I kind of doubt we are getting another loketest if the game is launching in a few months. Regarding the new moves, I’m pretty sure Pachi said everyone would get one during the reveal, and also on the amazon listing of the game it states “new moves for everyone”.

One thing I’m curious about is, how many people are going to switch characters for Rev2. Already underrepresented characters like May and Bedman are getting worse, so I’m curious if we will have less diversity as a result of this stuff.

If it helps, I think this is a really important thing to know when playing against Chipp, and if I’m off base someone correct me:
When he gets a hard knockdown mid-screen and sJ’s over you:
1)if you see him whiff jK and come down with jHS that’s going to cross up.
2)if you see him FD and fall down immediately his jHS will hit in front. They’re FD canceling his j2K which kills his air momentum.

I’ve seen a lot of mid level Chipp players use this to maul people. If you don’t know it you are basically guessing to get out of it.

…ish. You can still blitz high and get out.

That’s still some useful advice on your part, mind. =)

He should he whiffing j.K on both the cross-up and non-cross-up sj setups.

Any people playing Johnny? I’m doing his advanced trial 8 and i’m having some issues it seems.
2D xx mist finer stance(mfs), dash xx treasure hunt super

So you can input it as:
632D14K 66S

No matter how fast or slow i’m doing this the super never comes out when i input the 2D during the 63214. if i omit the 2D i get the super no problem with the MFS.
Its the hitfreeze from the 2D that fucks things up i think, i input the dash and sometimes that doesn’t even come out because i’m way too fast. I slow it down and super won’t come out etc. Is there some special timing?

Is the whiff necessary for both? I feel like I’ve seen chip players do it either way. But probably wrong lol…

I’m not a Chipp player, but I’m pretty sure it is as it (slightly) changes his jump trajectory

Uh Chipp j.K doesn’t do anything to jump trajectory lol. It’s just for timing purposes.

@LockM

I don’t play Johnny, but I did do all of his trials. The sample inputs, while consistent if you have the ability, I found it immensely easier to omit doing the 646 type of dash, in favor of just doing a 66 at the end.

Anyway, in regards to timing it out, this is essentially how it went for me to get it down to a relative consistency…

  • Input 5k, immediately 2D, as the input buffer will cause the 2D to come out after the 5K is done.
  • Return to neutral, and use the duration until the first hit of Johnny’s 2D to do the half circle back. (How quickly you do the half circle doesn’t really matter, you can do it as slow as you want, so long as you’re done by the time 2D hits. Personally, I found going at the perfect pace where 2D hits just I’m done with the half circle to be the most consistent, as it prolongs the length of the input buffer for the dashes.)
  • Once it connects hit P (or whatever stance button is easiest for you), I would say I do the world’s most minor of pauses here before inputting 66S. The important thing is you need to make sure he actually gets into stance, otherwise the dash won’t come out. The S button needs to be pressed the second the dash starts, which should be, provided you let him get into stance, the moment you input the second forward input.

You’ll know you’re doing it right because you’ll hear Johnny’s little grunt from his dash when in stance. Something which may end up happening is miss-timing the “S” input, you might end up pressing it while in neutral when doing the second forward or something akin to that. To decipher that, use the actual stick input display and watch that while doing the combo. You want to be as precise as possible. For practice, I suggest doing 2D into stance into dash just keep doing that for a bit until you get the timing down.

I found going slower with this combo to be the more consistent method. While I am not versed on the how-tos of GG’s specific version of an input buffer, but from my experimentations, any new input towards a motion will refresh the time the “super” input is stored into the buffer by a small degree. Specifically I noticed when doing this lightning fast, that you have to do it just like that – insanely fast and precise. I also found that doing it too fast meant the super input might end up being lost due to time lost waiting for the 2D to finish and the game starts registering your absence of motion as you trying to do something else and discards the buffer.

Hope this is somewhat helpful.


The above actually reminded me. I’ve been meaning to gush a bit over how good Rev’s trials are. I’m one of those guys who loves doing trials, whether they are stupid non-combos like SFIV’s or nut-bustingly difficult like a lot of KoF 13’s. I absolutely adore doing challenges.

I finally got around to doing all of Rev’s – boy, they are just fantastically made. They do an amazing job of teaching you basic rhythms of a character. Even if at times their specific nature does kind of go against the improv-like combos of GG, where you add or subtract normals on a whim to make sure the opponent lines up correctly. Regardless of that, the specific nature of it forces you to really learn how to do each combo and learn just why it works, and how you can make it work consistently, even within the confines of it’s linear combo path.

The amount of trials I went into, tried them a few times and was like “Alright, I see what it wants me to do, but… doesn’t seem very consistent or tournament-viable” only to come out of the trial nailing the combo with 95% consistency is incredible. There is a trick and hidden bit of a knowledge in nearly every single trial, where once you learn what it is, the rest of the combo becomes child’s play. A good example would be Zato’s trials as a whole, but one in particular stumped me for the longest time, partly because Zato is the only character where you have to actually learn how to play the damn character to do his combo trials, but mostly because I was just too caught up in how drastically asking the combo seemed to be at a glance, that I thought it impossible to do consistently. It was the trial where at one point you had to do a near frame perfect cancel of little eddy’s anti-air attack into the shark super, and I was like “Dude, this super only connects if it’s canceled on frame 1, who is going to go for this shit!?” Then after much deliberation, I thought “Wait, if I HOLD the slash button down after I do 2S, DO the super motion, then release it and press it again, it’ll ALWAYS cancel it frame perfectly with little eddy’s anti-air attack.” BOOM 100% consistency, easy combo. The sample even shows you it, I just overlooked it.

Potemkin, Chipp, Jack-O, Zato, Johnny – nearly everyone – god, the moment you figure it out, it’s so satisfying. I love challenge modes man, they’re like little puzzles, and Guilty Gear’s are some of the best. 10/10, can’t wait to do them all over again in Rev2.

I think the only trial I completed and had no idea why I struggled on it, nor understood why it would work or not work was one of Dizzy’s. It was a really short sequence, like trial 4 or 6 or something, but it would just NOT work, I only completed it through brute force. Shrugs

That said, actually, if anyone is like me and blitzing through trials and has any particular struggle with one, I’d gladly share any of the weird little insights I gathered while going through all of them. I don’t really consider myself a god at execution, in-fact it’s very flawed, so if I can do most of the combos with near consistency or better, I expect most can.

Oh so it’s like SFV. haha

The pre-empting stuff, yes. The “fast” and “many options” parts are nothing like SFV tho ._.

Thanks for the writeup! You brought up a few points that were hindering me exactly like you described, namely the timing. I stopped doing 2D as a part of the motion , it just wasn’t working out. I found timing the 63214 with the 2D annoying and still have the time to do 66S, i’m constantly too slow with the dashes. Instead of doing that i changed my inputs based on a friends suggestion:

2D, 63214 6P 6S

I’m glad that in games like GG and KOF there are multiple ways to input certain buffers from specials and whatnot, 1 way might not work out and i cna still try other ways.
It was definitely helpfull!.

finally copped Revelator (even though rev 2 is coming out sometime soon) and I’m really in love with it. I’ve only played GGX and ACR+, but I think i was pretty meh at those games. So far I’ve been only playing chipp because he’s the only character i feel comfortable with playing on pad, also got some wins online too but tbh I don’t think I really learned anything out of them.

got a question though, how does danger time exactly work? I’ve heard since -sign- that it happens on a random chance clash, but in rev I think every clash i got in it just happens. Was this a change or something?

Danger time is still random on clashes, if you’re seeing it often you just have very bad (good?) luck.

I can’t believe Revelator is still 44 dollars on PS3.

it’s been on sale for 25 dollars or less for like 3 out of the last 5 months in some form cumulatively.

I went to pick it up physically and game stop said 44 fucking dollars. I was stunned.

Third Rev 2 loketest starts tonight

This is the test where they roll a lot of shit back. I just know it :wink:

Any info about patchnotes yet?