Rutger
Smash Master
Guilty Gear Xrd Revelator
Developer: Arc System Works
Platform: arcade, PS3, PS4
Genre: 2D Fighting
Release date: 8/25/2015 (arcade) 5/26/16(JP console) 6/7/16(NA console) 6/10/16(EU console)
Japanese web site: http://www.ggxrd.com/rev/cs/
Intro:
Guilty Gear is a long running 2D Fighting Game series. Xrd promises to mix things up a bit, with a beautiful cel shaded artstyle and new gameplay mechanics, but don't worry, it's still the same Guilty Gear you know and love.
The latest game, Guilty Gear Xrd Revelator sees the return of all the characters in Sign, and also added Johnny, Jam Kuradoberi, Jack-O', Raven, Kum Haehyun, and maybe Dizzy one day.
PSN IDs
The game supports crossplay between PS3 and PS4, so there's no need to list your console!
The game supports crossplay between PS3 and PS4, so there's no need to list your console!
No Dizzy yet though
Atlus8
Atlus8
Los Angeles
Gamegenie222
GameGenie222
Omaha, Ne
Minato
Rhapzody_
Corona, CA
And Dizzy, someday
Rutger
RutgerFE6
Orlando, Florida
Smooth Criminal
Dunedin, Florida
Vashimus
Iceberg381
Newark, NJ
Zankoku
aisight
Las Vegas, NV
Atlus8
Los Angeles
Gamegenie222
GameGenie222
Omaha, Ne
Minato
Rhapzody_
Corona, CA
Rutger
RutgerFE6
Orlando, Florida
Smooth Criminal
Dunedin, Florida
Vashimus
Iceberg381
Newark, NJ
Zankoku
aisight
Las Vegas, NV
Mechanics
Controls
HUD
Tension
Offensive Mechanics
Defensive Mechanics
Misc.
Button Layout:
Guilty Gear has five different attack buttons.
Punch(P)
Kick(K)
Slash(S)
High Slash(H or HS)
Dust(D)
Xrd has five different layouts in arcades.
Type A:
K S H
P _ D
Type B:
P K S
H _ D
Type C:
P K S
D _ H
Type D:
P S D
K H _
Type E:
P K D
S H _
There is also a sixth button, which is your Respect/Taunt button.
Dust:
The Dust attack is an universal launcher and an overhead and send the opponent flying away from you if it lands while they are on the ground. Hold up after landing your Dust attack and you will home in on your opponent and you can pull off a nice combo. New to Xrd, you can hold towards your opponent to chase them on the ground.
Dust can also be use in the air and will have unique properties depending on your character.
Sweep:
The Sweep is a low attack that will knockdown your opponent. All characters perform a Sweep with 2D.
Respect/Taunt:
Taunt is pretty simple, press the button and you taunt. You can cancel a taunt into any attack about halfway through the animation. Taunting will slightly fill your opponent's tension gauge, and if taunt after defeating your opponent, they will start the next round with 50% tension.
You get Respect if you hold forward and press the Taunt button. Respect can be canceled at any time and doesn't give your opponent tension.
Guilty Gear has five different attack buttons.
Punch(P)
Kick(K)
Slash(S)
High Slash(H or HS)
Dust(D)
Xrd has five different layouts in arcades.
Type A:
K S H
P _ D
Type B:
P K S
H _ D
Type C:
P K S
D _ H
Type D:
P S D
K H _
Type E:
P K D
S H _
There is also a sixth button, which is your Respect/Taunt button.
Dust:
The Dust attack is an universal launcher and an overhead and send the opponent flying away from you if it lands while they are on the ground. Hold up after landing your Dust attack and you will home in on your opponent and you can pull off a nice combo. New to Xrd, you can hold towards your opponent to chase them on the ground.
Dust can also be use in the air and will have unique properties depending on your character.
Sweep:
The Sweep is a low attack that will knockdown your opponent. All characters perform a Sweep with 2D.
Respect/Taunt:
Taunt is pretty simple, press the button and you taunt. You can cancel a taunt into any attack about halfway through the animation. Taunting will slightly fill your opponent's tension gauge, and if taunt after defeating your opponent, they will start the next round with 50% tension.
You get Respect if you hold forward and press the Taunt button. Respect can be canceled at any time and doesn't give your opponent tension.
Health:
The big bar at the top. Every character has 420, however the amount of damage you take will depend on the character's Guts and Defense ratings as well as your R.I.S.K. Level.
R.I.S.K. Level:
A small bar near the end of your health bar will show you your R.I.S.K. Level. It fills up as you block attacks, and if you get hit while it is filled, damage scaling will not be applied to your opponent's combo until it is empty. This means you risk taking high damage if you decide to try and sit back and block everything.
If the R.I.S.K. Level is filled up half way, it will start to flash. While it flashes, every hit your opponent lands will be a Counter hit.
Hellfire State:
When your health falls down to around 20%, you will enter Hellfire State. While in Hellfire, Overdrives will deal more damage. However, this is not always good for you because going into Hellfire will also let your opponent combo into an Instant Kill when they are on match point
The big bar at the top. Every character has 420, however the amount of damage you take will depend on the character's Guts and Defense ratings as well as your R.I.S.K. Level.
R.I.S.K. Level:
A small bar near the end of your health bar will show you your R.I.S.K. Level. It fills up as you block attacks, and if you get hit while it is filled, damage scaling will not be applied to your opponent's combo until it is empty. This means you risk taking high damage if you decide to try and sit back and block everything.
If the R.I.S.K. Level is filled up half way, it will start to flash. While it flashes, every hit your opponent lands will be a Counter hit.
Hellfire State:
When your health falls down to around 20%, you will enter Hellfire State. While in Hellfire, Overdrives will deal more damage. However, this is not always good for you because going into Hellfire will also let your opponent combo into an Instant Kill when they are on match point
Tension Gauge:
Tension is the super meter of Guilty Gear and is very important. Tension is gained by performing an aggressive action, so anything from attacking to moving forward will increase your Tension Gauge. You can tell about how much Tension you have by its color.
0% - 25%: Blue
25% - 50%: Green
50% - 75%: Orange
75% - 100%: Red
100%: Gold
Penalties:
Tension gain will be decreased by 80% after certain actions, for a small amount of time. These actions are after using Faultless Defense(1 second), after Roman Cancels, Blitz Shields, or Dead Angle Attacks(4 seconds), or after going into Negative Penalty(10 seconds.)
Tension gain will also slowly drop if you continually run away or stand still.
Tension is the super meter of Guilty Gear and is very important. Tension is gained by performing an aggressive action, so anything from attacking to moving forward will increase your Tension Gauge. You can tell about how much Tension you have by its color.
0% - 25%: Blue
25% - 50%: Green
50% - 75%: Orange
75% - 100%: Red
100%: Gold
Penalties:
Tension gain will be decreased by 80% after certain actions, for a small amount of time. These actions are after using Faultless Defense(1 second), after Roman Cancels, Blitz Shields, or Dead Angle Attacks(4 seconds), or after going into Negative Penalty(10 seconds.)
Tension gain will also slowly drop if you continually run away or stand still.
Throws
Press the H button while holding forward or backward when near the opponent. Can be done in the air.
Throws have no startup in GG. They're good, but you will get baited if you're not smart about it.
Overdrive Attacks:
These are your character's super attacks. Most Overdrive Attacks cost 50% of your Tension Gauge, however there are some that require 100% of your Tension Gauge(not in Xrd at the moment).
Burst Overdrive Attacks:
New to Revelator, you can now also spend your burst on certain Overdrives and it will gain some buffs.
Instant Kill:
Instant Kills do exactly what they say, they instantly kill your opponent and that round will end. Instant Kills are more complicated than that though, in order to be able to use an Instant Kill you must first push P+K+S+H at the same time to enter the Instant Kill mode. In this mode your Tension Gauge is replaced by a red bar that will empty, if this bar empties all the way then you will still be in the Instant Kill mode but you will now lose Health over time.
If your Instant Kill misses or is blocked then you will leave the Instant Kill mode and lose your Tension Guage for the rest of the round.
New to Xrd, it is possible to combo into an Instant Kill, assuming certain requirements are met.
Roman Cancel:
Roman Cancels are very important to Guilty Gear and something similar to them can be found in many Arc System Works games. A Roman Cancel can be used to cancel most actions you can make in the game, they will return you to a neutral state while temporarily slowing down time for the opponent. There are three different kinds of Roman Cancels in Xrd, but they are all performed by pushing any combination of three attack buttons(excluding Dust.)
Yellow Roman Cancel:
This costs only 25% of your tension, has the least amount of slowdown, and 6 frames of startup. You will get a YRC when you go for a RC during the startup or early active frames of most attacks, as long as the opponent is not in Hitstun or Blockstun. You can also YRC while running around or even standing still.
Red Roman Cancel:
Costs 50% tension, has the most slowdown, and 1 frame of startup. You will get a RRC whenever you input a RC while the opponent is in Hitstun or Blockstun.
Purple Roman Cancel:
Costs 50% tension, has average slowdown, and 15 frames of startup. You will get a PRC whenever you input a RC during the late active frames or recovery of most attacks, as long as the opponent is not in Hitstun or Blockstun.
Some attacks can't be YRC/PRC'd, a red X will appear over your character if you attempt to RC these attacks.
Press the H button while holding forward or backward when near the opponent. Can be done in the air.
Throws have no startup in GG. They're good, but you will get baited if you're not smart about it.
Overdrive Attacks:
These are your character's super attacks. Most Overdrive Attacks cost 50% of your Tension Gauge, however there are some that require 100% of your Tension Gauge(not in Xrd at the moment).
Burst Overdrive Attacks:
New to Revelator, you can now also spend your burst on certain Overdrives and it will gain some buffs.
Instant Kill:
Instant Kills do exactly what they say, they instantly kill your opponent and that round will end. Instant Kills are more complicated than that though, in order to be able to use an Instant Kill you must first push P+K+S+H at the same time to enter the Instant Kill mode. In this mode your Tension Gauge is replaced by a red bar that will empty, if this bar empties all the way then you will still be in the Instant Kill mode but you will now lose Health over time.
If your Instant Kill misses or is blocked then you will leave the Instant Kill mode and lose your Tension Guage for the rest of the round.
New to Xrd, it is possible to combo into an Instant Kill, assuming certain requirements are met.
- You need to be on match point.
- The opponent's health must be flashing.
- And you need at least 50% tension.
Roman Cancel:
Roman Cancels are very important to Guilty Gear and something similar to them can be found in many Arc System Works games. A Roman Cancel can be used to cancel most actions you can make in the game, they will return you to a neutral state while temporarily slowing down time for the opponent. There are three different kinds of Roman Cancels in Xrd, but they are all performed by pushing any combination of three attack buttons(excluding Dust.)
Yellow Roman Cancel:
This costs only 25% of your tension, has the least amount of slowdown, and 6 frames of startup. You will get a YRC when you go for a RC during the startup or early active frames of most attacks, as long as the opponent is not in Hitstun or Blockstun. You can also YRC while running around or even standing still.
Red Roman Cancel:
Costs 50% tension, has the most slowdown, and 1 frame of startup. You will get a RRC whenever you input a RC while the opponent is in Hitstun or Blockstun.
Purple Roman Cancel:
Costs 50% tension, has average slowdown, and 15 frames of startup. You will get a PRC whenever you input a RC during the late active frames or recovery of most attacks, as long as the opponent is not in Hitstun or Blockstun.
Some attacks can't be YRC/PRC'd, a red X will appear over your character if you attempt to RC these attacks.
Faultless Defense:
Faultless Defense is performed by holding back and pressing any combination of two attack buttons except H or D. Your character will be engulfed by a rotating green sphere and during this time you will negate chip damage, you and your opponent will be forced further apart from each other, you will not build R.I.S.K. Level, and you can block air unblockables. You will slowly lose Tension while using Faultless Defense and it cannot be used when you have 0% Tension.
Performing a Faultless Defense while running will cause your character to instantly stop in place.
Blitz Shield:
Press H and any other button, except D, while in a neutral state. Costs 25% tension. If you time it right, you will reject your opponent's attack and leave them open for an attack. However, keep in mind that the opponent can still try to Blitz Shield your attack while stunned.
New to Revelator, you can now hold Blitz for a charge attack.
Dead Angle Attacks:
Dead Angle Attacks are a guard cancel attack that can be performed in blockstun by holding forward and pressing any two attack buttons excluding Dust.
Bursts:
There are two different Bursts, a Gold Burst and a Blue Burst, both performed by pressing D plus any other attack button. After performing a Burst you will be unable to use another one until your Burst Icon refills. You will also be unable to burst when you are staggered, thrown, being hit by an Overdrive Attack, or your character is dizzied.
Faultless Defense is performed by holding back and pressing any combination of two attack buttons except H or D. Your character will be engulfed by a rotating green sphere and during this time you will negate chip damage, you and your opponent will be forced further apart from each other, you will not build R.I.S.K. Level, and you can block air unblockables. You will slowly lose Tension while using Faultless Defense and it cannot be used when you have 0% Tension.
Performing a Faultless Defense while running will cause your character to instantly stop in place.
Blitz Shield:
Press H and any other button, except D, while in a neutral state. Costs 25% tension. If you time it right, you will reject your opponent's attack and leave them open for an attack. However, keep in mind that the opponent can still try to Blitz Shield your attack while stunned.
New to Revelator, you can now hold Blitz for a charge attack.
Dead Angle Attacks:
Dead Angle Attacks are a guard cancel attack that can be performed in blockstun by holding forward and pressing any two attack buttons excluding Dust.
Bursts:
There are two different Bursts, a Gold Burst and a Blue Burst, both performed by pressing D plus any other attack button. After performing a Burst you will be unable to use another one until your Burst Icon refills. You will also be unable to burst when you are staggered, thrown, being hit by an Overdrive Attack, or your character is dizzied.
- You will perform a Gold Burst as long as you are not in any defensive state. If the Gold Burst lands you will instantly gain 100% Tension. If the Gold Burst misses then you will be invulnerable to everything except air throws until you land. You will be left with 20% of your Burst Icon filled after a Gold Burst.
- You will perform a Blue Burst if you are in a defensive state(Blocking, getting hit.) A Blue Burst will free you from a combo if it lands, however you will be vulnerable until you land and recover. If the Blue Burst lands then you will be left with 20% of your Burst Icon filled, but you will be left with 0% if it misses.
Negative Penalty:
Negative Penalty is designed to keep the game active and interesting. It will activate only if you do nothing but run away, backdashing, jumping backwards, air backdashing, and standing still doing nothing will add up and eventually a warning will show up on the Tension Gauge, continue and Negative Penalty will activate and you will lose all of your current Tension.
Negative Penalty will not prevent you from playing keep away, because any form of constant contact with your opponent will be enough to keep you out of Negative Penalty.
Danger Time:
Danger Time may activate randomly during any clash. During this time will get a Mortal Counter when an attack lands, which will deal more damage and cause slowdown similar to a Roman Cancel.
Negative Penalty is designed to keep the game active and interesting. It will activate only if you do nothing but run away, backdashing, jumping backwards, air backdashing, and standing still doing nothing will add up and eventually a warning will show up on the Tension Gauge, continue and Negative Penalty will activate and you will lose all of your current Tension.
Negative Penalty will not prevent you from playing keep away, because any form of constant contact with your opponent will be enough to keep you out of Negative Penalty.
Danger Time:
Danger Time may activate randomly during any clash. During this time will get a Mortal Counter when an attack lands, which will deal more damage and cause slowdown similar to a Roman Cancel.
Videos:
Hitconfirm's [Guilty Gear XX Accent Core] Complete Tutorial:
This is a very well made tutorial for GGXXAC and I recommend that everyone that wants to play AC+R watch it.
Part 1: http://www.youtube.com/watch?v=2I83GsQGg6U
Part 2: http://www.youtube.com/watch?v=73lLNTkEALQ
Guilty Gear Xrd -SIGN- Trailer 1:
http://www.youtube.com/watch?v=NKGPhKu3jNg
Guilty Gear Xrd -SIGN- Trailer 2:
http://www.youtube.com/watch?v=M5pkaWp8Xso
Guilty Gear Xrd -SIGN- TGS 2014 Trailer:
https://www.youtube.com/watch?v=9h5gPKzlyqw
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