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Guilty Gear Xrd (Arcade/PS3/PS4)


Remy

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you're welcome

Thanks bro. The song in that video was awesome too so now I'm listening to that on repeat.

 

But that's unrelated to the topic at hand lol 

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Going to wait and see how the patch affects characters. Good nerfs all around with a few buffs.

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Going to wait and see how the patch affects characters. Good nerfs all around with a few buffs.

 

RIP Zato-1

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Going to wait and see how the patch affects characters. Good nerfs all around with a few buffs.

 

RIP Zato-1

Did the patch come out yet? If so is there patch notes lying around?

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You guys realize the patch is only for Arcades and probably won't hit consoles for a few more months right?

 

Speaking of, yo Warp, you should play me :D

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I just bought Leo today and my only regret is not buying him sooner

I mained him instantly

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You guys realize the patch is only for Arcades and probably won't hit consoles for a few more months right?

 

Speaking of, yo Warp, you should play me :D

Add me on skype so we can coordinate our timing bro

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Sol Badguy

Move Name Changes Stand P Initial hit damage proration changed from 80 to 90. Stand K Initial hit damage proration 90 added. Close Stand S Hitbox at base expanded vertically. Far Stand S Inital hit damage proration 90 added. Crouch HS Float on counter-hit lowered, untechable time increased. Inital hit damage proration removed. Jump D Untechable time on counter-hit increased. Gun Flame Behavior when reflected by Zato’s Drunkard Shade, etc. changed. Yellow Roman Cancel reception window slightly shortened. When Sol is struck before the second flame pillar releases, the hitbox now disappears. Kudakero Hurtbox before descent expanded. Pushback when blocked during the descent reduced. Initial hit damage proration 85 added. Bukkirabou ni Nageru (Wild Throw) Total recovery on whiff changed to 45F. Is now a Purple Roman Cancel when activated outside of the start-up frames. Riot Stomp Damage increased from 10·30 to 30·50. Initial hit damage proration 75 added. Grand Viper Easier to increase number of hits with additional inputs. Fafnir Attack Level lowered from 4 to 3, now +2F on block. Tumble time on counter-hit reduced. Fafnir (Dragon Install) Tumble time increased. Initial hit damage proration 75 added. P.B.B. Attack damage increased from 50·70 to 60·100. Tyrant Rave Attack damage increased from 80·60 to 80·70. Removed the one-time R.I.S.C. Level 19 decrease when used in a combo, second hit’s R.I.S.C. Level decrease changed from 8 to 27. Tyrant Rave (Dragon Install) Hitbox at base expanded inward.


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Ky Kiske

Move Name Changes Stand HS Now causes stagger on counter-hit. Crouch HS Initial hit damage proration 90 added. 6+HS Second hit’s active time increased from 1F to 2F, recovery reduced from 3F to 2F. Ground Throw R.I.S.C. Level decrease changed from 6·8 to 6. Stun Edge Initial hit damage proration 85 added to both ground and air versions. Ground Stun Edge Initial hit damage proration 90 added. Yellow Roman Cancel reception window extended. Air Stun Edge (Powered Version) Attack damage increased from 33 to 43. Air Stun Edge (S) (Powered Version) Now causes stagger on counter-hit. Stun Dipper Initial hit damage proration 90 added. Greed Sever Pushback on block reduced. Split Ciel Attack level increased from 2 to 3. Pushback on hit reduced. Ground Ride the Lightning Knock back distance on hit increased. Air Ride the Lightning Start-up reduced from 10+1F to 8+1F. Sacred Edge Start-up changed from 5+3F to 4+3F. When activating a Roman Cancel immediately after start-up, the projectile now comes out. No longer reflected by Zato’s Drunkard Shade, etc.. Air Hurtbox Hurtbox during certain hit-stun motions expanded.


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May

Move Name Changes Stand K Gatling route to Crouch K added. Close Stand S Pushback reduced. Stand HS Cancel reception window extended. Stagger time on counter-hit extended. Crouch HS Cancel reception window extended. Sweep Hitbox and hurtbox expanded forward. Jump HS Knock back on counter-hit slightly lowered, untechable time inceased. 6+K Attack damage increased from 26 to 35. Mr. Dolphin – Horizontal (S) Forward charge speed increased. Mr. Dolphin – Horizontal (HS) Attack Level increased from 3 to 4. Overhead Kiss Command changed to “Near opponent 623+K”. Total recovery on whiff increased from 42F to 45F. Is now a Purple Roman Cancel when activated outside of start-up frames. Applause for the Victim Input priority for each button changed. Remains in standby state even when releasing the button immediately after command input.
After placement is complete, releasing the corresponding button launches. Attack start-up reduced from 13F to 10F. Can now Hop on Dolphin before attack-start-up. Hop on Dolphin Attack damage uniformly set at 50. Now easier to cancel into air dash after hitting the opponent. Hop on Dolphin (S) Knock back strength on hit is now the same as the other button versions. Don’t Miss It! Now has higher input priority than charge command moves. Ball Jump When jumping from the ball, May and the Ball briefly pause. Now has a hitbox when jumping off the ball immediately after it appears. Air Hurtbox Hurtbox during certain hit-stun motions expanded.


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Millia Rage

Move Name Changes Far Stand S Initial hit damage proration 90 added. Crouch HS Removed the One-time R..I.S.C. Level 6 decrease when used in a combo, R.I.S.C. Level decrease changed from 6 to 12. 6+P Stagger time on counter-hit increased. 6+K Attack Level lowered from 4 to 3. 6+HS Now floats the opponent on counter-hit Dead Angle Attack Motion changed, now knocks back horizontally on hit. Bad Moon Landing recovery increased from 7F to 9F, changed to crouching state after the motion ends. Tandem Top Initial hit damage proration 90 added. Iron Saber Landing recovery increased from 8F to 10F. Pushback reduced. Initial hit damage proration reduced from 90 to 80. Pushback on block reduced. Digitalis Untechable time on counter-hit increased. Recovery increased from 23F to 26F. Initial hit damage proration changed from 80 to 75. Secret Garden Additional input reception window extended. Forced damage proration on hit 90 added. Winger Knock back on hit changed from wall bound to sliding down. Forced damage proration on hit removed, initial hit damage proration 90 added, final hit’s R.I.S.C. Level decrease 15 added. Chroming Rose Now only invincible during the super freeze. Air hurtbox Hurtbox during certain hit-stun motions expanded. Air Guard Hurtbox expanded.

Zato-1


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Move Name Changes Jump K Hitbox at base slightly expanded Initial hit damage proration 90 added. 6+K Stagger time increased. Recovery increased from 9F to 14F. Shadow Puddle Is now removed by an opponent’s attack. Shadow Puddle Eddie Summon When summoning Eddie from Shadow Puddle, a small amount of Eddie Gauge is consumed. Drill Special Initial hit damage proration 85 added. Timing when Eddie Gauge begins to regenerate after the move is later. Dead Man’s Hand Command changed to 214+D. Proration application timing changed, actual damage increased. When a large amount of Eddie Gauge remains, attack damage slightly increased. Untechable time increased. Break the Law Yellow Roman Cancel reception window shortened. Now adds to Negative Penalty when retreating away from the opponent. Damned Fang Is now a Purple Roman Cancel when activated outside of start-up frames. Great White Knocks back less on hit. Force damage proration on hit 80 added. Eddie Gauge Eddie Gauge recovery speed from a destroyed state decreased. Eddie Gauge no longer recovers during certain cinematics such as Overdrive Attacks.


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Potemkin

 

Move Name Changes Stand P Attack Level increased from 0 to 1. Close Stand S Hitbox slightly expanded. Close Stand HS Attack damage increased from 50 to 55. 6+P Attack damage increased from 35 to 42. 6+HS Untechable time increased. Tumble time on counter-hit shortened, is now untechable. Stun damage reduced from 135 to 120. Heat Knuckle Tension Gauge increase reduced. Heat Extend Tension Gauge increase reduced. Potemkin Buster Attack damage increased from 140 to 150. Is now a Purple Roman Cancel when activated outside of start-up frames. Trishula When activating Yellow Roman Cancel immediately before start-up, the projectile now releases. Opponent floats lower on hit. Untechable time on normal hit reduced. Untechable time on counter-hit increased. Untechable time on hit increased. Now knocks the opponent right above Potemkin on hit, knockback on counter-hit is now the same as on normal hit. Giganter EX Active time increased from 48F to 60F. Heavenly Potemkin Buster Changed from total invincibility before the super freeze to upper body invincible until start-up Upper body invincibility after the super freeze added. Leap height and descent speed increased. Homing Dash Homing Dash added.


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Chipp Zanuff

Move Name Changes Crouch S Stagger time on counter-hit increased. Jump D Tumble time on counter-hit shortened, is now untechable. Now longer wall bounds in the corner on air counter-hit. α Blade Knockback on hit increased. α Plus Rear hitbox expanded. Tsuyoshi-shiki Meisei Visual changed. Tsuyoshi-shiki Ten’i (S) Appearance position slightly raised. Tsuyoshi-shiki Ten’i (HS) Total recovery reduced from 26F to 20F, making it the same as the S version. Appearance position slightly raised. Shinkirou Now knocks backs the opponent on counter-hit. Zansei Rouga Opponent’s behavior as the move connects changed. Final hit damage increased from 110 to 150. Ryuu Yanagi Hitbox slightly expanded. Timing when the second set of kunai begin to accelerate is now later. Banki Messai Active time except on hit reduced. Guaranteed damage of the last hit slightly decreased.


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Faust

 

Move Name Changes Far Stand S Hurtbox before and after start-up expanded forward. Initial hit damage proration 90 added. Start-up increased from 10F to 11F. Jump K Initial hit damage proration 90 added. 6+HS Initial hit damage proration 90 added. Attack damage reduced from 80 to 70. Jump 2+K Can now be done from a low height. Initial hit damage proration 90 added. Hack n’ Slash From the second hit onwards, can now be guarded with ground block or air Faultless Defense. Recovery on whiff increased from 34F to 40F. Is now a Purple Roman Cancel when activated outside of start-up frames. What Could This Be? Opponent no longer enters guard motion while activated. Items No longer causes guard motion when items without hitboxes are present. When activating Blitz Shield on items that hit Faust, the opponent is no longer repelled. From the Front Now causes sliding down on counter-hit. From Behind Now causes sliding down on counter-hit. From Above Can now air dash after Roman Cancel. Growing Flower (Charged) Invincibility added at the moment of start-up. See? I’m a Flower! Untechable time increased. Going My Way (Follow-up) Attack damage per hit increased from 16 to 12. Doctor-Copter Attack damage per hit increased from 13 to 20. Downward hurtbox expanded. Love Total recovery increased from 39F to 44F. Backward (from Spear Point Centripetal Dance) Float of the opponent on hit changed. Attack damage reduced from 40 to 24. W-W-What Could This Be? Opponent no longer enters guard motion while activated. Grounded Hit-stun Hurtbox during certain hit-stun motions expanded.


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Axl Low

Move Name Changes Stand P Hitbox expanded. Stand K Hitbox expanded. Far Stand S Gating route to Crouch S added. Cancel reception window extended. Crouch HS Stagger time increased. Now causes down on counter-hit. Sweep Start-up reduced from 10F to 8F. Jump D Untechable time increased. Now causes wall stick in the corner. Cancel reception window extended. Jump 6+P Gatling route to Jump S added. Sickle Flash Untechable time increased, now downs. When activating Yellow Roman Cancel immediately before start-up, the projectile still releases. Initial hit damage proration added. Follow-up input reception window is now earlier. Spinning Chain Strike Start-up reduced from 7F to 6F. Artemis Hunter Input priority is now higher than Sickle Flash. Hit-stop increased. Recovery increased from 30F to 35F. Spindle Spinner Chain movement speed increased, active time reduced from 25F to 20F. Recovery reduced from 41F to 33F. Command changed to 41236+HS. Heaven Can Wait Both the high and low version can now be Yellow Roman Cancelled as the attack starts. Sparrowhawk Stance Less likely to receive Negative Penalty while attacking. All follow-ups now build Tension Gauge. Total frames and follow-up timing for all follow-ups adjusted. Untechable time on hit and float on hit of all follow-ups adjusted. Hitbox of all follow-ups expanded. Sparrowhawk Stance – Mid Before attack start-up the hurtbox extends, and remains after the attack. Sparrowhawk Stance – Low Hurtbox extends before attack start-up. Initial hit damage proration added. Sickle Storm Hitbox expanded, easier to combo. When activating Roman Cancel just before the sickle flies, the projectile now releases. Shark Strike Base start-up reduced from 7+3F to 3+2F. Returning attack start-up reduced from 13F to 11F. Returning attack damage increased from 27 to 42.


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Venom

Move Name Changes Close Stand S Hitbox of third hit expanded upward. 6+P Active time increased from 3F to 4F. 6+HS Trajectory of a struck ball changed. Ball Set When holding a different attack button as the ball is being created, the corresponding ball is now set. P Ball Set’s P Ball position slightly lowered. Ball Set cancel with 214 input removed. Top Spin, Back Spin When hitting a set ball with Stinger Aim or Carcass Raid, the ball’s level is strengthened. Qv Knock back on hit weakened. Attack Level now rises when held. Qv (P) Hitbox is now the same as other button versions. HS Mad Struggle Upward kick attack damage increased from 15 to 25. Dark Angel 6 hits added to total number of hits. Chip damage on guard increased. Bishop Runout Can now be hit again earlier. Effect time decreased.


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Slayer

Move Name Changes Stand P Gatling route to Crouch S added. Stand K Initial hit damage proration changed from 85 to 90. Stand HS Stagger time increased. Crouch HS Hitbox expanded horizontally Untechable time increased. Sweep Hitbox expanded vertically Jump HS Initial hit damage proration removed. 6+P Horizontal knockback on counter-hit increased, easier to bound. Initial hit damage proration 90 added. 6+K Landing recovery reduced from 7F to 5F. Attack damage increased from 22 to 30. Initial hit damage proration changed from 80 to 90. Bloodsucking Universe Attack damage increased from 72 to 90. Advantage on hit increased. Distance after hit increased. Is now a Purple Roman Cancel when activated outside of start-up frames. Dandy Step (P) → Pilebunker Rush distance increased. Counter-hit behavior changed to wall bound. Attack damage reduced from 80 to 70. Takes counter-hit damage during recovery.Initial hit damage proration 90 added.   Dandy Step (K) → Pilebunker Now causes wall stick on normal hit. Forced damage proration on hit 70 added. Forced damage proration on hit 70 added. R.I.S.C. Level decrease changed from 6 to 10. Takes counter-hit damage during recovery. Helter Skelter Jump height after the move lowered. Undertow Untechable time increased, easier to down. Dead on Time Hit-stop added. Stun damage increased from 0 to 70. Rush distance increased. Recovery after the rush increased from 31F to 39F. Forward Dash When jumping canceling a forward dash, now has more horizontal speed. Air Tech Fixed bug that caused Slayer’s invincibility time when teching to be shorter than other characters. Air Hurtbox Hurtbox during certain hit-stun motions changed.


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I-No

Move Name Changes Far Stand S Active time increased from 5F to 7F. Now causes stagger on counter-hit. Crouch K Hitbox expanded vertically. Crouch S Forward movement distance increased. Hitbox expanded vertically Sweep Cancel window extended. Stroke the Big Tree Knock back on hit changed. Now causes wall stick in the corner. Initial hit damage proration 90 added. Sultry Performance (HS) Charge time for maximum charge reduced. Sultry Performance (K) Less likely to fly past the opponent on hit. Counter-hit properties changed. Maximum charge hit properties changed, charge time reduced. Sultry Performance (S) Less likely to fly past the opponent on hit. Counter-hit properties changed. Maximum charge hit properties changed, charge time reduced. Sultry Performance (HS) Now rebounds after full hit. Charge time for maximum charge reduced. Sterilization Method Active time increased. Invincibility above the knee added. No longer takes counter-hit damage during recovery. Dash Cancel Normal move dash cancel removed. Normal move dash cancellable timing adjusted.


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Bedman

Move Name Changes Far Stand S Cancel reception window extended. Initial hit damage proration 90 added. Stand HS Hitbox of second hit expanded vertically. Crouch S Gatling route to Sweep added. Crouch HS Now jump cancellable. 2 and 3 directional input versions knock the opponent in front of Bedman on hit. Initial hit damage proration 90 added to 2 and 3 directional input versions. Jump S Gatling route to Jump P added. Jump D Initial hit damage proration 90 added. 6+HS Start-up increased from 21F to 31F. Throw invincibility added to the latter half of the move. Now causes stagger on counter-hit. Air Task B Untechable time increased. Knock back on hit increased. Less likely to fly past the opponent. Damage reduced from 26 to 14. Task C (Déjà Vu) When it connects, added hit-stop to the déjà vu side. When the descent part of the move hits grounded, the opponent takes grounded hit-stun. Déjà Vu Fixed bug that caused unusual behavior when activating a special move as the Déjà Vu icon disappears. Sinusoidal Helios Now causes wall stick. Opponent knock back distance increased. Untechable time increased. Hemi Jack Total recovery reduced from 83F to 73F. Projectile portion’s opponent chase speed increased. Hit-stun when receiving an attack during the projectile portion increased. Forward Dash Total recovery reduced from 44F to 39F. Guard point start-up timing changed from 4F to 3F. Recovery on a successful guard point reduced, appearance position now farther. Air Hang Upward movement distance from a normal attack cancel increased. Upward directional input reception time from normal jump revised, easier to float. Homing Dash Can now be cancelled with any action.


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Ramlethal Valentine

 

Move Name Changes Stand P Chain cancel timing made later. Stand K Floats the opponent lower on hit. Start-up reduced from 8F to 6F. Sweep Initial hit damage proration 90 added. 6+P Start-up reduced from 10F to 9F. 6+K Initial hit damage proration changed from 90 to 80. 3+K Now has lower profile. Jump 8+D Untechable time decreased. Attack damage reduced from 50 to 34. Recovery time increased from 20F to 24F. Jump D Now causes wall bound on counter-hit in the corner. Initial hit damage proration 80 added. Recovery time increased from 20F to 24F. Jump 2+D Start-up reduced from 16F to 11F. Knocks the opponent downward on hit. Recovery time increased from 20F to 24F. Jump Deploy Giant Sword Jump 6+S and 6+HS total recovery increased from 29F to 35F, Jump 2+S and 2+HS total recovery increased from 26F to 37F. All Giant Sword Attacks Hurtbox added. Movement temporary freezes when struck. 6+S – 6+HS (Giant Sword Attack) Initial hit damage proration changed from 90 to 85. 2+HS (Giant Sword Attack) Attack damage reduced from 60 to 50. Combination (P) P Hitbox expanded vertically. Combination (PP) P Forced damage proration 90 on hit added. Combination (P) K Forward movement distance increased. Combination route to 4+K added. Combination → 4+K Untechable time increased. Combination (KP) P Distance to opponent is closer after the move. Combination (KP) K Untechable time increased. Horizontal knockback on hit reduced. Combination (K) K Forward movement distance incrased. Floats the opponent higher on hit. Combination (KK) K Untechable time increased. Combination (Crouch P) K Stagger time increased. Daruo (Glowing Version) Recovery increased from 15F to 16F. Input reception time shortened. Glowing version now only activates when completing the motion with diagonally downward. Slido Detruo Now builds Tension Gauge on hit. Cassius Now builds Tension Gauge on hit. Furama Kaago Total recovery on whiff increased from 41F to 45F. Is now a Purple Roman Cancel when activated outside of start-up frames. Calvados Start-up reduced from 12+10F to 7+7F. Damage of first hit increased from 8 to 50, damage of remaining hits reduced from 8 to 6. Recovery increased from 29F to 31F. Downward hitbox expanded to the ground. Trance Normal of hits reduced from 40 hits to 30 hits. The move is now cancelled when Ramlethal is struck before start-up. Air Hurtbox Hurtbox of certain hit-stun motions expanded.


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Sin Kiske

Move Name Changes Stand P Attack damage increased from 8 to 12. Stand HS Second hit is now jump cancellable. Recovery reduced from 30F to 24F. First hit damage reduced from 30 to 25, second hit damage increased from 30 to 35. Crouch HS First and second hit damage reduced from 32 to 28. Jump S Active time increased from 3F to 6F. Recovery reduced from 22F to 19F. Jump D Now causes wall bound on counter-hit. 6+P Now jump cancellable. Recovery increased from 15F to 18F. Hawk Baker Floats the opponent even when hitting from afar. Far hit untechable timing now the same as close hit. Far hit knock back distance decreased. Bull Bash Attack damage reduced from 60 to 50. Elk Hunt Active time increased from 5F to 6F. Recovery reduced from 12F to 11F. Hitbox during attack start-up and hurtbox after movement expanded. Initial hit damage proration 90 added. Now floats the opponent higher on hit. Ground Beak Driver First hit now knocks the opponent far away. Air Beak Driver Landing recovery removed. R·T·L Fixed bug that caused Sin to remain in place when repeating the follow-up inputs quickly. Calorie Gauge Gauge color now changes when below 1000.


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Elphelt Valentine

 

Move Name Changes Far S Attack level reduced from 3 to 2. Crouch S Initial hit damage proration 90 added. Hurtbox expanded forward. Jump D Now floats the opponent on ground hit. Pineberry Hurtbox added to the grenade before the explosion, bounces back when struck by the opponent. When colliding with a projectile, explodes at the point of collision. When Elphelt is struck after the toss, the grenade does not explode. Bridal Express Base proration added to both ground and air versions. Pushback reduced on both ground and air versions. Miss Confire Knocks the opponent higher on counter-hit. Untechable time on air counter-hit increased. Normal shot attack damage increased from 30 to 35. Hit-stop added to the opponent on MAX shot counter-hit. When activating Reload or Roman Cancel when the opponent is behind Elphelt, she now turns to face the opponent. Miss Travailler → Reload Tension Gauge increase reduced from 200 to 100. Miss Travailler → Fire Normal hit damage reduced from 40 to 35, MAX shot (close range) damage reduced from 70 to 60. Miss Travailler → Demolish Is now a Purple Roman Cancel when activated outside of start-up frames. Fixed bug that caused Elphelt to not turn to face the opponent when hitting behind her. Ground Hurtbox Hurtbox of certain hit-stun motions expanded. Air Hurtbox Hurtbox of certain hit-stun motions expanded.


ggxrd-update-leo-622-crop.png?zoom=1.5&r
Leo Whitefang

 

Move Name Changes Stand K Gatling route to 6+P added. Close Stand S Hitbox and hurtbox expanded vertically. Dust Attack Hitbox expanded forward slightly. Crouch S Initial hit damage proration removed. Crouch HS Hitbox expanded forward. 6+P Recovery increased from 10F to 13F. Jump K Hitbox and hurtbox expanded vertically. Jump S Hitbox expanded vertically. Jump HS Hitbox and hurtbox expanded vertically. Cancellable window expanded. Normal Throw Throw range increased. Dead Angle Attack Hitbox expanded forward slightly. Graviert Wurde (S) Range is now unlimited. Range slightly lengthened. Hitbox expanded downward. Graviert Wurde (HS) Speed reduced. Hitbox expanded downward. Eisen Strum First hit floats opponent slightly higher. Kaltes Gestöber Zweit (Follow-up) Throw invincibility added. Kaltes Gestöber Dritt (Follow-up) Pushback reduced. Brynhildr Stance → Kahn Schild Attack damage increased from 60 to 90. Can be Yellow Roman Cancelled only while entering the stance. Brynhildr Stance → Kaltes Gestöber Dritt Tumble time on counter-hit reduced, is now untechable. Brynhildr Stance → Cancel Total recovery reduced from 17F to 12F. Siegesparade Can no longer be Psych Burst on hit. Advantage on hit increased from +2F to +3F. Leidenschaft Dirigen Now easier to combo to the final hit. Windrad des Weltraum Invincibility time reduced. Forward Dash Dash distance increased. Air Hurtbox Hurtbox during certain hit-stun motions expanded.


Credit for info goes to shoryuken.com

Edited by Remy
it was fucking huge
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You couldn't just link it normally...

 

or at least spoiler'd it so we wouldn't have to scroll five miles?

Regardless, thanks for posting them. Interested in a few of these changes.

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You couldn't just link it normally...

Sorry :c. Just thought id save a link and just let you read it here. Forgive me T_T

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  • 2 months later...

Dunno if this has been already posted, but here's a GDC video of how Arc System achieved the cell shading in Guilty Gear Xrd. Pretty interesting if you ask me. (Thanks Gaf.)

 

 

Note: the video is nearly an hour long. If you've got the time, make sure to pull up a pillow and get comfy.

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Speaking of the steam release, would anyone be interesting in actually getting it and playing it here? I want to get into GG but I've got no PS4, this seems like a solid purchase considering it's my first one.

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Yay, get to play with my girl Baiken,,y boy Johnny, and my Gear Dizzy......all three of which should've been in Xrd....still salty over that.

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Yay, get to play with my girl Baiken,,y boy Johnny, and my Gear Dizzy......all three of which should've been in Xrd....still salty over that.

 
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  • 3 weeks later...

Got some footage of Jack-O and Johnny guys.

 

 

 

Jack-O is kind of weird, but she looks like she'd be fun to use.  ...If all else fails, nice ass. >.>

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  • 1 month later...

So Arc Revolution(Japanese tournament for Arcsys' games) revealed the opening to Revelator and a new character...well not new per se:

 

CMdgSRHW8AAwxYL.jpg

 

 

Also, the Arcade release date is confirmed for August 25th.

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  • 6 months later...

With the recent Revelator news this past month, looks like this thread needs some updating!

First though… so I’m fairly new to Guilty Gear.  But man, two games in, and I’m already in love. If there’s anything I adore, it’s elaborate over-the-top characters and designs, with fun, confusing cheesy plots that go all out… and Guilty Gear provides just that, and more. I just wish I found out about it sooner.

I’m a pretty casual player though, only playing Xrd with friends on Steam. I do enjoy the fighting mechanics though, and and I absolutely LOVE the visuals. I have never been a fan of cell shaded graphics, but they’re gorgeous here… and STILL trick my eyes into thinking it’s all sprite work. Amazing stuff there.

Of all the characters I’ve played, I seem to be attached to Zato=1/Eddie the most, and Ky close behind. I latched onto Zato just from the character alone, but his fighting style is proving to be one I really like. Plus... I can never seem to escape Takehito Koyasu, no matter where I go. I just have to accept this fact. :')

----

Anyways, I’ve been keeping up with Revelator news, and three new characters have been announced since the last update here. In addition to Johnny, Jack ‘O, and Jam, Dizzy is a confirmed playable character, and will be revealed soon enough. In the mean time, a brand new character by the name of Kun Haehyun has been revealed, appearing as a large, muscular elderly martial artist… who just happens to be a young woman hiding in an artificial body.

ggxrdr-kum-famitsu-03.jpg

I don't even understand, but I love it.

In most recent news - and recent as in "happened just yesterday" - Raven has been revealed to be playable as well. No clear scans yet, but the thumbnail still shows a good bit of info.

ggxrd-ravendizzy-famitsu.jpg

From what it sounds like, he's a complete masochist who's gimmick involves his attacks becoming stronger the more he gets hurt. I have no idea how that'll play, but going by these images alone... I think he has an advantage by making every opponent too uncomfortable to even land a hit, haha.

And also yes, that is dizzy's silhouette on the upper-right.

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I was very sure that Raven is the sixth confirmed character, while Dizzy will be the last to be added, I think they want to have the best for the last, due to how complex her animations in 2D were. (Saying that because Sprites are far more complex to do than 3D models.)

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