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

Around Black Friday, PS3s go for around $150-200, you should get on that.

Otherwise, I’m hyped as fuck. Been watching Joniosan every day. When he doesn’t air, I just look at past broadcast.

I’m contemplating a PS4 a little more to be honest, I sold my 360 when the next-gens dropped and haven’t felt the need to buy one of the new consoles yet, next year seems to look like the year they finally start announcing and releasing some quality titles for them that are a genuine reason to have me buying one.

I’m hyped as fuck also, but after messing around with #R and Isuka(Which is very unlike the other GGs, so I’ll save my comments on that) it seems as though Xrd has a lot more leniency with execution, but #R didn’t seem to have incredibly difficult execution to begin with, some characters are a little difficult, but if I compare the execution barrier to say KOF, GG does seem easier to adapt to. What’s bugging me mainly is the slow down with RC’ing, just looks a hell of a lot easier now. I dislike games, especially fighters for that matter, toning down the level of execution in favour of attracting a wider audience, it seems so far from the roots of the genre.

You could always learn Zato or I-no.

FAB is on record complaining that Pot shoulder loops are hard.

I’ve heard they’re difficult characters and I’m going to give the whole cast a try before properly deciding a main. Some aspects just look easier in Xrd. I’m not saying it makes the game any less appealing, it’s just a weird occurrence for fighters to me.

Uuuuuh he’s a top tier shithead in +R & most people put him Top 3-5 in Xrd, boy aint hurting anymore.

If I should get a hold of Xrd at some point, I am more than likely going main Slayer… one of my battle buddies was nice enough to present some insight on the character.

EDIT: Auto-correct failure…

Slayer seems like a lot more work than last time but the damage potential is still there.

I heard his mixups got weaker or something?

His two overheads aren’t so great. 6K is now -2 on block and requires the move to hit on the last possible frame and for the opponent to be either crouching or have a CH to get a meterless combo off of it. Not much of a threat comparatively.

His other overhead, Helter Skelter, comes from Dandy Step. I’m pretty sure this hasn’t been fully explored yet, but for now it’s okay. It’s 25f, has been airthrown out of start up a good amount of times from what I’ve seen, but it’s + on block. He can also act out of it in the air and gets a j.H>j.D if he wants after it hits. The move is also a projectile, and we need too experiment on it’s uses with YRC.

He still has his Dandy Step mixups though. Whiff Under Pressure, then 2K/Throw/finish with It’s Late.

Who would you say the most inviting of the cast is for a beginner? I was planning on Ky until I adapt to the game properly.

Also, I hate to ask because I should know by now, but I don’t actually have all of the abbreviations down for normals and I can barely remember the special names. Can anyone drop a quick list of the abbreviations for normals for me?

Zato=1 Kappa

Really though, I’d prob. say Ky and Faust plus maybe Sol seem like good picks for getting to grips with the system.

Abbreviations for normals? The game works off 5 buttons: Punch, Kick, Slash, Heavy Slash, Dust.
P and K are lights, Slashes mids and HS the heavy stuff. Dust is a universal move that’s usually slow, but is both overhead and a launcher.
Sweep is done by 2D, most characters’ 6P is an upper body invincible antiair.

Chains flow P=>K=>S=>HS/D, with some restrictions like crouching lights typically can’t combo into standing Slash and so on. Those are character specific and best found out by wiki/forum/training mode.

The only issue I had was HS and D, I’d seen them around and I just didn’t know what they were, the normal names haven’t been presented to me on #R yet, the configuration just says stock buttons such as BUTTON1, BUTTON2 so on so forth.

Is there a particular abbreviation for a super jumped normal or is that just not a thing? Like SJ.D or something along those lines.
(I’m about 72 hours in as of now, so don’t mind my 09er-ism)

W-wait, Faust as an entry-level character? Faust looked freaky as hell to me when I tested him out. I love him as a character though, actually I love EVERY character in GG, they all seem so different from each other and it’s amazing. Street Fighter just doesn’t have that same sense of well thought out character design.

I’ll probably stick with Ky for the time being, and then move onto Sol once I’ve gotten to grips with everything.

The best advice that i can give you is that you should start with the character that you want to play from the very beginning.
I say this because what X character needs to accomplish to work in the game doesn’t necessarily translates to another, this is true for any fighting game.

Lets say that you start with Ky, what he needs to do is not the same that Chipp, Ino, Millia or Slayer needs to do, since they have different mobility options, normals, specials, etc.

As for the notation used for GG and other games

http://www.dustloop.com/wiki/index.php?title=Notation

Sol is just fine as a beginner character.

Yeah, Faust looks freaky but he’s pretty much a basic, defensive-leaning pokey cancer like Claw or Dhalsim plus a couple shenanigans.

Didn’t know that only played +R for a couple weeks and never saw much chipp. Still, for the life he has he needs to be scary he could get 100% or really close to it off some counterhits in AC with a bit of guard bar. His corner mixup looks pretty gross.

Forget beginner characters, just play who you like. You’ll be more motivated and everything u learn will be relevant to the character u actually want to use.

So how does sacred garden work? I know you are supposed top be able to control where it goes butt all I can seem to manage is getting it to go back and forth at the top of the screen and that is it. :confused:

Also I can’t find the AC+ thread, anyone haves a link?

You do the input, 214H, and then you press directions+H for up to 5 possible inputs and the orb will go in those directions.

During the charge time you have to input the directions and press H really quickly and been awhile but believe you need go back to nuetral between them. But you can’t really slow it down you need to know the directions you want and do it very, very fast. If you are doing it right you’ll hear this noise like change clinking in AC each time you hit a direction. Been awhile but I remember always tapping the directions for it each way, might have just been something to make it easier. You get 5 directions I believe.

Looks like she’ll get some sacred garden mixup on corner combos that end in pin from what I’ve seen allowing 2 mixups on a knockdown from what I’ve seen in xrd. Her combo’s in xrd seem to basically be the same as her super basic ones in ac. Only addition I’ve really seen is now she can link a 5S after her 6K which is kinda cool and random 5HS can be RC’d into dash 2HS -> combo.

Cool, thanks guys.