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After a bit of a hiatus, Nage's back with his interesting series where he tries to break down his decision making process during his match against Kazunoko at Toshin Gekitotsu

thanks to @_tenkai for translating it into English. 

if you missed part 1, you can find it here: http://www.dustloop.com/forums/index.php?/index.html/home/guilty-gear/nages-thoughts-during-toshin-gekitotsu-match-vs-kazunoko-part-1-r557/

Long time no see. This is Nage again.

It took a bit of time, but this article will also be about "What I Was Thinking During Toshin Gekitotsu"

Please take a look at the videos below.

(match videos linked)

Today, I'll cover the second match.
I already wrote about the first one, so please take a look at that one too.

(blog post linked)

*What I was thinking during the match
I'll be using the Youtube video with the key display. The second match starts from around 2:50.

3:02 Blue burst
-> Here I bursted against Volcanic Viper.
I took damage, but I was being mindful of avoiding getting knocked down, so I used the burst here.

3:10 Drill cancel into drill
-> To throw off his antiair timing, I used the drill cancel once here.
Kazunoko's 6P ends up whiffing, and the drill hits him.

Faust's ability to throw off antiair timings with moves like drill cancel and air bag throw (j.236P) is quite strong.
After showing my opponents all these various air options, I'll even start going for things like jump forward j.P jumpins.

3:15 Dash blitz shield against the jump pad
-> You can't throw items while the jump pad is active, so I used a dash blitz shield to get rid of it so I could throw items again.

3:16 Pogo
-> It is a mystery...

3:20 Airtech j.K
-> It's usually difficult getting return off of this, but you can use it to stop your opponent's dash like I did this time.

3:34 YRC
-> Like I wrote in a past article, this was "inputting dead angle with 3 buttons."
I ended up getting my turn back using this.

(Link to article)

3:47 IAD j.K against Gunflame
-> I feel like there are situations where you can react to Gunflame (not actually sure), but this situation was basically just a read.

Faust can make Bandit Revolver whiff by crawling under it, but I think my reasoning is I felt sure he was going to do Gunflame, so I went for the IAD (not actually sure about this either lol)

Usually I keep the IAD option in mind when my opponent has less than 25% meter, but this time he just barely got 25%. I didn't confirm it at all.

After that, I was aiming for the [j.K > j.S > j.P > j.H > 2H > Pogo ... ] combo, but I was thinking I'd mess up, so I switched to an easier combo instead.

3:57 f.S into buffer YRC
-> After I whiffed, I went for a 6P, but Kazunoko backed off.
I feel like I overextended here and chased him too far.
In the end he backdashed to put some distance between us and KO'd me.

This was the first round.

Overall, things weren't really working out, but I was able to do things that I'm usually able to do (like IADing over Gunflame), so I don't think I felt too nervous after that.

4:16 Burst
-> Up until then, I was showing him that I burst after getting hit by certain moves [ed: he's talking about the Volcanic Viper burst point from earlier], so I foresaw that he wouldn't read my burst in that particular situation.

(Link to another article: "Nage's Philosophy on Blue Burst")

4:32 Getting airthrown after airteching
-> I knew this was a situation where he could pick me up with 5K after airthrowing me, but unfortunately I was just kinda mashing airtech here.

Basically, since these two rounds weren't going so well and I was already up by a game, I wanted to see if I could challenge him with that airtech. These were a couple of reasons I did it.

In this situation, I wanted to confirm if he could actually do the 5K pickup, but I wasn't looking at his meter, so it was a very "ah crap" moment when he did the RC.

Seeing me suddenly stop spinning the stick around at 4:38 is kinda funny.

The second match happened kinda like this.
I got pushed into the corner, and even midscreen, I found myself kinda falling back and giving up my space. Bearing this in mind, I started the third match.

I'll write about the third match onward in the next update.
Until next time!

The team over at Chemical Lovers has undertaken a project to help acclimate beginner players to the nuances of Guilty Gear which seem to hold them back from understanding the core principles underneath all of the flash and fast paced action. 


Alongside special consultant Ruu - Japanese GG legend and recent ambassador to the US regarding American Guilty Gear exposure in Japan, the series begins by starting at the most basic principle which is consistent across all games in the genre: Space Control.
Also present is more of an interactive approach in which the watcher is encouraged to participate actively in the process by practicing alongside the video immediately after watching, and also to research high-level match videos and look specifically for the concept in which the video described at length.
Reaching beginner and low-intermediate players has been largely relegated to tutorial videos, and/or short overviews, so this fresh approach of interactive research and application could breathe some fresh new life into the strategy of attracting and keeping new players interested, and helping them to bridge the gap as fast as possible without overlooking fundamental concepts and principles which are essential at all levels of gameplay.
Finally, in an effort to reach as many players around the world as possible, the episode has been subtitled in French, as well as Japanese. You can toggle the subtitled transcripts from the YouTube options at the bottom-right of the video.
Check out the first episode of the series below:

GGXrd Logo.png

As a follow up to both the West Coast Round-Robin and the East Coast Round-Robin, the collaboration between American and Japanese GGXrd players continues, this time featuring players from the Midwest.  The broadcast will take place Saturday 9/26 at 7pm PDT/10pm EDT.

The invited players are ElvenShadow (FA), BlackSnake (VE), SymVicious (MI), KBNova (BE), and BloodWolf (MA).
Like the previous events it will be simulcasted on both Twitch by Mr. Biscuits and NicoNico by efttake.
NicoNico Stream
Twitch Stream
Source: Shoryuken, Zidane


Recent iterations of Arc System Works and other airdasher games have come with robust tutorials on how to play the game, but very few of them approach how to effectively make use of Training Mode.

Lord Knight posted a general guide for beginner and intermediate players on how to approach Training Mode. It goes over not only using Training Mode to grind out combos, but also using it to improve one's knowledge of match ups and problem-solving difficult to deal with situations.

Original Document
Re-posted Transcript
Training mode for beginner and intermediate players:
Things you can practice in training mode
1) Combo practice - Obvious function. 
- Combos are integral to modern fighting games. - Consistency is key. Generally, I aim for around 95%+ consistency on standard combos, 70%+ on "hard" stuff. - Keep in mind that "hard" is subjective depending on your execution level. 
- If you're trying to learn something difficult or unusual, practicing a lot is good, but give yourself a breather every once in a while. Give your hands time to recover and ingrain what you've practiced. For example, when I picked up Valk in CP 1.0, I couldn't do his wolf 5C > wolf 5C, which is pretty much necessary to play him. When I did grind combos, I'd always dedicate an arbitrary amount of time (let's say, an hour or so) to work on this specific motion - and no more. I try to allocate a specific amount of time because personally, if I don't get something after practicing it in one sitting for a while, I get frustrated. Basically, include breaks in your practice time so that you don't burn out.
- Consider combo selection. The "goal" of combos can vary depending on the game, but generally your goal is to maximize while maintaining an advantageous position. If your game has a burst, you can try to explore more burst safe routes as well. 

2) Match Up Strategy Development - I spend a ton of time doing this.
- Perfecting and practicing Setplay. You should know exactly what to do against whatever character when you knock them down, and what options they have to defend against you. This is a highly advantageous situation for you, and you should try to maximize your return as much as possible. Depending on the character you're playing, you might not get mixup per se, but you should be able to establish a safe offense. If you don't know what to do, you should definitely take the time to figure it out.
- Move/hitbox exploration - Sounds simple, but actually takes time and has many variables. At the beginning, you want to get familiar and comfortable with your character's moveset. As fighting game players, we're quick to identify uses for attacks and label them as useful or useless, but as time goes on, a move can evolve. Depending on the game, you can test your moves against different universal defensive options, how different system mechanics work against each other, etc. For example, in Arc Sys games, I always try to find ways to make my opponent's Counter Assault (or Dead Angle, or Alpha Counter, or w/e) whiff using an attack, instead of hard baiting. 

3) General problem solving - I spend a lot of time doing this as well. This ties into match up strategy development, but sometimes as soon as a set of online matches are over, I'll go straight into training mode to try to replicate what happened and flesh out potential responses. I know that training mode varies by game, but there's (probably) a way to replicate the situation. If there's something you don't know how to do, ask someone for help! Don't be afraid to reach out to other players to get an explanation on how to do things. It's much better than half-assing your recording and getting answers that are essentially wrong. 
- This also ties into experimentation. In my mind, "match up strategy development" and "general problem solving" are a little separate. So when I'm trying to solve a problem, sometimes I'll try really unusual things to see whether or not it will work. As in, when you're trying to solve a problem, it's kind of easier to "experiment" than just going in and messing around (although there's nothing wrong with that).
- Finally, I want to add that while you can't practice neutral alone, you can definitely use training mode to find answers to specific neutral tools. This is kind of simple process - you play > you have a problem against x ground normal or jump in > you go to training mode to figure out how to respond if your initial response doesn't work > repeat.

1) Combo practice
2) Match up strategy development
3) Problem Solving/Experimentation

GGXrd-R Logo.png

Pachi recently posted on the official GGXrd website regarding the returning character election for GGXrd. Players in Japan who complete arcade mode will get to vote on which character they would like to see return next. You can read the original article about the election here.

The page mostly covers his thoughts on how he thinks the characters will play like. GREATFERNMAN has taken the time to translate it into English.

Translated Document
Re-post of Translated Document 
** Editor's Note: Added pictures for each character.
Translated by @GREATFERNMAN
Translated pretty roughly just to get the info across so...
also please forgive any possible mistakes I rushed through this kinda
 Pachi's comments on how each character would play if voted into Xrd.
Everything stated by Pachi here is tentative
First Appearance: GUILTY GEAR ISUKA
 A character that uses both a weak normal mode and a strong, high-risk high-return Moroha mode. Blood packs are limited, so you have to decide when is a good time to use it and when it isn't. It might be interesting if her (or paracelsius'??) personality changed based on the blood type of the blood pack.
First Appearance: GUILTY GEAR 2
 A relatively all-rounded character, but because he has a special step called the Namba Step (I think this may be referencing Namba Aruki, which is a traditional Japanese walking style used in stage performances and martial arts etc.) and he has short range, he would probably be a character who uses his step to hit & run. I would like him to set a daruma on the opponent's wake up and get pressure that way.
First Appearance: GUILTY GEAR 2
 She is originally a long ranged projectile character, the other Valentines took things like Zest and Calvados from her (lol), but if she is voted in I'd like to change her play style. She would have many aerial mobility options, so she would have a weak ground game and would specialize in the aerial game.
First Appearance: GUILTY GEAR 
 He is a long ranged, high damage, slow movement character, and it might be interesting to give him a stamina meter. He is old after all. Personally, I'd like to add in more young Kliff moves because I'd like to see young Kliff in the new 3D graphics.
First Appearance: GUILTY GEAR XX
 A tricky character who uses his 3 summons: triplets, dog and sword, with the objective of getting Raoh. I'm thinking that I'd like to maintain his trickiness, but I might redesign his three summons.
First Appearance: GUILTY GEAR
 In GGACPR she was a pure projectile character, but if she is coming to Xrd, I'd like her to have a more mobile play style. She wouldn't have completely free movement, but it would be something like being able to pressure off N.B.
First Appearance: GUILTY GEAR XX SLASH
 A speedy character who continuously attacks with his specials powered up by his charge mechanic. While keeping his base that of a continuously offensive character, it would be interesting if his roman cancel made his charge bar reduction slower, so he could use more powered up moves.
First Appearance: GUILTY GEAR X
 A character who has a variety of projectiles that are good are beginning pressure and who also has mobility. She has been a setplay character and she probably has good affinity with the roman cancel system, but rather than backing off, I want her playstyle to involve more aggression. Also, she's a mother now, and her move names are amazing (lol).
First Appearance: GUILTY GEAR
 A character who plays at his own pace using his various traps while throwing the opponent into disorder with poison and his crow summon. His complexity has increased with each new version, so I'd like to make him easier to understand, by doing things like making it easier to make a decision of what to do while working together with the crow.
First Appearance: GUILTY GEAR 2
 In GG2, he was a character that depended on his tribe to fight while he ran away, but it would be interesting for him to fight with his tribe.  Something like a charging move with Roller, an anti-air with Bower, or a delayed attack with Bonnie would be interesting. 
First Appearance: GUILTY GEAR
 Her range is short overall, but she can gain momentum off her strong guard cancel moves. I'd like to keep her base style the same, but it would be interesting to rework her approach, starting from her guard cancels. Something like instead of getting immediate return, just seizing the pace of the match.
First Appearance: GUILTY GEAR PETIT
 She is a character with similar style moves to Faust who fights up close. But if she was in Xrd she would have a full model change so she might become a completely different character. She has a lot of medical themed attacks so she could be a character that can make herself stronger or change her opponent with medicine.
First Appearance: GUILTY GEAR XX
 A character who specializes in setting a yoyo, then, using that as an axis, running around the screen and playing a mid to long ranged hit & run game. While maintaining his mobility options, it would be interesting to give him more yoyo tricks. I'd like to give him options like more ways to call the yoyo back, and more Roger moves.
First Appearance: GUILTY GEAR X
 His specialty is simultaneously defending and attacking with his guard point moves, and his followups from his rushing move. I would like to preserve his guard point followups like Kou, but change his style. A style that forces a close-ranged fight using guard points seems good.
First Appearance: GUILTY GEAR 2
 In GG2 he was a long ranged projectile character who slowed down his opponent. In Xrd, he'll probably be changed into a mid-ranged character. Additionally, because of his personality, I'd like to include a move where he purposely takes a hit.
First Appearance: GUILTY GEAR XX #RELOAD
 He has a character specific electricity gauge, and his special attacks get stronger with the gauge. He's a low mobility character, but it'll be interesting if he can get stronger with his gauge. Something like a temporary mobility increase.
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