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GBVS 2.52~2.70 Discussion by Shio
2.70 rank based on subjectivity (created on 12/29/2021)
(本記事は、以下のnoteの英訳です。全ての内容と権利は、RAGE 2021 Summer 準優勝のしおさんに帰属します。英訳のご快諾ありがとうございました!)
(This article is an English translation of the following NOTE. All contents are the property of Shio, the runner-up of RAGE 2021 Summer. Thank you for your willingness to translate into English!)
https://twitter.com/zawapush/status/1480524030939910146
自己満で作った個人的GBVS 2.70 tier list
— しお (@zawapush) January 10, 2022
キャラごとの理由解説はnoteにhttps://t.co/U0SuREPyvZ pic.twitter.com/HurfQ7CSr7
Beelzebub to Seox, Percival to Lancelot, Yuel to A Belial, and Katalina to Metera are close ratings.
It's been a while since GBVS received any major adjustments, so I thought I'd take a look at the environment for my own satisfaction.
![](https://assets.st-note.com/img/1641884784203-OaVzHd7eXB.png?width=1200)
The prerequisites are the same as the ones I submitted before, after RAGE ended.
・PS4 version.
・Delay for online matches is assumed to be 1
・Throwing out can be done after seeing if you have abandoned dealing with other actions.
I am making the above assumptions.
The following is a list of factors that would increase a character's rating under these conditions.
・The ability to limit the opponent's choice of action, such as 5F moves, invincibility moves, and other defensive features.
・Moves that limit the opponent's choice of action, such as air control, invincibility, and fireball-proof techniques..
・Moves that force the opponent to deal with them, such as long reach moves, middle and lower level moves, and command throws.
・Decisiveness based on the performance of the Skybound Art (the above factors)
In addition to the above, there are other factors that play a big role.
We will start with an explanation of the ranks at the time of the 2021 RAGE summer submitted under the same conditions.
Ver2.52
Here are the tweets from that time. (The left side has the higher rating)
GBVS Ver2.52(先日のRAGE時)の完全主観キャラパワー分布はこんな印象でした pic.twitter.com/rQtloJKEaw
— しお (@zawapush) July 13, 2021
Compared to today, the absence of Seox, Vira, and A Belial, as well as Belial's JU and many anti-flying moves were still in play. I felt that it was a difficult environment for A and below characters to win in, as it was difficult for fire ball-based characters to be successful.
The following are some miscellaneous thoughts on each character.
S+
There is no difference between the evaluation results of Beelzebub and Belial.
Beelzebub
It has a stable standing ability due to its long normal moves, aerial thrusts, fire ball, and excellent checking and offsetting strength. The performance of the Skybound Arts is also perfect, with high power, bullet escape, infinite range, and command throw. It is a versatile character that has both the ability to maintain the advantage over the opponent and the ability to reverse the situation.
The fact that it is capable of laying waste to characters that can't handle both Chaos Calibur and Unisonic without question is what makes it so highly rated. Although he is slightly outmatched in a head-to-head matchup with Belial, I rank him the same considering the difference in the performance of his depth and the fact that he can consistently win against many characters other than Belial.
Belial
The representative character of Season 2. Although he has been weakened in many ways, he is still one of the strongest.
He has a lot of moves that have excellent frames, including the 2L, which has a 5F launch and a long reach; the Tome move, which has a 3F launch and a full screen range; and the Distant H and JU, which are full combos on hit and continue to attack on block. In addition to that, it has a high damage return, which is the reason for its rating.
There are few characters that can play the damage return game against Belial, and in theory, we believe that disadvantage compatibility does not exist. Compared to Beelzebub, there are fewer low-risk moves that can be forced on the opponent, and the use of Skybound Art is limited, so the character gap tends to close in the latter half of the round, and it is annoying that you cannot win like waiting for a mistake through routine play.
S
Percival
In addition to an invincible move with the longest range in the game and the second longest reach after Ferry's, he is a versatile type with high average firepower and a command throw that can be generated with one button. For some reason, his Skybound Arts is more powerful than most characters, and she is better than Beelzebub and Belial when it comes to risking the opponent's actions.
On the other hand, he doesn't have many small moves, and due to the fact that he can't start a strong offense without saving up his Träumerei, his slow start is a clear weakness, and if he gets taken down first, he often loses without being able to rewind. Since it does not have the stability of Beelzebub or Belial, it has been ranked one rank lower.
A+
If I were to make a fine distinction within A+, I would say that
Ferry ≥ Lancelot = Zeta ≥ Narmaya ≥ Djeeta = Vazeraga = Yuel > Charllotta
Zeta, Narmaya, and Djeeta had a hard time ranking in the evaluation, but after the jump, the options, the return you get from the Footsies, and the performance of the backstroke are all important. I decided on this order considering the return you can get from juggling and the performance of the Skybound Arts workings.
Ferry
In addition to having the longest reach, it has a crushing performance that cannot be denied and an excellent aerial control move, making it not only strong against compatible characters but also an offensive performance that can overturn even a slight disadvantage, making it the highest ranked in A+.
With the new enhancements to Spectral Dive that were given in Season 2, she is now stronger against crouching normal moves like Katalina's 2M, making her a slightly different character to work with than in Season 1.
The difference between a character with a long reach and a typical character with a long reach is that he or she has a strong ability to break down using Geegee and Hinrichten, so there is no shortage of ways to win with high expectations for offensive choices.
In a game where there are few clear ways to break the game, the power of a character who can choose between two options with less risk than a frame thrower in some situations has been a powerful force from the early days of the game until now.
However, although it has a high crumble ability, the situations in which the Gespenst you want to hit as an introduction to it are limited to those in which it connects from a check move. In addition, the fact that it has no stable anti-air means means that it tends to have insufficient return against opponents who have strong standing normal moves or plenty of ways to approach from the air, making it easy to increase the number of attack attempts.
For those opponents, it is necessary to actively attack with Spectral Dive, 2U, etc. I personally feel that this is a negative point, as it tends to increase the variability of the game due to the lack of frame and strength at close range.
Lancelot
The main reasons for this evaluation are the mobility to freely control the fighting distance, the excellent move frames, the high damage potential of the Mix Up attack, the ability to develop a low-risk, one-sided attack against many characters, and the tremendous defensive performance near the edge due to the Delta Leap and Turbulenz.
It is very strong, especially against characters or opponents who can't deal with any one of Wogenstrom, Southern Cross, or 2U, as it explodes the number of collapse attempts. While there is a way to prevent some of the middle and lower level Mix Up attacks with Wogenstrom, it is still excellent because there is less risk on Lancelot's part and there are other collapse options such as Delta Leap.
In the latter half of the round, you can't miss the fact that you become more decisive due to your long reach and the grinding performance of Southern Cross.
As a character who takes initiative by focusing on rushing moves, he is slightly incompatible with characters like Beelzebub and Belial, who can respond to each of his actions, and Charlotte and Gran, who actively play the return game.
In addition, the short duration of the cL and 2L makes it almost impossible to cheat on the 9F DP, making her vulnerable to situations where she has to use only throws to break it.
Zeta
It has an excellent sustained check move, two types of rushing moves that can be used in any situation, and a stable Mix Up attack that can buy gauge and time while carrying you to the edge of the screen.
Rhapsody, a characteristic stance technique, has a wide range of uses. Even if you consider it only as an invincible move in the H version, it has many advantages that other characters' invincible moves do not have, such as becoming a combo starter under some conditions and creating a reading contest even if it is blocked.
If you take into account Mix Up and attacking, the advantage of taking your opponent down is greater than other characters, and with an excellent Skybound Art, you can say that this character is good at pushing through with the advantage you once gained.
While you can push these strengths against most characters, it will be difficult to use Rhapsody and Arvess effectively against opponents like Ferry and Lancelot, who have special Mix Up attacks and long reach.
Narmaya
She has four regular moves that excel in Footsies, a stable risk return from those moves, and the ability to dominate the ground with her Setsuna+, which is the strongest fire ball in terms of generation, bullet speed, confirmed down, and strength.
The presence of Kyokasuigetsu from Momentary + and Bubbles means that you will not be at the mercy of special characters, as is often the case with standard characters. In particular, Ferry, Metera, (Vazeraga), and Genji Narmera will not be able to counterattack with Kyokasuigetsu+, so the offensive pressure will be much different.
The disadvantage is that it is difficult to control the opponent's jump due to the lack of moves to drop distant dives, and on the other hand, it is weak in attacking dives due to its own lack of aerial control moves.
In addition, the second half of the round is often a bit cramped, as the Skybound Art have little use outside of combos due to their small size.
Djeeta
She is fast and her M Rising Sword and L Vorpal Blade and Vorpal Blade+ are very strong. It's simple but pointed to the elements that are strong in GBVS, and Djeeta is a character that augments this strength with excellent fM, 2M, footwork and Skybound Art. It is important to know how to bring her into a situation where these can work.
It's easier to resist Belial and Beelzebub, who can take advantage of this element, than other characters, but against characters like Ferry and Zeta, who can't get close enough to the Vorpal Blade, you can't get a damage return from an Footsies, and with few other ways to get close, you often lose without being able to do anything.
Vazeraga
He has no invincible moves and no 5F moves, but I ranked him this way based on his damage expectancy, his excellent reach, and the difference between his opponent's required number of attacks based on firepower and strength.
Not only does Vazeraga have command throws and the pressure to break down, but the presence of Soul Forge makes it easy to risk the opponent's wait.
The various types of Savage Rampage have no stable way for the opponent to respond, even without Soul Forge, and the options arise once the technique is blocked, making it easier to develop an active offense.
As a modest but good point, she has her own strengths in small details, such as JU, which is a definite down move, and the cL, whose hardness is 1 f shorter than that of normal characters and does not require sustain to cheat invincible moves. However, without invincible moves and blessed with favorable frames, it is difficult for Vazeraga to completely deal with the opponent's offense, and he is not a stable character.
Considering the precariousness of the defense and the hellishly unfavorable situation vs. Ferry, it seems difficult to rate it any higher.
Yuel
The movement speed is fast, and the refusal performance of reading and using fM, Starlit Sky and Hanaarashe is simply strong.
It is no exaggeration to say that fM is one of the strongest normal moves in the game, as it improves the length of the overall frame, which was the only drawback of Belial's fH. It is multi-stage, strong when offsetting, and has an excellent grace time for confirmation.
You can force your opponent into a tedious reading contest with a sideways push with Starlit Sky, which is blocked and has no counterattack, and with Hanaarashi, which can be used as a backstep with invincibility from 3F or 1F.
One of the best things about it is that it has a long interrupt ability, next to Percival and Djeeta.
The two invincible moves and simple side-pushing ability make it stable, but by its nature, it lacks the means to touch you unless you get close to the far M distance, so the characters above it, who have more reach than Yuel and can also play return games, will have to be creative.
Charlotta
The play style hasn't changed since the old days, but the character simply has a high expectation of action.
she has the opportunity to take damage with Shining Onslaught, an 11F rushing move that can inhibit unintentional actions by the opponent, high average firepower with Sword of Lumiel, and Noble Strategy, which has a high chance of doing 1200 extra damage.
In addition, because of the nature of the jump, you can inhibit your opponent's throwing options, and because of the long 2L, fL, and excellent Skybound Art performance, despite the appearance, the strategy of waiting for a strength lead can function as a very solid winning strategy.
All of these factors combined placed him above the A-band characters who have concerns about their standing and defense.
In my perception, the character is in the position of a border to win in this game.
A
These characters have clear strengths and weaknesses, and their character chemistry is strong.
Anre ≥ Cagliostro = Zooey ≥ Katalina ≥ Gran.
Anre
This is a character that is strong when he can create an advantage in the early stages. If Anre has a physical advantage and the opponent is forced to make a move, the Rakshasa and fH are incomparably strong, but they do not have the power to move the opponent from a disadvantageous situation.
Although it is difficult to make up for its shortcomings with other moves, such as its inferior frames for its normal moves, lack of offensive capabilities, and other shortcomings, it is good at bullying characters who are weaker at standing than it is, so it gets a medium rating.
Cagliostro
If you're just standing around, you've got enough pressure from the excellent judgement of your normal moves, the spare body that guarantees a safe dive, and the Mehen+, and the versatility of your normal depths to win.
However, its defense is not very good, and it is unstable because it does not have the firepower or the ability to break down to make up for its shortcomings.
Zooey
Due to the excellence of Skybound Art, I consider his decisiveness to be greater than Cagliostro, but as a character whose ground game is important, he has many opportunities to be given risks by his opponents.
At the time, this position was chosen because it didn't take into account Sweeping Beam climbing mid-stage coordination, but considering the current situation where more and more players are adopting it in actual combat, I think it would have been placed behind Charlotte.
Katalina
With the loss of forced downs on fireball hits in Season 2, there's less to do in the space between normal moves and Enchanted Lands.
As a result, I feel like I'm struggling to get around a lot of characters, and it's getting harder to take advantage of my strengths. However, when you have the strength advantage, the stability is reliable, so it's worth employing it as a character countermeasure for its simplicity.
Gran
Like Katalina, she was strongly affected by the weakening of the fireball, but since her dependence on the fireball was even greater than Catalina's, she became a character that was all about whether or not her Power Raise and Drive Burst would work.
The frame advantage and damage return at close range is excellent, so it will still work against Lancelot and Charlotte who have good technique compatibility.
B+
A character that has excellent character traits, but devotes power to areas that are incompatible with the game system.
Ladiva > Metera ≥ Eustace > Soriz.
Ladiva(A)
It has more than enough performance in terms of explosive power, but the weakening of Headbutt of Love+ in Season 2 and the lack of chances to take turns, caused by its weak forward roll performance, is a concern.
In particular, it is often a difficult offensive and defensive development for higher level characters. It's hard to say that he's as good as the other B+ characters, considering the strength of his options when he can take an offensive turn at close range, his strong judgement with various Ls and command throws, and his defensive performance using his short jump frames as a shield. A character that I regret that I should have placed in A.
Metara
This character is powerful in terms of standing around using the flying tool fH, which is not confirmed by the ability icon, and 2M, which has excellent judgment. However, the vulnerability of his defense is so great that we decided that the risk of being touched by the opponent outweighs the strength of his standing.
Breaking block also depends on throws and mistakes by the opponent, and is not as strong as it could be because you cannot go for another throw if you are thrown out.
Eustace
Although the frames of the techniques have good performance, it is regrettable that there are not enough checking techniques that can take down the character compared to other characters who do not have invincibility, and that the offense using Rat Race+ has more processes to overcome compared to other installation techniques, making it difficult to lead to returns.
It's not so much a disadvantage to all characters as it is a disadvantage to all characters because the Skybound Art and 5U are excellent and it's easy to take control of the situation against characters like Katalina, Percival and others who are mainly using normal techniques.
Soriz
The weakness in standing due to the slow generation of moves to take turns on offense, and the lack of means to continue the offense due to slow walking and dashing, will be a hindrance against any opponent.
The jumping action is also unreliable, so there is not much room for maneuvering against it, which is also a problem.
Skybound Art have a wide attack range and are a very good way to Mix Up and attack even if you don't get a clean hit, but the difficulty is that you can only take one of the actions because the transformation technique, Super Skybound Art, requires you to pay the gauge first.
There are many unique and excellent techniques such as Muscle Fury and Roundhouse Fang, which are strong enough to be underestimated.
B
Rowain
The ability to insert fM and 2U, and the ability to cut down the depths in a physical advantage situation are excellent.
It's strong against characters who don't have any moves to plug in against installation moves after tipping a normal move, but it's a pure lack of decisiveness since it doesn't have a single depth that deals direct damage. If only it had more firepower, it would be a B+ or better for sure.
Ver2.61
The Seox has been implemented.
In addition, the weakening of Belial, the strengthening of Katalina, Cagliostro, and Eustace, and the weakening of Charlotte, Beelzebub, and Zooey's fire ball invincibility have been implemented.
The impact of Belial's weakening has been significant, especially on defense, as the pressure to shield JU's return has been reduced, so there are more situations where he is pushed around. However, it does not affect the underlying responsiveness of the game, so we still rated it as the highest.
Among the enhancements, Katalina's enhancements have had a simple but significant impact: the light wall has greatly improved her ability to stand outside the range of her normal moves, which she was previously not very good at.
The effect of the weakening of invincible techniques against fire ball is that Charlotte Zooey is now vulnerable to fire ball from characters such as Lancelot, Percival, and Beelzebub.
Seox S+
Immediately after its implementation, I expected it to be as strong as Lancelot, but in fact it was ridiculously strong.
The fastest movement speed of all the characters and the quickness of its occurrence force you into a unique reading contest Six-Claw Execution.
For some reason, it can be derived from the Thunderflash, which is a hit-and-run technique that seems to take the best parts of Rowain and Uno.
A rare speedy character in GBVS, with Gate of Demons that can almost touch the opponent if it occurs, and a set of moves that can be actively read.
In addition to its 16F onset and high offsetting strength, Six-Claw Execution has thick judgments that can hit forward rolls and most jump placement, and it lasts 11F, making it an excellent deterrent at mid-range, as there is no risk-free way to deal with it.
The damage is also very large at 1980 single hit.
His dash speed is the same as Lancelot's, but since he doesn't have 66 commands, he can connect the dash cL from cL, which Lancelot couldn't do.
The difference is that the technique lasts longer than Lancelot's and can be scammed and stacked from the dash even after the throw is out. As a result, it has the strongest offensive performance among characters that read each other with normal throws.
I judged it to be ranked S+ because these performances make it easy for most characters to take a backseat, just like Beelzebub, and also because it has the decisive power of excellent Skybound Art.
Ver2.62
![](https://assets.st-note.com/img/1641893545410-1rHwpYljvA.png?width=1200)
A version that has been talked about for better or worse.
Stronger flying abilities and Charlotte and Ladiva have been weakened, while Cagliostro and some other characters have been strengthened.
Overall, I got the impression that many of the adjustments were made to remove barriers for characters without invincible moves to compete, and that the goal was to average out character power.
While the rank rating on the surface has not changed significantly, the number of combinations that were extreme match-ups, such as Percival vs. Gran, Narmaya vs. Metera, has decreased.
It was an update that gave a little relief to many of the characters who were dependent on the fire ball.
However, I was left with the impression that the balance of power remained skewed as a result, since characters such as Belial, Beelzebub, and Seox, who are strong against characters without flying tools or invincibility, were untouched.
Abilities that are strong against fire ball have been weakened.
Remove Percival's Platzen and Lowenwolf's fire ball invincibility, the removal of the piercing ability of Ferry, Zeta, and Narmaya's fire ball, Beelzebub's Black Fly+ now no longer goes down if the first hit of the move does not hit.
The weakening of Percival was particularly significant, and Platzen can now only exit with fast flying tools.
In the case of Lowenwolf, the invincibility time makes it impossible to pass through a fireball, and the compatibility of characters such as Beelzebub, Vazeraga, Cagliostro, Zooey, and Matera has changed dramatically.
The impact of the weakening was significant. Characters such as Beelzebub, whose Black Spear was crushed one-sidedly by his abilities before the change, and Metella, Bazarraga, and Zooey, whose flying tools have a large return, are now easier to fight against the weakened characters.
However, Ferry, Zeta, Narmaya, and Beelzebub have also been strengthened to compensate for this, and I judged that the subtraction would not significantly change my evaluation.
Weakening of Charlotte and Fastiva
This is a remedy for characters who do not have invincible moves.
The changes made to Charlotte were not a general weakening, but had some effects, such as the fact that those with DP had to directly DP, and the loss of the fixed counterattack that Lancelot, Vazeraga and Soriz were able to do.
The weakening of Ladiva's Double and Triple Attacks and Headbutt of Love+ was a pretty critical change, causing problems with the ability to continue offensive turns and making it difficult to get a return when touching a standing opponent or inserting back against crouching normal moves.
Rowain,Enhancing Cagliostro
These are the two characters that are most affected by the enhancement.
Rowain
The impact of Tomoi's jump timing and trajectory change has been significant, reducing the number of times he is crushed by his opponent's moves before they occur, and improving his standing.
The weakness of the Skybound Art hasn't changed, but I think I've got the strength to put it in B+ just barely.
Cagliostro
Significant changes have been made to the character, as if he were a different character.
The hardness of fH, which was an excellent placement and anti-air move, has been reduced by 2F, allowing it to be used as an even better placement move.
Furthermore, Mehen is now fully functional as an installation move, giving you a standing lead against many characters. The damage return has also increased as combos can now be combined based on Mehen installation.
I gave it this rating because I thought I had acquired a character power that was second to none to Yuel and Charlotte.
Ver2.70
Main topic.
![](https://assets.st-note.com/img/1641893622281-rZLUPPRqTx.png?width=1200)
A major patch that strengthened all characters except Beelzebub, Belial, and Seox, who had been raging since previous versions.
With the addition of two unique characters, Vira and Avatar Belial, the character gap has been narrowed and the balance is getting better.
However, no character has been enhanced beyond Beelzebub, Belial, and Seox, and these characters will still be at the center of the game environment.
As the gap between characters has narrowed, I felt the need to subdivide the ranks, and added S- and A-. The following is a discussion of the impact of the changes.
S+
There is no difference in the evaluation of each character.
Beelzebub
There are almost no changes. He has a slight disadvantage in direct confrontations with Belial and the Seox, but he has a steady advantage over other characters, so I rated him in the same league.
Belial
There are almost no changes. The theoretical value alone seems to favor both Beelzebub and Seox, but the instability compared to the two characters is worrisome.
Seox
Weakened.
Fuzzy rampage crushing to Six-Claw Execution by M Archdemon Kick is no longer possible. Counter judgment added to Gate of Demons.
There were no modifications to the other moves, and the strength of his standing was not diminished at all, so it was not enough to lower his rating.
S
Ferry ≧ Narmaya = Vazeraga
Ferry
Trombe now connects from fL, enhancing the ability to push back the opponent. The advantage frame of Gespenst+ has been increased, enhancing combos and Mix Up attacks.
Geshpenst+ now has a mid-step option to beat the opponent's jump and most invincible moves if you go into a Mix Up attack without comboing.
Other than that, the opponent can no longer go wild against the delayed lower attack to counter the fuzzy block, allowing for a purely two-choice action.
In addition, it is now possible to safely stack attacks against invincible moves of 11F or longer, making the Mix Up attack more powerful than in Season 1.
Narmaya
Mainly cL and L Kyokasuigetsu have been enhanced.
There were frequent situations where there was no move to swing after fL, but with this change, it is now easier to connect to the next move on hit, and you can separate the distance by having the opponent block it and then block it continuously.
Also, you can now aim to continue the advantageous situation by blocking the sustained part of Kagura 5L.
Kyoukasuigetsu has gone from a -6F disadvantage when the opponent blocks to -5F, and although the return on a normal hit has been reduced, most characters can no longer counterattack in situations other than close contact.
It is also faster from the transient, making it a more effective check move that can be used as a side push.
You can also use the Super Skybound Art to Mix Up and attack with time to spare after a hit, so even if you use it for something other than a tome, it won't interfere with the rest of the match.
She has become more flexible in both standing and attacking, and has been refined as an all-rounder.
Vaseraga
Mainly, M Grynoth and the Super Skybound Art have been enhanced.
The enhancement of M Grynoth further boosted the expected return value at the edge of the screen, which had been strong even before.
Not only has the average firepower increased, but now you can take a fixed down without using +Abilities, making it easier for Soul Forge and Abilities to have time to revive.
Due to the changes in the Super Skybound Art, the forward distance has been increased, making it a reliable performance for flame bullet suppression and long range anti-air.
It has a wider range of lock range and a wider range of time to go into a Mix Up attack than the Skybound Art, so it provides a way to reverse an inferior situation.
It is a simple enhancement, but it suppresses an important point for Vazeraga, and the benefit received seems to be greater than other characters.
S-
There is no difference in the evaluation of each character.
Percival
Mainly, the M-Platzen was enhanced. The invincibility time of the M-Platzen was longer than in Season 1, and Percival got the long-awaited long-range anti-air move.
In addition to the increase in combo firepower due to the change in blowing distance, it is now possible to create a situation where it is easier to accumulate Träumerei after a hit, and other than its performance against flying tools, it is now more stable and stronger than before.
Djeeta
Overdrive Surge and Vorpal Blade+ have been enhanced.
The Overdrive Surge has been enhanced to make it easier to hit the sustained portion, making it a viable move for securing advantage from mid-range.
It is still difficult to create a charging situation, but in lv2, the cL can be connected even on a fundamental hit, and it can function as a way to destroy the opponent's defensive actions.
Vorpal Blade+ now wall bounces on its final stage, increasing the distance it can combo. It now reaches from the center to the edge of the screen at a distance of about four characters' worth. This is a major enhancement to the most used move, and has greatly increased the character's reputation.
She has the longest fire ball suppression invincibility move of any character in the current version, and may be excellent for character countermeasures.
Vira
A character who controls her surroundings with her long-reach normal moves, her Scarlet Oath, which is useful as a side push because it is difficult to be counterattacked, and her Chevalier Summon, which can break the opponent's wait.
After transforming, all of his moves will be enhanced to be able to start combos, and his aerial performance will be improved, making him one of the strongest characters in the game.
There are few abilities, but they are simple and powerful, and I appreciated their strength to create a safe and advantageous development for many characters.
I rated it S- because its strength depends on transformation, and its ability to turn the tables after the opponent has taken the lead is low.
Lancelot
Mainly Wirbelwind has been strengthened.
It is now easier to break the block of opponents who are wary of Southern Cross and Wogenstrom.
While it is not an enhancement that provides consistent strength, I appreciated the fact that it gives Lancelot more approaches to strong defensive opponents.
A+
Zeta ≧ other ≧ Gran.
Zeta
Mainly the H-derivative of LM Rhapsody has been enhanced.
In addition to its strength as an anti-aircraft and ability countermeasure, the fact that it can now crush the opponent's fuzzy behavior in the center is not to be overlooked.
However, since it is a pinpoint enhancement, it is not enough to fundamentally change the evaluation.
Yuel
Mainly, Hanaarashi was strengthened.
The M version's sliding has been enhanced, and its ability to break the opponent's wait has been increased.
Despite its slow onset, Hanaarashi is a move that is hard to be dealt with, and I expect it to be much better against opponents with strong jumping tools like Cagliostro and Belial.
Cagliostro
Mainly cH and Calculated were enhanced.
The cH is now easier to hit with combos that allow the opponent to fuzzy jump or gain altitude, and it also has the advantage of being a multi-stage move.
Calculated is now easier to counter with downed flying tools due to the addition yesterday of collapsing bullets to cancel them out, and the search range has been increased to the point where you can now match M,H Calculated with your opponent's back and forth high jumps.
M Calculated makes it easier to combo from 2H normal hits, and Calculated+ increases the firepower of every situation, including the ability to connect with cH.
As for my personal rating, I gave him an A+ because I don't trust his crumbling ability or defense, but since he is a character with an unusual direction in GBVS, he could be rated S- or higher depending on future developments.
Charlotte
The L derivative of L Noble Strategy's reach has been increased, making it a much more useful option against opponents without invincible moves. In addition, the LM version's H-derivative has been enhanced to force the opponent to make a choice without showing the +ability's flash, which has increased its surprise ability.
Since the reinforcement has few situations where it can be effective, we decided that it is not worth raising the rating significantly.
Zooey
Mainly enhanced M Dragon Summon and L Spin Slash Air. Since the Dragon now moves forward when the M Dragon Summon is used, it is no longer necessary to go through the process of setting up using the L Dragon Summon, and the mid-range control power has increased dramatically.
In addition, the L Aerial Spin Slash now generates 3F faster and has increased movement speed, giving you more ways to counter long-range characters.
Including the changes to the Dragon Gauge and L-Spinning Slash in the last version, the character is now strong enough at mid-range to be powerful in all but the defensive side of the game.
However, the ability to break down characters of short stature is low, and characters such as Sith with poor technique compatibility will still have a hard time.
Avatar Belial
A different kind of character, with extremely low strength but the concept of almost no restrictions on the use of abilities.
The return on fire balls and Meaty moves is high, and the long horizontal length of the DP also makes it a good fire ball deterrent. In addition, it has an excellent command throw, which can be used to deter fire ball and anti-air.
On the other hand, with the loss of Belial's 2M advantage frame, Goetia, and the powerful moves of fH and ”Give Daddy Some Sugar”, he lacks the ability to break down at close range and the means to deal with characters with longer reach than him.
The derivation of the various techniques requires delicate handling, as there are only a limited number of situations in which the opponent can be forced to make a choice, and the actual strength is only about 7000. In consideration of the excellent placement, DP, and Skybound Art performance and instability, I have tentatively placed it in this position.
Gran
Power Raise, M Reginleiv, and L Overdrive Surge have been enhanced.
The M Regin Rave may seem like a modest enhancement, but the first stage of the attack is characterized by the fact that it has no damage detection, and it is strong enough to crush crashing distant H and abilities in a one-sided manner, so that the second stage connects firmly on hit and blows the opponent away. This enhancement also makes it easier to make time to accumulate power raises.
Also, the additional part of the L-Overdrive Surge now occurs faster, allowing you to connect the next step after confirming the hit.
I've raised the rating a notch because it gives me more ways to deal with opponents with inferior reach, and makes it easier to bring in the damage return game that Gran is good at.
A
Other ≧ Ladiva > Eustance
Katalina
Frozen Blade and Enchanted Lands have been enhanced. The Frozen Blade now connects more consistently from the 2U, strengthening the lower level options for standing.
Enchanted Lands has a 2F reduction in hardness in the H version, making it easier to perform the move against long range characters like Ferry.
The character's rating has not changed significantly.
Anre
Mainly, the L Fleeting Spark has been enhanced. In addition to being able to use it as a combo part against airborne opponents, it is now easier to take a risk by activating it after seeing an anti-air displacement move.
However, due to its nature of moving and then activating when far away from the opponent, it remains less effective against dives from a distance and Zeta's Aerial Arvess.
The character's reputation has not changed significantly.
Soriz
Mainly, Punch of Stars+ and Tenacious Will have been enhanced.
The Punch of Stars+ has become more practical as a means of touching from a standing position, as the distance between you and the opponent is now closer after blocking. Since it can only be followed up with a crouching hit, it is not expected to rise to the level of a mainstay move.
Tenacious Will has been greatly strengthened, and its hardness has been reduced by 3F so that it can be used to follow up on hits regardless of whether they are blocked or not.
In addition, the ability to perform a derivative move from the middle of Tenacious Will, and the ability to sustain and stack from Impact Knuckles+ and Roundhouse Fang+, makes the reversal ability of Macho Ultimatum reliable enough.
Due to the nature of the Super Skybound Art, it takes a roundabout way of activating after taking damage from the opponent, but I highly evaluated its potential to aim for giant killing against strong characters with its overwhelming ability to break down.
Metera
Similar to the enhancement of Zooey's L-Dragon summoning, it is a pretty big enhancement to have the normal abilities flying down.
Since Starry Sky has a faster generation and shorter overall movement frames than Distant H, it should be able to function as a less risky control move rather than going for Starry Sky+ after confirming the Distant H counter.
Other changes include increased grinding damage when blocking, which, along with the changes to Starry Sky, makes it easier to continuously reduce the opponent's health than in previous versions.
Considering that the basic premise of Metera, which is to win by standing still, has been strengthened, I gave it an A.
Ladiva
Mainly the Jewel Resort Screwdriver+ has been enhanced.
Ladiva was painfully weakened in the last patch, but the H version of the 6F command throw has been enhanced to have enough reach to get in from a 2L tick after dash inertia, making it both easier to catch from a standing start and a close selection.
Although the adjustment does not completely compensate for the weakening, I rated it as the runner-up to Matera based on the growth of the throwing character's personality that has the potential to upset the chemistry.
Eustance
Mainly the rat race was strengthened.
The M rat race is now 4F faster, reducing the risk of being jumped forward after seeing it. the L rat race is still slower, but the difference in generation frames between the M version and the L rat race makes the game easier to make up.
In Rat Race+, the explosion is now unblockable in midair, making it easier for the opponent to make a choice.
Aside from slow kills, which were practically unblockable in the air until now, you can now aim for unblockability with spread shots and liberation depths as well, making it easier to get your opponent into a defensive posture.
Even taking into account the above enhancements, it is still not a huge enhancement and is just barely good enough to be an A rank.
A-
Rowain
Don't Mind If I Do, Come at Me, Bro!, and M Awesome Sauce have been enhanced.
"Don't Mind If I Do", overall movement has been shortened by 3F, and the sustained portion of the cL can now be stacked from the normal throw. The timing of when you can perform Don't Mind If I Do, seems to be increasing, along with the previous strengthening of Tomoi.
"Come at Me, Bro!" now has a 3F faster onset, and it takes 28F from establishment to counterattack.
It comes out 1F slower than Belial's Vassago+, which means that the attacker will now have to devote a lot of attention to reacting. It also has improved judgement, making it a good counterattack against some abilities such as Chaos Calibur and Anzünden.
M Awesome Sauce now has a 1F faster generation and can be comboed without using Awesome Sauce+ with 2U or checkmate moves for a more consistent damage return.
Although it was a major enhancement in general, it did not fundamentally change the way I stand, and it did not improve the weakness of my inner workings, so I gave only one person an A- rating.
Concluding remarks
Anyway, I'm glad the big adjustment is coming.
As for GBVS, I like the well thought out weakening adjustments, but the strengthening adjustments this time are also very interesting and carefully made.
Especially the characters around Gran, Lancelot, Percival, Soriz and Zooey were very likable.
For now, the characters I can think of that need attention are Beelzebub, Seox, Ferry, Vazeraga, Lancelot, and Cagliostro. These characters have a unique game making style, so if you don't have enough countermeasures, the game can be settled in an instant.
I can't think of a good ending, so I'm done. Thank you for your patience with my ramblings.
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