As the second location test for the upcoming Guilty Gear Xrd REV 2 is coming up this weekend–February 11th and 12th–in Japanese arcades, 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.
Note that the following translation notes do include the changes from the previous location test, which are assumed to be in effect. Refer to our post on the first REV 2 patch notes post for comparison.
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.
Thanks to BjornSonOfBear for providing the translation.




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