Guilty Gear X: Infinities

Ma bad, didn’t know that.

It doesn’t do 100% either. Sometimes it could dizzy some of the lower-stun characters like Millia and Baiken, but on most characters you could get maybe 50% at most, and that was if you were using FCD in conjunction with the Bandit Revolver looping.

Still, “infinite” implies that the combo can literally go forever. If it does 100%, it’s a 100% combo, not an infinite.

Side note, Bandit Revolver loop did more damage in X than it does in XX/#R.

None that I know of. DC version was practically arcade-perfect.

in 1.5 is there a one hit ensenga set-up for johnny?

doesnt may have a nasty loop?

like j. k/s, j. hs?

i think the setup was 6+p, st. slash, jump infinite/loop?

whats the difference between a loop and an infinite???

mag’s rom infinite can only be done for about 45 hits so why is that an infinite and not a loop?

just wondering, not causing any drama, thanks :smiley:

yes, may does have a very damaging loop in X. i’m not sure of the exact notation since:-

  • i’ve been out of X for a very long time
  • i don’t play may at all

i’ m not sure if you’re referring to X or XX/#re though. if you really want to know this loop, i can find out for you if you wish

a loop is a repetition concerning a few attacks/movements, which will eventually end due to varying circumstances (in GG’s case, gravity effect mostly)
an infinite can continue going forever

(MY UNDERSTANDING)^^^

examples of this is sol’s dust loop. gravity effect will soon kick in, so after a while its best to hit VolVip+K for guaranteed knockdown + oki

again, due to the GG’s series’ aspect of gravity effect, most infinites in the series were ground based, while loops were air based