Guilty Gear Xrd -REVELATOR- one of life's gilty pleasures

He could always do that.

Yeah I did say that before but the situation has changed since me saying that, since ya know…Xrd, a brand new game has been released.

Nice try.

He could always yolo divekick and all his specials were plus on on block?

I think the bigger problem I have is the ambiguious hitbox and how its difficult to even seen whats going on with all the flames. I dont remember all that in XX. This just looks kinda derpy.

DI Sol always had ridic flames. It’s that now they made him have DI everything. Which actually makes sense. Before he just had DI GF/BR/VV. It’s not really that bad. DI Tyrant Rave is a safe way to end DI state from the push back. It still didn’t really impact Sol that much. The time limit seems static no matter what and he gained a DI aerial command grab. Sure DI is buffed from it’s previous versions but I’m sure as the game progresses, we’ll see less of it as usual. Despite Sol safe on block and having huge hitboxes, DI still has not improved his mix up.

I’ll be using it because it looks cool and he finally gets a transformed state.

I hope they give Testament’s crow some more background.

They probably won’t but whatever.

No he couldn’t do divekick because he didn’t have it. Yes, his specials and normals were all plus. And his normals got faster too.

What’s wrong with this game playing like Reload? What is a bad GG or something?

I’ve never played Reload before.

People like it, it’s just that characters gained a lot of useful options in the later games, and being based on the earlier version technically goes backwards in some situations as far as those are considered. Of course, that’s not so say they haven’t given some characters options in place of it though.

A few examples, I guess. In AC(+R), Slayer could feint his Dust, and both of his Mappas. He could easily combo off of 6K overhead without it being required to hit meaty and using his fastest normals. He eventually got 3 more Dandy Steps, for S,H, and a Forcebreak D.

Sol has his shitty Grand Viper now, which is silly. He can’t cancel into Fafnir, so it’s use is strictly at neutral or in some combos mid Dustloop it seems.

Again, every character has pretty much gotten new stuff in place of what they have lost, so it’s not all bad. I think Ky lost his j.CSE, but he arguably has the most meaningful new stuff, at least ATM.

Poor Potemkin. Lost his 6K overhead, Heat Knuckle is like #R so there is no reason to never extend since neither version give knockdown. Made his 5P whiff on crouchers and stuff. But it’s GG, and being good carries you further than having a good character, for the most part at least.

#R isn’t perfect and has it’s share of problems. My biggest issue with it is #R Eddie. I also never learned the Dustloop and I got into GG sometime before Slash came out. AC Sol and now AC+R Sol is my preferred choice. It’s bothersome to see characters lose so many tools(AC Grand Viper/SW/FBs/Fafnir) and it sticks out when Sol does a mid air combo but looking at the damage Sol gets I’m not too worried.

Why Hecatom hates #R and calls Xrd, XTurd is his personal beef. His main, Chipp, looks respectable in Xrd.

No more I-No orgasm face avatar :frowning:

Also, I’m curious about Sol’s old grand viper, having limited knowledge of competitive #R. Is it bad because a burst lets you punish it, or something else along with it? Because it seems like a fair combo ender.

Lol. Making an already “hard” character worse while buffing Millia and Slayer is a good thing? Zato was good, but he does have somewhat of an execution/skill barrier before he reaches his full potential. Compare that with Millia, who was top 6 in AC+, +R, and is currently wrecking shop in the arcade.

I’m not complaining about your apparent disdain for Zato (unblockable characters tend to be shunned), but it is kind of silly to hate him when Millia has been doing better lately and is easier than Zato ever was.

Upon first glance, one would think so. But even in AC, Sol’s GV wasn’t used much. And lead to 40% life damage and ended in untechable KDs. The problem is still the same. Sol has to be deep for GV to hit or land CH 5HS or 6HS or 2D. The reason why you don’t see people land GV all the time even in the inferior version is because Sol has to be really close because upon startup, Grand Viper pulls back. Unlike Bandit Revolver which advances forward. So if you land anything at let’s say max range in which you can only land two hits(open with 5/2K or 2S) then cancel into a special, GV will not work. BR and VV will almost always work instead and you’ll still end up point blank after.

On a sidenote, in the Japanese XX strategy video, they showed GV as an anti mid level projectile counter. Of course, I’ve almost never seen this is any match.

Old Grand Viper is good because evades a lot of stuff and takes them to the corner. But it’s bad cause if you whiff, they might IK you if they are Ky. And if they burst, now you’re in the corner. But’s it’s alright 'cause you can YRC and punish them if they burst.

High risk, high reward. Sounds like the Sol I remember.

edit: That XX strat vid had wakeup Riot Stomp and wakeup Grand Viper as legit.
I have a Sol player here that does that, it’s kinda annoying.

I saw I-no win with the command grab and I had to use it as an avatar!

At least in comparison of the two types, AC Grand Viper led to SW loops since it had the Clean Hit property, and didn’t force Sol into the air. And, IIRC, it’s possible to whiff punish with an IK in specific situations. Which is probably a bit easier to do with RC slow down if they don’t YRC it before it gets to the DP part.

I mean, AC Grand Viper was a straight buff. And going back to #R Grand Viper is a straight nerf. And I like Sol better that way. He’s suppose to spend half a bar to do a combo. Not do a combo and get half a bar.

wakeup grandviper is alright if you have balls and a brain

I hear GV can’t be PRC’d so I guess that’d explain it a bit. But if they lack a burst, it seems like a good move since he travels at a decent speed.

More Guilty Gear game fight stuffs.

Has Sol’s DI theme been posted anywhere?

Whoa whoa whoa

settles you down

I dont dislike Zato he’s one of my favs. A character I want to fiddle around with once I become proficient in Millia and Venom. High level Zato however sandbagged a lot of characters just because FB drill and those unblockable shananigans. It was a little TOO easy to get in with meter.

Millias a little different. Shes good but not for the same reasons as Zato. I will say the nerf in the arc of the shark is kinda crap.

Also I dont like the hitbox nerf on slayers bat stomp. Or Inos chemical love.