I Am New To Guilty Gear X2/ GGXX Reload

i just recently borrowed Guilty Gear XX Reload for XBOX and i was wondering…HOW THE HELL AM I SUPPOSE TO PLAY THIS GAME?

i went to gamecombos.com and they tell me all these combos, but i have no fucking clue how to execute them. can anybody show me the BASICS, how to use which buttons, and how to link combos? any ideas would be great. thanks

  1. learn bnb’s with whoever u choose to play with
  2. learn how the tension bar works (how it builds up and what u can do with it at certain levels)
  3. learn about burst and the difference between offensive and defensive burst
  4. learn the chars moves that can be frc’ed and practice timing on them
  5. learn teh dloop

if ur really serious about learning how to play then hit me up on aim…im always willing to lend a hand to those who WANT to learn :bluu:

Another thing is training mode,set the tension bar to full,that way you have freedom to mess around.Did you get the instruction booklet?

training mode + full tension and recovery set to NT = air grab tech and dloop training

…mmmm mmmmmm good…i can show u what i know about BA, JO, IN, and SO…holler at your buddy [white guy voice/]

Im new too. and I dont know what a bnb is or a dloop. Huh?

yeah cuz ur a slayer scrub :rofl:…just kidding

bnb = bread n’ butter combo…essentially these are the combos ur gonna be using alot be it starting off a bigger combo or just something to cause some quick damage

dloop = dust loop…sol and baiken’s jumping dust have so much hit stun that ur given sufficient time to attack the enemy again before they can recover…if uve seen any xx matches with either sol or baiken then u’ve most likely seen a dloop happen sometime during the match

anything else?

Basically, think of punch and kick as your weak attacks, slash as your medium, and heavy slash as your strongest. Just chain 'em together from weak to strong and tack on a special or super at the end, like any other fighting game.

The tension meter allows you to do several things. First is supers, obviously. You can also use tension to Faultless Defend, by holding back, punch and kick. It’s basically pushblocking, and has the added bonus of preventing chip damage. Third is Roman Cancelling, which I’m not gonna even get into because I totally suck at it.

One thing you wanna be careful of in GGXX is that you don’t turtle. If you spend too long just blocking or running away, you’ll get a “negative penalty”, which takes away all your tension.

Also, the Dust button is your air launcher, a la MvC2. Hold up after dusting your opponent and you’ll follow them so you can go all AERIAL RAVE on their ass.

… Hope that helps.

Another thing is if you’re used to 3S or CvS2, get used to not punishing pokes but strings instead. Also the mobility and defensive options in this game are alot more plentiful in comparison.

Edit: Also if there’s a specific character you’re intrested in it might help to say.

u forgot to mention that the tension bar can be used to perform whats called “dead angle attacks”…its a counterattack that takes up 50% tension…to do it press :r: p+k while guarding…ur character will perform her/his f+p animation

burst - 2 types…offensive (gold) and defensive (blue)…defensive burst is done when ur being attacked (blocked or actually being hit) and if it hits the opponent then they are knocked across the screen…the same happens with offensive burst but if the opponent is hit with the burst then u get a full tension bar…baiting people into offensive bursts is good for easy tension and rc’s

roman cancels - 2 types also…roman cancels (red aura) can be done to cancel out frames of pretty much any move be it normal, special or supers…takes 50% tension…false roman cancels (blue aura) are character specific moves that can only be canceled during certain frames of certain moves…takes only 25% tension…every char has about 3-4 frc’s but others have more/less…all roman cancels are done by pressing any 3 attack buttons besides dust simultaneously

my fingers feel raped after typing this:sad:

-EDIT-

i notice someone mention standing dust being a launcher…most character’s standing dust are overheads but have mad lag on the start up…in the end only a couple people can do a standing dust and still be somewhat safe if its blocked…too risky = standing dust

another thing is that almost everyone’s f+p has full upper body invincibility…if u wanna see it for urself then go to training and pick ky and johnny…have ky do his projectile super and then do a f+p with johnny right before it reaches him…:wow: at what happens

I’d say in general pick a character and find out what you can cancle ther normal moves with ie. jump, special another normal or even FDC?.

once you learn some of the basics you should pay attention to the guard meter, the lower it gets the less damaging your combo does. when its built up to flashing all your moves are all counter hits, and you inflict massive damage. study up on what normal and special moves reduce or add to the bar when blocked.

Down + the dust button can also trip characters.

c.Dust = universal sweep
Dust = universal overhead launcher
j.Dust = SOMETHING WEIRD

Just to try and help and compile all of this info for you:

Tension:
Dead Angle Attack - f+P+K. basically an alpha counter. Costs 50% of your entire tension bar

Supers - character specific, costs 50% of your whole tension bar

Fautless Defense - b+P+K. Push blocks, removes chip damage, lets you block grounded attacks in the air

Roman Cancels - Press PKS during a move’s animation. There are two types of Roman Cancels. ‘Red’ cancels or normal Roman Cancels cost 50% of your tension. You can RC any move that connects with the opponent ( they block or get hit ). This does not include projectile type attacks. The second type, ‘Blue’ cancles or Force/False Roman Cancels cost 25% of your tension. You can only FRC certain moves and at certain points in their animations (think just frames). Sol’s gunflame cannot be RC’d because it is a projectile, but you can FRC it by pressing PKS in the 2 frame window his sword touches the ground.

Negative penalty - You get this for being excessively defensive, I guess. when you have NP, you gain tension at an incredibly slow rate. Things that trigger NP (to my knowledge): excessive (air)backdashing, walking back, standing completely still, jumping back. Not hard to avoid NP and still play defensively.

Gaining tension - walking forward, jumping foward, (air)dashing fowards, connecting normals, blocking, or performing specials will give you meter (Robo-ky is a bit different)

Burst:
You can burst when you have a Full burst meter with Dust and any button (ie. P+D, or H+D). Burst meter fills on its OWN. The more you are “beat up” the faster it fills supposedly, I dont know how that works. Bursts have variable invincibilty frames, depending if you burst offensively or defensively. The former grants the most inv. frames.

Defensive - When you burst while blocking, being hit, or when grounded, your burst will be blue or defensive. If your burst whiffs, you will compeltely empty your burst gauge. If it connects you will retain 1/3 of the burst meter.

Offensive - When you burst when not in one of the aforementioned positions, your burst will be gold (offensive). Performing this will always net you 1/3 of your burst meter. When you connect, you get 100% tension.

Attacks:
P, K, S, HS, D are your 5 attack buttons. They chain weak to strong generally with P being the ‘weakest’. standing D is your overhead which launches when you hold up. standing D is generally slow, but some characters have fairly effective and deceptive dusts. ducking D is your generic sweep. jumping D is a unique attack to each character. most of them are incredibly useful.

command attacks:
f+P - has upper body invincibilty of varying amounts. Basic anti air attack and is also good against some projectiles.

f+HS - your character’s strongest (and usually slowest) attack

other characters have f+K or d/f+P etc. thats all on the movelists, though.

Useful info:

Backdashes are inv. at the startup usually for ~10 frames or so.

Throws are instant (1F) and un-techable. Learn the throw game in GG, its an important part since they are so strong. They can be used defensively and offensively.

To block in the air, you MUST Faultless Defend (b+P+K) if you want to block grounded moves. (i.e. you jump and axl does standing P, you have to block with b+P+K) If it is an air to air situation, you can block normally

Tech falling is done by pressing a button when you are falling while holding a direction. There are three types of techs: forward (hold forward+button), neutral (press button), and back (hold back+button). Usually you are going to want to forward or back tech because you can tech faster. However, varying you tech timing is an important thing to learn later.

Bursts while inv. can be airthrown EASILY. dont get predictable with them

thats all for now…

another thing is that when u tech or faultless defense in the air then the tech orb/green orb omitted by ur char is the area where u are invulnerable to air grabs…if the opponent is anywhere in the area of where ur air tech/faultless defense orb is showing then he can just grab ur ass up…be carefull when dashing in and fd’ing cuz alot of good players will bait u into air grabs:bgrin:

You can be air thrown out of techs before you can throw the opponent. When you do this, the air throw will count as a combo

thats what i meant…:bluu:

hmm i have a question, is the xbox version of guilty gear reloaded the same as the arcade version? if not, what are the differences?

also, do they sell it in stores? i went to best buy and could not find it anywhere. ditto EB.

also, how do you combo in the launcher? the standing dust thing is so slow i dont see how its possible to do any air combos at all.

Unless you hit your opponent with a move that causes a good deal of hit stun / stagger then you can’t combo into dust / launcher.

Might be wrong, there are a few dusts that are rather fast (Jam and Ky’s for example).

:smiley:

I haven’t noticed any differences in the Xbox version and Arc System Works doesn’t intentionally do retarded stuff to home ports like Capcom did with their games.

There are things that can be FT or BK teched out of, but not NT. So it’s generally best to train with FT or BK, unless you’re practicing a specific follow up to a NT tech, or trying to see if something can be NT teched out of. You might know this, but I thought I’d point it out. See Cave’s post for more detail.

Any 2 main (P/K/S/HS) attack buttons really. It was just P & K in GGX.

Not many chars can combo to Dust without special conditions. Slayer (H, D) & Axl (c.H, D) come to mind. Both can be wiggled out of if they’re fast, really fast in Axl’s case.

You don’t have to be able to combo to it to hit with it, you just have to use it selectively. And you don’t have to Dust to do air combos. Every character has ways other than Dust to get the opponent up for an aerial beating.