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doragonkoroshi

Guilty Gear XX AC tutorial videos!

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So basically, I derailed another thread asking if people knew of or could make or had made any character tutorial videos. Then a couple people started posting links to their videos, etc. The reason I see a need for this topic this late in AC's life, is that a lot of people in my area are talking about picking up GG, and I figure some people in other areas might move on from BlazBlue to this. I don't have the time or the know-how to tell all of these new players about all of the options available to them, so I thought if I could get a lot of info together in one thread, that might be good.

So here's the deal. If you have or know of any good tutorial vids, post 'em up, and I'll edit this first post. If you have the equipment and the knowledge, and you see that your character (or just a character that you know the basics of) doesn't have an adequate video, please feel free to make one.

General:

- beginner tutorial by Climhazzardous (incomplete and not 100% accurate as of now.)

- 2nd part of Climhazzardous's thingy.

- a general guide by Kasou which basically lays out how the game is played, and a few things that might not occur to beginners.

Anji:

-Anji combo guide. Lots of stuff.

Axl:

-Shoto's Axl tutorial

Chipp:

-Kensou's Chipp tutorial

Dizzy:

-Woki's youtube channel has some move application stuff

-Dizzy corner mixup/combos

-basic Dizzy combo stuffs i guess

I-no:

-a beginner's guide by bucklemyshoe

-combos vs Sol/Order-Sol

-List of combos with video examples.

Johnny:

-10stars's account on youtube has lots of great stuff. Take your pick.

Ky:

-MadTeaParty Ky tutorial. Seems to focus a lot on his FRCs and what they're for.

Order-Sol:

-LM_akira's Order-Sol guide

Robo-Ky:

-some advanced combos on all characters.

Sol:

- basic stuff like easy combos to knockdown, gunflame pressure/mixup, and sidewinder loops.

Testament:

-Testament beginner tutorial by MDK. Mostly just BnB combos. Two parter. Second part here.

-not a beginner tutorial per se, just shows throw combos into curse on all characters.

Zappa:

-Japanese, but it's pretty easy to follow: summonless, dog, ghost, sword, raoh.

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There was a pretty good video tutorial for Faust back in slash by team Poland. The English version has been removed from youtube. I still have the Polish version. Anyone have the translation around?

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Some notes. Your jumping startup times I think may be incorrect, check your figures. There are plenty of command normals using slash. For Ky's air normals imo. j.p - burst bait j.k - pre emptive air to air poke j.s - crossups j.hs - has air to ground uses Make note of move recovery in the air. It explains why j.hs or j.s isnt used as air to air because if it whiffs your forced to deal with large recovery on it while j.p or j.k would have recovered, giving you the option to airdash back/forwards or double jumping or even attack again should you want to before you land. Burst throw section is out of place (get rid of it). Also, it is an extremely inefficient way to punish a burst.

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You should be using number notation. The sooner you get begginners acclimated to our language, the better.

http://www.dustloop.com/ggac/data/conv.html

Likewise, "FD Jump" should be called "1 Frame Jump"

I'm pretty sure all jumps are the same start up. Save for 1F Jumps, which depends on your execution.

Should mention that 1f Jumps can only be done straight up

Should explain the running mechanics, and dash braking, before moving on to throws. Then you can explain how to use dash brake inconjunction with throws.

@3:04 - you are impling that 1F Jumps have some sort of recovery

@3:59 - you can throw a burst at anytime. startup, active, and recovery. both blue and gold

I would avoid making huge generalizations on the uses of attacks

@9:44 - "deduce" , also, don't belittle your audience. It can be easy for seasoned players, but it is absoulutely not easy for brand spanking noobies.

You should have the input display turned on.

I assume part 2 is going to cover chains and cancels?

edit: you're also lacking alot of technical nuances, I dunno if you wanna get in to that.

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don't talk about priority in a basic tutorial. hell, don't talk about it period. hitboxes and frame data are what matter, not some insubtantial sense of priority.

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don't talk about priority in a basic tutorial. hell, don't talk about it period. hitboxes and frame data are what matter, not some insubtantial sense of priority.

Actually, do not talk about 'priority' at all. There is no such thing in this game.

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You should be using number notation. The sooner you get begginners acclimated to our language, the better.

http://www.dustloop.com/ggac/data/conv.html

Likewise, "FD Jump" should be called "1 Frame Jump"

I'm pretty sure all jumps are the same start up. Save for 1F Jumps, which depends on your execution.

Should mention that 1f Jumps can only be done straight up

Should explain the running mechanics, and dash braking, before moving on to throws. Then you can explain how to use dash brake inconjunction with throws.

@3:04 - you are impling that 1F Jumps have some sort of recovery

@3:59 - you can throw a burst at anytime. startup, active, and recovery. both blue and gold

I would avoid making huge generalizations on the uses of attacks

@9:44 - "deduce" , also, don't belittle your audience. It can be easy for seasoned players, but it is absoulutely not easy for brand spanking noobies.

You should have the input display turned on.

I assume part 2 is going to cover chains and cancels?

edit: you're also lacking alot of technical nuances, I dunno if you wanna get in to that.

Thanks for the help. Alot of those things I already noticed yes, though you thankfully touched on some things I still hadn't noticed...thanks. As I said though, this is no where near finished; there's still alot more to add; and once I finish it I will go over the whole thing and refine it.

I'm not exactly sure what you mean about belittling the audience; I know there's that tone, but the scene down here is really like that. They exaggerate how 'hard' GG is and are too stubborn about it and are too easily turned off. Like anything you say they somehow get confused. Thus I thought this tone really is needed, because you literally have to spoonfeed the scene down here.

Also, with the generalization on attacks...I wouldn't say they're 'huge'; and I do keep mentioning how it varies from each character. However, a general impression for guidance is better than no guidance and just telling them to find out themselves.

Burst throws were only there to show the potency of an airthrow, and show the difference between a game like BB and GG.

I don't want to use number notation...well actually I do, but the mentality of people here is too stubborn. Most people hate number notation and will force the idea of its complication. However, I was thinking of mentioning it later in the tutorial when things start to get a bit more advanced.

Everything else I already know about. This is my first time doing something like this too, but I'm tired of all talk and no action down here which is why I have to take matters into my own hands.

Also, what technical nuances are you talking about? Are they integral for a beginners tutorial?

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Numerical directional notation is less confusing than "b/f/u/d", since "f" can be confused with "Far"/Close attacks and Down/Dust are occasionally ambiguous as just "d". The reason people prefer letters is usually due to shortcuts like qcf or hcb or rdp. You can put those acronyms next to the numerical notations (236, 63214, and 421 respectively) when you get to that section of the tutorial if you want, while still using numerical notation overall.

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I'm pretty sure all jumps are the same start up. Save for 1F Jumps, which depends on your execution.

but Climhazzardous, don't forget that jump start-up depends on each character, so don't say "Jump Start-up = 3F", because that's misleading.

yeah I think superjump has the same start-up as normal jump, but i forget for sure or not.

as an aside, jump-cancelling adds 1F of start-up, be it jump-cancelling from the ground or double-jump cancelling an aerial attack. (that's why Baiken can't combo 6P -> j.D, for example.) it's the "special frame" referred to in the "normal jump cancel" thing that Gwyrgyn wrote up in the Gameplay FAQ in the Foundations. normal jump cancelling kills that 1F (which seems to be inserted by the game engine, i guess); when you do that, double-jump cancelling off an aerial attack has 0F start-up.

well anyways, not saying you have to include that or anything.

btw Clim, what did you use for reference? maybe use some of the stuff from Gwyrg's FAQ, in case you're not sure of what to include. at the least, using his notation there makes the terminology consistent.

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Numerical directional notation is less confusing than "b/f/u/d", since "f" can be confused with "Far"/Close attacks and Down/Dust are occasionally ambiguous as just "d". The reason people prefer letters is usually due to shortcuts like qcf or hcb or rdp. You can put those acronyms next to the numerical notations (236, 63214, and 421 respectively) when you get to that section of the tutorial if you want, while still using numerical notation overall.

but Climhazzardous, don't forget that jump start-up depends on each character, so don't say "Jump Start-up = 3F", because that's misleading.

yeah I think superjump has the same start-up as normal jump, but i forget for sure or not.

as an aside, jump-cancelling adds 1F of start-up, be it jump-cancelling from the ground or double-jump cancelling an aerial attack. (that's why Baiken can't combo 6P -> j.D, for example.) it's the "special frame" referred to in the "normal jump cancel" thing that Gwyrgyn wrote up in the Gameplay FAQ in the Foundations. normal jump cancelling kills that 1F (which seems to be inserted by the game engine, i guess); when you do that, double-jump cancelling off an aerial attack has 0F start-up.

well anyways, not saying you have to include that or anything.

btw Clim, what did you use for reference? maybe use some of the stuff from Gwyrg's FAQ, in case you're not sure of what to include. at the least, using his notation there makes the terminology consistent.

Yeah I might just add number notation alongside the notation I've been using. Trust me I've been telling the guys how easy numbers are but they won't buy it. Though EternalLurker you're right, I should just use the 'qcf' acronyms and such for the long inputs, thanks.

Yeah someone already told me about jump frames being different for each character, I'll fix that too.

I forgot about the Jump Canceling thing though so thank you. Also, I didn't use anything for reference, so I probably will in the future so I lessen the mistakes. Thanks again.

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Also, what technical nuances are you talking about? Are they integral for a beginners tutorial?

like in the fd dash throw part, you say how you can cancel the skid with an FD to throw faster. I find that when I'm teaching this to people I always have to tell them that they still have to do everything quickly. That simply FDing a dash doesn't magicly produce a faster throw.

And inevitably they start asking questions about preserving dash momentum to produce a better dash throw and such. Maybe you wanna get in to all that while you're on the subject, maybe you wanna save it for another video? I would keep it all to one video.

so like, is this video (videos?) specificly for your scene, first and foremost?

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like in the fd dash throw part, you say how you can cancel the skid with an FD to throw faster. I find that when I'm teaching this to people I always have to tell them that they still have to do everything quickly. That simply FDing a dash doesn't magicly produce a faster throw.

And inevitably they start asking questions about preserving dash momentum to produce a better dash throw and such. Maybe you wanna get in to all that while you're on the subject, maybe you wanna save it for another video? I would keep it all to one video.

so like, is this video (videos?) specifically for your scene, first and foremost?

Oh yeah I was considering that, but I didn't know if it was wise to ramble on too much. GG is just a hard game to write a comprehensive tutorial for and keep simple. There so many little details to include and so many specifics making generalization hard etc. Hopefully I'll be able to do it as well as possible.

This video is for all the beginners, mainly from other scenes, who keep claiming the game is too hard to learn and so on. The scene here is on my mind most of the time because well, it's the scene I know best if you know what I mean. All everyone wants to do here is play SFIV (I know it can be like this elsewhere too but trust me it's worse here), and the mentality as of late is way different than it was back in the day where people would play and learn anything. So I don't want things to be too daunting, but at the same time keep things interesting; thus I have to maintain a certain pace with the tutorial.

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Because it's not a kara throw. Kara-throwing is canceling an animation that moves you forward into a throw to effectively give yourself more range. These aren't in guilty gear. The FD throw thing is based off of the special mechanics of guilty gear.

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That's not what a kara throw is. If you could cancel order-sol's 6k with a throw command (which is impossible, because throws aren't mapped to a two button combination like they are in 3s and SFIV) in order to gain the forward movement of the 6k animation, then you'd be kara-throwing. What you are doing is sliding forward into throw range based off of your momentum.

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Yes I know the original definition of kara-throwing. While the technical aspect is slightly different (Using the momentum of a canceled move rather than that of dash momentum), the idea is the same. It's not necessary to come up with another notation just because of that difference.

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Guys, guys. The skid animation is being kara'd in to the throw.

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