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Learn the basics of Guilty Gear XX #Reload
Topic Started: Aug 27 2004, 11:53 AM (161 Views)
Ayane
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Tsugi wa omae no ban da!
Kunoichi administrator
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GAUGE BASICS

Guard Gauge

This gauge represents how much you have been blocking. It starts off half
filled. As you take damage, the guard gauge decreases; as you block, the
guard gauge increases. If you neither take damage nor block, it slowly
returns to its middle position. The more empty the guard gauge is, the less
damage you take. Thus, the last hit of an 8-hit combo will do substantially
less damage than it would alone, since your guard gauge would be practically
empty. If you continuously block, your guard gauge will fill up so much that
it will start flashing at 3/4 full. At this point any hit you take will
immediately be a counter hit.

Tension Gauge

As you move towards the enemy, inflict damage, or take damage, your tension gauge gradually fills up. Tension has a number of different uses, including tension attacks, Fortress Defense, Instant Kill, Dead Angle Attacks, Roman Cancels, and False Roman Cancels; see below for details. Tension is not  carried over between rounds. The bar changes colors; at less than 1/4
filled, it is blue, and can only be used for Fortress Defense or Instant Kill.
At between 1/4 and 1/2 full, it is green, and can be used for False Roman
Cancels. Between 1/2 and all full, it is red, and can be used for Dead Angle
Attacks, Roman Cancels, and tension attacks. Finally, if the bar is completely
full, it turns gold. Using tension by any means besides tension moves makes it harder to regain tension for a short period of time. Specifically, after performing FD you will gain tension at a reduced rate of 20% for 1 second.

After a Roman Cancel or Dead Angle Attack, you will gain tension at a reduced rate of 20% for 4 seconds. Finally, if you get hit with a Negative Penalty you will gain tension at a reduced rate of 20% for 10 seconds.

Negative Penalty

If you turtle, i.e., you sit back and play ultradefensively, not attacking,
you will get hit with a negative penalty. This reduces your tension gauge
to zilch, and you'll have to fill it up all over again. Also, it becomes
harder to fill it up again for a period of time (only 20% fill rate for
10 seconds!), and you will also get dizzy more easily. So in other words,
try not to turtle.

Burst Gauge

The Burst Gauge is new to GGXX. It too fills up as you inflict damage and
take damage during a round, but unlike Tension, it does carry over between rounds. The Burst Gauge has two uses. Both uses are applied by pressing D and one other attack button. If you use a Burst while you are being attacked, the Burst will serve as a combo breaker; the opponent will be pushed away, and you'll be able to counterattack at your leisure. This kind of burst is blue in color and takes the entire Burst Gauage to perform; if you hit with the pushback, you will get 1/3 of the Burst Gauge back. If you use a Burst otherwise, it will be an attack. This kind of burst is yellow in color
and only takes 2/3 of the Burst Gauge. The attack is hard to hit with, but the
bonus is that if you hit with the Burst attack your tension gauge immediately
fills to maximum.

MOVEMENT BASICS

Double Jump

By pressing an up direction in midair, you can jump to an even higher height.

Some characters had triple jumps in GGX (Chipp, Dizzy, Justice) but Dizzy
has lost this ability.

High Jump

By pressing a down direction and then an up direction in rapid succession,
you will perform a high jump. A shadow will follow the character during
a high jump, and obviously you can reach higher than you could with a normal jump. You can't mix double jumps and high jumps, though.

Dash

By double tapping forward or back, most characters can dash. This lets you
move around quickly, but be warned: you cannot block while dashing. You can
also dash in midair. If you jump forward and press forward again, this counts
as two forwards, so your character will jump forward and immediately airdash.
Millia and Dizzy can airdash or airbackdash two times in a row, making them
extremely mobile. Potemkin cannot dash; Johnny and I-No have altered forward
dashes; Slayer has unique ground dashes.

ATTACK BASICS

Attack Levels

Attack levels determine how the attack can be blocked. Standing attacks can
be blocked high or low, or in midair with Faultless/Fortress Defense. You
CANNOT block moves from a grounded opponent while you are in midair, normally.
Mid attacks must be blocked standing; they will hit a crouching character.
This includes most midair attacks and dust attacks. Low attacks must be
blocked crouching. This category includes sweeps and some (but not all)
crouching moves.

Basic Attacks

Basic attacks are simply performed by pressing P, K, S, or H. By pressing
these same buttons while crouching, or while in midair, you can perform
different basic attacks. f+P and f+H are also basic attacks; S changes
whether close or far from the opponent. Some characters also have f+K basic
attacks. Bridget does not have an f+H but does have an f+S.

Special Attacks

Special Attacks are what makes each character unique. The commands to perform
them are similarly unique. See the movelist for details.

Tension Attacks

Also known as "Awakening Attacks" or "Overdrives". These attacks require
half of a tension bar to perform. The exceptions are Dizzy's Gamma Ray and
Justice's Gamma Ray, which take a full tension bar to perform. Like Special
Attacks, the properties and inputs vary depending on your character.

Instant Kill

Also known as "One Hit Kill" or "Destroy" moves. If you successfully hit
with this move, the opponent instantly loses the round, no matter how much
health he or she has left. To perform an instant kill, press all four attack
buttons at the same time. This will put you into instant kill mode. While
in instant kill mode, your tension gauge gradually decreases. You will be
unable to perform any other move that requires tension. Also, if your tension
runs out, you will slowly lose health instead. Once you perform the move, or
once you cancel instant kill by pressing all four buttons again, you will
no longer lose tension/health. The instant kill is performed by pressing
qcf, qcf+H, with one exception: May, whose instant kill is hcf, hcf+H. Again,
the property of each instant kill is different. Also, regardless of whether
you hit with the instant kill or not, you will lose your tension gauge for
the rest of the round.

Dust Attacks

Formerly performed by pressing S+H, in GGXX the Dust Attack is performed
simply by pressing the handy new Dust (D) button. These moves are unique
from character to character, but generally they take long to execute, long
to recover, and don't do much damage. The advantage is that they float
the opponent extremely high. If the move hits, you can immediately chase
after the opponent by pressing up, and proceed to hit the opponent with your
best air combo.

Sweep

Pressing d+D will perform a sweep. The sweep must be blocked low, and if it
hits, the opponent will be knocked to the ground.

Knockdown Attack

Pressing D in midair will perform a knockdown. If it hits, the opponent will
be knocked to the ground or back against the wall. Simple.

Throw

Throws must be performed extremely close to the opponent, by pressing either
f+H or b+H. They are usually very damaging, and cannot be blocked. Once a
throw is started, there is no way to escape. Getting close enough to perform
the throw, though, is quite a challenge. Dashing in and pressing H doesn't
work because this will just give the f+H basic move; you must either release
f and press f again, or stop your dash and press b+H.

Air Throw

New to GGXX are air throws. They are performed exactly the same as a regular
throw, but obviously, both you and your opponent must be in midair. They also
tend to have better range than ground throws, about twice as far in most
cases.

Basic Cancel

The most basic form of cancelling, is of course, the basic cancel. This
refers to cancelling the recovery time of a basic move (i.e., a move that
most characters have, like standing S, or f+P, or f+H, or jumping K...) into
a special move (such as Faust's qcf+P or Sol's qcb+S). Most basic moves can
be cancelled into special moves with few exceptions.

Jump Cancel
Certain basic moves can have their recovery time cancelled into a jump simply
by pressing up as soon as the move connects. Whether you can perform a JC
depends on the move, so experiment with each character. I have designated
Jump Cancellable moves with a "J" in the movelist for each character. If the
basic move floats, like Dizzy's f+H, then you can use the jump cancel to set
the hapless opponent up for a float combo.

Faultless Defense Cancel

As opposed to my previous revision when I said that FDC's were removed, they
are still in the game although their use is more limited. To perform a FDC,
perform the Faultless Defense motion (b+P+K) during the execution of a move.
This will cut the recovery time of a move to null while taking a little
tension. Also, certain air-moves, such as Faust's d+K, can be FDCed, making
him drop to the ground quickly.

Roman Cancel

By pressing three attack buttons other than D at the same time, you can
perform a roman cancel. This will stop all recovery time of a move and allow
you to attack immediately. However, it takes 50% tension to perform.
Obviously, this is the core to many comboes. Note that you can only perform
a roman cancel if you hit the enemy, regardless of whether they block or not.
Whiffed moves cannot be RCed.

False Roman Cancel

New to GGXX, the false roman cancel is similar to the RC in many aspects.
It is performed the same. However, there are a few differences. Not every
move is eligible for FRC, and the timing is very strict - probably within
1/5th of a second of a certain point during the move. Also, you do not have
to connect with the opponent to perform a FRC. FRCs also take only 25%
tension. Finally, a successful FRC will glow blue instead of red.

Dizzy (no, not the character)

If you hit your opponent with a long combo or with powerful hits in
succession, they may become dizzy. While dizzy, a character cannot perform
any moves, and cannot block. They are basically open to anything. Dizzy
time may be shortened by mashing the buttons and shaking the lever around.

Stagger

New to GGXX is staggering. Some moves stagger the opponent. While staggered,
a character cannot attack or block. Think of staggers as a mini-dizzy.
Like Dizzying, staggering may be nullified by mashing buttons or shaking
the lever. A list of moves that stagger in the game follows.

DEFENSE BASICS

Adjusted Damage
You might have noticed that Chipp take much more damage than Potemkin for
any given move. Even with the same Guard Gauge levels, different characters
will take different amounts of damage for any given attack. The exact
adjustment is given in the chart below. Please note that activating Guilty
Gear mode changes this chart.

Code:
 
Slayer    0.96          I-No    1.00            Zappa   1.00
Bridget   1.06          Sol     1.00            Ky      1.03
May       1.06          Millia  1.21            Eddie   1.06
Potemkin  0.87          Chipp   1.30            Faust   1.00
Baiken    1.18          Jam     1.06            Johnny  1.00
Axl       1.06          Anji    1.06            Venom   1.00
Testament 1.00          Dizzy   1.06            Robo Ky 0.89


Blocking
Blocking is performed simply by pressing back or d/b. Standing blocks
will guard against anything but low attacks; crouching blocks will
guard against anything but mid. You can also block attacks in midair;
however, you cannot block attacks that come from a grounded opponent
while in midair.

Fortress/Faultless Defense
By pressing P+K while guarding, your character will be surrounded by an
aura. At the same time, your tension meter gradually decreases. While
engaged in FD, you will not take any guard damage. You will also not
accumulate any guard gauge, and your opponent will be knocked backwards.
However, you must still pay attention to attack levels, and if you run
out of tension, you can no longer perform FD. Another bonus is that you
can block attacks from a grounded opponent while in midair if you
utilize FD.

Air Recovery
If you are knocked into the air, you can press any attack button
besides D to right yourself. After righting yourself, you may attack, but
beware that this also opens you up to attack from the opponent. Also,
certain attacks are not open to recovery. Generally, counter hits cannot
be recovered.

Dead Angle Attacks
Dead Angle Attacks serve as universal counter attacks. They are performed
by pressing forward and two attack buttons aside from D while blocking.
This takes 50% tension to perform. The Dead Angle Attacks are usually
short range and low on damage, so use them wisely.

Instant Block
If you block an attack at the precise moment it connects, your character
will flash white and you will take no damage. The advantages are that this
reduces guard stun, knocks the enemy back somewhat, and for a period of
time you will gain tension more easily. The knockback and the guard stun
ranges are less than normal guard and FD. The timing is QUITE severe so don't
try for it unless you are sure.

Opposing Hit
If two attacks of approximately the same strength hit each other at the
same time, a flash of lightning hits and neither character will take any
damage. Both characters will cancel the remaining recovery times for their
moves, if any.

"Some found Ninja Gaiden too hard. Any comments to those gamers?"

Tomonobu Itagaki "That's the spirit of Team Ninja. We do whatever we want to do - take it or leave it"
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