GGXRD: Difference between revisions

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(System Overview: Shortening descriptions and adding links to the relevant System Mechanics sections)
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==System Overview==
==System Overview==
Overall, the game's main inspiration is Guilty Gear XX and #Reload instead of the later games in the series. See the [[Controls (GGXRD)|Controls]] section for more details and pictures.
Overall, the game's main inspiration is Guilty Gear XX and #Reload instead of the later games in the series. See the [[Controls (GGXRD)|Controls]] section for more details and pictures.
;Roman Cancels Expanded
;[[Movement (GGXRD)#Roman Cancel|Roman Cancels]] Expanded
*Roman Canceling slows time briefly for everyone but the character performing the Roman Cancel, allowing them to attack in tandem with projectiles and close distance easily.
*Can now Roman Cancel most attacks on whiff. Your character will have a red X over them when Roman Cancel is disabled. See the [[Movement (GGXRD)#Roman Cancel|Roman Cancel]] section for more details.
*Can now Roman Cancel most attacks on whiff. Your character will have a red X over them when Roman Cancel is disabled.
*Roman Cancels will be different colors depending on when you Roman Cancel:
**'''Red''' when Roman Canceling while the opponent is in hitstun or blockstun. Costs 50% Tension.
**'''Yellow''' when Roman Canceling while the opponent is in neither hitstun nor blockstun. Occurs during start-up and active frames. Can also be performed in neutral or during movement options. Costs 25% Tension.
**'''Purple''' when Roman Canceling while the opponent is in neither hitstun nor blockstun. Occurs during recovery frames. Costs 50% Tension.<br/> <i>(Some actions, such as specials with full invincibility on start-up cannot be Yellow or Purple Roman Canceled.)</i>
;Dust Attack Has Two Followups
;Dust Attack Has Two Followups
*Dust Attack now has two followups: Homing Jump and Homing Dash.
*Dust Attack now has two followups: Homing Jump and Homing Dash. Homing Jump works similarly to the GGXX series, while Homing Dash allows for new corner combos, as the opponent wall sticks in the corner and will continue to wall stick even after subsequent attacks.
**Homing Jump works similarly to the GGXX series, only with a cinematic camera as you chase after the opponent.
**Homing Dash allows for new corner combos, as the opponent wall sticks in the corner and will continue to wall stick even after subsequent attacks.
;Guard Balance Replaced With R.I.S.C. Level
;Guard Balance Replaced With R.I.S.C. Level
*Works mostly the same as the Guard Balance Gauge, but only displays Guard Balance levels above 0.
*Works mostly the same as the Guard Balance Gauge, but only displays Guard Balance levels above 0.
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A clash occurs when simultaneous attacks strike one another. Clashes result in one of two scenarios:  
A clash occurs when simultaneous attacks strike one another. Clashes result in one of two scenarios:  
*'''Normal Clash:''' Standard clash like previous games where either player can cancel the clashed attack into a new attack.  
*'''Normal Clash:''' Standard clash like previous games where either player can cancel the clashed attack into a new attack.  
*'''Danger Time:''' Occasionally, a clash will automatically trigger Danger Time. While Danger Time is active, damage is increased, and connecting with any Roman Cancelable strike on hit will result in a Mortal Counter: A special type of Counter Hit that automatically triggers slowdown and can be canceled into any other action, effectively acting as a free, automatic Roman Cancel. Landing a Mortal Counter results in potentially massive damage, making it crucial to take advantage of this opportunity.
*'''[[Movement (GGXRD)#Danger Time|Danger Time]]:''' Occasionally, a clash will automatically trigger Danger Time. While Danger Time is active, damage is increased, and connecting with any Roman Cancelable strike on hit will result in a Mortal Counter: A special type of Counter Hit that automatically triggers slowdown and can be canceled into any other action, effectively acting as a free, automatic Roman Cancel. Landing a Mortal Counter results in potentially massive damage, making it crucial to take advantage of this opportunity.
;Blitz Shield
;[[Defense (GGXRD)#Blitz Shield|Blitz Shield]]
*Press {{H}} and any other button except Dust while at neutral to create a shield that automatically repels enemy attacks. Can also be performed in the air and while crouching ({{2}} + {{H}} + other button).
*Press {{H}} and any other button except Dust while at neutral to create a shield that automatically repels enemy attacks. Can also be performed in the air and while crouching ({{2}} + {{H}} + other button).
*Blitz Shield is only active for a short period of time, albeit longer standing than crouching and longer crouching than in the air.
*Blitz Shield repels strikes and projectiles, but loses to throws and Overdrives.
*Blitz Shield repels strikes and blocks projectiles, but loses to throws and Overdrives.
*If you successfully repel or block an attack, the message "REJECTED!" will appear on screen and you regain half of the tension you spent on the Blitz Shield.
*If you successfully repel a strike, the opponent will be forced into a stunned state where they will be vulnerable to counterattack!  
*If you successfully repel a strike, the opponent will be forced into a stunned state where they will be vulnerable to counterattack!  
*The opponent can still perform their own Blitz Shield when in the stun animation! Beware!  
*The opponent can still perform their own Blitz Shield stunned! Beware!  
*Blitz Shield will only work against attacks that can be blocked in your current stance. For example: Low attacks will beat standing Blitz Shield, and overhead attacks will beat crouching Blitz Shield.
;Returning Mechanics
;Returning Mechanics
*Instant Block, Psych Burst, Faultless Defense, Dead Angle Attack, Bear Stun, and Throws work the same as previous games.
*Instant Block, Psych Burst, Faultless Defense, Dead Angle Attack, Dizzy, and Throws work the same as previous games.
;Removed Mechanics
;Removed Mechanics
*Force Roman Cancels, Slashbacks, and Force Breaks removed.
*Force Roman Cancels, Slashbacks, Throw Break, and Force Breaks removed.
;Button Layout
;Button Layout
*There are 5 selectable button layouts available. See [[Controls (GGXRD)|Controls]] for pictures.
*There are 5 selectable button layouts available. See [[Controls (GGXRD)|Controls]] for pictures.


==Discussion Thread==
==Discussion Thread==

Revision as of 22:33, 25 November 2014

Welcome to the Guilty Gear Xrd -SIGN- Wiki

GGXrd Logo.png

Developer

Arc System Works

Genre:

1-on-1 2D Fighting Game

Platform:

Arcade (SEGA RingEdge 2)

Release:

Japan (Arcade): February 20, 2014
Japan (PS3/PS4): December 4, 2014
North America (PS3/PS4): December 16, 2014


Guilty Gear Xrd -SIGN-



This game is the latest title of the Guilty Gear series! This game takes place after the events of Guilty Gear 2: Overture and uses a completely new engine with 3D models designed to move and behave like 2D sprites!

Characters

Returning Characters

Axl Low, Chipp Zanuff, Faust, I-No, Ky Kiske, May, Millia Rage, Potemkin, Sol Badguy, Slayer, Venom, and Zato-1

New Characters
Bedman: A boy who sleeps in a mechanized bed with limbs. After performing specials, he can call a shadow to repeat that same attack to assault the opponent with two characters at once. Bedman also has a unique 8-way air dash and a ground dash that automatically guards incoming attacks and teleports him right next to the opponent.
Ramlethal Valentine: The main antagonist of the game. She wields two large swords that she can deploy on the battlefield to attack the opponent, similar to Bridget's YOYO. Pressing Punch and Kick in certain combinations will execute strings of attacks, similar to a character in a 3D fighting game.
Sin Kiske (console exclusive): The son of Ky and Dizzy. He fights with a flag and can cancel special attacks into each other as long as his "Stomach Gauge" is not empty. He needs to stop and eat while fighting to refill the gauge.
Elphelt Valentine (console exclusive, DLC): A woman wearing a wedding dress with a white/pink motif who uses a rifle and shotgun to attack at both long and close range. She must manually aim and reload her weapons while fighting.
Leo Whitefang (console exclusive, DLC): One of the allied kings of the United Kingdoms of Illyria, Ky's friend and rival. He dual wields cross-shaped swords.

System Overview

Overall, the game's main inspiration is Guilty Gear XX and #Reload instead of the later games in the series. See the Controls section for more details and pictures.

Roman Cancels Expanded
  • Can now Roman Cancel most attacks on whiff. Your character will have a red X over them when Roman Cancel is disabled. See the Roman Cancel section for more details.
Dust Attack Has Two Followups
  • Dust Attack now has two followups: Homing Jump and Homing Dash. Homing Jump works similarly to the GGXX series, while Homing Dash allows for new corner combos, as the opponent wall sticks in the corner and will continue to wall stick even after subsequent attacks.
Guard Balance Replaced With R.I.S.C. Level
  • Works mostly the same as the Guard Balance Gauge, but only displays Guard Balance levels above 0.
New Clash System

A clash occurs when simultaneous attacks strike one another. Clashes result in one of two scenarios:

  • Normal Clash: Standard clash like previous games where either player can cancel the clashed attack into a new attack.
  • Danger Time: Occasionally, a clash will automatically trigger Danger Time. While Danger Time is active, damage is increased, and connecting with any Roman Cancelable strike on hit will result in a Mortal Counter: A special type of Counter Hit that automatically triggers slowdown and can be canceled into any other action, effectively acting as a free, automatic Roman Cancel. Landing a Mortal Counter results in potentially massive damage, making it crucial to take advantage of this opportunity.
Blitz Shield
  • Press GGH.png and any other button except Dust while at neutral to create a shield that automatically repels enemy attacks. Can also be performed in the air and while crouching (Template:2 + GGH.png + other button).
  • Blitz Shield repels strikes and projectiles, but loses to throws and Overdrives.
  • If you successfully repel a strike, the opponent will be forced into a stunned state where they will be vulnerable to counterattack!
  • The opponent can still perform their own Blitz Shield stunned! Beware!
Returning Mechanics
  • Instant Block, Psych Burst, Faultless Defense, Dead Angle Attack, Dizzy, and Throws work the same as previous games.
Removed Mechanics
  • Force Roman Cancels, Slashbacks, Throw Break, and Force Breaks removed.
Button Layout
  • There are 5 selectable button layouts available. See Controls for pictures.

Discussion Thread

http://www.dustloop.com/forums/showthread.php?16395


External References

Glossary

Below is a list of links to common terms used in Guilty Gear Xrd -SIGN-.

If you find one not listed, please add it in!


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc