announcing the names of all the characters. But in the game, he just says, "You Win".
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Old 27th August 2006, 10:09 PM   #5
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I wonder how command grabs breaks will affect Sol and his Wild Throw?
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Old 27th August 2006, 10:18 PM   #6
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Vic, Isuka announcer called out the characters' names when they won, I suppose to avoid confusion.

I maintain that unless the throw invincibility window after leaving blockstun/hitstun is fixed or removed, the throw game is effectively ruined by the inclusion of throw breaks. But like I said above, the system described was rather complicated and I'm not good enough at Japanese to decipher WTF they were trying to say. Considering how Slash Back works, Arc is trying REALLY HARD to ensure that none of these new systems end up overwhelming the game.
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Old 27th August 2006, 10:43 PM   #7
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Quote:
Originally Posted by TITANIUM BEAST!!!
Vic, Isuka announcer called out the characters' names when they won, I suppose to avoid confusion.
the main problem was that the names were in different voices

it was rather silly sounding and most noticable with extras/new characters like Robo-Ky or the Zakos
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Old 28th August 2006, 03:55 AM   #8
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This all sounds great. Is there no pics of the stages yet? Or did you just get that info from a blog? Also, the "sliding" effect sounds pretty interesting. Can't wait to see more clearer videos. :D
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Old 28th August 2006, 08:22 AM   #9
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Quote:
Originally Posted by TITANIUM BEAST!!!
Bridget's new voice now sounds like a proper girl
I'd be happy if I didn't knew the truth. But instead, I cry because I do know... ;_;
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Old 28th August 2006, 09:45 AM   #10
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So far, these system changes sound like a NG -> 2I thing to me. I hope for the GG fans' sake that the game doesn't turn into 2I/3S, which would be horrible.

*And breaking command throws are gay. I seriously hope that doesn't come through, even though I have virtually no chance in hell of playing this. I still haven't played Slash, and technically I haven't really played #R either. :(

Beast:

I believe you mentioned that you don't know any other [2D] game where you can break command grabs in the other GG thread, but you can break (or tech-hit) nearly all command throws in the Marvel games. I think the exception might be Zangief's ground SPD in the VS. games, and that's it.

EDIT:

*Actually, breaking throws are gay, period. That is, if you can break throws while taking 0 damage, like in SF3 or CvS series. If you still take some damage during throw break, that's fine.
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Old 28th August 2006, 10:26 AM   #11
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Alright, time to start posting character changes.

SOL:

Force Break: Fafnir (can be followed up with Tyrant Rave). Very fast and practically no recovery, making it very strong and kind of cheap. Uses 25% Tension, so it’s acceptable, I guess. Tyrant Rave addition is pointless.

No new moves.

New colors:
HSlash: Green.

Changed specials:
Volcanic Viper: Possibly recovery is slightly better? Probably just the blogger's imagination.
Bandit Bringer: No longer floor bounces on hit, instead gives sliding state.
Grand Viper: Clean hit property added. Now after sliding on the ground, instead of leaping up into a VV, he does an uppercut like the first hit of Tyrant Rave, except with his sword hand.
Sidewinder: Conditions for clean hit have changed. Damage increases when you get a clean hit.
Fafnir: Supposedly only available as a Force Break move now?
Riot Stamp: Clean hit property added. Requirements for a clean hit are being just a little higher than...something (wtf?).

Changed normals:
Dust loop still gone.

Rumors/fake info:
Volcanic Viper FRC (blogger literally says he will die if this is true).
f+Punch supposedly slower. Stand Kick to f+Punch no longer connects (they do this every time and always change it back, damnit).

KY:

Force Break: Lightning Sphere (QCB+Dust after Stun Edge Charge Attack). Looks like Ray Divider. Fast move, but it wouldn't combo from close Slash and doesn't give much advantage.

Force Break: Charge Drive (b,f+Dust after Lightning Sphere). Looks like his IK, Rising Force. Uses another 25% Tension, so you need 50% Tension to do this.

New move: Lightning Javelin (QCF+HSlash after HSlash Vapor Thrust). Looks like Sol's Sidewinder. Causes them to wall bounce on hit and come back. If conditions are correct (height, number of hits, screen position), it is possible to follow up without using any meter. Also possible to follow up by RCing. You cannot delay input this like you can with Sol's VV -> Knockdown. FRCable after it recovers?

Changed specials:
Slash Stun Edge: Attack level reduced from 5 to 3 (for non-GG players, this means the move inflicts a lot less hitstun and blockstun). Recovery is the same, but even with a counterhit, following up is difficult.
Stun Edge Charge Attack: Disappears after travelling full screen. Attack level possibly reduced. FRC point may have been changed/made later (says it is hard to combo)?
Air Stun Edge (both versions): Faster now, but much more recovery.
HSlash Vapor Thrust: Untechable time decreased.
Greed Sever: Causes floor bounce now, untechable time decreased. Even if you manage to connect something after it, 1 loop is the limit.
Stun Dipper: Startup and traveling speed are slower, also travels less distance. More difficult to combo.

Changed normals:
f+Kick: You can no longer link close Slash after this (maybe because attack level of f+Kick was reduced). f+Kick loops are gone.
Crouch HSlash: One hit now, pops straight up on counterhit. You can no longer do crouch HSlash(counter)-whiff crouch Dust, then juggle with close Slash-crouch HSlash (the meaning is unclear here, Marlin seems to think that the reports say that crouch HSlash will no longer chain to crouch Dust and that close Slash will not chain to crouch HSlash. He's Japanese and I'm not, so maybe he's seeing something that I don't). Possibly more priority, but more recovery?
f+HSlash: New animation (looks like his back attack from Isuka). Has twice the range of his stand HSlash. Lower-body invincible. Staggers on ground hit and wall bounces on air hit (you can connect close Slash from here). Faster than his old f+HSlash and still gives advantage when blocked (not as much as before). Jump cancellable and can be cancelled into special moves, but you cannot chain into it from any normal.

GodDAMN that took forever. FOOD BREAK.
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Old 28th August 2006, 11:08 AM   #12
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Wow! The changes on sol and ky sound niiice. I like how they changed Ky's moves and normals around a bit. <3
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Old 28th August 2006, 03:17 PM   #13
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Motion to rename this thread "Next Guilty Gear is . . . another #R revision?!?!".
Also I like the idea of FBs because I am a huge faggot for Vampire.
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Old 28th August 2006, 03:55 PM   #14
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I don't really care for this game but I was reading the post and I can totally appreciate new voices. I remember how much more FRESH it felt when street fighter changed some voices. For the better? Maybe not. But I was only a kid, not some uppity anime faggot.
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Old 28th August 2006, 03:59 PM   #15
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Also, are the PS2 versions of these games still missing frames?
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Old 28th August 2006, 04:32 PM   #16
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*reading Sol's changes*

Hmm, good, good...Oooh, Fafnir got buffed. Hey, wonder how long the recovery will be for a whiffed Grand Viper now that Sol doesn't DP finish?

*continues to scan*

Good, good, excellent...
Quote:
HSlash color is green.
GAY.

Other than that, Sol's seems to be in good order.

EDIT: Ky's GS causing floor bounce sounds gay, but I wonder if they did something about that fucking hitbox?

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Old 28th August 2006, 09:09 PM   #17
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Wholesale changes for Ky. Can't say I agree with them all, but I'm willing to try something new.
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Old 30th August 2006, 10:34 PM   #18
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Pretty pics from a magazine.

http://www.kobayan.jp/images/arcadia...ia0610-01l.jpg
http://www.kobayan.jp/images/arcadia...ia0610-02l.jpg
http://www.kobayan.jp/images/arcadia...ia0610-03s.jpg
http://www.kobayan.jp/images/arcadia...ia0610-04s.jpg
http://www.kobayan.jp/images/arcadia...ia0610-05s.jpg
http://www.kobayan.jp/images/arcadia...ia0610-06s.jpg

Changes for more characters have been up. Don't feel like posting right now though.
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Old 31st August 2006, 01:48 PM   #19
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I'm not too proud to admit that despite my initial knee-jerk faggotry, this sounds now at least worth a naughty piracy-fuelled investigation.
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Old 31st August 2006, 03:12 PM   #20
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*wanks @ all the Ky stuff... except nerfed Stun Dippah*

I want that Ray Divider to be as good as its GGX version (huge vertical range :3 ).


EDIT: :D~~~~~~~~~~ @ Ky's new 6H. And shit no, it doesn't look like his line attack from Isuka... it looks BETTER. And it seems it has A BIGGER HORIZONTAL RANGE :o
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