Dustloop is your best bet on getting any kind of info about GG.
I can tell you some shitty Slayer stuff.
Spoiler
Slayer is a punnishment based character, a part of the reason his damage is so high. Granted, he became all about the combos in AC.
Learn all of his links. Not counting 2K>(2S/2H/2D), or 2S>(2H/2D) since they are just delayed chains, I’d say some of his most important links are [6K>5/2K], [5Kx2-3], and [f.S>c.S]. 6K is his overhead and it’s good for combos and stuff. 6K>5/2K is 1f link on standing, but it isn’t hard. Just learn all of his links. Another favorite of mine is 6H>2K…though that won’t work on +R.
Slayer also has lots of combo routes depending on what you want to do and how they’re hit. Learning what his air normals do is really good for putting the opponent into better positions during the combo. j.P raises them some. j.K raises you a bit. j.S has a vacuum effect. j.H also raises them a bit higher, j.D is hard knockdown, and j.2K is. The Slayer forum on dustloop has all your Slayer combo needs. Just learn your (6K)>2K>(2S)>2D as your first combo. Hard knockdown into Slayers 5 way mixup is the shit. [High, Low, Throw, Dashthrough High/Low.] From there you can start learning basic BBU combos. 2K>2H>BBU>5H>j.2K>j.K>dj.S(1)-2K>j.D(-2K>j.D)
Just learn basic stuff and start experimenting with shit as you go on. Basic air combo is stuff>j.K-2K>j.K>dj.S(1)-2K>j.D(-2K>j.D) -2k is chaining to j.2K.
Learn to back/forward dash cancel since it’s good for forcing whiffs. I can write down the motions for those if you would like. Also, in AC, in order to cancel into a special move from 5K you have to do a TK motion since 5K is only jump cancelable. 5K>2369K/5K>6321469K. It has some weird ass fucking timing imo, and it’s being changed back to special cancelable in +R.
A good ground game is fundamental to being good at GG. Don’t get distracted by the air dashes.
http://www.imagebam.com/image/a67f5d210363167
Also confirmed for PlayStation Vita in the latest Famitsu.
When can I start throwing them my money?
Is this going to be Japan only?
Just coming here to rmember you people that tomorrow is the arcade release of Guilty Gear XX Accent Core Plus R :rock:
We don’t know, but our guess (and hope) is that they will release the game worldwide and update it accordingly
If it’s Japan only, I’m going to set up an account and get that and CvS2.
Real talk.
Can’t wait to see new videos. I also can’t wait to see what people find with Slayer (and company) after prolonged use.
I wonder how long before gameacho starts putting out videos for it.
Jet Set Radio burst
Thanks for the links man
Mikado Day 1 Singles Tourney
[media=youtube]4nX3pyKRqgI[/media]
The rest of the parts are on the Channel
I played “R” yesterday. Here are some Faust notes for those who care.
The hitbox on Faust’s far slash was buffed. I don’t think the range was changed but they made it wider so that it hits a bit more above and below the scalpel. Its harder for a lot of characters to avoid it by running forward or doing attacks that put them in a crouch-like position. I played about 3 hours of “R” last night at my local arcade in Gunma. The hit box certainly feels wider but there was one instance where Millia was still able to run under it from pretty close range. I still haven’t gotten to test it out in a bunch of situations. In the group of people I played with at the arcade yesterday, I only got to fight against Venom, Potemkin, Sol, Anji, Axl, and Millia.
A few other things I noted from day one Faust play.
Force break pogo now lifts off the ground from an OTG for a full legit combo, so stuff like air combo into air dust for knock down canceled into FB pogo works. The new version of it (pressing D while in hop state) is good for extending combos but I haven’t found any combos that really do a ton of damage as a result of it yet. The move on it’s own, however, while on pogo is great for those moments when you are on the pogo in a neutral state and can be used for general pressure or almost like a semi-DP like move. One more note about pogo stance is that it seems the hit stun on the p face extend move has been increased and it seems easier to do slightly longer combos. I was at least able to get longer ones on Potemkin. Still need more testing. One more thing about pogo is that it seemed a little harder to do double ground flower hits after the initial pogo hit. You have to do it slightly earlier so the chances of the opponent being able to tech after going my way are higher since you have to knock them higher off the ground.
General timing for air combo into jump dust seems slightly tighter. Totally doable by any means but maybe just a frame or so difference.
New FB door is a fun little tool. Certainly not something to abuse too much or rely on heavily but it can catch people off guard in the right situation when used sparingly. Especially with certain item set ups. It seems that on counter hit (at least when the opponent is in the air) they cannot tech, so it is easy to follow up with a nice beefy combo.
FB bat follow up to scalpel pull now does wall stick instead of wall bounce, making it hard or impossible to combo after unless you are near the corner. Seems just doing the standard swat follow up for the big meter gain is a good option, and if you have the meter, to just do the TNT follow up.
New coin is super useful! It stays on the screen for a long time and controls a lot of space. Great for followup up for pressure and keeping the opponent guarding. And as usual on hit, you get that nice flame swat! Oh yea!
New dumbell item is fun and gets instant knockdown. Because of the far angle it travels, it sucks up close though because it will just fly over their heads if they are standing on the ground. Good for full screen.
New food item is just standard food item as far as I can tell… nothing special.
Counter hit standing kick knocks them to the ground in front of Faust rather than knocking back full screen. It’s easy to set up okizeme after this.
Can’t think of anything else in particular about Faust specific stuff. I can talk about how matchups changed more once I fight more characters and get more match experience in. Faust still feels very similar and very much intact with mostly buffs and some nice new fun tools. I don’t think he is all that more powerful than his regular AC version but depending on how matchups have changed he might be overall better in this game compared to AC.
Overall, the game feels like it runs fine and I didn’t notice any input lag for anyone wondering. The game seems really fun and I can’t wait to play more this weekend at Mikado!!
Lastly, funniest moment of the night was seeing Venom charge his full screen stinger aim ball to max size while Sol was on the other side of the screen. Sol does grand viper under the stinger aim ball as it is released and hits venom, only to have the ball bounce back off the back wall and smash Sol in the back of the head, much to Venom’s delight. I LOLed.
Mikado 3vs3
http://www.youtube.com/watch?v=zEJtI1Wqh3o&feature=plcp
http://www.youtube.com/watch?v=5RtnYK5QnZY&feature=plcp
http://www.youtube.com/watch?v=flD4j6JORQM&feature=plcp
http://www.youtube.com/watch?v=RF8Dk0lvBiY&feature=plcp
Anyone know what it means when the portrait on the HUD starts flashing red?
That you are near to get dizzied.