<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[JCR Comic Arts]]></provider_name><provider_url><![CDATA[https://jcrcomicarts.wordpress.com]]></provider_url><author_name><![CDATA[JCR Comic Arts]]></author_name><author_url><![CDATA[https://jcrcomicarts.wordpress.com/author/jcrcomicarts/]]></author_url><title><![CDATA[Guilty Gear Xrd Rev 2 2.1 Patch&nbsp;Notes]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>So we have the patch notes for Guilty Gear Xrd Rev 2 Patch 2.1. All the characters are here so if you want to know what changes are coming to your character check it out.</p>
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<div><b>Sol Badguy:</b></div>
<div>Forward dash: acceleration increased, including the dragon install version.</div>
<div></div>
<div>6H: Force crouch on hit.</div>
<div>Knock back reduced.</div>
<div>Hurtbox on the forward lunge expanded forward.</div>
<div></div>
<div>Volcanic viper (DI version): screen shake increased on first hit.</div>
<div></div>
<div>Ground S volcanic viper: First part of 2nd hit&#8217;s hitbox size increased overall.</div>
<div>Untech time increased on 2nd hit.</div>
<div></div>
<div>Ground S volcanic viper (DI version): First part of 2nd hit&#8217;s hitbox size increased overall.</div>
<div></div>
<div>Air bandit revolver: added horizontal knock back.</div>
<div>2nd hit starts up earlier, more active frames, recovery is unchanged.</div>
<div>Does not do 2 hits on the later part if the move any longer.</div>
<div></div>
<div>Wild throw: RC buffer on hit increased, including DI version.</div>
<div></div>
<div>Grand viper: the time before Sol moves forward was reduced. Startup and active frames unchanged.</div>
<div>Added acceleration to the rushing part of the move.</div>
<div>Added forward acceleration on the falling part of the move in DI.</div>
<div></div>
<div>Fafnir (DI version): screen shake increased.</div>
<div></div>
<div>PBB: screen shake increased.</div>
<div>Added RC buffer on hit.</div>
<div></div>
<div><b>Ram:</b></div>
<div>f.S(sword): cancels into forpelli in stylish mode on auto combo</div>
<div></div>
<div>f.S(no sword):cancels into martelli in stylish mode on auto combo</div>
<div></div>
<div>2D: cancels into martelli in stylish mode on block auto combo</div>
<div></div>
<div>Ground/air throw: distance after throw reduced</div>
<div></div>
<div>Various sword sets: when ram or the swords are hit before the swing, the familiars respawn in the same position as before</div>
<div></div>
<div>PPK, KPK: increased attack level</div>
<div>Increased knock back on block</div>
<div></div>
<div>PK4K, KK4K, K4K: decreased upper hurtbox before the attack</div>
<div></div>
<div>Dauro: accepts buffer inputs.</div>
<div></div>
<div>Dauro(just frame):forced proration removed</div>
<div></div>
<div>Flama Carga: easier to carry dash momentum before the active frames</div>
<div>RC buffer on hit increased</div>
<div></div>
<div>Cassius: hitbox on the back right after startup larger</div>
<div></div>
<div>Martelli: can do this move when S sword is set. Slower startup than equipped version.</div>
<div>Knocks away on ground hit.</div>
<div>Untech time increased</div>
<div></div>
<div>Forpelli: <span style="font-family:'Helvetica Neue', Arial, sans, sans-serif;font-size:16px;">can do this move when H </span>sword is set. Slower startup than equipped version.</div>
<div></div>
<div>Explode:  RC buffer on hit increased</div>
<div><b> </b></div>
<div><b>Ky:</b></div>
<div>6H: 2nd hit changed to regular hitstun</div>
<div>Pushback on block increased on 2nd hit</div>
<div></div>
<div>j.D: moved the grinder set location lower, this affects the hitbox.</div>
<div>Lower hitbox smaller</div>
<div></div>
<div>Ground stun edge(seal version): hitstop increased</div>
<div></div>
<div>Greed sever: pushback on block decreased</div>
<div>Hitbox size decreased overall</div>
<div>Lower hurtbox increased</div>
<div>Ground bounce height lowered</div>
<div>Changed the timing where ky starts falling downwards and the fall speed. Air versions recovery is unchanged</div>
<div></div>
<div>Air vapor thrust: H version given horizontal knock back</div>
<div></div>
<div>Grinder: vetical hitbox when it strengthens a stunedge increased.</div>
<div></div>
<div><b>May:</b></div>
<div>2S: gatlings into 3K</div>
<div></div>
<div>3K: moves forward faster</div>
<div>Deceleration starts earlier, overall slower movement</div>
<div></div>
<div>j.D: counter hit untech time increased</div>
<div>Horizontal knock back on counter hit decreased</div>
<div></div>
<div>S vertical dolphin: hurtbox during the upwards movement decreased</div>
<div>Bounce back when the downward moving parts hits decreased</div>
<div>Downward part changed to regular hitstun</div>
<div></div>
<div>H vertical dolphin: <span style="font-family:'Helvetica Neue', Arial, sans, sans-serif;font-size:16px;">Bounce back when the downward moving parts hits decreased</span></div>
<div></div>
<div>Ensenga?: First hit on the rising portion is an overhead.</div>
<div>Startup on the first hit decreased. Active frames unchanged. In order to accommodate for this change, the 2nd hit startup earlier as well.</div>
<div>First hit lower hitbox increased.</div>
<div></div>
<div><b>Millia:</b></div>
<div>6P: gatling into 6H added.</div>
<div></div>
<div>Badmoon (above minimum height): hit count increases with height</div>
<div>Forward speed increased</div>
<div>Damage reduced</div>
<div>Hitstop reduced</div>
<div>Untech time reduced</div>
<div>Ground bounces on hit and knocks away</div>
<div>Regular hitstun on ground hit</div>
<div></div>
<div>Silent force: can pick up pin with roll and 2nd roll follow up</div>
<div></div>
<div>Emerald rain: forced proration added</div>
<div>Wall bounce decreased</div>
<div>Height, speed and knock back of projectiles changed</div>
<div></div>
<div>Chroming rose: badmoon(above minimum height), hitbox moved forward, startup increased in chroming rose</div>
<div>Turbofalls speed and startup are faster in chroming rose</div>
<div></div>
<div><b>Zato:</b></div>
<div>2K: gatlings into 5D</div>
<div></div>
<div>f.S: gatlings into 6H</div>
<div></div>
<div>6H: horizontal knock back on hit increased</div>
<div>Horizontal knock back on counter hit increased slightly</div>
<div></div>
<div>j.S: jump cancelable</div>
<div></div>
<div>Eddie unsummon: doesn&#8217;t take Eddie meter if you release P, K or S while unsummoning</div>
<div></div>
<div>Dead man&#8217;s hand: forward movement faster at the start, slower during active frames</div>
<div>Lower hurtbox on start and active decreased</div>
<div></div>
<div>Damned fang:  RC buffer on hit increased</div>
<div></div>
<div>Drunken Shade: horizontal knock back increased, vertical knock back reduced</div>
<div></div>
<div>Great white: hitbox influenced by time stop</div>
<div>consumes 50% Eddie gauge, if Eddie gauge remains after the move Eddie appears summoned.</div>
<div>Attacks 3 times, depending on the amount of Eddie gauge left.</div>
<div></div>
<div><b>Pot:</b></div>
<div>j.D: fuxed a bug where pot would not transition into landing.</div>
<div></div>
<div>Heat knuckle: startup decreased</div>
<div>Recovery in hit increased</div>
<div></div>
<div>Forward megafist: knocks downwards on air hit</div>
<div></div>
<div>Pot buster:  RC buffer on hit increased</div>
<div></div>
<div>ICPM: can combo after on RC</div>
<div></div>
<div>Heavenly potemkin buster:  RC buffer on hit increased</div>
<div>Startup decreased</div>
<div></div>
<div><b>Chipp:</b></div>
<div>Pre standing animation: hurtbox in the back decreased</div>
<div></div>
<div>Jump startup: hurtbox in the back decreased</div>
<div></div>
<div>j.S: lower hitbox increased</div>
<div></div>
<div>j.H: first hits vertical knock back decreased</div>
<div></div>
<div>Air alpha blade: turns to face the opponent if the early part hits</div>
<div></div>
<div>Ground beta blade: throw invul added</div>
<div></div>
<div>Genrouzan/wall cling genrouzan:  RC buffer on hit increased</div>
<div></div>
<div>Wall cling genyouzan:  RC buffer on hit increased</div>
<div></div>
<div>Wall cling alpha blade: hitstop increased</div>
<div>Horizontal knock back increased, vertical knock back decreased</div>
<div>Knocks opponent in the direction chipp is facing</div>
<div>Horizontal movement decreased</div>
<div></div>
<div>Zansei rouga: last hit horizontal knock back increased</div>
<div>Last hit can be RCed</div>
<div></div>
<div>Ryuuyanagi: minimum damage reduced</div>
<div></div>
<div><b>Raven:</b></div>
<div>Excitement: Does not decrease while Raven takes damage</div>
<div>Fixed a bug where his excitement would not decreased during charged blitz</div>
<div></div>
<div>Crouch: Hurtbox widened forward</div>
<div></div>
<div>j.D: Untech time on 2nd hit reduced</div>
<div></div>
<div>Air Grausam Impuls: If used while moving forward at high speed, trajectory changes, and hitbox is bigger than the regular version</div>
<div>Active frames reduced</div>
<div>Landing recovery added if raven lands during the move, no landing recovery if move is completed</div>
<div></div>
<div>Ground scharf kugel: Moves forward less, slowly rises</div>
<div>Startup increased</div>
<div>Active frames increased</div>
<div></div>
<div><b>Leo:</b></div>
<div>f.S~P: Can YRC when it guard points a move</div>
<div></div>
<div>5H~P: Can YRC when it guard points a move</div>
<div></div>
<div>6P: Hitstop on armor reduced, start up varies based on the timing it armored a move</div>
<div></div>
<div>j.D: Hits 3 times</div>
<div>Along with the above change, it&#8217;s performance is changed entirely</div>
<div>When cancelled after making contact with the opponent, Leo will turn to face the opponent</div>
<div></div>
<div>air throw: Leo falls slower</div>
<div></div>
<div>S fireball: YRC window increased</div>
<div></div>
<div>S flash kick: Horizontal movement increased on the rising portion</div>
<div>1st hit active frames reduced</div>
<div>2nd hit verical knock back increased, horizontal knock back decreased</div>
<div>2nd hit untech time increased</div>
<div></div>
<div>H flash kick: 1st hit active frames reduced</div>
<div>Vertical knock back on later active frames decreased</div>
<div></div>
<div>Back turn stance: Buffer on everything other than dashes increased</div>
<div></div>
<div>Raiden (weapon x): Cinematic animation switched to 4th or 5th hit</div>
<div><b> </b></div>
<div><b>Faust:</b></div>
<div>Going My Way: Pushbox while active removed</div>
<div>Removed landing recovery after all hits land</div>
<div>Hitbox and hurtbox altered</div>
<div>Untech time increased</div>
<div>Knock back properties changed: the first half knocks back very little, and as the move duration gets longer it knocks back further</div>
<div>Faust rises high up in the latter half of the move</div>
<div></div>
<div>Teleport (from above): Faust falls faster</div>
<div>Faust does not bounce off on hit</div>
<div>Faust has no pushbox after hitting until he lands</div>
<div>Hit type changed to ground bounce from regular hitstun</div>
<div>Ground bounce is the same on counter hit as it is on regular hit, but the untech time is increased</div>
<div>The speed at which Faust bounces back on block or whiff was altered</div>
<div></div>
<div>Pogo: Can cancel into followups earlier</div>
<div></div>
<div>Pogo~K: Front hurtbox is smaller in the first half of the move, and wider in the second half</div>
<div>Hitbox is wider</div>
<div></div>
<div>Pogo~S: If YRCed, the flower comes out as a mid hitting projectile</div>
<div>When done in the corner, the flower will still appear on stage</div>
<div></div>
<div>Pogo~9: Buffer into Pogo~P/K/S/H/D extended</div>
<div></div>
<div>Doctor Copter (Pogo~8): Startup is faster</div>
<div></div>
<div>Kancho Super: RC buffer on hit increased</div>
<div></div>
<div><b>Axl:</b></div>
<div>5K: Removed gatling into 2H</div>
<div></div>
<div>2P: Can cancel into f.S regardless of distance from the opponent</div>
<div></div>
<div>2K: Removed gatling into 2H</div>
<div></div>
<div>2S: Vacuums the opponent even on air block</div>
<div></div>
<div>2H: Special cancelable</div>
<div>Startup increased, overall duration longer</div>
<div>Normal hitstun on hit</div>
<div>Attack level on first hit reduced</div>
<div>Amount of RISC taken off by the first hit increased</div>
<div>Added initial proration</div>
<div>2nd hit vacuums the opponent even on air block</div>
<div>In stylish mode, if the 2nd hit hits, autocombo will cancels into rensengeki</div>
<div></div>
<div>6P: Removed gatling into 2H</div>
<div></div>
<div>6K: Vacuums the opponent even on air block</div>
<div></div>
<div>j.S: Vacuums the opponent even on air block</div>
<div></div>
<div>j.6K: Vacuums the opponent even on air block</div>
<div></div>
<div>j.2S: Added gatling into j.P</div>
<div></div>
<div>High counter: Overall duration when not successful is longer, counter catch time is the same</div>
<div>Overall duration on successful counter is shorter</div>
<div>Vertical knock back increased, unaffected by the opponent&#8217;s weight</div>
<div>RC buffer on hit increased</div>
<div></div>
<div>Low counter: RC buffer on hit increased</div>
<div></div>
<div>Sparrowhawk Stance: Follow up attacks do not stay unblockable</div>
<div></div>
<div>Sickle Storm: First hit horizontal knock back increased</div>
<div>Second hit vertical knock back increased</div>
<div>Axl takes longer to throw the sickle out, overall duration unchanged</div>
<div>The above mentioned part&#8217;s hitbox is widens backwards</div>
<div>Fixed a bug where the opponent would be stuck in a block animation</div>
<div></div>
<div>Shark Strike: Vacuums the opponents even on air block</div>
<div></div>
<div><b>Venom:</b></div>
<div>j.S: Lowered damage</div>
<div></div>
<div>j.H: Lowered damage</div>
<div></div>
<div>j.D: Lowered damage</div>
<div></div>
<div>Stinger Aim: First hit builds more RISC on block, second hit builds the same amount as before</div>
<div></div>
<div>Carcass Raid: First hit builds more RISC on block, second hit builds the same amount as before</div>
<div></div>
<div>S Double Head Morbid: The hitbox on the interior portion is widened backwards</div>
<div>Launches balls upwards on contact, which then bounce off the ceiling and the ground</div>
<div>Ball speed increased</div>
<div></div>
<div>H Double Head Morbid: The hitbox on the interior portion is widened backwards</div>
<div>Knock back increased on block</div>
<div>Launches balls diagonally upwards on contact, which then bounce off the ceiling and the ground</div>
<div>Ball speed increased</div>
<div></div>
<div>QV: Screen shake added right before active frames</div>
<div>The hitbox on the inner portion is larger behind</div>
<div>Dark Angel: Chip damage increased</div>
<div></div>
<div><b>Slayer:</b></div>
<div>5P: Attack level increased</div>
<div></div>
<div>2K: Damage increased</div>
<div>Knockback reduced</div>
<div></div>
<div>2S: Damage increased</div>
<div></div>
<div>6K: Once the K button is released, you cannot do the feint</div>
<div>Lower hurtbox reduced on the move from the point where Slayer hops upwards until right before the attack becomes active</div>
<div></div>
<div>6H: Cancel window extended</div>
<div></div>
<div>Bite: RC buffer on hit increased</div>
<div>Whiffing a special does not end the CH buff state</div>
<div>If you land a bite while in the CH buff state, the new buff will last longer</div>
<div>Time during cinematics no longer counts to the CH buff timer</div>
<div><b> </b></div>
<div><b>I-no:</b></div>
<div>Air Dash after 663: Special cancelable</div>
<div></div>
<div>f.S: Startup faster, recovery reduced</div>
<div>Hitbox larger in every direction other than behind</div>
<div></div>
<div>f.S&gt;6S: recovery reduced</div>
<div>Hitbox larger in every direction other than downwards</div>
<div></div>
<div>2D: Startup faster</div>
<div></div>
<div>j.S: Hitbox larger behind</div>
<div></div>
<div>j.H: recovery shorter</div>
<div></div>
<div>Ground Note: Up and Down inputs affect the movement of the note more</div>
<div></div>
<div>S Stroke The Big Tree: stagger time increased</div>
<div></div>
<div>P Dive: Minimum height added</div>
<div>If the attack hits at the same time I-no lands, she bounces backwards</div>
<div>Max charge ground bounces on hit</div>
<div>The bounce back after the attack lands can be cancelled into Fortissimo</div>
<div></div>
<div>K Dive: Minimum height added</div>
<div></div>
<div>S Dive: Minimum height added</div>
<div></div>
<div>H Dive: Standardized the speed I-no moves during the active frames</div>
<div>I-no now has a pushbox during the active frames</div>
<div>Landing recovery reduced, max charge version has no landing recovery</div>
<div>Knock back increased</div>
<div></div>
<div>Air Vertical Chemical Love: When done during the air dash after 663, the trajectory is altered</div>
<div><b> </b></div>
<div><b>Bedman:</b></div>
<div>Forward Dash: Jump cancelable in the beginning. When the dash successfully parries and opponent&#8217;s move, it cannot be jump cancelled.</div>
<div></div>
<div>1/2/3H: Once the move is active, the hitbox is not affected by shifts in the stage (camera, etc)</div>
<div></div>
<div>6P: Untech time increased on counter hit</div>
<div></div>
<div>6H (followup): Startup slower</div>
<div>First hit&#8217;s knock back decreased</div>
<div>Only the first hit is special cancelable</div>
<div></div>
<div>Ground Blitz Shield: Return position of Task A and Task A&#8217; altered (<i>I honestly have no idea why this change is listed under ground blitz shield</i>)</div>
<div></div>
<div>Task B: Hitbox and hurtbox on the lower portion increased</div>
<div>Return position of Task A and Task A&#8217; altered</div>
<div></div>
<div>Ground Task B: Startup faster</div>
<div>The initial speed is fast, but it decelerates as the move goes on</div>
<div></div>
<div>Ground Task C: If RCed in the air, Bedman has air actions and will face the opponent</div>
<div></div>
<div>Dejavu: Damage increased on all dejavu moves other than air icon Dejavu B.</div>
<div></div>
<div>Various Air Dejavus: Minimum height increased</div>
<div>Landing recovery decreased</div>
<div></div>
<div>Hemijack: Overall duration shortened</div>
<div>Made it hard to build meter while Hemijack is active</div>
<div></div>
<div>Hemijack (projectile): Cannot hit grounded opponents</div>
<div>Appears directly above the opponent</div>
<div>Destroyed after taking 3 attacks</div>
<div>Hitbox and hurtbox changed</div>
<div></div>
<div><b>Sin:</b></div>
<div>5H (2nd hit): Changed knock back to a horizontal one, pulls the opponent in (vacuums)</div>
<div>Has vertical knock back on counter hit</div>
<div>Knocks down (where they fall forward (<i>probably face down kd</i>)) on air hit</div>
<div></div>
<div>6H: Knock back decreased</div>
<div></div>
<div>2D: Startup reduced</div>
<div></div>
<div>Ground Beak Driver: Uncharged 2nd hit active frames reduced, recovery frames added, overall duration unchanged</div>
<div>Charged version charged faster</div>
<div></div>
<div>I&#8217;m Sure I&#8217;ll Hit Something: All hits untech time normalized to be the same as the final hits untech time</div>
<div></div>
<div>Bull Bash: Startup reduced</div>
<div></div>
<div>Elk Hunt: Hitbox of the beginning part of the attack made taller</div>
<div></div>
<div>Air Beak Driver: Hitbox and hurtbox at the start of the 2nd hit increased</div>
<div></div>
<div><b>Elphelt</b></div>
<div>2S: Vertical knock back decreased</div>
<div>Added gatling into 2H</div>
<div></div>
<div>2H: First hit&#8217;s vertical knock back decreased</div>
<div></div>
<div>6P: knock back decreased</div>
<div></div>
<div>j.D: Vertical knock back on counter hit increased</div>
<div>When RCed, the startup of the attack becomes faster (<i>it sounds weird but thats what it says</i>)</div>
<div></div>
<div>j.D (RCed just before active): Made it possible to hit crouchers</div>
<div>Lower hitbox increased</div>
<div></div>
<div>Ground Bridal Express: Made it so that it will always knock the opponent forward</div>
<div></div>
<div>Miss Confire: Cancelable into Roll~Miss Travailler (roll that puts you in shotgun)</div>
<div></div>
<div>Miss Travailler Demolish (shotgun grab): Cancelable into Miss Confire</div>
<div></div>
<div> Judge Better Half: Knock back on the latter half of the active frames increased</div>
<div>RC Buffer for after the cinematic increased</div>
<div></div>
<div>Genoverse: The hitbox right at the beginning of startup is extended forward</div>
<div></div>
<div><b>Johnny</b></div>
<div>j.D: Cancel window larger</div>
<div></div>
<div>Mist Finer Stance: Time to buffer ground dash increased</div>
<div>Air  dash overall duration decreased</div>
<div>Dash can be canceled into Mist Finer</div>
<div>Fixed a bug that cause Johnny to only be able to cancel into a Mist Finer</div>
<div></div>
<div>Mist Finer: The stagger time on the unblockable using Bacchus Sigh goes up with Mist Finer levels</div>
<div></div>
<div>Ground Zweihander: The timing on the jump is later when the follow up input is used</div>
<div>Projectile hitbox larger</div>
<div></div>
<div>Air Zweihander: Projectile hitbox larger</div>
<div></div>
<div>That&#8217;s My Name: RC buffer on hit increased</div>
<div></div>
<div><b>Jack-O:</b></div>
<div>Elysion Driver (6D): RC Buffer on hit increased</div>
<div></div>
<div>Hunger of Dopoulos (4D/Meterless Version): Startup reduced</div>
<div>The direction and the timing the opponent gets knocked back on hit cannot be controlled</div>
<div></div>
<div>Hunger of Dopoulos (4D/Metered Version): RC buffer on hit increased</div>
<div></div>
<div>Ghost Pick Up: Jack-O builds meter passively (like she does when she stands over the ghosts) while holding them</div>
<div>After a certain amount of time, the ghost you are hold starts to regenerate health</div>
<div>The time until the next servant spawns for the ghost you&#8217;re holding is decreased</div>
<div></div>
<div>Ghost Throw: Damage increases with Ghost levels</div>
<div>After throwing the ghost, the time until the next servant spawns is increased</div>
<div></div>
<div>Servant: Fixed a bug where more than 3 servants of a kind could be spawned</div>
<div></div>
<div>K Servant: Depending on the level, the about of RISC taken away on hit is reduced</div>
<div></div>
<div>Organ Deployment: If you press a button corresponding to a move that is on cooldown, you will regenerate a set amount of that moves cooldown meter</div>
<div></div>
<div>Organ Followups: Clock Up, Explode, Aegis Field cooldowns shortened</div>
<div>Clock Up, Explode, Aegis Field do no start their respective cooldowns while their effect is happening</div>
<div></div>
<div>Clock Up: Fixed a bug where the servants kept animating powering up even though they were at max level</div>
<div></div>
<div>Forever Elysion Driver: RC buffer on hit increased</div>
<div></div>
<div><b>Jam:</b></div>
<div>5H: Can cancel into f.S regardless of distance from the opponent</div>
<div></div>
<div>6P: Knock back on the first hit decreased</div>
<div>Knock back decreased</div>
<div></div>
<div>j.S: Vertical knock back decreased</div>
<div></div>
<div>Senri Shinshou: When done as a followup from Hyappo Shinshou, Jam will correct herself to face the opponent</div>
<div></div>
<div>Parry~P:  Cancels projectiles</div>
<div></div>
<div>Renhoukyaku (super puffball): Overall duration increased, hitstop increased</div>
<div>Advantage on block unchanged</div>
<div></div>
<div>Bao Saishinshou: Fixed a bug where the animation on his changed based on the platform the game was running on</div>
<div><b> </b></div>
<div><b>Kum:</b></div>
<div>6P: Attack level increased</div>
<div>Vertical knock back on regular hit decreased</div>
<div></div>
<div>5D: When YRCed, the dust becomes a mid hitting projectile (<i>like ky and ino</i>)</div>
<div></div>
<div>j.H: Untech time reduced</div>
<div></div>
<div>j.2K: When it makes contact with the opponent, Kum can choose which way to move with forward and backwards inputs</div>
<div>Attack level increased</div>
<div>Active frames increased</div>
<div>Recovery increased</div>
<div></div>
<div>Shiinken: Cannot transition into Shiinken (Reverse) after jumping up</div>
<div></div>
<div>Hayabusa Otoshi (Reverse): The speed at which Kum moves forwards is increased; this applies to the charged version as well</div>
<div></div>
<div>Enlightened 3000 Palm Strike: Grants roll hit stun state no matter how many times it is used successively</div>
<div><b> </b></div>
<div><b>Dizzy:</b></div>
<div>f.S: The Hurtbox on the Latter half of the move is larger in front</div>
<div></div>
<div>2H: Buffer time on jump cancel for the second hit increased</div>
<div></div>
<div>6H: Fully charged version is an overhead</div>
<div>Fully charged version ground bounces on ground hit</div>
<div></div>
<div>2D: Hitbox made taller</div>
<div></div>
<div>j.D: Effect on hit changed from vertical hit stun to normal hit stun</div>
<div>Vertical knock back decreased, horizontal knock back increased</div>
<div>First hit&#8217;s untech time decreased</div>
<div></div>
<div>Fire Spear: Fixed a bug where the trajectory of the spears would not change upon being fully charged</div>
<div></div>
<div>Ice and Fire Bubbles: Increased the window for accepting a down input to affect the trajectory of the bubble</div>
<div>Fixed a bug where the bubble would slow down unnaturally upon bouncing off the wall</div>
<div></div>
<div>Gamma Ray (100 meter super): Startup reduced</div>
<div>Initial proration increased (more than what it&#8217;s traditionally been)</div>
<div>Hitbox for the first half of the attack increased</div>
<div>Damage for the second half of the attack increased</div>
<div><b> </b></div>
<div><b>Baiken:</b></div>
<div>Defense: Increased</div>
<div></div>
<div>Push box: Widened in front (<i>baiken has a super weird push box that messed with stuff like Leo 236H</i>)</div>
<div></div>
<div>5H: Hitbox and hurtbox made larger in front</div>
<div></div>
<div>6P: Internal hitbox larger</div>
<div></div>
<div>2D: Initial proration reduced</div>
<div></div>
<div>j.S: Hitbox extends forward faster</div>
<div></div>
<div>Dead Angle Attack: Internal hitbox larger</div>
<div></div>
<div>Youzansen: Landing recovery reduced</div>
<div>Baiken falls faster after the move</div>
<div></div>
<div>Azami: Overall duration increased</div>
<div></div>
<div>Azami (Hold): if you input Azami without holding back, Azami can be cancelled into block if you release the buttons during hitstop</div>
<div>Fixed a bug where Azami followups didn&#8217;t come out when using the SP button in stylish mode</div>
<div></div>
<div>Azami (Guard Cancel): The window to catch attacks can be extended by holding the buttons</div>
<div>Given counter hit recovery</div>
<div></div>
<div>Air Azami: Unheld version shortest possible catch window increased</div>
<div>Along with the change above, overall duration increased</div>
<div>Even when done right before landing, landing recovery will apply</div>
<div>Landing recovery reduced</div>
<div>On successful Azami, landing recovery is removed</div>
<div></div>
<div>Rokkonsogi: When done as a follow up from Suzuran or Azami, the horizontal distance covered and speed are both increased</div>
<div></div>
<div>Kabari: Made it so that Kabari cannot be cancelled into Himawari, Tetsuzansen or Rokkonsogi while a backwards input is being held (<i>all followups</i>)</div>
<div></div>
<div>S Kabari: Fixed a bug where hitting a lowest possible opponent would cause the move to act differently</div>
<div></div>
<div>H Kabari: Untech time increased</div>
<div>Vertical knock back decreased</div>
<div></div>
<div>Himawari (command grab): RCing once the move is active will now be PRC</div>
<div>RC buffer on hit increased</div>
<div></div>
<div>Tsurane Sanzu Watashi: If the super hits such that the cinematic plays, the last hit cannot be RCed</div>
<div><b> </b></div>
<div><b>Answer:</b></div>
<div>5K: Added gatling into 6K</div>
<div></div>
<div>c.S: First and second hits&#8217; damage reduced, thirds hit&#8217;s damage increased</div>
<div>Amount of RISC taken on hit increased</div>
<div></div>
<div>5H: Attack levle reduced</div>
<div>Damage reduced</div>
<div></div>
<div>2H: Damage reduced</div>
<div></div>
<div>6K: Damage reduced</div>
<div>Vertical knock back reduced</div>
<div>Once the K button is released, you cannot do the feint</div>
<div></div>
<div>j.H: Damage reduced</div>
<div></div>
<div>j.D: Damage increased</div>
<div></div>
<div>Business Ninpo; Under the Bus (clone attack from card): If the opponent is within a set distance of where the clone would be summoned, the clone will appear at the opponent&#8217;s location</div>
<div>Startup reduced</div>
<div>Damage increased</div>
<div></div>
<div>Savvy Ninpo: Stepping Down (seal slide): Damage increased</div>
<div></div>
<div>Savvy Ninpo: Safety Net (seal~D): Damage increased</div>
<div></div>
<div>Resshou: Damage increased</div>
<div></div>
<div>Ground Savvy Ninpo: Tax Write-off (izuna drop): Cannot cancel into from normals</div>
<div></div>
<div>Ground Dead Stock Ninpo; Firesale (632146S/D): First hits&#8217;s hitbox moves forward</div>
<div>First hit&#8217;s hitbox larger overall</div>
<div></div>
<div>Air Dead Stock Ninpo: Firesale (j.63216S/D): The spot Answer appears at, the hitbox and the knock back are all changed to make it easier to hit</div>
<div></div>
<div>Business Ultimate Ninpo: All Hands (236236K): RC buffer on hit increased</div>
<p><a href="https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png"><img loading="lazy" data-attachment-id="27078" data-permalink="https://jcrcomicarts.wordpress.com/2017/03/26/guilty-gear-xd-rev-2-intro/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431/" data-orig-file="https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png" data-orig-size="1000,562" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="ggxrdr 58d7617bddfcc_Rev2theme_thumb_png_861096542211c5ad54bf6193dee61431" data-image-description="" data-medium-file="https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png?w=300" data-large-file="https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png?w=1000" class="alignnone size-full wp-image-27078" src="https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png?w=640&#038;h=360" alt="" width="640" height="360" srcset="https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png?w=640&amp;h=360 640w, https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png?w=150&amp;h=84 150w, https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png?w=300&amp;h=169 300w, https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png?w=768&amp;h=432 768w, https://jcrcomicarts.files.wordpress.com/2017/03/ggxrdr-58d7617bddfcc_rev2theme_thumb_png_861096542211c5ad54bf6193dee61431.png 1000w" sizes="(max-width: 640px) 100vw, 640px" /></a></p>
<p>Forum:<a href="http://www.dustloop.com/forums/index.php?/forums/topic/10056-xrd-news-gameplay-discussion-2-console-is-out/&#038;page=289" rel="nofollow">http://www.dustloop.com/forums/index.php?/forums/topic/10056-xrd-news-gameplay-discussion-2-console-is-out/&#038;page=289</a></p>
<p>As always thank you for reading.</p>
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