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Somewhat more Advanced Stuff

Q) What is Negative Edge?

The term 'Negative Edge' refers to the underlying circuitry behind button inputs. Essentially on a circuit, when you hit a button, its state changes from off (0) to on (1), giving a net change of +1. This is referred to as a 'positive edge', because it is a positive change in the state of the circuit.

Negative edge is the opposite. When the button is released, it changes from on (1) to off (0), thus giving it a change of -1. It is the negative edge of the button press.

What this means for fighting games is essentially something that can happen when you release a button, instead of when you actually push it. This is useful because it is possible to input special moves by releasing a button, not just pressing it. For Eddie, all of little Ed's attacks are actually controlled by Negative Edge, they will only happen when you release a button, and not when you actually just press it.

Things you can Negative Edge:

Specials, Overdrives, Ed Attacks

Think you can't Negative Edge:

Normals, Throws

A basic example of using negative edge is after an FRC. Some people have noticed that it can be difficult to follow an FRC/RC up quickly with another special. Some times, the wrong move will come out... this is because when you are releasing the buttons from the FRC, you are not releasing them all at the same time, and the game sees one of your button releases as a Negative Edge, and assuming you did a motion that has a move associated with it on that button, that move will come out. That seems bad at first, but then you can learn to use it to pull off moves very quickly after an RC/FRC. For example, with Potemkin you can do:

6HS, 632146 [P+S+H] ]P[

You input the next move you desire before you input the FRC, but then hold all buttons except the one for the move you want to activate. In this case, P S and HS are held, and P is immediately released to cause a Potemkin Buster to activate. If you just released all buttons haphazardly, you might get a Giganter by accident.

Q) What moves have high priority and such?

There is no such thing as priority. Priority is a term invented to help explain why some moves will beat other moves (for example, Vulcanic Viper beats out almost everything, so it must have high priority). However, Priority is just a vague notion that is derived from other factors of the moves. These factors include (but aren't limited to): Startup, Active, and Recovery frame data; Invincible frames; Hit boxes and Hit-able boxes.

A move like Volcanic Viper seems to have high priority, but in reality, it is because the move is entirely invincible to strikes until after it has gone active (in other words, it is safe from attacks until after it has hit you).

Moves like Venom's 2D seem to have high priority, but this is because it has a very safe hit-able box (it's very low to the ground), and it has very fast start-up time.

Q) What is a Reversal? What can I reversal?

Reversal is a term that roughly means executing a move on the first possible frame after recovering from something.

The most basic example and usage of this is Reversal on wakeup. When you rise from the ground, you may execute a move on the frame you recover and it will be done with 'reversal' timing. In GG, you can see the word 'REVERSAL' appear when you time a special move or super correctly during this time.

Technically, you can reversal anything on wakeup, but that doesn't mean it is useful. What might be useful for reversal on wakeup includes:

- Throwing (normal throws will go active in 0F, which means you can throw people even during the active frames of their attacks)

- Backdashes (which have invincible startup)

- Invincible moves (like many supers, and most Dragon Punches)

- Gold Bursts

Other fighting games also count Reversals when coming out of guard stun (like Third Strike).

The notion of doing something on the specific frame of recovery also can extend to other things. The term 'Link' refers to comboing one move into another when the first move doesn't actually cancel into the other. An example of this is Dust Loop... where you combo j.D into j.D.

Also, it is possible to 'reversal' off things like a Gold Burst. You are totally invincible into the recovery of the burst, and then perform another invincible move as you recover. An example would be Gold Bursting through Venom's Dark Angel, and then 'reversaling' into a Dragon Punch to avoid taking any hits.

Q) What is Fuzzy Guard? How can I use it?

People get the term Fuzzy Guard confused because it means something different in 3D fighters than 2D fighters.

In some 3D fighters, there is some sort of glitch where changing guard between high and low rapidly allows you to block/avoid multiple situations. [if you know more about this, feel free to fill me in]

In Guilty Gear, Fuzzy Guard is a glitch related to blocking and hitboxes. It's possible for your character to switch guards between high/low in a single frame, and while in guard stun. However, while in guardstun from a move, your character's hitable box DOES NOT change, even if his guard does (this only works on a single move, your hit box and block animation will update if you block another attack).

An example of how this can be used... if RoboKy jumps and does a j.S as fast as he can, the other player may easily be able to duck it. Instead however, if RoboKy puts the other person into Guard Stun while they block high, and then jumps and does j.S... the other person MUST block high. This is because the defender's hit box is locked in the 'high block' animation, which makes him very tall. If the defender tries to duck the attack, he is counting as low blocking without the 'low block' hit box and animation. This allows the defender to be hit by the attack even if it should normally miss.

In addition, the defender's animation will still switch to the 'low hit' animation if he is hit... because technically he was ducking. This causes the net animation to look somewhat like the defender was hit above his head.

[insert video here later]

Q) What is Jump Install? How can I do it?

Jump install originated as a glitch, but has been accepted and is now a common technique. The basic idea is that you trick the game into thinking you have already jumped, but actually never leave the ground. The net result of this is that if you leave the ground under a condition that would normally not allow you to double jump or air dash, you will still be able to do these things.

The way to actually do a Jump Install is by starting a jump motion, but before you leave the ground, input something that causes you to stay on the ground. For example, the basic Gattling method can be done like this with Sol:

S 8 2D

By hitting 8, you buffer a jump, but before you jump, you cancel into a 2D. This causes you to have "installed" a jump. That doesn't help you immediately, but now what if Sol does this:

S 8 2D 236K(1-hit) RC ...

Now Sol is in the air after RCing the first hit of the Bandit Revolver. Normally he can't jump during this, but because you jump installed, you can now jump or jump cancel, such as doing:

S 8 2D 236K(1) RC > j.S > jc.D 623H

Not a great example, but you can build on this basic technique to do some very nice stuff.

(Note: This example doesn't apply to Slash, since Sol gets Auto-JI on his Bandit Revolver now)

Q) What can Jump Install not do?

Jump Install will NOT let you jump cancel a move that can't normally be jump canceled. JI is only useful if you enter the air by some method that normally doesn't let you double jump (such as a specfic special move or a super jump).

Jump Install cannot be done in the air, and wouldn't be useful even if you could.

Q) Other types of Jump Install?

Super Jump Install is similar. The idea is that normally you can't double jump after doing a Super Jump. If you Jump Install and then make a Super Jump, you will still be able to double jump. An example using Anji might be:

Air Throw |> S JI S > sjc.S K S > jc.S K S D

1-Hit Jump Install is a harder method that basically cuts out the middle man... basically you cancel your jump directly into what you want to leave the ground with. This can be done similar to a Tiger Knee motion, but instead you press the button before you leave the ground instead of afterwards. An example with Venom is:

S.c 8623K

This will Jump Install Venom's Teleport and allow him to air dash or double jump afterwards.

1-Hit Super Jump Install is a weird effect where you can cancel your normal jump into a super jump. The net effect is that you can do a 1-hit move that is jump cancelable, and get a super jump with double jump. An example with Potemkin looks like:

S 9 2 9

He will super jump, but still be able to double jump.

Standing Jump Install is tricky, but similar to the 1-hit install. Essentially without even hitting the other person, you can cancel your jump startup into a move and get the Jump Install properties. Again, a simple example with Venom would be:

6239K

If timed properly, Venom will teleport and have Jump Install properties.

Landing Jump Install is weird and I don't know why it works. Basically if you active a move when you land on the ground from a jump, it will have Jump Install properties. An example with Chipp is:

Jump, |> 22H

He will teleport but still be able to dash and such.

A basic side effect of Jump Installing is that it kills any forward momentum you previously had. Therefore if you were running forward and JI using the Gattling method, you will begin getting pushed back much faster than if you hadn't JIed.

There is also a way to "Jump Install" while being hit. There are a number of moves in the game which have a floor bounce property, in which a person will hit the ground and bounce upward. If you connect another hit on the person while they are in the process of bouncing, they will actually stay on the ground as if they were not launched at all. This can only usually be done with Counterhits, such as Slayer doing:

CH j.HS j.D

The net effect of this is that the person being comboed has some properties of being in the air, even though they are on the ground. This can allow them to tech out of certain things they should normally not be able to (such as Slayer doing his command throw), while on the ground.

Q) What is Normal Jump Canceling?

This is a weird glitch related to Jump Canceling in the air. To do it, you basically must cancel a jumping normal into a jump, but then also gattling to another normal before the jump happens. The net result is that the second normal will cut off a special frame of the Jump Cancel and go immediately into the second normal. The special frame is apparently responsible for the change in your air velocity as well as directional facing. Because of this, it is possible for a character to maintain forward velocity he normally wouldn't during a jump cancel.

The best example of this is with Sol. Normally, the Bandit Revolver moves him forward very fast if he RCs the first hit, but if you Jump Install and then attempt to jump cancel, you will lose the forward velocity of the Bandit Revolver. However, if you Normal Jump Cancel, you will maintain the velocity of the BR and move forward very fast, this can be useful to setup Dust Loops. The combo can be done as:

S 8 2D 236K(1) RC > j.S NJC j.D CSW |> CSW Loop

The easiest method to do NJC is to hit the input for the second normal and the jump at the same time. It is also important to note that the two normals MUST be able to gattling into each other. Sol can do j.S NJC j.D, but he could not do j.D NJC j.D.

Q) What is Impossible Dust?

Impossible dust is a side effect of how dust combos work. After you've landed a 5D on a standing opponent, he will be launched in the air and won't be able to recover for 29 frames. In this time you automatically do a homing jump by pressing 8 or 9, following your opponent.

If you hit him in these 29 frames, he won't be able to recover for the next 48 frames. In this time you can jump cancel every move and have access to unlimited air dashes.

Now, if you do an double jump or an air dash or use FD after you activated the homing jump, this will cancel the homing jump. Your opponent will still not be able to air tech, until the 48 frames are over.

Now the basic idea is that if you hit the enemy at the proper time (right before the 29 frame window is over) and use a method to cancel your homing jump and fall down... you can make the enemy fly up and be unable to tech, while you go down and land on the ground. This is useful for characters who have better combos while they are on the ground than while they are in the air (which is a lot of the cast).

Example combo with Potemkin is:

D 9, FD j.S |> 5HS Heat Extend

Q) What is Prorating?

Prorating is an extra layer of damage scaling that some moves have. Normally, prorating only happens if the move is done as the FIRST HIT of a combo. When a move prorates, it causes an addition reduction in damage for the ENTIRE combo on top of other damage scaling factors (like the guard bar, character health, guts, etc). For example, Chipp's 2P is known to prorate 90%. Hence, if you start a combo with 2P, and link to HS... the HS only deals 90% of the damage it's supposed to deal (not including damage scaling from the length of the combo of course). The same goes for any additional hit... so if you do 2P S S HS, all three of the follow up hits will be scaled to 90% of the damage they would normally deal. If instead you start from a jumping HS, land on the ground and combo into 2P and HS, then the HS deals normal damage and does not receive ANY prorating. The lower the prorating, the less damage it deals. And if the percentage is higher than a 100%, (Jam's 236236HS overdrive) moves that connect after that hit deals more damage than normal.

There is also a difference between normal Prorating, and Forced Prorating. Forced essentially means that the move will scale the damage of a combo down even if the move comes in the middle of a combo. Sol's Sidewinder is a forced 75% prorating, which means every time you use it in a combo, it drops the overall possible damage the rest of the hits can get.

Prorating does NOT effect stun damage. You can still dizzy someone just as well with a move that heavily prorates.

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Somewhat more Advanced Stuff

Q) What is Negative Edge?

The term 'Negative Edge' refers to the underlying circuitry behind button inputs. Essentially on a circuit, when you hit a button, its state changes from off (0) to on (1), giving a net change of +1. This is referred to as a 'positive edge', because it is a positive change in the state of the circuit.

Negative edge is the opposite. When the button is released, it changes from on (1) to off (0), thus giving it a change of -1. It is the negative edge of the button press.

What this means for fighting games is essentially something that can happen when you release a button, instead of when you actually push it. This is useful because it is possible to input special moves by releasing a button, not just pressing it. For Eddie, all of little Ed's attacks are actually controlled by Negative Edge, they will only happen when you release a button, and not when you actually just press it.

Things you can Negative Edge:

Specials, Overdrives, Ed Attacks

Think you can't Negative Edge:

Normals, Throws

A basic example of using negative edge is after an FRC. Some people have noticed that it can be difficult to follow an FRC/RC up quickly with another special. Some times, the wrong move will come out... this is because when you are releasing the buttons from the FRC, you are not releasing them all at the same time, and the game sees one of your button releases as a Negative Edge, and assuming you did a motion that has a move associated with it on that button, that move will come out. That seems bad at first, but then you can learn to use it to pull off moves very quickly after an RC/FRC. For example, with Potemkin you can do:

6HS, 632146 [P+S+H] ]P[

You input the next move you desire before you input the FRC, but then hold all buttons except the one for the move you want to activate. In this case, P S and HS are held, and P is immediately released to cause a Potemkin Buster to activate. If you just released all buttons haphazardly, you might get a Giganter by accident.

Q) What moves have high priority and such?

There is no such thing as priority. Priority is a term invented to help explain why some moves will beat other moves (for example, Vulcanic Viper beats out almost everything, so it must have high priority). However, Priority is just a vague notion that is derived from other factors of the moves. These factors include (but aren't limited to): Startup, Active, and Recovery frame data; Invincible frames; Hit boxes and Hit-able boxes.

A move like Volcanic Viper seems to have high priority, but in reality, it is because the move is entirely invincible to strikes until after it has gone active (in other words, it is safe from attacks until after it has hit you).

Moves like Venom's 2D seem to have high priority, but this is because it has a very safe hit-able box (it's very low to the ground), and it has very fast start-up time.

Q) What is a Reversal? What can I reversal?

Reversal is a term that roughly means executing a move on the first possible frame after recovering from something.

The most basic example and usage of this is Reversal on wakeup. When you rise from the ground, you may execute a move on the frame you recover and it will be done with 'reversal' timing. In GG, you can see the word 'REVERSAL' appear when you time a special move or super correctly during this time.

Technically, you can reversal anything on wakeup, but that doesn't mean it is useful. What might be useful for reversal on wakeup includes:

- Throwing (normal throws will go active in 0F, which means you can throw people even during the active frames of their attacks)

- Backdashes (which have invincible startup)

- Invincible moves (like many supers, and most Dragon Punches)

- Gold Bursts

Other fighting games also count Reversals when coming out of guard stun (like Third Strike).

The notion of doing something on the specific frame of recovery also can extend to other things. The term 'Link' refers to comboing one move into another when the first move doesn't actually cancel into the other. An example of this is Dust Loop... where you combo j.D into j.D.

Also, it is possible to 'reversal' off things like a Gold Burst. You are totally invincible into the recovery of the burst, and then perform another invincible move as you recover. An example would be Gold Bursting through Venom's Dark Angel, and then 'reversaling' into a Dragon Punch to avoid taking any hits.

Q) What is Fuzzy Guard? How can I use it?

People get the term Fuzzy Guard confused because it means something different in 3D fighters than 2D fighters.

In some 3D fighters, there is some sort of glitch where changing guard between high and low rapidly allows you to block/avoid multiple situations. [if you know more about this, feel free to fill me in]

In Guilty Gear, Fuzzy Guard is a glitch related to blocking and hitboxes. It's possible for your character to switch guards between high/low in a single frame, and while in guard stun. However, while in guardstun from a move, your character's hitable box DOES NOT change, even if his guard does (this only works on a single move, your hit box and block animation will update if you block another attack).

An example of how this can be used... if RoboKy jumps and does a j.S as fast as he can, the other player may easily be able to duck it. Instead however, if RoboKy puts the other person into Guard Stun while they block high, and then jumps and does j.S... the other person MUST block high. This is because the defender's hit box is locked in the 'high block' animation, which makes him very tall. If the defender tries to duck the attack, he is counting as low blocking without the 'low block' hit box and animation. This allows the defender to be hit by the attack even if it should normally miss.

In addition, the defender's animation will still switch to the 'low hit' animation if he is hit... because technically he was ducking. This causes the net animation to look somewhat like the defender was hit above his head.

[insert video here later]

Q) What is Jump Install? How can I do it?

Jump install originated as a glitch, but has been accepted and is now a common technique. The basic idea is that you trick the game into thinking you have already jumped, but actually never leave the ground. The net result of this is that if you leave the ground under a condition that would normally not allow you to double jump or air dash, you will still be able to do these things.

The way to actually do a Jump Install is by starting a jump motion, but before you leave the ground, input something that causes you to stay on the ground. For example, the basic Gattling method can be done like this with Sol:

S 8 2D

By hitting 8, you buffer a jump, but before you jump, you cancel into a 2D. This causes you to have "installed" a jump. That doesn't help you immediately, but now what if Sol does this:

S 8 2D 236K(1-hit) RC ...

Now Sol is in the air after RCing the first hit of the Bandit Revolver. Normally he can't jump during this, but because you jump installed, you can now jump or jump cancel, such as doing:

S 8 2D 236K(1) RC > j.S > jc.D 623H

Not a great example, but you can build on this basic technique to do some very nice stuff.

(Note: This example doesn't apply to Slash, since Sol gets Auto-JI on his Bandit Revolver now)

Q) What can Jump Install not do?

Jump Install will NOT let you jump cancel a move that can't normally be jump canceled. JI is only useful if you enter the air by some method that normally doesn't let you double jump (such as a specfic special move or a super jump).

Jump Install cannot be done in the air, and wouldn't be useful even if you could.

Q) Other types of Jump Install?

Super Jump Install is similar. The idea is that normally you can't double jump after doing a Super Jump. If you Jump Install and then make a Super Jump, you will still be able to double jump. An example using Anji might be:

Air Throw |> S JI S > sjc.S K S > jc.S K S D

1-Hit Jump Install is a harder method that basically cuts out the middle man... basically you cancel your jump directly into what you want to leave the ground with. This can be done similar to a Tiger Knee motion, but instead you press the button before you leave the ground instead of afterwards. An example with Venom is:

S.c 8623K

This will Jump Install Venom's Teleport and allow him to air dash or double jump afterwards.

1-Hit Super Jump Install is a weird effect where you can cancel your normal jump into a super jump. The net effect is that you can do a 1-hit move that is jump cancelable, and get a super jump with double jump. An example with Potemkin looks like:

S 9 2 9

He will super jump, but still be able to double jump.

Standing Jump Install is tricky, but similar to the 1-hit install. Essentially without even hitting the other person, you can cancel your jump startup into a move and get the Jump Install properties. Again, a simple example with Venom would be:

6239K

If timed properly, Venom will teleport and have Jump Install properties.

Landing Jump Install is weird and I don't know why it works. Basically if you active a move when you land on the ground from a jump, it will have Jump Install properties. An example with Chipp is:

Jump, |> 22H

He will teleport but still be able to dash and such.

A basic side effect of Jump Installing is that it kills any forward momentum you previously had. Therefore if you were running forward and JI using the Gattling method, you will begin getting pushed back much faster than if you hadn't JIed.

There is also a way to "Jump Install" while being hit. There are a number of moves in the game which have a floor bounce property, in which a person will hit the ground and bounce upward. If you connect another hit on the person while they are in the process of bouncing, they will actually stay on the ground as if they were not launched at all. This can only usually be done with Counterhits, such as Slayer doing:

CH j.HS j.D

The net effect of this is that the person being comboed has some properties of being in the air, even though they are on the ground. This can allow them to tech out of certain things they should normally not be able to (such as Slayer doing his command throw), while on the ground.

Q) What is Normal Jump Canceling?

This is a weird glitch related to Jump Canceling in the air. To do it, you basically must cancel a jumping normal into a jump, but then also gattling to another normal before the jump happens. The net result is that the second normal will cut off a special frame of the Jump Cancel and go immediately into the second normal. The special frame is apparently responsible for the change in your air velocity as well as directional facing. Because of this, it is possible for a character to maintain forward velocity he normally wouldn't during a jump cancel.

The best example of this is with Sol. Normally, the Bandit Revolver moves him forward very fast if he RCs the first hit, but if you Jump Install and then attempt to jump cancel, you will lose the forward velocity of the Bandit Revolver. However, if you Normal Jump Cancel, you will maintain the velocity of the BR and move forward very fast, this can be useful to setup Dust Loops. The combo can be done as:

S 8 2D 236K(1) RC > j.S NJC j.D CSW |> CSW Loop

The easiest method to do NJC is to hit the input for the second normal and the jump at the same time. It is also important to note that the two normals MUST be able to gattling into each other. Sol can do j.S NJC j.D, but he could not do j.D NJC j.D.

Q) What is Impossible Dust?

Impossible dust is a side effect of how dust combos work. After you've landed a 5D on a standing opponent, he will be launched in the air and won't be able to recover for 29 frames. In this time you automatically do a homing jump by pressing 8 or 9, following your opponent.

If you hit him in these 29 frames, he won't be able to recover for the next 48 frames. In this time you can jump cancel every move and have access to unlimited air dashes.

Now, if you do an double jump or an air dash or use FD after you activated the homing jump, this will cancel the homing jump. Your opponent will still not be able to air tech, until the 48 frames are over.

Now the basic idea is that if you hit the enemy at the proper time (right before the 29 frame window is over) and use a method to cancel your homing jump and fall down... you can make the enemy fly up and be unable to tech, while you go down and land on the ground. This is useful for characters who have better combos while they are on the ground than while they are in the air (which is a lot of the cast).

Example combo with Potemkin is:

D 9, FD j.S |> 5HS Heat Extend

Q) What is Prorating?

Prorating is an extra layer of damage scaling that some moves have. Normally, prorating only happens if the move is done as the FIRST HIT of a combo. When a move prorates, it causes an addition reduction in damage for the ENTIRE combo on top of other damage scaling factors (like the guard bar, character health, guts, etc). For example, Chipp's 2P is known to prorate 90%. Hence, if you start a combo with 2P, and link to HS... the HS only deals 90% of the damage it's supposed to deal (not including damage scaling from the length of the combo of course). The same goes for any additional hit... so if you do 2P S S HS, all three of the follow up hits will be scaled to 90% of the damage they would normally deal. If instead you start from a jumping HS, land on the ground and combo into 2P and HS, then the HS deals normal damage and does not receive ANY prorating. The lower the prorating, the less damage it deals. And if the percentage is higher than a 100%, (Jam's 236236HS overdrive) moves that connect after that hit deals more damage than normal.

There is also a difference between normal Prorating, and Forced Prorating. Forced essentially means that the move will scale the damage of a combo down even if the move comes in the middle of a combo. Sol's Sidewinder is a forced 75% prorating, which means every time you use it in a combo, it drops the overall possible damage the rest of the hits can get.

Prorating does NOT effect stun damage. You can still dizzy someone just as well with a move that heavily prorates.

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Tournaments

Q) What are the rules for Guilty Gear tournaments?

  • Tournaments are open to anyone, any age or gender or race.
  • If the tournament is on Console, it will be on PS2. You can bring your own controller and configure your buttons how you like. You may or may not be able to use Macros, depending on who is running the tournament. General rule of thumb is simply DO NOT USE MACROS, and you won't have a problem.
  • Gold, Shadow, EX characters are all BANNED. GG Mode and GGX Mode are BANNED. Kliff and Justice are BANNED. Robo Ky is banned in X2, but legal in #Reload.
  • Auto-fire / Turbo settings for your controllers are BANNED. You can use a controller with them, but you can't use them!


    Q) What are some other general rules for tournaments?

    • Most tournaments are run 2/3 rounds, on the best 2/3 matches. Most are also played Double Elimination, so even if you lose once, you get a second chance to come back and win.
    • If you pause the game during a tournament match, it is up to the other player what happens. The default is that you lose the round, and continue on. The other player can just request a free hit, or just an unpause, if he wants.
    • Generally, you may only change characters if you lost the previous match.

    Q) Where can I find tournaments or players in my area?

    To find players in your area, feel free to ask in the proper thread in the Match Finder:

    http://www.dustloop.com/forums/forumdisplay.php?f=36

    If no thread exists for your State/Country/Province, feel free to make one.

    To find tournaments, you can check out any of the tournament forums on this site or Shoryuken:

    http://www.dustloop.com/forums/forumdisplay.php?f=4

    http://www.shoryuken.com/forums/forumdisplay.php?f=7

    Character Specifics

    Q) How do I make the Grand Viper hit 10 times???

    It's simply a mashable move. I've found the best method is to mash on Forward & Backward, and Slash & Heavy Slash as fast as possible. With a little bit of practice, it is easy to regularly get all 10 hits of the Grand Viper.

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Tournaments

Q) What are the rules for Guilty Gear tournaments?

  • Tournaments are open to anyone, any age or gender or race.
  • If the tournament is on Console, it will be on PS2. You can bring your own controller and configure your buttons how you like. You may or may not be able to use Macros, depending on who is running the tournament. General rule of thumb is simply DO NOT USE MACROS, and you won't have a problem.
  • Gold, Shadow, EX characters are all BANNED. GG Mode and GGX Mode are BANNED. Kliff and Justice are BANNED. Robo Ky is banned in X2, but legal in #Reload.
  • Auto-fire / Turbo settings for your controllers are BANNED. You can use a controller with them, but you can't use them!


    Q) What are some other general rules for tournaments?

    • Most tournaments are run 2/3 rounds, on the best 2/3 matches. Most are also played Double Elimination, so even if you lose once, you get a second chance to come back and win.
    • If you pause the game during a tournament match, it is up to the other player what happens. The default is that you lose the round, and continue on. The other player can just request a free hit, or just an unpause, if he wants.
    • Generally, you may only change characters if you lost the previous match.

    Q) Where can I find tournaments or players in my area?

    To find players in your area, feel free to ask in the proper thread in the Match Finder:

    http://www.dustloop.com/forums/forumdisplay.php?f=36

    If no thread exists for your State/Country/Province, feel free to make one.

    To find tournaments, you can check out any of the tournament forums on this site or Shoryuken:

    http://www.dustloop.com/forums/forumdisplay.php?f=4

    http://www.shoryuken.com/forums/forumdisplay.php?f=7

    Character Specifics

    Q) How do I make the Grand Viper hit 10 times???

    It's simply a mashable move. I've found the best method is to mash on Forward & Backward, and Slash & Heavy Slash as fast as possible. With a little bit of practice, it is easy to regularly get all 10 hits of the Grand Viper.

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