GGReload: Difference between revisions

From Dustloop Wiki
Line 134: Line 134:
|-
|-
|   
|   
| style="background-color:#ffffc7;" | Johnny: ''partial''<sup>10</sup>
| style="background-color:#9aff99;" | Johnny: '''functional'''<sup>10</sup>
| style="background-color:#9aff99;" | Slayer: '''functional'''<sup>9</sup>
| style="background-color:#9aff99;" | Slayer: '''functional'''<sup>9</sup>
| Justice: missing
| Justice: missing
Line 144: Line 144:
* <sup>4</sup>: needs review and expansion of the unique mechanics section, okizeme and strategy pages
* <sup>4</sup>: needs review and expansion of the unique mechanics section, okizeme and strategy pages
* <sup>8</sup>: review and completion of the overview page; expand combo section; missing strategy page
* <sup>8</sup>: review and completion of the overview page; expand combo section; missing strategy page
* <sup>10</sup>: needs description on Divine Blade; needs a combo page and could use an explanation on Divine Blade FRC
* <sup>11</sup>: missing strategy page; expand combo/oki pages
* <sup>11</sup>: missing strategy page; expand combo/oki pages
* <sup>12</sup>: expand combo/oki/strategy pages
* <sup>12</sup>: expand combo/oki/strategy pages
Line 160: Line 159:
* <sup>6</sup>: expand oki/strategy pages; add vt loops and metered combos to combos page
* <sup>6</sup>: expand oki/strategy pages; add vt loops and metered combos to combos page
* <sup>9</sup>: missing oki page; combo page could be expanded
* <sup>9</sup>: missing oki page; combo page could be expanded
* <sup>10</sup>: could use an explanation on Divine Blade FRC and its oki applications
<br>
<br>
* <sup>1, 2, 3, 4, 5, 6, 8, 9, 10, 11, 12, 14, 15, 16, 17</sup>: missing hitboxes
* <sup>1, 2, 3, 4, 5, 6, 8, 9, 10, 11, 12, 14, 15, 16, 17</sup>: missing hitboxes

Revision as of 13:37, 22 June 2019

Guilty Gear XX ♯Reload
GGXXReload Logo.png

Developer: Arc System Works
Publisher:

Sammy Corporation (Japan)

Genre: 1-on-1 2D Fighting Game
Release Dates:

Japan (Arcade): 2003
Japan (PlayStation 2): July 31, 2003
Japan (Xbox): April 29, 2004
Japan (Microsoft Windows): July 23, 2004
Japan (PlayStation Portable): September 29, 2005
North America (Xbox): September 14, 2004
Europe (PlayStation 2): December 10, 2004
Europe (Xbox): November 26, 2004
Europe (Microsoft Windows): March 10, 2006


Guilty Gear Series

Preceded By: Guilty Gear XX
Followed By: Guilty Gear XX Slash

THIS WIKI NEEDS WRITERS! If you feel knowledgeable enough to write a brief overview and a basic combo page for any character that we're missing feel free to DM me at @pivotkraner on twitter or Pivot#0051 on Discord.

This is an update to Guilty Gear XX that adds Robo-Ky as a playable character. Kliff and Justice were also added in the console release of the game, though they are not considered tournament legal.

Characters

GGReload Anji Icon.png GGReload Axl Icon.png GGReload Baiken Icon.png GGReload Bridget Icon.png GGReload Chipp Icon.png GGReload Dizzy Icon.png GGReload Eddie Icon.png

GGReload Faust Icon.png GGReload INo Icon.png GGReload Jam Icon.png GGReload Johnny Icon.png GGReload Ky Icon.png GGReload May Icon.png GGReload Millia Icon.png

GGReload Potemkin Icon.png GGReload Robo Icon.png GGReload Slayer Icon.png GGReload Sol Icon.png GGReload Testament Icon.png GGReload Venom Icon.png GGReload Zappa Icon.png

Versions

There are 2 arcade versions of this game. The first was criticized for its bugs, resulting in Arc System Works to create a second version. Players can tell the difference by looking at the logo: the first version has the word "#Reload" in red, while the second version has it in blue.

The Korean release of the game includes a Korean dub as well as having a completely new soundtrack composed by Shin Hae Chul.

Glossary

This is a list of links to common terms used in Guilty Gear XX #Reload.

Tier list

Tier lists are made to give a general idea of the character strength. They do not decide the strength of the character, and do not decide who can or will win a given match. Tier lists help act as a basic point to understand which characters have more matchups in which they are advantaged against another character piloted by another theoretically equally skilled player.

Note that the beginner tier list ranks characters among the tiers going from left (easiest) to right (hardest). Keep in mind that this list represents the characters' effectiveness at a beginner level and is not representative of the overall skill curve of each character! Some examples:

  • Jam is listed as one of the easiest characters to play, yet to become truly effective at high level she requires mastery of her gimmick.
  • Chipp is easy to pick up and has very basic BnB's but his learning curve is ridiculously steep due to his requirement of having very fast reactions to optimise every chance you get, which regardless nets very poor damage with the added irony of having the most punishing defense modifier in the game.
  • Baiken's gameplan is very simple and effective, especially at a low level where she can abuse her gimmicks against other beginners, but her difficult BnBs add an harsh spike to her learning curve.
  • May is a low tier character with an ineffective gameplan that is utterly trash until her difficult combos are mastered.
  • Picking Eddie up as a first character for a new player will require lots and lots and lots of practice before becoming even moderately proficient with the character, but if one is able to surpass the execution barrier they are rewarded with unparalled screen control, mixups, okizeme, damage and unblockables.
  • Conversely, getting used to Johnny's quirks such as his sluggish movement, Mist Finer Cancel technique, and Divine Blade FRC, rewards you with an explosive character and potential for high damage, but he is overall a less rewarding character when compared to Eddie, who is the undisputed strongest character in the game by far.
Keep in mind that this list is only a visual indicator for a beginner to glean over; character love can be an extremely strong motivator that will let you surpass all kinds of technical requirements so be sure to pick whomever you like the most, don't let this list decide for you!

Character page completion

Anji Mito: partial11 Dizzy: partial4 Ky Kiske: functional6 Sol Badguy: complete
Axl Low: missing Eddie: partial15 May: missing Testament: partial3
Baiken: functional1 Faust: functional5 Millia Rage: complete Venom: partial16
Bridget: functional2 I-No: partial12 Potemkin: partial13 Zappa: missing
Chipp Zanuff: partial14 Jam Kuradoberi: partial8 Robo-Ky: partial17 Kliff Undersn: missing
Johnny: functional10 Slayer: functional9 Justice: missing
Partial

Missing critical info to be of use as a comprehensive guide

  • 3: missing combo/oki/strategy pages; missing wakeup frame data
  • 4: needs review and expansion of the unique mechanics section, okizeme and strategy pages
  • 8: review and completion of the overview page; expand combo section; missing strategy page
  • 11: missing strategy page; expand combo/oki pages
  • 12: expand combo/oki/strategy pages
  • 13: missing combo/oki pages; expand strategy page
  • 14: minimal work done
  • 15: minimal work done
  • 16: minimal work done
  • 17: minimal work done
Functional

Missing bits and pieces, but contain enough relevant info to be used as introductions and guides to the character for a beginner

  • 1: expand combo page
  • 2: could use a more polished overview; missing strategy page; needs move overview review/rewrite; missing wakeup frame data
  • 5: missing oki/strategy pages; expand combo page
  • 6: expand oki/strategy pages; add vt loops and metered combos to combos page
  • 9: missing oki page; combo page could be expanded
  • 10: could use an explanation on Divine Blade FRC and its oki applications


  • 1, 2, 3, 4, 5, 6, 8, 9, 10, 11, 12, 14, 15, 16, 17: missing hitboxes

External References

Frame Data: http://tengainomori.net/guilty/index.html


Guilty Gear XX ♯Reload
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc