"So, step on up to the plate, meet your fate
Walkin' straight on into the lion's lair
So, step on up, up to the plate,
'cause this ain't no game It's time to make history, yeah!"
There's going to be a Vorpal-style mechanic called Active Flow that increases your damage and meter gain if you go on offense enough.
And an OD only Distortion called Exceed Accel that consumes what's left of your OD.
Here are some loketest vids showing off Naoto.
https://www.youtube.com/watch?v=xgdFWuCcuRs
https://www.youtube.com/watch?v=F8FUJYYmV1g
https://www.youtube.com/watch?v=OLlF9S0QYVI
https://www.youtube.com/watch?v=VZU-nuAA-KM
Check the Loketest News thread (news only, no discussion) and the BBCF Gameplay and Discussion thread.
Be sure to catch up on the various character and system-wide changes posted earlier here.
You can check out the Official Japanese webpage - granted you can read 日本語, over at http://www.arcsystemworks.jp/unist/
UNIEL [st] Official Release Trailer -
https://www.youtube.com/watch?v=5hhkI4qFoUA
This is a 3 part affair on YouTube, and lasts over 2 and a half hours!
Some of the players present of note are:
Satou @alisatu32(red Millia)
Saryu @saryu22492477(Ram)
Gonzaburou @gonzabrow0201(Faust)
bokkuri1129dos (I-no)
zigokuzaka @zigokuza(white Millia)
BLEED @BLEED_creation (Sin)
Nage @nage_pink (Faust)
Watch up and take what you can from these great matches as part of your last minute EVO training!
Part 1:
https://youtu.be/hu7ZafG6WoQ?list=PLK1qVGUv8fVAQz5lUT_EF5akCemFgm5GD
Part 2:
https://youtu.be/ycmnmx4-2vI?list=PLK1qVGUv8fVAQz5lUT_EF5akCemFgm5GD
Part 3:
https://youtu.be/K7mGRuwucn0?list=PLK1qVGUv8fVAQz5lUT_EF5akCemFgm5GD
Disclaimer: This article has only been tested for Accent Core and AC+R. Though it's likely the same holds true for Xrd, this is still unproven.
Let's take a moment to talk about One Frame Jumps.
The fact is, what most of us understand One Frame Jumps to be simply isn't the case. I made a video a while back demonstrating how they actually function - if you haven't seen it, you can check it out below.
https://www.youtube.com/watch?v=OIXuOx8WbFU
To summarize: starting a jump with Faultless Defense doesn't reduce your jump startup. It does, however, put you into your blocking animation on the first frame that you're considered airborne, shrinking your hurtbox. This allows you to dodge some attacks with tighter timing, but it won't get you out of smaller gaps in a string.
Brett then posed a few additional questions regarding some commonly-held beliefs. Is it true that you can only block on the first frame of your jump if you FD? Can you perform any other actions (like an attack) on the first frame of a jump? After testing it with the same method I used in the video, I found that the answer to both questions was a resounding no.
No video this time (for now). Instead, I'll show here the frame count, what inputs were entered, and when they were drawn.
First, to test air blocking on the first frame. Dummy Sol jumps forward with j.S against Player Potemkin.
[table]
FramePotemkin InputPotemkin AnimationSol InputSol AnimationFD Jump PO InputFD Jump PO AnimationFD Jump SO InputFD Jump SO Animation1[/td] 234 Frame 1 Frame 15 67Jump Startup Frame 1Jump Startup Frame 189101112Jump Frame 1 Active Frame 1Air FD Active Frame 113Instant Block* Active Frame 1*Air Instant Block FD* Active Frame 1*[/table]
* The game animates the result of an attack making contact on the frame after it actually makes contact.
With me so far? We'll use the same system for testing actions on the first frame with Potemkin's j.P. The first test inputs the P in time to make it happen as soon as jump startup ends. Test 2 is one frame later. Test 3 is an FD Jump control.
[table]
FrameInput Test 1Input Test 2Input Test 3 (FD Jump)Input Test 4 (TK Bandit)1 2 34JumpStartupFrame15 6 789Jump Frame 1Jump Frame 1Air FDAir Bandit Frame 110Jump Frame 2Jumping [td]Air Bandit Frame 2[/table]
So what does this mean? Only two things can be performed on the very first frame of jump state: Faultless Defense or a Special Move. Normal attacks and Slashbacks can't be performed until the second frame. Double Jumps can't be performed until the fourth! And, of course, air dashes have a minimum height requirement. This information may alter the timing of "fastest possible" rising normal overheads, so please take it into consideration.
Edit: contrary to the original writing of this article, aerial special moves can be performed on the first frame of jump state.
That's all I have for you, thanks for reading.
This week's issue of famitsu officially revealed the next Xrd Character, Jack O.
One of "That Man's" trusted servants, she uses comical attacks. Not much was revealed other than a few screenshots.
Here's hoping we get to see how she plays at this weekend's loke test.
Is everyone excited for their new Waifu?
Source: http://shoryuken.com/2015/06/02/newcomer-jack-o-joins-the-cast-of-guilty-gear-xrd-revelator/
Please note that the loketest build is NOT final, and is subject to change in the final version of the impending arcade release.
Links to the official website & command list PDF are included below for your reference.
UNIST Loketest News
Website
Command List PDF
Loketest #1: May 22-24th
Collapsed: General System Mechanics:
First Attack Feature added. The character who lands the first hit will now be rewarded with Vorpal status unless vorpal has already been awarded to a player
Cross Veil Off (XVO) added - Ability to Veil Off during combos. Resets the bounce restriction during combos. Not cancelable from Throws
It seems like doing crosscast VO has a CS bar drain of sorts so EX > IW seems guaranteed even at exactly 100.
Random-icon has been removed from Character Select screen. Hold the stick upwards for random
Charge Partition Mechanics are still in
New Hyde vs Seth VS Theme added - Mutual Situation
Collapsed: [/size:
Akatsuki]2A is a low!
Close range 5B added
Close range 5B > Far range 5B route works
5B has increased cancel-routes
Downed opponent can be picked up with close range 5B
2C doesn't scale as badly as it did before
Throw damage increased by about a 100
B Denkoudan (236B) increased bullet speed
A Hakubou (22A) is a signle-shot move now. Increased damage
A Hakubou increased hitbox!? It's not an aerial suicide, but you can continue with Denkoudan.
A Tekkou (214A) worse on block? About -4f. It's a free throw for the opponent.
Far range 5C doesn't whiff on crouchers!!
Kamikaze raw damage 3900
Assault j.B & Assault j.C won't whiff anymore
j.2C doesn't scale as badly as it did before.
Collapsed: [/size:
Byakuya]Byakuya's IW has invincibility until the hitbox disappears
metergain seemed to go down a bit apparently.
2B vertical hitbox improved, can hit ppl jumping out now.
j.B also got buffed - either better lower hitbox or more active frames - either way its better air to ground now supposedly
2C vertical hitbox improved like above, and hurtbox shortened
3C hitbox increased from above. Is now a better anti-air. Doesn't float a grounded opponent. Only charged version will. Supposedly has faster startup
You can also CS cancel his FF on block
FF doesn't scale as much anymore. You can combo 2900 damage from it.
You can now only drain GRD twice during a combo
has web feints
one of his cmd throws is like a counter (?)
Has Command throw feints
Can cancel the last hit of 236C into 623C
You can now combo off of 623C. 623C connects to 236C and 41236D, You can now
Trap (214X) B-followup doesn't scale as much anymore.
Collapsed: Carmine:
Force Function has been given a name - Roll up! (捲れ!)
Force Function is now Air OK. Stops momentum
Can immidiately use other normals after aerial FF. Loses the ability to block in midair after the move.
Overall 200-400 damage loss on combos
6B has worse proration, can't be cancelled into XVO
6C is a worse starter. Has same starter proration as 3B. Has no Head Invuln.
2C will always lose against Gordeau's 2C but 2A will always win
3C Hitbox got bigger
3[C] added. Has more reach than Merkava's 5B
Command grab deals 300-400 less damage
236X has worse proration, can't be cancelled into XVO
During XVO, 623C > IW cancel is added
2C>5BB>j6B or jABC?>2C>22A>CVO>dashC?>236A>J[C]>2B>2C>236C>623C>IW
3[C]>22B(puddle)>214C>2C>236B(2)>j6B>jCAB>2C>623A>dash C 3050 dmg
Can substitute 214C for 236C in the corner.
3[C]>22B not stable. Best to go for 3[C]>22C.
Collapsed: Chaos:
Force Function has been given a name - Sneak Around (スネークアラウンド)
His vorpal trait allows him to whiff cancel Azhi stuff
2A is a low
5BB is low invincible
5CC hitbox buffed
6C's hitbox increased near Chaos
2C hitbox and startup suspected to be buffed
Dash B counter hit is longer untechable. Invincibility removed.
Azhi is projectile invuln for his moves (Specifics down below)
j.2C and j.C float longer
Throw is comboable but you need to set up an Azhi special ahead of time to combo
Roll supposedly has more invincibility
236C is now untechable
214X (even EX) Can now be cancelled on hit or block. Can be jump cancelled on block. IC ver. has earlier cancel window
Hide (22A/B/C) is now Air OK. Does not get cancelled if your throw gets teched. EX Version counts as a separate move than A/B for cancels.
IW damage speculated to be increased (though min dmg suspected to be unchanged). No longer resets position on hit!
IWEXS damage increased by ~100.
Detailed specifics on Azhi's invincibility during his moves:236A has p.invincibility
236B has p.invincibility until Azhi rises into air.
214X have no p.invincibility
Charged 214X has p.invincibility
623X p.invincibility
22X has p.invincibility until Azhi goes underground
Collapsed: [/size:
Eltnum]Force Function has been given a name - Etherite Shift (エーテライト・シフト)
IC 3C added
421C lost invuln
214C Nerfed Hitbox. Air blocked 236B into 214C doesn't work
EX DP Minimum Damage got nerfed
Seems like you cant get a guaranteed air UB from an air-blocked B gunshot
Collapsed: [/size:
Gordeau]Force Function has been given a name - Rusty Nail (ラスティネイル)
His vorpal trait is that his FF gains head invincibility
4B added - Does his Dash B on that spot. Has a delay cancellable window
2C has lower body invuln
Suspicion that 3C has an improved vertical hitbox. Seems like you can CS cancel his 3C.You can't combo into assimilation anymore off of it though (due to range obv)
Mortal Slide follow-ups no longer require 236 command, 6 + A/B/C will suffice.
Grim Reaper reach shortened
C Aim (22C) invincibility removed
Assimilation steals 1/2 the GRD it used to (?)
A Assimilation has faster start-up. Reaches as far as his normal Throw.
C Assimilation (214C) has invincibility removed
Someone definitely confirmed start of the round Grim Reaper into CVO for 5K but thinks someone can get more
Collapsed: Hilda:
Force Function has been given a name - Tri-Furket (トライファーケット)
Hold B+C during Force Function and press 5A or 2A for a follow-up attack
Her IW(41236D) has now some invincibility
Aerial Teleport added. A warps behind the opponent. B warps into midair close to the opponent.
After CS, her Teleport (421X) can't be used. You also can't CS the Teleport.
Ground Teleport > Aerial Teleport works in Vorpal only
j.FF now floats the opponent like ground version, so difficult to continue the combo from it.
FF5A has reduced start-up and recovery
FF2A is an overhead. Can be special cancelled even on block
ICFF2A can picked by 2A alone. 2C on counter hit.
ICFF can't be followed by C Teleport (421C)
j.A increased reach?
got extended cancel windows on her dash B/C, by ~6 frames
fireball also might have gotten slightly faster startup
Gloom's (214X) effect seems to have changed...
if you have all 3 buttons and then release you can release all 3 lynchpi s in rapid succession (?)
if you have at least 2 lynchpins held down you can now slide to swap button holds similar to Carmine (?)
Collapsed: Hyde:
Force Function has been given a name - Vestige of Cruelty (峭刻ノ残滓, Shoukoku no Zanshi)
In Vorpal, chip damage increases. charged FF does really increased chip damage! (ICFF does 400 chip damage? unconfirmed)
seems to have more severe overall move SMP.
2A delay window increased
3B range shortened
Dash C lower body invincible
Throw damage increased a little
Lotus and Charged FF can be CS'd.
22C Wraps at the end of the screen
Apparently if Hyde gets a CH FF starter and cancels into CCVO he gets up to 7000
Corner OTG into FF > A Orb doesn't link anymore
Collapsed: [/size:
Linne]
Force Function has been given a name - Parry Flash > Heavenly Lynchpin (躱閃 > 天楔, Tasen > Tenzetsu)
Linne can fucking cancel her FF into roll now. Like...FF Gordeau's 5C, roll cancel it and punish him
Mujin and Mujin follow-up both have same kind of dash-cancel as Kuuga has.
B Hien (63214B) is chargeable. Becomes a low
Collapsed: [/size:
Merkava]
[*]Force Function has been given a name - I give beating (我、攪拌する, Ware Kouhan-suru)
[*]236C has no bounce at all. Can still be combo'd in the corner without CS. The final 16th hit blows the opponent away, so you can combo on mid-screen if you CS before that.
[*]j.2C is worse on block. Probably a free Throw for the opponent.
[*]2nd hit of 2B draws the opponent closer
[*]FF without additional inputs delas about 1400, with max mashing it deals around 1700
[*]Dash B can be used as a combo part.
[*]A and B worms (22X) can be set up faster. The move can be CS'd
Collapsed: [/size:
Nanase]
[*]You no longer have to press the 6 direction for the followup of Nanase’s 236X specials. Chasing the Rêvé (236A/B/C) follow-ups can be done by pressing buttons only. Ex: 236A > 6A is now 236A > A
[*]IC j.2C added. Bounds. Seems to be hella plus on block, + even if shielded. It's useful for mixups etc since it can be made to landing whiff etc
[*]Her vorpal trait is being able to use her Force Function twice in the air
[*]5B, 5C and 2C hitboxes got buffed
[*]seems to have frame 1 low invincibility on Dash B
[*]B Ange (214B) has a really fast start-up now
Collapsed: [/size:
Orie]
[*]Force Function has been given a name - Aerial Leap (エアリアルリープ)
[*]Force Function is now Air OK.
[*]Command Order follow-ups no longer require 214 command, 4+A/B/C will suffice.
[*]2A,2B: Able to delay chain combos for a longer time. especially with 2B
[*]5C increased hitbox width
[*]3C lower-body invincibility
[*]Aerial Leap (FF): Faster than before, almost seems faster than normal jump. In vorpal, can do FF>j.FF
[*]Throw: doesn't launch her back quite as far as before, especially noticeable in the corner
[*]Divine Thrust (236A/B): Increased lower hitbox. able to hit all crouching characters
[*]A Divine Thrust (236A) will lose to Gordeau's 3C
[*]Charged B Divine Thrust (236) has less proration
[*]Sacred Arrow (623A/B) can be chain shifted on wiff
[*]Sacred Spire (41236C) can be chained shifted starting with the first hit (5 hit>CS lead to 4100 damage combo)
[*]minimum damage on IW lowered by about 150
[*]cross veil off and the first attack bonus work well for Orie
Still unconfirmed:
Collapsed: Phonon:
Sourenga’s Translation of Her Profile
Sourenga’s Translation of Her Command List
Collapsed: Seth:
[*]Force Function has been given a name - Geometry of the Abyss Raid (淵侵のジオメトリー, Enshin No Geometry)
[*]Follow-up move for "Fastfall" added. Command is 4 + A/B/C. It's an air untechable kick. Seems to be special cancellable
[*]Seth died after 7 Throws from Hyde (1420 dmg). Definitely has more than 8520 health!
[*]5C reaches farther
[*]66B Vacuums
[*]Normal Throw does 120 more damage
[*]Force Function now causes his orb to be on a separate SMP from normal orbs, allowing them to freeze again if an orb hit already
[*]B Command Grab is an anti-air. Following up is difficult but possible. Can combo into it for free. Can combo out of it into fastest tk j.6C for hard KD off any hit now
[*]EX Command Grab no longer side swaps
[*]623C has more range
[*]A Dive Hitbox improved
Collapsed: [/size:
Vatista]
[*]Supposedly can be CH'd now (?)
[*]2B > 2B Command Normal added
[*]2B+C Force Function Command added. Hits low
[*]EX Somersault (28C) no longer has forced knockdown.
[*]EX Fireball startup significantly decreasesd
[*]Against Phonon in the corner, B Drill>2C doesn't work.
[*]Stuff>XVO>EX BEAM>5B>EX FIREBALL>IW works
Collapsed: [/size:
Waldstein]
[*]Force Function has been given a name - Fersen Vulf (フェルゼンヴルフ)
[*]720 A/B/C added. Knockdown leaves you right next to them, and does ~200 bonus dmg
[*]When in Vorpal, Wald's Rock wall bounces even on the 2nd hit (airborne)
[*]1A can be cancelled into various moves
[*]66C startup is slower
[*]FF has faster start-up and causes wallbounce on hit
[*]236C faster start-up
[*]IW (41236D) might have its hitbox increased a little..
Collapsed: [/size:
Yuzuriha]
[*]Force Function has been given a name - Twin Moon's One-handed Sword-drawing Arts Third Type: Sever (双月一刀流抜刀術参之型: 截, Sougetsu Ittou-ryuu Battou Jutsu San-no-Kata: Setsu )
[*]Force Function is now Air OK
[*]Now has 4 stance icons. One for D button as well.
[*]-> "D-cancel" (button switching on stance) removed.
[*]Slide and D+button stance options seem confirmed removed
[*]Overall damage nerfed
[*]4B counter window shortened, followup range shortened, practically no vacuum effect.
[*]No good way to use aerial FF
[*]Air short slashes suspected to be nerfed
[*]Yaei'ichirin (214X) seems to have increased recovery
[*]FF is chargeable?
[*]j.6B getting hit by it this will make you fly (?)
[*]236X looks like Reppuuken. Opponent flies diagonally
[*]214X swings around her whip. Additional inputs max 3 times
[*]623X Anti-air. Weird-looking pillar appears.
[*]22X Pretty much like Hyde's 22X
[*]IW(41236D9 Has pretty long invincibility
[*]j.2C: minimum height is about 50% lower
[*]Air A Command Order (j.214A): Less recovery
[*]Sealing Hoplon (22A/B/C): Knocks down
As reported by famitsu, Arc System Works announced another guilty gear installment today!
Guilty Gear Xrd - REVELATOR (Isn't that a mouthful?)
Loke tests are confirmed for next month with the first one set for June 6th!
Not only that but Johnny is back! The leader of the Jellyfish Pirates will be making his debut in Xrd to the joyous shouts of Johnny mains all over the globe!
Along with that we also have a second character yet to be determined, with only a shadowy silhouette to go on. Will this be a returning member of the cast, or a brand new character to slug it out with? Here's hoping we find more information during the loke test!
You can check out the Japanese Announcement here:
http://www.famitsu.com/news/201505/27079407.html
As well as this hype article over on shoryuken, with numerous screenshots:
http://shoryuken.com/2015/05/26/arc-system-works-announces-guilty-gear-xrd-revelator-johnny-joins-playable-cast/
You can find the Steam page here.
It's good to note that this has network, full controller support, steam card and achievements, and the full 25 player roster.
Having this published ArcSystemWorks themselves shows their interest in the market, hopefully we can see their more recent games coming to the platform in the future.
Check out the trailer in the link below!
https://www.youtube.com/watch?v=45spJS4pZl4
Shadow Labrys is a fairly rare match-up as well as a character who can demolish even the best players if they aren't prepared. What makes Shadow Labrys such a tricky opponent is how easily she can turn the slightest amount of respect into a set-up -- once Shadow Labrys forces you to block, it's simply a matter of a time before she places you in an ugly situation that leads to explosive damage. However, many options Shadow Labrys players use aren't airtight, but very few players are aware of their potential escape options. In order for all players to grow (including those of us who play Shadow Labrys), understanding how Shadow Labrys turns a simple pressure string into a command grab set-up and what you can do to stop her is crucial.
No secrets are being kept hidden! All the information provided is offered in the hope that it inspires you to head to the lab, find answers to Shadow Labrys, and be ready for the match-up. As opponents become stronger at fighting Shadow Labrys, the stronger our Shadow Labrys players become, helping us all.
You can find the guide here (Evernote). If you have any questions, ask away!