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:
The Blazblue community of the Middle East created a BBCPE community combo video showing off ridiculous thing various characters in the cast can do. You can also check out their Youtube channel is where they collect community produced videos as well as footage of their weekly meets.
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.
Bursting Grand Viper correctly can be tricky business, but VR-Raiden has posted a tutorial showing how. The short video covers not only where the optimal bursting point is, but also how Sol with resources can punish someone for doing so both mid-screen and in the corner.
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.
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.
tl;dr 1) Combo practice
2) Match up strategy development
3) Problem Solving/Experimentation
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.
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
A.B.A 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.
IZUNA 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.
VALENTINE 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.
KLIFF UNDERSN 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.
ZAPPA 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.
JUSTICE 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.
HOLY ORDER SOL 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.
DIZZY 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).
TESTAMENT 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.
DR. PARADIGM 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.
BAIKEN 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.
FANNY 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.
BRIDGET 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.
ANJI 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.
RAVEN 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.
ROBO-KY 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.
Recently, ArcSystemWorks partnered with Sony and hosted a PS4™×『GUILTY GEAR Xrd -SIGN-』”闘神激突” event which consisted of a team battle between Guilty Gear specialists and other fighting game players strong at various games. Original article with full footage here.
Nage outlines his thought process during his match against Kazunoko as part of a two part blog. @_tenkai has translated the first part into English.
Original Version by @nage_pink Translated Version by @_tenkai
Re-post of Translated Version
Hi there. I'm Nage.
This article will be about "My Thought Processes During My Toshin Gekitotsu Match"
*Annotated version by Robot SheKeiB
Original Video Here
- What I thought about before the match - What I thought about during the match I will be talking about these two points.
I'll be doing one match per article, so you can expect the second match onward in the next update. This article will only be about the first match!
- What I thought about before the match I thought about exactly what kind of player Kazunoko was.
*My Thoughts -> At key moments, he will use his invincible reversals. -> If he thinks that I will dash forward into his space, he will come forward and attack. -> He will aim for reversal gold bursts. -> He is very good at deciding whether to go for aerial attacks or ground-based attacks. (He's very good at making his jump-ins work) These are my impressions of him that I thought about based on the previous versions we fought in.
Also, I really didn't want bombs from my item throws, but in the end, a ridiculous amount of them came out. I will write about why I didn't want them a little later.
- What I thought about during the match I'll be using the timestamps from the Youtube video when writing the point-by-point analyses below.
0:33 Counter throw -> He ran towards me, so I went for a [low block -> throw -> low block] sequence. (I input it as 1 > 4 throw> 1)
0:37 Command throw -> Since I already aimed to throw him, I tried the same method of attack twice to see how my opponent reacts and deals with it. It worked, so I was able to quickly calm my nervousness a little bit at the beginning of the match.
0:50 Burst -> This is a guaranteed burst point against Volcanic Viper. Since it's guaranteed, I used it to keep the situation at even and neutral.
0:53 6HS -> Here, instead of aiming to actually hit him with it, this was a 6HS just to keep the current situation. Hit or block, all I wanted was to keep the current space. ("Man, it'd be even better if hits!" is what I thought) Also, this was a 6HS from pretty far away, so it would be difficult for him to commit to a Volcanic Viper reversal. And even if he did uppercut me, it wouldn't be that terrible of a situation. That's what I thought.
*This was a 6HS where I would get counterhit by VV, but I predicted that the followup 214K wouldn't connect.
1:03 j.2K against 2D -> I actually talked with Kazunoko about this some time later. This is a move that counters his habit where he uses Sol's 2D to stop Faust's approach. The drill will end up hitting Sol instead.
This is one point where I punished Kazunoko's habits. I didn't really aim for this specific punish, but I was pretty glad that it hit.
1:19 Antiair 5K into air IB ground throw -> This is where I react to his IAD with 5K. Then I confirm the start of the divekick motion and change my antiair plan to air IB land ground throw. I wasn't so sure if I would get the air IB in this situation, but it ended up becoming a situation where I was able to switch from trying to punish an IAD approach into punishing his attempt at baiting my anti-IAD antiair with divekick.
1:37 YRC -> I had the lifelead and I wanted to make it more guaranteed that he would have to block the meteors (the YRC would make it difficult for him to get out of the way). During the YRC, I reacted to his 2D and went for an FD.
1:41 6HS -> I wasn't actually aiming for this 6HS. If you look at the input display, I was aiming for an airthrow at 1:40, then I messed up and got 6HS instead.
I'm not too sure what I was thinking here, but it was something like "Wait, 6HS came out... wait, it beat divekick...?" And then in the next instant I won the round! lol
This was the end of round 1. Overall, I was paying careful attention to not retreat too much if possible. (I wanted to keep a mid-to-far distance from my opponent at the middle of the stage) Watching this match again, it looks like I spent a lot of time around the circular part in the middle of the stage.
I was also thinking about the point I mentioned where if he thinks I'll move forward into his space, he'll come forward and attack me. So I feel like I was trying to keep my space in the middle of the stage more than I usually do.
2:00 j.2K against 2D -> The same as what happened at 1:03
2:12 Scalpel Pull RC -> Here I thought far slash > hammer hit > scalpel pull would hit, so I did an RC but it didn't actually end up connecting. I did dash into item throw after this. This was a situation it would've been difficult for him to counterattack me from a forward airtech
2:16 Forward crawl 2S against Bandit Bringer -> This doesn't come up very often, but this is a situation where as I'm throwing out 5P, I'm watching my opponent and the current situation, so I was able to get the proper punish. I think Kazunoko did Bandit Bringer because he was aiming for me throwing out a far slash.
2:20 Mashing 6P+6HS throw OS -> You can see I'm mashing 6P+6HS here from the input display. Whenever I choose to not block, I fully commit to whatever move I decide to do.
2:21 5P losing to Gunflame -> I was too close, so the Gunflame hit. If I was a little bit farther, I could hit 5P and still block the Gunflame.
2:25 Mashing j.6P+6K -> When I try to airtech forward, I'm mashing P and K. This makes it so when I actually tech, I can get j.P into j.K if it connects, so I can easily blockconfirm or hitconfirm into a combo.
If you hit P and K at the same time, P takes priority, so j.K won't come out and instead j.P into j.K is what will happen if it makes contact.
2:28 Downburst after the VV>214K -> I was being wary of VV>214K into red RC, so I went for a downburst.
2:30 Blocked 2HS>Blocked Poison>Item Throw -> There are situations where if 2HS hits, poison into scalpel pull would combo.
So I went for 2HS>buffer scalpel pull input. If 2HS is blocked, I hit the button for item throw. If 2HS hits, I hit the button for the scalpel pull.
Don't mind my sloppy 9 and 8 inputs when I did the item throw.
A similar situation also happened at 1:30. But in this situation, the 2HS hit at roughly the same time as the poison, so I don't think the scalpel would've connected. So I still did the scalpel, but it's a situation where it's like "There's no time to hitconfirm, so just do it! (It probably won't connect, though...)" I thought it wouldn't work out, but I just kind of did it anyway. It was a mistake.
2:34 I got airthrown -> This is the reason why I didn't want bombs. Kazunoko is very good at airthrowing Faust players who jump to escape the bomb explosion.
Even during the match, after it happened I was like "Ah, yeah... I thought that would probably happen."
2:40 Scalpel Pull (Buffer YRC) -> Here I buffer YRC just in case he uses Grand Viper or IAD to get past my scalpel pull. It got blocked, so the YRC didn't come out.
2:42 2HS hits -> This 2HS is a frametrap. I think I just went for the scalpel after it without really confirming. And then the combo into RC into victory.
The first match went kinda like this! (Writing it was more tedious than I thought!)
The second match onward will be coming next. Until next time!
The Rev 2.10 patch has been out on Steam for a while, and my thoughts on Axl changes are so far really positive.
2H lost its stagger, but in turn gained special cancel. Normal hit connects to Rensen at all ranges (as long as the second hit connects). On counterhit the the second hit sometimes whiffs (especially on lightweights and jumpers), but that is a small price to pay for a fullscreen low poke that hitconfirms easily into meterless damage + knockdown. And while Rensen is obviously great on hit, it's also good on block, resulting in huge pushback, and the 6H/5D and other special moves can be used for a variety of legit options (as opposed to before where you only had a fifty-fifty between doing nothing for -4 or going for +20F startup overheads) .
The startup is also now slower, but in ranges where you have to worry about that you should be using 2P in the first place, not to mention it makes frametraps with 3P > 2H and cS > 2H (possibly as late cancel) more effective. There are less gatlings into it than before, but its a fair tradeoff for 2H being so much stronger.
214P now combos on succesful counter, but recovers slightly slower on whiff. Unless you were using this move for taunting to distract the opponent, it's a huge buff, making the reward for a proper reaction or read way better. It's actually really good as an antiair in some situations; it was already good against really strong moves like Chipp jD or Ram sword jH, but now with the combo reward you might want to use it for any kind of antiair situations, though it still requires the opponent to make the first move and good execution to pull the command in time (ie. picking a right antiair for the correct situation is more relevant than before).
2363214H (ie. "Rensen-super") was modified to be punishable more easily (startup of second part was made slower, hitboxes modified) , so using it carelessly is now riskier. The hitbox modifications made it easier to connect more hits in some combos, but on the other hand harder in some combos; in long bomber loops into super finish it was easier to get 1-3 more than before even on light characters, but on Venom the very BnB-ish combo cS > 5H > 2D > 2363214H ´whiffs one hit (ie. the combo has 9 hits instead of the usual 10, though I'm not 100% if that's how it worked on Venom before as well). It might be more useful as a round finisher now, but without heavy labbing it's hard to tell the difference.
Overall, these changes made Axl stronger. They weren't anything revolutionary that would turn around bad matchups into good, but were solid buffs for his existing strenghts. Combined with new Rev2 jump normals (which really helped is floaty air game), I think Axl has become much more complete as a character when compared to -Sign- 1.10 and Rev1 times. While there are still characters that you might want to pick for objectively stronger overall properties and toolset while being strong in the long range as well (ie. Johnny), his niche of "strong long range moves + unorthodox complementary tools" feels really fun to use now. Personally, at this point I would rather have fixes for small Axl problems and nerfs for the obvious S-tiers than any new big changes for Axl. The last missing piece that would truly feel great would be the holy Rashousen feint, but honestly the 2H changes were more than enough to satisfy me for now.