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Showing most liked content since 02/23/2017 in Posts

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    Well guys, Famitsu goes nuts on GG Xrd Rev 2 info. Google Translated so far, lol. Beisdes the release date that we already know, the prices for both the Physical and Digital (non-upgrade) are 4,800 Yen+Tax, 2,000 Yen+Tax (paid upgrade). Those that pre-order the JP physical version will get Rev 2's mini soundtrack CD with 9 songs included. Those themes will include Answer's, Baiken's, and Dizzy's. And for those in JP, there's going to be a GG Xrd Rev 2 event on March 26, 2017 JST. Where there will be exhibition matches, Daisuke doing signatures, and Talks. Other things are mentioned in the article. Answer and Baiken will be playable at the event. Also, Rev 2's new UI, sleek and stylish! Official JP Rev 2 site updated with price info on both PS3/PS4 versions. Nothing on PC version yet, sadly. Also, Gematsu has more info on Rev 2 as well.
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    Guilty Gear Xrd: Rev 2 launches May 25 in Japan https://www.famitsu.com/news/201702/28127924.html
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    I had a feeling Anji would show up in Baiken's story mode. I will F5 for screenshots I need to see my man!!!!!!!!!
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    counter hit 2/3hs is same as current version. 1/2/3hs is Jump-cancellable on hit and block. new 6hs: can cancel from 2/5/6p 5k but wont combo, its only special-cancellable on 2 first hits, not jump cancellable. nothing special on CH. TK Task A Prime on okizeme will crossup. good jump 3K combos? will 2k -> 5hs is not the problem, its 2hs losing its launch properties. i guess we have to stick with B&B and finish with task b or 2d as for 2p, did it changed?, it felt same to me. tried 2/3hs -> deja vu b but didnt combo. i did in the corner 1hs -> RC -> 6hs -> 5s -> 5hs -> task c.
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    For people still confused about Sol's and Justice' role in all this: http://gear-project.tumblr.com/tagged/Mass-Information-Seed
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    This is considered a Spoiler guys, so I'd appreciate it if you treated it as such.
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    ggxrd rev2 2nd loketest report: im not sure what exactly changed. i didnt find any patch notes, but i feel like nothing changed from the 1st loketest. - 2/3hs air hit acts like the current version, so you still can do j.236hs -> 2hs -> 236HS - 2k to 5hs is still gone - didnt find any use for the new 6hs - air deja vu has long recovery, if you do it after normal jump you will land. feels really risky without YRC. - if you TK the air deja vu, you will lose your air momentum. if anyone wants me to try something, please tell me. the loketest will last for a week, plenty time to experiment.
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    Well, Anji players, rejoice! Let's hope for more cast returners. Also... Rev 2 in the US coming out same week as the JP release, and I assume EU version to follow suit. $20 Digital Upgrade for all systems (hoping cross-buy on both PS3/PS4, steam will be its own thing, of course), and $40 PS4 disc. No word on PC/Steam date yet.
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    Es in an outfit I made for something else. Enjoy!
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    Good job as always ktulu! Hope to see more of your tabs in the coming days. Keep on rockin'
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    ASW never got PC peeps hopes up. It was just Gematsu jumping the gun.
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    http://gematsu.com/2017/02/guilty-gear-xrd-rev-2-launches-may-25-japan English article here, confirmed PC, PS3/4 simultaneous release in Japan!
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    I'm sorry for the delay, my friend wanted to put it up on her tumblr first! In any case, here it is! I'd love to hear what you guys think of it too.
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    http://guiltygear.us/rev2/ English Rev 2 site open! Not much info besides what we already know, no info on price/date yet.
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    ARCSys isn't trying to cut corners unless they absolutely can't help it. http://gear-project.tumblr.com/tagged/GG-Interviews
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    As much as this is awesome and all, this should have been a Rev 2 situation instead (Paid/Free Upgrade/Update). I've already mentioned my peace over at the steam forums for something like that, all it is, is just the same game with only 1 new character/arcana, and possibly supposed balance changes. Nothing much's changed other than the title screen and the character select. But if this version's going to have more additions on the way, then I guess it may be worthwhile.
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    I might as well mention it here too. Six Stars crowdfunding project, talked about here: http://www.dustloop.com/forums/index.php?/forums/topic/13086-arcana-heart-4-confirmed-in-the-works/&do=findComment&comment=964993
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    Thank you! I had fun getting back into this. Except Thor that time signature change in Susanooh. That probably took me 2 hours to figure out... Sent from my iPhone using Tapatalk
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    Icarus is almost done, so I figured I'd upload it anyway. Guitars, bass, drums, lead vocals, background vocals and strings are done, piano is done except for chords in the chorus. Keep in mind that this is still a WIP, I'll try to add those soon. Guilty Gear - Icarus (WIP).zip
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    Yrc though. If you tiger knee the j2k and yrc before the upward momentum you fall fast. Look check this out.
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    Well, guys, it took a while, but the PS4 Overseas/English release is coming, next week, 3/15/17, for $20. Not only that, but also on Steam too. Article / Steam
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    I forgot about that. You have got a point. I think about Relius as a sadist or better to say a person who sometimes likes to watch other people's suffering due to fact that he really enjoyed view when a "mysterious" brother "devoured" own sister and when Valkenhayn was beaten. Things has changed and now Hazama took Terumi's role and I think he will become scarier than Terumi. I even starded to hate him when he mentioned Saya's torment. Pure, little, innocent Saya... Moreover after CF I consider Terumi's evil actions (yes, his sadistic acts too) much more as a punishment for whole humanity -> he had a reason to do that. Humanity dared to disturb whole world's balance, tried to become gods and what is the worst created artificial objects (PFD = "dolls") because they are too weak to stand within the Boundary. Such pathetic creatures used him (god!) to own experiments. Of course he is selfish and used humanity's actions as an occasion to achieve own goals (make a world where he will be an independent god and king as well and evereyone will be afraid of him) but still I can't really blame only him for Ragna, Saya, Noel, Celica and several other heroes' pain. Like I said in one of my first posts the responsibility lied on persons like Relius, Shuichiro (who seems to became a psycho after his wife died) and more mysterious people just from PFD War Era who we haven't known yet. (On the other hand... I still hate much more Relius or Jin than Terumi and it was always like this so you know) And about Carl... I am not sure. I see him similar to Kokonoe -> she and her mother have "dirty hands" beauce of their past but we can consider them as "good". Carl being a Relius 2.0 would be just boring but it's my personal view. He might be able to kill someone in the future, use to own goals etc. but in the end somehow redeem. I even doubt that Carl would be able to cooperate with someone like Relius was or use own knowledge to become an important person in NOL/other organization structure. He seens to be "lone wolf". There is also Nirvana who sometimes holds him back -> same Act 3 which you mentioned. Ah it's pretty curious if Ignis has partially own awareness so she just easily agreed with new life organized by her husband (lol) or she is just "empty" machine. And about Alpha-01 thread. I keep my theory from the previous year. Do you remember Phase Shift 0 novel? She may be that mystery Murakumo who was used in the first attempt of Kusanagi creation. Experiment failed cause Black Beast emerged but she somehow survived and was staying within the Boundary. The question is why she would back if she would become a plot-thing in the new BB (finally why Mori wants to complicate even more that timeloop... Even if Alpha idea was a looooong before CF release? Enough?) Events right before Dark War are still a mystery and CF sidestory didn't bring any fresh info about them. Kusanagi wasn't an idea in PFD Era cause humanity weren't able to use them anymore.
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    Super TSB! Lot of out of state heads coming through, so lets make it a good one! Also might be the last TSB I'll organize, ha ha ha. Anyways, trying to get a good matcherino for this one going too, with an even split on BB/GG, but more on that later. Also, KOFXIII Side! HEY THIS IS PRETTY IMPORTANT: BECAUSE SIGNUPS ARE ONSITE ONLY: I AM, WITHOUT LEEWAY, CLOSING SIGNUPS FOR GAMES 30 MINUTES BEFORE THEIR START TIMES SO I CAN GIVE THE BRACKET A ONCE OVER. THE VENUE OPENS AT 11AM! YOU HAVE A TWO HOUR WINDOW TO SIGN UP FOR GG! WORST CASE, >>>DM<<< ME ON TWITTER OR >>>TEXT<<< ME ( http://twitter.com/superkawaiidesu , my # is 909-713-3796 ) WITH YOUR HANDLE AND GAME YOU WANT TO ENTER, BUT BE REASONABLE. I AM NOT GOING TO WAIT AN HOUR FOR YOUR MATCH. PLEASE DONT @ ME OR CALL ME. THIS MEANS IF YOU ARE ON LINE FOR SIGNUPS AND REACH ME OR MESSAGE ME AT 1:01, I MAY NOT TAKE YOUR SIGNUP. THERE ARE SO MANY PEOPLE COMING TO THIS THAT IT IS MY UTMOST PRIORITY TO MAKE SURE THE EVENT RUNS WELL, AND I WILL BE MAKING SURE OF A LOT, SO PLEASE. BEING STRICT ON THIS IS PART OF IT. PLEASE! COME EARLY, OR DO NOT EXPECT TO MAKE IT INTO THE BRACKET. Please use the Matcherino (https://matcherino.com/b/tournaments/4811) and try to contribute to our pot bonus! It'll be split evenly between BB/GG for Top 3 at the usual split (70/20/10). Results: I'd like to point you all to my challonge account! ( thesplit.challonge.com ). Location: Next Level 874 4th Ave, Brooklyn NY, 11232 THE VENUE WILL BE OPEN AT 11AM Venue Fee: $10! Equipment needed: PS3/4's! Next Level has a good amount of Benq and Asus monitors, but without the actual games we can't do much. *Time, Elimination Rules, and Entry fee may change from month to month, so make sure you know whats up! Please call me or send a text message if you are running late, please be sure to include your tag! If you'd like my number, just PM me through here, or you can get in contact with me through Facebook group at the bottom of the page. GGXRDR(PS4) >1:30PM $5 Entry Double Elimination FT3 for WF, LF, GF. BBCF (PS4) >3PM $5 Entry Double Elimination FT3 for WF, LF, GF. KOFXIII(PS3) >5PM $5 Entry Double Elimination FT3 for WF, LF, GF Streaming/Recording: https://t.co/se7waVklId There is also a TSB Facebook Page, If that is more convenient for you (It is also a very good way of getting in touch with me): https://www.facebook.com/Team-St1ckbug-Tournaments-224577610899582/?fref=ts If you'd like to get event invites / calendar notifications through facebook for these events, please join this group! https://www.facebook.com/groups/518216978271919/
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    And talking about music, I wonder if Central Fiction soundtrack is going to get a release or not.
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    Just my two cents to anyone interested in doing this, but if you have Photoshop, select the Blue parts of images like this (the sword edge for example), paste them in a new Layer, do Filter > Blur > Gaussian Blur, then set the Layer Mode to Screen and then duplicate the Layer a few times, reducing opacity, you'll get yourself a nice "glowing sword" effect. Works for eyes too. It's alright I already helped him
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    Just my two cents to anyone interested in doing this, but if you have Photoshop, select the Blue parts of images like this (the sword edge for example), paste them in a new Layer, do Filter > Blur > Gaussian Blur, then set the Layer Mode to Screen and then duplicate the Layer a few times, reducing opacity, you'll get yourself a nice "glowing sword" effect. Works for eyes too.
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    This weekend the second RoE was held in Kyoto and there's some pretty hot matches from it. https://www.twitch.tv/neoam_acho/v/116223331 In particularly, I recommend the Ousu Hittou and Kure match at 3:01:00 and most of everything after that, especially the finals which start at 3:27:30. Was really impressed by some of the Hilda action in here, not sure if this is new tech vis-a-vis UNIEL, or just people mastering the character as UNIST matured. In any regards, this Ankoku Isago Sword dude is really strong with her.
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    Ha, I've never seen that quiz before. I don't think it works quite as well after you've already established a main. I think I was biased towards Sol.
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    Google Doc Link https://docs.google.com/document/d/1XUKOjuQLgM5j4sXDDPKzfnBdf1_eAHJFRxmBLG6FuPs/edit?usp=sharing Sorry, I'm late. Was hoping to post what I have at around release but got busy with resource building for Es and Bullet. After many months of work, I finished my first pass of the doc yesterday. I mostly just filled in neutral. Second pass will start next week and will focus more on defense. I'll be sure to post about major updates to the doc in this thread from here on out
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    yo isuka is amazing what are you talking about
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    You know, coming back to the CF OST, God of War feels a lot like it belongs in a movie. Like, it's a pretty sweet VS Theme, but it feels like it would work even better as something to play during a movie trailer or a battle cutscene. Imagine Hakumen and Susano'o squaring off against each other in a movie-esque cutscene with God of War playing. If anything, I think Daisuke must've had something like this in mind when composing it. With that said, God of War has become my favorite VS Theme in the series. [Followed by Black & White, in JUSTICE, and Imperial Code II] On the note of GGXrd Rev 2, really excited to hear Answer and Baiken's themes.
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    For anyone who cares: http://shoryuken.com/2017/02/11/gameplay-impressions-from-the-guilty-gear-xrd-rev-2-second-location-test/ I'm glad about the Raven changes, I felt ArcSys dropped the ball when it came to his design. Especially when in relation to his BDSM special and meter. I still feel it should get jacked up in accordance to the attack power of moves. Like, any character's 5p shouldn't be the equivalent of Sol using Fafnir on BDSM stance... Really curious about Ky's new 6hs, the current one is kinda useless outside of oki/pressure :/. Sol's 6hs looks like he's' trying to shovel you lol
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    Hello, is there any way I can get either the CP or CF Noel Vermillion PSD file with the Gradient Layers? I need it for a project. Much appreciated!! Edit: Attaching a Color 22 Es I made about a month ago.
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    Kinda back! Susanoo' and random Chibi Naoto templates:
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    Mai's theme definitely sounds like it should be in Xrd, as a potential new Bridget theme.
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    S Formation: "The diamond formation" Defensive formation. You may have to go backward to hit the S ball and the hitting options are limited but the other balls locations are good. If you have some far balls generated or you don't know what to do with them, just generate S ball to make them near you. This formations has the most QV applications because the SQV can be followed by 5p to hit the generated ball. Your position on the screen may affect the results, if the screen sidelines are behind you, you might not hit the balls. 1-S: You have limited options to hit this ball and most of them are forcing you to go backward. You can double backdash or back airdash then deal with it as a K ball. Immediate: neutral j.S or neutral j.d jump backward or back IAD > jumping normal QV: QV will genrate a ball that will get very close to you while moving to its position and you can hit it with 5p only but this leads to many interesting stuff in many areas like combos or collisions. SQV>5p>HSQV for 2-ball collision Because the ball is very close to you, when you hit 5p you can do: SQV>5p>dash>genrate one or more balls to make them collide 2- P:S You can hit them both using the same as what hits the S ball except j.k and j.p. If you want to hit them seperately: jump backward j.k>airdash>j.k 3- P/S You can neglect the S ball and deal with the P/S seperately. Hittable by 5p,5s,6hs. You can get closer and deal with it as a P ball. DHM: will send the ball slightly diagonally depending on the position/timing. CR: S CR will give a low black ball. 4- K:S An additinal ball to hit with. Not much options to hit but j.s and j.d are great. Back IAD>j.p or j.d for collisions QV: You can make 3-ball collisions by this: Generate K ball>SQV>5p>Generating P or HS ball 5- K/S: Negelct the S ball, you can hit it by any jumping normal and the HS CR will give you a high black ball. 6- HS:S Limited options again to hit both balls. Jumping backward normals and neutral j.d to hit them both or you can j.s>2p or j.s>2s Good for pressure if you seperate the balls. 7- HS/S: A very useful ball. You can hit it by most of jumping/standing/crouching normals. SA: will give close black balls. CR: S CR will give a black ball in the same location of the S ball. HS CR will give a black ball at higher height than venom's shoulders but still hittable by 5p, 5d. 8- K,P:S Just hit it with what hits K:S if you to make a 3-ball collision. 9- K,P/S You can neglect the S ball or do SQV>5p to get this j.k, j.hs or j.d if you want to hit them both for seperate hits: j.p or j.s > ground attack that hits P/S Dash/walk> hit P/S>jump bakward or air backdash>jumping normal 10- HS,P:S Deal with it the same way as HS:S if you want to hit them all. Otherwise, nothing new but only additional ball and HS,P/S 11- HS,P/S Neglect the S ball, you get a low collision similar to K:P. The same applies here, hit directly for collision or dash>hit for no collision. 12- HS,K:S Same as 10 13- HS,K/S Nothing much, if you want to hit them together, do neutral jump j.h or j.d. You can hit them in a sequence of jumping attack>ground attack or vice versa Generally its useful because you have a high ball in the air and a low ball at the same time. 14- HS,K,P/S j.hs to hit them all. Otherwise, partitioning will make it useful. 15- {S} To hit them all, you must hit with what hit both balls in HS:S Note: You may not have many options here, but partitioning is strong and the SQV either can give you a ball in action while bringing the other balls near you or make some collisions.
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    K formation: "Box formation" So in this formation balls get near each other and form a rhombus. Your main hitting method after chosing this formation is either 6p or forward j.k. Very useful in many aspects and mainly for setups and anti-air. QV has its applications also. 1- K unreachable by most standing normals. Useful as anti-air and your main setup ball. The ball will move to its location in very short time so there is no point in delaying the hit unless inside certain setups. Immediate: 6p, 2hs for anti-air. any forward jumping normal to cover some air-to-ground or doing pressure/setups (mainly j.k). neutral j.p and j.hs will hit the ball also and I think the j.p is good to cover some aerial space. Note that after hitting in the air, you can air-dash after the hit following the ball so it will add to your offence. CR: H CR will make a low black ball. QV: Hitting with K QV will give you little time to delay hits. Its great as a combo component. KQV hit>[5p]>6p>6HS. Note that 5p is required sometimes to make the combo work as the ball is still moving upwards. You can create a collision by P ball set>5p>yrc>dash>KQV. RC: After hitting the ball by a jumping normal you can yrc instead of waiting and you get a little more time to dash or do anything else. I think this is great move that let you have more control. 2- P:K Used very much because of its strength, it gives you both aerial ball and a ball that cover the ground. A nice 2-ball collision will happen if you hit 5p then generate P or HS balls. You can hit with 5p>dash>generate HS ball for 3-ball collision also. 5p>QV is a 3-ball collision also Immediate: 6p, 2hs for anti-air 5p>j.p j.p>j.d j.Hs j.d 5p>6p 5p>forward jumping normal Delayed: you can forward jump attack>back airdash>jump attack to hit them seperately (example: forward j.p>back airdash>j.p) and you can forward jump>back airdash>jumping attack to hit them together (example: forward jump> back airdash>j.p) Note that generally you can use high jump to get easier timing in some situations. DHM: will send two vertical balls. MS: Is the same as always but note the ease of use in this subset. 3- P/K You can get this by j.p the K ball. You get a closer and higher ball than the regular P ball. So generally its hittable by the same normals that hit the P ball immediately with the addition of neutral jumping normals. This will collide with QVs you generate after hitting with 5p because its very close to you. You can alternatively dash and generate after hitting 5p to make collisions. SA: Because of being closer, SA will give you closer black balls which is very useful. CR: The HS will give you a very high aerial black ball. 4- S:K This will generate a little far additional ball that will go with almost any hit for the K ball. Hittable only by what hits the K ball if you don't move, so I'll list the notable ones. Immediate: 6p and 2hs great anti-air sending two balls diagonally forward j.p>any jumping normal Delayed: Walk/Dash>5p>neutral jumping normal 5- S/K You can get this by j.p the K ball You get the same ball as P/K but being far. Hit it with what hits the K ball or do CR to get a low black ball. You can also close the range by walking/dashing and deal with it the same way as a P/K ball. 6- HS:K You get two balls on the same height. You can deal with it as a K ball and most things will hit the HS ball but the results are different from the S/K ball. Immediate: j.p for aerial 2-ball collision forward j.k>neutral double jump>j.p forward j.k>forward double jump>j.k or any jumping normal You can wait and jump a second jump if you have a problem with timing but it will take longer time to hit the second ball. Delayed: forward jump>delay>j.p to hit them together Dash>jump>j.p>air backdash>j.p Forward High jump>j.D is cool 7- HS/K You can get this by j.Hs the K ball. The same as K ball but being far. Hit with S CR for a low black ball or close the range and deal with it as a K ball. Airdash>jumping normals is great 8- S,P:K Just additional balls if we talk about how to hit. But easy for partition and the parts will be useful. For collisions generate HS or P ball after hitting 5p for 3-ball collision. Do any QV except SQV after 5p to get 4-ball collisions. 9- S,P/K You can get this by j.p the K ball. Clearly a 2-ball collision but you can dash and hit to make them move together. 6p is good ant-air. 10- HS,P:K Not much different from S,P:K but will give different paths/collisions. You can only generate P ball after hitting 5p to get the 3-ball collision. PQV or KQV for 3 or 4-ball collision depending on timing/spacing. 11- HS,P/K You can get this by neutral j.hs (at specific time) or forward j.s Nothing special or new. You can deal with them seperately. 12- HS,S:K You either deal with it as a K ball or dash/walk to deal with S/K ball. After getting closer to S/K, you can hit 5p and make collisions like previous ones. 13- HS,S/K Almost impossible to get(impractical but covering it theoretically), you have to go backward/backash>DHM to remove the K ball but what you get is only a far version of P:K 14- HS,S,P/K Impossible to get with nothing special 15- {K} You can hit with variety of normals or simply deal with it as a K ball. j.p>5p for both high and low collision forawrd j.d covering the screen 2hs anti-air that cover vertical space Note: collisions after QV has an alternative: Dash>generating ball instead of the QV. Also there is an interesting move of YRC dashing after hitting the generated balls, generate more balls and you may get a big number of balls colliding specially if you YRC a 3 or 4 ball collision.
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    Why not just support everyone's favorite cut of steak on patreon give Ky fake stun edge Edit: I just saw the actual kickstarter page. I am ded
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