GGXRD-R2/FAQ: Difference between revisions

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==Why Play Xrd Rev2?==
Xrd is the middle generation of Guilty Gear. It is founded on the principles of legacy Guilty Gear—specifically XX #Reload—but with its own interpretation of system concepts, balance, and character design. Like other Gear titles, the most unique feature of Xrd Rev2 is its Roman Cancel system. To read about the RC system and what makes it unique, check out [[#Tell Me About Roman Cancels|the Roman Cancel section]] of this FAQ.


==Frequently Asked Questions==
Other appealing aspects of Xrd include its buffer system and its approach to character design. Unlike older legacy Guilty Gear titles, Xrd features a 3-frame buffer on attack button inputs. Although this is commonplace in modern fighting games, this buffer makes Xrd more forgiving and accessible for new players than the titles that came before it. Xrd Rev2 is also home to a number of unique characters that cannot be found in other Gear games. Players may fall in love with characters like {{CLabel|GGXRD-R2|Answer}}, {{CLabel|GGXRD-R2|Elphelt}}, {{CLabel|GGXRD-R2|Kum}}, and {{CLabel|GGXRD-R2|Raven}}.


===Why does PS3/PS4 version not having rollback?===
==Tell Me About Roman Cancels==
There is no official statement on why PS4 does not have rollback, though one speculated reason is that there is PS3 crossplay, and PS3 softwares can no longer be updated to compensate.  
The Xrd Roman Cancel—or RC—system is the defining feature of Xrd's gameplay across all levels. All RCs cancel your current action and pause the game momentarily. RCs are broken into 3 core types:<br>
===Does that mean PS3/PS4 version is a no-buy?===
* Yellow (25 Tension) - input the RC command before the recovery frames of a move or while neutral. This allows you to advance behind projectiles or pause and react to enemy behavior, or undo a commitment early.<br>
This would depend on the regions you live. If you live in Japan, the PS3/4 Xrd is still active and most of the time the connection would be good enough without rollback. Also, PS3/4 version have different input delay than PC; this might be a deal breaker if you want to attend (PS4) local competitions.
* Red (50 Tension) - input RC while the opponent is in hit or blockstun. This doubles the amount of time the opponent is in their hit or blockstun state, and primarily is used to extend combos, but has some pressure applications.<br>
* Purple (50 Tension) - input RC during the recovery frames of a move. Effectively the same feature as YRC but for 50 Tension. Used to correct a mistake on whiffing a big move ie. a command grab.<br>


===Which version of Xrd Rev2 do I purchase on Steam?===
Because of the freedom of when and where you can RC, it plays an integral role in all aspects of Xrd's game. Many characters stock 25 Tension at all times for emergency YRC just to have the ability to pause and assess situations better, or create advantageous positions utilizing YRC. And players of Xrd typically are drawn to it due in some major part to this system specifically due to how core it is to the games design.


[[File:XrdRev2SteamPageToPurchase.png]]
==How do I start learning Xrd?==
It's recommended to buy the Steam release over the console releases solely for a larger player base, speedy unlock processes, and rollback functionality.


This version includes the base game, plus all the DLC characters, as well as the upgrade for Rev2 (which is required for netplay).  
To begin learning Xrd, we recommend selecting the Tutorial mode and playing through each trial to get acquainted with the controls and game feel. After that, try out some of the Missions to understand the game's fundamental concepts, such as poking, anti-airing, and hit confirming.


===How do I play online?===
Besides that, there's no real way to start learning Xrd. Whether playing against bots in Episode or Versus, memorizing combos and blockstrings in Training or Combo Mode, or just hopping straight into live matches Online or Offline, the only limit is your ability to choose.


==Why does the PS3/PS4 version not have rollback?==
There is no official statement on why PS4 does not have rollback, though one speculated reason is that there is PS3 crossplay, and the PS3 hardware can't keep up.
===Does that mean that the PS3/PS4 version is a no-buy?===
This would depend on the regions you live. If you live in Japan, PS3/4 Xrd is still active and most of the time the connection would be good enough without rollback. Also, PS3/4 versions have different input delay compared to PC; this might be a deal breaker if you want to attend (PS4) local competitions.
==Which version of Xrd Rev2 do I purchase on Steam?==
Buy the first one.
As of October 12, 2022, Xrd Rev2 has been repackaged and its price has been lowered. There are only three options - "GUILTY GEAR Xrd REV 2", "GUILTY GEAR Xrd REV 2 Deluxe Edition", and the Rollback Retrofit Deluxe Bundle. All three options are acceptable, but purchasing the first option is highly recommended as gives you everything you need to play online.
==How do I play online?==
The most common way to play Xrd: In the main menu, go to "Battle" > "Online" > "Player Match". Then, either:
The most common way to play Xrd: In the main menu, go to "Battle" > "Online" > "Player Match". Then, either:


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# Create a room. Make sure that you lower "Room Connection Restrictions" from "4," as it's difficult to get games (try "1 or better"). Then, you can invite people through Steam, or send them your lobby code (which is 4 alphanumeric characters).  
# Create a room. Make sure that you lower "Room Connection Restrictions" from "4," as it's difficult to get games (try "1 or better"). Then, you can invite people through Steam, or send them your lobby code (which is 4 alphanumeric characters).  


===My game is stuttering; what are the best settings for this game?===
This video is a basic visual guide on how to set up an online lobby for Rev 2.


[[File:GGXRD-R2_Lobby_Setup.mp4|thumb|center|700px]]
There are also some notes on setting connections to go along with your connection configuration settings: '''THESE MAY CHANGE AFTER THE ROLLBACK UPDATE'''
* It is not ideal to set the connection restriction to 0 (as it invites bad connections), or 4 (as it will restrict too many comfortably playable connections to be practical).
* For these reasons, roughly a 2 bar connection restriction is considered ideal for most cases.
==My game is stuttering; what are the best settings for this game?==
It may be worth experimenting on your own setup as many players have reported different experiences, but here are basic settings that seem to increase graphics performance for many people on PC:
It may be worth experimenting on your own setup as many players have reported different experiences, but here are basic settings that seem to increase graphics performance for many people on PC:


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* Processing Priority
* Processing Priority


===Who should I play/how do I play X?===
If done correctly, the graphics settings in the game should look something like this:
The ultimate answer is to play whoever you want. Join the character Discords for a character you're interested in, and just try playing them!
 
[[File:GGXRD-R2-Display-Settings.png|thumb|center|700px]]
 
Sometimes, the game may get stuck in the wrong resolution while fullscreen. To fix this, change your windowed resolution to your display's resolution and ''then'' change to fullscreen. Sometimes, you have to restart your game in windowed mode to properly fix this.
 
==Who should I play/how do I play X?==
The ultimate answer is to play whoever you want. Join the character Discords for a character you're interested in, check out their wiki pages here, and just try playing them!


===What does this game's balance look like?===
===What does this game's balance look like?===
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Competitors who have been playing this game for a long time generally agree that it's a very balanced game. In the words of Amadeus46Art:
Competitors who have been playing this game for a long time generally agree that it's a very balanced game. In the words of Amadeus46Art:


[[File:TierList.png]]
[[File:GGXRD-R2 FAQ Streamer Twitch Chat Quote.png|link=]]


===Isn't this the game where {{Character_Label|GGXRD-R2|Johnny}} is a monster?===
===Isn't Johnny a monster in this game?===
Yeah, it's one of them. This game does have very strong top tiers, but at a casual level that rarely matters. Unless you have a direct line to fight some of the best players in the world (or are one yourself) '''character tiers are somewhat unimportant.''' They might tell you if a character is too weak to take seriously, but modern fighting games rarely develop characters that weak anymore. They are moreso from the perspectives of top players, '''who might not be giving objective opinions themselves.'''
This game does have very strong top tiers, such as {{Character_Label|GGXRD-R2|Johnny}} and {{Character_Label|GGXRD-R2|Elphelt}}, but at a casual level that rarely matters. Unless you have a direct line to fight some of the best players in the world (or are one yourself) '''character tiers are somewhat unimportant.''' They might tell you if a character is too weak to take seriously, but modern fighting games rarely develop characters that weak anymore. They are moreso from the perspectives of top players, '''who might not be giving objective opinions themselves.'''


Even then, recent tournament showings have demonstrated shakeups to the formula. [https://www.eventhubs.com/news/2022/sep/22/ceotaku-2022-results/ CEO 2022] saw two Johnny players, a Ky, a Dizzy, and a Faust in top 8, but it also saw a May, a Ramlethal, and an Axl player also make it into the running. The Ramlethal player even placed second, despite often being considered one of the weaker characters in the game. [https://www.eventhubs.com/news/2022/aug/04/evo-2022-results/ Evo 2022] saw Venom, Jam, Chipp and Johnny all place in top 8, but also saw Bedman, Ramlethal, Zato-1 and Slayer also place throughout the bracket. Bedman placed second in the tournament as well, despite also being believed to be somewhat weak.
Even then, recent tournament showings have demonstrated shakeups to the formula. [https://www.eventhubs.com/news/2022/sep/22/ceotaku-2022-results/ CEO 2022] saw two Johnny players, a Ky, a Dizzy, and a Faust in top 8, but it also saw a May, a Ramlethal, and an Axl player also make it into the running. The Ramlethal player even placed second, despite often being considered one of the weaker characters in the game. [https://www.eventhubs.com/news/2022/aug/04/evo-2022-results/ Evo 2022] saw Venom, Jam, Chipp and Johnny all place in top 8, but also saw Bedman, Ramlethal, Zato-1 and Slayer also place throughout the bracket. Bedman placed second in the tournament as well, despite also being believed to be somewhat weak.
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Ultimately, everyone is pretty strong and flexible. Play who you like and ignore tier lists for now.
Ultimately, everyone is pretty strong and flexible. Play who you like and ignore tier lists for now.


===Okay, but who are the easiest characters?===
===Who are the easiest characters?===
This is always a question that veterans are hesitant to answer, because every character is difficult in the long run. HypedForSlicedBread and SeaLeafDojo made a [https://twitter.com/SeaLeafDojo/status/1524103900986363904 two-axis chart] (strategic vs execution difficulty).
This is always a question that veterans are hesitant to answer, because every character is difficult in the long run. HypedForSlicedBread and SeaLeafDojo made a [https://twitter.com/SeaLeafDojo/status/1524103900986363904 two-axis chart] (strategic vs execution difficulty).


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Just play whoever you want. Pick up and drop characters as you please. Fighting games are for enjoyment, so don't approach them from a "what am I not able to accomplish" angle. If you really want some recommendations for characters from a beginner perspective, the following five characters have '''easy to grasp kits, simple but effective gameplans, and medium-to-low execution requirements.''' This list does not contain all the characters recommended for beginners, so experiment in the game itself if none of these end up appealing to you <small>or perhaps just play who you want :)</small>
Just play whoever you want. Pick up and drop characters as you please. Fighting games are for enjoyment, so don't approach them from a "what am I not able to accomplish" angle. If you really want some recommendations for characters from a beginner perspective, the following five characters have '''easy to grasp kits, simple but effective gameplans, and medium-to-low execution requirements.''' This list does not contain all the characters recommended for beginners, so experiment in the game itself if none of these end up appealing to you <small>or perhaps just play who you want :)</small>


* {{Character Label|GGXRD-R2|Sol}}: A strong rushdown character who heavily rewards good fighting game fundamentals. High damage, good pressure, and a versatile toolkit. Plays a counterhit/throw game.
* {{Character Label|GGXRD-R2|Sol}}: A strong {{keyword|rushdown}} character who heavily rewards good fighting game fundamentals. High damage, good pressure, and a versatile toolkit. Plays a counterhit/throw game.
* {{Character Label|GGXRD-R2|Ky}}: A {{keyword|shoto}} type, well-rounded and without any major weaknesses. Focuses on winning neutral with long sword normals before transitioning into heavy pressure with his signature "grinders".
* {{Character Label|GGXRD-R2|Ky}}: A {{keyword|shoto}} type, well-rounded and without any major weaknesses. Focuses on winning neutral with long sword normals before transitioning into heavy pressure with his signature "grinders".
* {{Character Label|GGXRD-R2|Sin}}: A rushdown/neutral focused character who is well known for his powerful midrange presence. Unusual movement capabilities, rewarding combos, and the ability to special cancel into other specials with his Calorie mechanic make him very frightening to deal with.
* {{Character Label|GGXRD-R2|Sin}}: A rushdown/{{keyword|neutral}} focused character who is well known for his powerful midrange presence. Unusual movement capabilities, rewarding combos, and the ability to special cancel into other specials with his Calorie mechanic make him very frightening to deal with.
* {{Character Label|GGXRD-R2|Leo}}: A rushdown/mixup character who switches between two stances: "front" and "backturn". While in backturn, Leo gains access to some fantastic and rewarding mixup potential. Great for people looking to blender their opponents into oblivion.
* {{Character Label|GGXRD-R2|Leo}}: A rushdown/{{keyword|mix-up}} character who switches between two stances: "front" and "backturn". While in backturn, Leo gains access to some fantastic and rewarding mixup potential. Great for people looking to blender their opponents into oblivion.
* {{Character Label|GGXRD-R2|Faust}}: A zoning/setplay character who keeps his distance with a long scalpel/polearm. Controls the air well with many great buttons, and can throw random items out to benefit him in battle. Very low executional demands to play him, and carries well into higher levels.
* {{Character Label|GGXRD-R2|Faust}}: A {{keyword|zoning}}/setplay character who keeps his distance with a long scalpel/polearm. Controls the air well with many great buttons, and can throw random items out to benefit him in battle. Very low executional demands to play him, and carries well into higher levels.
 
===I don't care about beginner characters. What are the cooler characters like?===
''Guilty Gear'' is a great franchise for deep, unique, and off-the-wall characters. Xrd is no different, having some of the wackiest and most interesting fighting game characters in history. Even the ones listed above are really fantastic and deep, but if you really want some out-there guys to play, here are just a few suggestions:
* {{Character_Label|GGXRD-R2|Venom}} is a zoning/{{keyword|pressure}} character who relies on pool balls. By using one of his specials, Venom can set an immobile pool ball in mid air, which will move when he hits it with a special move or a normal. High-level Venom players can perform some incredible blockstrings and very creative gameplans thanks to the versatility of this one move.
* {{Character_Label|GGXRD-R2|I-No}} is an extreme rushdown character who relies on blisteringly fast mixups. Instead of having a normal dash, I-No has a "hoverdash" that puts her airborne at a 45 degree angle. Using her long-range specials, I-No can knock you down and put you in one of the most overwhelming blenders ever made in a fighting game.
* {{Character_Label|GGXRD-R2|Ramlethal}} is a character who revolves around "equipping" and "deploying" two large swords. When swords are equipped, Ram gains powerful midrange pokes when she can convert into big damage and corner carry. When her swords are deployed, Ram has access to some of the best {{keyword|okizeme}} in the game. Managing her swords creates a complex and constantly evolving gameplan with amazing reward.
* {{Character_Label|GGXRD-R2|Baiken}} is a fan-favorite character who is known for her infamous {{keyword|parry}} "Azami". Her ability to catch unaware opponents with a parry and deal high amounts of damage makes her very rewarding to play. She can also switch to a very aggressive playstyle if necessary, making her very versatile.
... and these are just four characters! Xrd has plenty more to discover, so check out some of the character pages to see if anyone gels with you.


==Mechanics==
==Mechanics==
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==== Guilty Gear: Strive ====
==== Guilty Gear: Strive ====
If you're coming over from Strive, you should know that this game is a lot faster and places more emphasis on airdashing than Strive. Damage is generally lower across the board, and while some uses of RC are similar between games, they are very different in practice.
If you're coming over from Strive, you should know that this game is a lot faster and places more emphasis on airdashing than Strive. Damage is generally lower across the board, and while some uses of RC are similar between games, they are very different in practice.


* '''Red Roman Cancel''': Functionally identical, but lacks the slowdown shockwave (and as a result will not launch the opponent like in Strive). The lack of a shockwave is the same across all versions of RC.
* '''Red Roman Cancel''': Functionally identical, but lacks the slowdown shockwave (and as a result will not launch the opponent like in Strive). The lack of a shockwave is the same across all versions of RC.
* '''Yellow Roman Cancel''': Similar in function to Purple Roman Cancel from Strive. Cancels your move's recovery just before the recovery frames start. Often used to drop a projectile in neutral and run behind it. '''Only costs 25% meter.'''
* '''Yellow Roman Cancel''': Similar in function to Purple Roman Cancel from Strive. Cancels your move's recovery just before the recovery frames start. Often used to drop a projectile in neutral and run behind it. '''Only costs 25% Tension.'''
* '''Purple Roman Cancel''': Used during recovery frames, most often to course-correct after a bad play. This costs 50% meter.
* '''Purple Roman Cancel''': Used during recovery frames, most often to course-correct after a bad play. This costs 50% Tension.
* '''There is no Strive YRC or BRC equivalent in this game.''' Xrd YRC can be used for a similar purpose as Strive BRC. Dead Angle Attack performs a similar function to Strive YRC.
* '''There is no Strive YRC or BRC equivalent in this game.''' Xrd YRC can be used for a similar purpose as Strive BRC. Dead Angle Attack performs a similar function to Strive YRC.
* Lastly, '''the slowdown effect of RC is global and cannot be avoided.''' If your opponent RCs in any fashion and the screen turns dark, you will be stuck in slow motion until the effect passes.  
* Lastly, '''the slowdown effect of RC is global and cannot be avoided.''' If your opponent RCs in any fashion and the screen turns dark, you will be stuck in slow motion until the effect passes.  
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The remaining major mechanical differences are covered in this video: https://youtu.be/cEpp842hDcc
The remaining major mechanical differences are covered in this video: https://youtu.be/cEpp842hDcc


The main cast is also somewhat different from Strive. Many characters have moves they did not have in Strive. As well, many characters have their specials function slightly differently. For instance, Sol has access to Riot Stomp, a weird lunging kick move that he lacks in Strive. While Xrd Sol's Fafnir is still a plus-on-block pressure and combo tool, here it's only +2 and does not cause Guard Crush. There's also a lack of other major mechanics, like IBFD, and new mechanics to learn, like Danger Time and Blitz Shield. Overall, the games are similar enough that you can easily transfer a lot of the skills learned in Strive back over to this game.
The main cast is also somewhat different from Strive. Many characters have moves they did not have in Strive. As well, many characters have their specials function slightly differently. For instance, Sol has access to Riot Stamp, a weird lunging kick move that he lacks in Strive. While Xrd Sol's Fafnir is still a plus-on-block pressure and combo tool, here it's only +2 and does not cause Guard Crush. There's also a lack of other major mechanics, like IBFD, and new mechanics to learn, like Danger Time and Blitz Shield. Overall, the games are similar enough that you can easily transfer a lot of the skills learned in Strive back over to this game.


==== Guilty Gear XX Accent Core +R ====
==== Guilty Gear XX Accent Core +R ====
If you're coming from +R, know that Xrd is a lot more mechanically lenient. It has an input buffer to make certain inputs easier to execute. FRC's are now gone, replaced almost entirely by the YRC/PRC mechanic. No more Force Breaks, either.


If you're coming from +R, know that Xrd is a lot more mechanically lenient. It has an input buffer to make certain inputs easier to execute. FRC's are now gone, replaced almost entirely by the YRC/PRC mechanic. No more Force Breaks, either.
Xrd introduces a number of new mechanics in place of these. Blitz Shield functions as a sort of rework for the [[GGACR/Defense#Slashback_.28SB.29|Slashback]] mechanic. It's used somewhat like a parry, though it has an associated "mini-game" known as Blitz Wars—a situation where both players blitz in response to each other's blitz, or use throws and baits accordingly. The wide suite of changes to the Roman Cancel mechanic offer up very different ways to spend Tension than in previous games.


Xrd introduces a number of new mechanics in place of these. Blitz Shield means every character can spend some meter to potentially blow through your opponent's offense, which leads to unique situations as an attacker. The wide suite of changes to the Roman Cancel mechanic offer up very different ways to spend meter than in previous games. Other mechanics include Danger Time, which is a special mode wherein everyone gains increased damage and is potentially triggered after a clash, Burst Overdrives, which supercharges an Overdive at the cost of burning your Burst, and the ability to combo into Instant Kills under some circumstances.
Other mechanics include Danger Time, which is a special mode wherein everyone gains increased damage and is potentially triggered after a clash, Burst Overdrives, which supercharges an Overdive at the cost of burning your Burst, and the ability to combo into Instant Kills under some circumstances.


There's also the newcomers.  
There's also the newcomers.  
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Lastly, many character kits have been redesigned/streamlined/consolidated into more straightforward interpretations of the characters. For example, {{Character Label|GGXRD-R2|Jam}} has lost her card mechanic, having replaced it with a levelling system for her specials. It is worth diving into how these changes have affected characters between games- do not come to Xrd assuming that characters have retained their old levels of strength. {{Character Label|GGXRD-R2|Johnny}}, {{Character Label|GGXRD-R2|I-No}} and {{Character Label|GGXRD-R2|Venom}}, for instance, have been heavily streamlined and made more accessible, while also becoming much stronger across the board.  
Lastly, many character kits have been redesigned/streamlined/consolidated into more straightforward interpretations of the characters. For example, {{Character Label|GGXRD-R2|Jam}} has lost her card mechanic, having replaced it with a levelling system for her specials. It is worth diving into how these changes have affected characters between games- do not come to Xrd assuming that characters have retained their old levels of strength. {{Character Label|GGXRD-R2|Johnny}}, {{Character Label|GGXRD-R2|I-No}} and {{Character Label|GGXRD-R2|Venom}}, for instance, have been heavily streamlined and made more accessible, while also becoming much stronger across the board.  


Ultimately, there's as much to learn here as there was in +R. With rollback on the way, this wiki will be updated to reflect Xrd in the year 2022, so up-to-date character guides and overviews are coming soon. Feel free to contribute!
Ultimately, there's as much to learn here as there was in +R. With rollback on the way, this wiki will be updated to reflect Xrd in the year 2023 and onwards, so up-to-date character guides and overviews are coming soon. Feel free to contribute!


==== Blazblue Series ====
==== Blazblue Series ====
While Blazblue is mostly known as a successor of Guilty Gear, they still diverse wildly in many ways. You will soon notice that ''there is no ground tech options'' like in BB, which makes snowballing more easy and thus taking any hit can lead to hard-to-escape situations.
While Blazblue is mostly known as a successor of Guilty Gear, they still diverge wildly in many ways. You will soon notice that ''there is no ground tech options'' like in BB, which makes snowballing more easy and thus taking any hit can lead to hard-to-escape situations.


<div class="mw-collapsible mw-collapsed" data-expandtext="Show BB Mechanics Differences" data-collapsetext="Hide BB Mechanics Differences" style="overflow:auto;>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BB Mechanics Differences" data-collapsetext="Hide BB Mechanics Differences" style="overflow:auto;>
{{clear}}
{{clear}}
* There is universal overheads/lows (D). There are also universal anti-air (6P).
* There are {{MMC|chara=Jack-O|input=2D|label=mostly}} universal overheads/lows tied to the D button. There is also a {{MMC|chara=Elphelt Valentine|input=6P|label=mostly}} universal anti-air (6P).
* Faultless Defense is the equivalent to Barrier which costs Tension (aka Heat) instead of having an independent gauge. Tension management is thus more important.
* Faultless Defense is the equivalent to Barrier which costs Tension (aka Heat) instead of having an independent gauge. Tension management is thus more important.
** Negative Penalty depletes Tension.
** Negative Penalty depletes Tension.
* Combo system is replaced by a more complicated system. Notably there is RISC gauge, meaning blocking longer (w/o Barrier) '''will''' increase the damage you take once you get combo'd.
* Combo system is replaced by a more complicated system. Notably there is RISC gauge, meaning blocking longer (w/o Barrier) '''will''' increase the damage you take once you get combo'd.
* Roman Cancel replaces Rapid Cancel; you can not only cancel on hit/block (aka only Red Roman Cancels), but also on startup/recovery. There is also slowdown to help comboing and confirming.
* Roman Cancel replaces Rapid Cancel; you can not only cancel on hit/block (aka only Red Roman Cancels), but also on startup/recovery. There is also slowdown to help comboing and confirming.
* Normal throws is '''0F''' startup and tech window is almost nonexistent (2F). To compensate, it is not comboable (or prorates badly) for most of the cast.  
* Normal throws are '''0F''' startup and tech window is almost nonexistent (2F). To compensate, it is not comboable (or prorates badly) for most of the cast.  
** Purple throw does '''not''' exist (stagger however can be thrown).
** Purple throw does '''not''' exist (stagger however can be thrown).
* Astral Heat is replaced by Instant Kill. It requires an activation that can be triggered regardless of anything, but most of the time it is a real bad idea to do so.
* Astral Heat is replaced by Instant Kill. It requires an activation that can be triggered regardless of anything, but most of the time it is a real bad idea to do so.
** Instant Kill cannot be comboed into, unless you activate IK in a matchpoint low health situation, just like the criteria for Astral.
** Instant Kill cannot be comboed into, unless you activate IK in a matchpoint low health situation, just like the criteria for Astral.
* Burst will keep 1/3 on a successful hit, rather than reset to 0.
* Burst will keep about 1/3 of its meter on a successful hit (or Gold Burst), rather than reset to 0.
** Gold burst is when you burst in neutral (aka the time when you can do raw overdrive). On successful hit you will gain a full tension bar.
** Gold burst is when you burst in neutral (aka the time when you can do raw overdrive). On successful hit you will gain a full tension bar.
** Burst is throwable.
** Burst is throwable.
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* '''No Ground tech options exists'''. There is nothing you can do when you are knockdown'd.
* '''No Ground tech options exist'''. There is nothing you can do when you are knocked down .
** Air tech options are the same as BB however.
** Air tech options are the same as BB however.
* No Drives. So no Overdrives, Active Flow, Exceed Accel.
* No Drives. So no Overdrives, Active Flow, Exceed Accel.
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You hit opponents by pressing buttons and hoping they walk into them.
You hit opponents by pressing buttons and hoping they walk into them.


On a more serious note, you should look for opportunities to earn {{keyword|Hard Knockdown}}. Most of the characters in Xrd have their combo enders produce Hard Knockdown, and the universal sweep option ({{clr|5|2D}}) also earns Hard Knockdown. Figuring out which buttons and specials give hard knockdown is one of the first steps to building a good offense. Afterwards, try and figure out which of your buttons and specials are good to use in neutral. Do you have any good pokes? Consult the wiki overview page for your character for more details. Routing into Hard Knockdown is key to being threatening in Gear.
On a more serious note, you should look for opportunities to earn {{keyword|Hard Knockdown}}s. Most of the characters in Xrd have their combo enders produce Hard Knockdown, and the universal sweep option ({{clr|5|2D}}) also earns Hard Knockdown. Figuring out which buttons and specials give hard knockdown is one of the first steps to building a good offense. Afterwards, try and figure out which of your buttons and specials are good to use in neutral. Do you have any good pokes? Consult the wiki overview page for your character for more details. Routing into Hard Knockdown is key to being threatening in Gear.


After earning Hard Knockdown, you need to set up {{keyword|Okizeme}}. Each character has a different way to set up Okizeme with varying degrees of effectiveness. For example, {{Character_Label|GGXRD-R2|Ky}} can use his Charged Stun Edge ({{clr|4|236H}}) to charge a massive ball of lightning. While normally difficult to use in neutral unless very far away, you can drop it on a downed opponent and force them to block it once they wake up. While your opponent is blocking the fireball, go for a mixup- airdash into them, then press {{clr|3|j.S}} while falling or {{clr|2|5K}} after landing to go into a combo! If your opponent blocks high, go into a low. If your opponent blocks low, hit them with a high.  
After earning Hard Knockdown, you need to set up {{keyword|Okizeme}}. Each character has a different way to set up Okizeme with varying degrees of effectiveness. For example, {{Character_Label|GGXRD-R2|Ky}} can use his Charged Stun Edge ({{clr|4|236H}}) to charge a massive ball of lightning. While normally difficult to use in neutral unless very far away, you can drop it on a downed opponent and force them to block it once they wake up. While your opponent is blocking the fireball, go for a mixup- airdash into them, then press {{clr|3|j.S}} while falling or {{clr|2|5K}} after landing to go into a combo! If your opponent blocks high, go into a low. If your opponent blocks low, hit them with a high.  
Line 145: Line 181:


===Why do I keep getting thrown out of my meaties?===
===Why do I keep getting thrown out of my meaties?===
In Xrd, throws are 1 frame, and they beat meaty buttons if you're in throw range. You'll need to space your meaties (or meaty with an air button) so that you're outside of throw range when your opponent gets up.
In Xrd, throws are frame '''1''' , meaning they have no startup at all and you will be thrown immediately if you're in throw range. You'll need to space your meaties (or meaty with an air button) so that you're outside of throw range when your opponent gets up.


===How do I stop getting hit?===
===How do I stop getting hit?===
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A huge noob mistake in Xrd is pressing buttons on wakeup. When you are waking up (aka getting up from hard knockdown), you are completely vulnerable. You cannot act, you cannot move, and you cannot respond to what your opponent is doing. Moves take time to come out, so if your opponent has set up Okizeme on you, you'll get hit and put into a combo.
A huge noob mistake in Xrd is pressing buttons on wakeup. When you are waking up (aka getting up from hard knockdown), you are completely vulnerable. You cannot act, you cannot move, and you cannot respond to what your opponent is doing. Moves take time to come out, so if your opponent has set up Okizeme on you, you'll get hit and put into a combo.


If you're ever been hit and knocked down, always hold down-back to block on wakeup. This will allow your enemy to go for a mixup, but at least you have a chance to get out of it if you guess right.
If you're ever been hit and knocked down, you usually want to hold down-back to block on wakeup. This will usually allow your enemy to go for a mixup, but at least you have a chance to get out of it if you guess right.


<big>Block high and low!</big>
<big>Block high and low!</big>
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Your first solution for escaping pressure is to simply keep blocking! Eventually your opponent will either have to back off or go for a pressure reset with a plus-on-block normal. If you successfully block for long enough, an opening to escape their offense will show itself. Learn to look for unsafe moves to punish.  
Your first solution for escaping pressure is to simply keep blocking! Eventually your opponent will either have to back off or go for a pressure reset with a plus-on-block normal. If you successfully block for long enough, an opening to escape their offense will show itself. Learn to look for unsafe moves to punish.  


'''Instant Blocking''' (pressing block just as a move hits you) gives you lesser blockstun and more meter. If you can successfully IB an opponent's attack, you '''may be able to punish moves that are normally safe!''' More information on Instant Blocking can be found [[GGXRD-R2/Defense#Instant_Block|here]]. It's a very useful skill to learn!
'''Instant Blocking''' (pressing block just as a move hits you) gives you lesser blockstun and more Tension. If you can successfully IB an opponent's attack, you '''may be able to punish moves that are normally safe!''' More information on Instant Blocking can be found [[GGXRD-R2/Defense#Instant_Block|here]]. It's a very useful skill to learn!


<big>[[GGXRD-R2/Defense#Faultless_Defense|Fautless Defense]] (Safe, Metered)</big>
<big>[[GGXRD-R2/Defense#Faultless_Defense|Fautless Defense]] (Safe, Metered)</big>
Line 181: Line 217:
If your opponent is just too overwhelming, consider using Faultless Defense! By pressing any combination of {{clr|1|P}} {{clr|2|K}} or {{clr|3|S}} and holding back, your character will be surrounded in a green shield. Enemies who hit you in this state will be pushed extremely far backwards, which can often free you from pressure!
If your opponent is just too overwhelming, consider using Faultless Defense! By pressing any combination of {{clr|1|P}} {{clr|2|K}} or {{clr|3|S}} and holding back, your character will be surrounded in a green shield. Enemies who hit you in this state will be pushed extremely far backwards, which can often free you from pressure!


Faultless Defense is an incredibly powerful tool and can save your life. Before going for a riskier option, consider using Faultless Defense to push your opponent away and reset to neutral. It's important to know that '''Faultless Defense costs meter''', so be warned about using it while low on Tension.
Faultless Defense is an incredibly powerful tool and can save your life. Before going for a riskier option, consider using Faultless Defense to push your opponent away and reset to neutral. It's important to know that '''Faultless Defense costs Tension''', so be warned about using it while low on Tension.


<big>Reversal/Airdash (Unsafe, Meterless)</big>
<big>Reversal/Airdash (Unsafe, Meterless)</big>
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==Interface==
==Interface==
===What's the recommended pad/stick/keyboard layout?===
===What's the recommended pad/stick/keyboard layout?===
Most arcade stick players use [[GGXRD-R2/Controls#Arcade_Layout|Type A]]. Most pad players use the default controls (which are available on arcade as Type D). But '''it's important to use whatever is most comfortable for you.'''


===Do I need macro X?===
===Do I need macro X?===
As the arcade release of Xrd did not support any form of macros, you don't necessarily need them to have a significant advantage.
Home releases of Xrd do provide macros for you to use, but all of them are button combinations unlike in Strive, e.g. {{P}}+{{K}}+{{S}} instead of a distinct [[GGXRD-R2/Controls#Roman_Cancel|Roman Cancel]] macro.
Players like Crocs n Socks use certain input macros for [https://twitter.com/DDDS_Main/status/1532062996243300352 Blitz into IK], but '''it's important to use whatever is most comfortable for you'''- it might be important for you, for example, as someone playing on a Dualshock 4 controller, to have a {{clr|P|P}}{{clr|K|K}}{{clr|S|S}} or {{clr|P|P}}{{clr|K|K}}{{clr|S|S}}{{clr|H|H}} macro in order to be able to press multiple buttons at once, or if you are playing on a keyboard that doesn't support pressing all of the buttons you might need at the same time ([https://www.mechanical-keyboard.org/key-rollover-test/ this is known as key rollover- check here]).
Generally, the macros in the game are used for these purposes:
* {{P}}+{{K}}: Faultless Defense, Dead Angle Attack
* {{P}}+{{K}}+{{S}}: Roman Cancel
* {{P}}+{{K}}+{{S}}+{{H}}: Instant Kill Activation
* {{S}}+{{H}}: Blitz Shield
* {{H}}+{{D}}: Psych Burst
{{P}}{{K}}{{S}} and {{P}}{{K}}{{S}}{{H}} are useful macros for RC: the former for RRC/PRC, and the latter for YRCing a button that overlaps {{P}}{{K}}{{S}} ({{MMC|chara=Johnny|input=623K > K|label=Zweihander}} YRC for example).


==Others==
==Others==
===Are there Dubs in this game?===
===Is there an English dub in this game?===
No, and it will probably never have one. There ''might'' be custom mods that take Dubs from older titles and fill it up, but for other characters there is no luck for you.
No, and it will probably never have one. There is [https://steamcommunity.com/sharedfiles/filedetails/?id=849743481 a mod] that takes the dub from [[Guilty Gear Xrd -SIGN-]] for characters that existed in that game, but for other characters, there will likely never be English voices.


===Will they add X in this game on future updates?===
===Will they add X in this game in future updates?===
For QoL additions, maybe. For gameplay changes (dash button for example), as BBCF will [https://twitter.com/Shini_Zack/status/1471049942433398793 never] add one after rollback is up, that should give you a clue.
There may be new Quality of Life and bugfix changes for the game during the rollback update. Gameplay changes will likely never happen. Currently, there is a [https://steamcommunity.com/app/520440/discussions/7/3645126210498669882/ bug report thread] on the Steam Community Forums for any bugs you find with the current version of the game.


==Navigation==
==Navigation==
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}

Latest revision as of 04:12, 9 December 2023

Why Play Xrd Rev2?

Xrd is the middle generation of Guilty Gear. It is founded on the principles of legacy Guilty Gear—specifically XX #Reload—but with its own interpretation of system concepts, balance, and character design. Like other Gear titles, the most unique feature of Xrd Rev2 is its Roman Cancel system. To read about the RC system and what makes it unique, check out the Roman Cancel section of this FAQ.

Other appealing aspects of Xrd include its buffer system and its approach to character design. Unlike older legacy Guilty Gear titles, Xrd features a 3-frame buffer on attack button inputs. Although this is commonplace in modern fighting games, this buffer makes Xrd more forgiving and accessible for new players than the titles that came before it. Xrd Rev2 is also home to a number of unique characters that cannot be found in other Gear games. Players may fall in love with characters like  Answer,  Elphelt,  Kum, and  Raven.

Tell Me About Roman Cancels

The Xrd Roman Cancel—or RC—system is the defining feature of Xrd's gameplay across all levels. All RCs cancel your current action and pause the game momentarily. RCs are broken into 3 core types:

  • Yellow (25 Tension) - input the RC command before the recovery frames of a move or while neutral. This allows you to advance behind projectiles or pause and react to enemy behavior, or undo a commitment early.
  • Red (50 Tension) - input RC while the opponent is in hit or blockstun. This doubles the amount of time the opponent is in their hit or blockstun state, and primarily is used to extend combos, but has some pressure applications.
  • Purple (50 Tension) - input RC during the recovery frames of a move. Effectively the same feature as YRC but for 50 Tension. Used to correct a mistake on whiffing a big move ie. a command grab.

Because of the freedom of when and where you can RC, it plays an integral role in all aspects of Xrd's game. Many characters stock 25 Tension at all times for emergency YRC just to have the ability to pause and assess situations better, or create advantageous positions utilizing YRC. And players of Xrd typically are drawn to it due in some major part to this system specifically due to how core it is to the games design.

How do I start learning Xrd?

It's recommended to buy the Steam release over the console releases solely for a larger player base, speedy unlock processes, and rollback functionality.

To begin learning Xrd, we recommend selecting the Tutorial mode and playing through each trial to get acquainted with the controls and game feel. After that, try out some of the Missions to understand the game's fundamental concepts, such as poking, anti-airing, and hit confirming.

Besides that, there's no real way to start learning Xrd. Whether playing against bots in Episode or Versus, memorizing combos and blockstrings in Training or Combo Mode, or just hopping straight into live matches Online or Offline, the only limit is your ability to choose.

Why does the PS3/PS4 version not have rollback?

There is no official statement on why PS4 does not have rollback, though one speculated reason is that there is PS3 crossplay, and the PS3 hardware can't keep up.

Does that mean that the PS3/PS4 version is a no-buy?

This would depend on the regions you live. If you live in Japan, PS3/4 Xrd is still active and most of the time the connection would be good enough without rollback. Also, PS3/4 versions have different input delay compared to PC; this might be a deal breaker if you want to attend (PS4) local competitions.

Which version of Xrd Rev2 do I purchase on Steam?

Buy the first one.

As of October 12, 2022, Xrd Rev2 has been repackaged and its price has been lowered. There are only three options - "GUILTY GEAR Xrd REV 2", "GUILTY GEAR Xrd REV 2 Deluxe Edition", and the Rollback Retrofit Deluxe Bundle. All three options are acceptable, but purchasing the first option is highly recommended as gives you everything you need to play online.

How do I play online?

The most common way to play Xrd: In the main menu, go to "Battle" > "Online" > "Player Match". Then, either:

  1. Search for existing room without a room code (which will give you a list of available rooms),
  2. Search for existing room with a room code (which will search for that particular room), or
  3. Create a room. Make sure that you lower "Room Connection Restrictions" from "4," as it's difficult to get games (try "1 or better"). Then, you can invite people through Steam, or send them your lobby code (which is 4 alphanumeric characters).

This video is a basic visual guide on how to set up an online lobby for Rev 2.

There are also some notes on setting connections to go along with your connection configuration settings: THESE MAY CHANGE AFTER THE ROLLBACK UPDATE

  • It is not ideal to set the connection restriction to 0 (as it invites bad connections), or 4 (as it will restrict too many comfortably playable connections to be practical).
  • For these reasons, roughly a 2 bar connection restriction is considered ideal for most cases.

My game is stuttering; what are the best settings for this game?

It may be worth experimenting on your own setup as many players have reported different experiences, but here are basic settings that seem to increase graphics performance for many people on PC:

Under "Display Settings," change the settings to be:

  • Display Mode: Full-Screen
  • Anti-Alias: FXAA
  • V-Sync Off
  • Post-Effect Off
  • Dynamic Lighting: Off
  • Processing Priority

If done correctly, the graphics settings in the game should look something like this:

GGXRD-R2-Display-Settings.png

Sometimes, the game may get stuck in the wrong resolution while fullscreen. To fix this, change your windowed resolution to your display's resolution and then change to fullscreen. Sometimes, you have to restart your game in windowed mode to properly fix this.

Who should I play/how do I play X?

The ultimate answer is to play whoever you want. Join the character Discords for a character you're interested in, check out their wiki pages here, and just try playing them!

What does this game's balance look like?

Earlier versions of Xrd are somewhat infamous for being pretty unbalanced. SIGN in particular was a very... "special" game, but after years of revision and hard work from the community, most of the REV2 cast has levelled out to being fairly equal in strength. You can win with just about every character as long as you're the better player.

Competitors who have been playing this game for a long time generally agree that it's a very balanced game. In the words of Amadeus46Art:

GGXRD-R2 FAQ Streamer Twitch Chat Quote.png

Isn't Johnny a monster in this game?

This game does have very strong top tiers, such as  Johnny and  Elphelt, but at a casual level that rarely matters. Unless you have a direct line to fight some of the best players in the world (or are one yourself) character tiers are somewhat unimportant. They might tell you if a character is too weak to take seriously, but modern fighting games rarely develop characters that weak anymore. They are moreso from the perspectives of top players, who might not be giving objective opinions themselves.

Even then, recent tournament showings have demonstrated shakeups to the formula. CEO 2022 saw two Johnny players, a Ky, a Dizzy, and a Faust in top 8, but it also saw a May, a Ramlethal, and an Axl player also make it into the running. The Ramlethal player even placed second, despite often being considered one of the weaker characters in the game. Evo 2022 saw Venom, Jam, Chipp and Johnny all place in top 8, but also saw Bedman, Ramlethal, Zato-1 and Slayer also place throughout the bracket. Bedman placed second in the tournament as well, despite also being believed to be somewhat weak.

Ultimately, everyone is pretty strong and flexible. Play who you like and ignore tier lists for now.

Who are the easiest characters?

This is always a question that veterans are hesitant to answer, because every character is difficult in the long run. HypedForSlicedBread and SeaLeafDojo made a two-axis chart (strategic vs execution difficulty).

The ultimate truth is that every character is accessible enough to be played by a newcomer. There are no "bad" decisions when it comes to character choice in this game. Easy is also a very subjective task- some characters might have very strong and fluid gameplans, but high execution checks necessary to play them. Others might have complex and interweaving gameplans that a newcomer will struggle to grasp, but easy execution requirements. Some may even have hard gameplans and hard execution, but people play them anyways!

Just play whoever you want. Pick up and drop characters as you please. Fighting games are for enjoyment, so don't approach them from a "what am I not able to accomplish" angle. If you really want some recommendations for characters from a beginner perspective, the following five characters have easy to grasp kits, simple but effective gameplans, and medium-to-low execution requirements. This list does not contain all the characters recommended for beginners, so experiment in the game itself if none of these end up appealing to you or perhaps just play who you want :)

  •  Sol: A strong rushdown Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate. character who heavily rewards good fighting game fundamentals. High damage, good pressure, and a versatile toolkit. Plays a counterhit/throw game.
  •  Ky: A shoto Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. type, well-rounded and without any major weaknesses. Focuses on winning neutral with long sword normals before transitioning into heavy pressure with his signature "grinders".
  •  Sin: A rushdown/neutral When neither player is in an advantageous position in terms of stage position. focused character who is well known for his powerful midrange presence. Unusual movement capabilities, rewarding combos, and the ability to special cancel into other specials with his Calorie mechanic make him very frightening to deal with.
  •  Leo: A rushdown/mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. character who switches between two stances: "front" and "backturn". While in backturn, Leo gains access to some fantastic and rewarding mixup potential. Great for people looking to blender their opponents into oblivion.
  •  Faust: A zoning The act of denying the opponent the ability to approach, jump, or other movement options./setplay character who keeps his distance with a long scalpel/polearm. Controls the air well with many great buttons, and can throw random items out to benefit him in battle. Very low executional demands to play him, and carries well into higher levels.

I don't care about beginner characters. What are the cooler characters like?

Guilty Gear is a great franchise for deep, unique, and off-the-wall characters. Xrd is no different, having some of the wackiest and most interesting fighting game characters in history. Even the ones listed above are really fantastic and deep, but if you really want some out-there guys to play, here are just a few suggestions:

  •  Venom is a zoning/pressure To attack the opponent continuously and leave little room for counter attacks. character who relies on pool balls. By using one of his specials, Venom can set an immobile pool ball in mid air, which will move when he hits it with a special move or a normal. High-level Venom players can perform some incredible blockstrings and very creative gameplans thanks to the versatility of this one move.
  •  I-No is an extreme rushdown character who relies on blisteringly fast mixups. Instead of having a normal dash, I-No has a "hoverdash" that puts her airborne at a 45 degree angle. Using her long-range specials, I-No can knock you down and put you in one of the most overwhelming blenders ever made in a fighting game.
  •  Ramlethal is a character who revolves around "equipping" and "deploying" two large swords. When swords are equipped, Ram gains powerful midrange pokes when she can convert into big damage and corner carry. When her swords are deployed, Ram has access to some of the best okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. in the game. Managing her swords creates a complex and constantly evolving gameplan with amazing reward.
  •  Baiken is a fan-favorite character who is known for her infamous parry An attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. "Azami". Her ability to catch unaware opponents with a parry and deal high amounts of damage makes her very rewarding to play. She can also switch to a very aggressive playstyle if necessary, making her very versatile.

... and these are just four characters! Xrd has plenty more to discover, so check out some of the character pages to see if anyone gels with you.

Mechanics

How different is this game from other ArcSys games?

Every ArcSys games are wildly different from each other, in short. You don't necessarily compare them for the sake of "game X is better than Y". Nevertheless if you are still curious, we have compiled the differences of some commonly compared games:

Guilty Gear: Strive

If you're coming over from Strive, you should know that this game is a lot faster and places more emphasis on airdashing than Strive. Damage is generally lower across the board, and while some uses of RC are similar between games, they are very different in practice.

  • Red Roman Cancel: Functionally identical, but lacks the slowdown shockwave (and as a result will not launch the opponent like in Strive). The lack of a shockwave is the same across all versions of RC.
  • Yellow Roman Cancel: Similar in function to Purple Roman Cancel from Strive. Cancels your move's recovery just before the recovery frames start. Often used to drop a projectile in neutral and run behind it. Only costs 25% Tension.
  • Purple Roman Cancel: Used during recovery frames, most often to course-correct after a bad play. This costs 50% Tension.
  • There is no Strive YRC or BRC equivalent in this game. Xrd YRC can be used for a similar purpose as Strive BRC. Dead Angle Attack performs a similar function to Strive YRC.
  • Lastly, the slowdown effect of RC is global and cannot be avoided. If your opponent RCs in any fashion and the screen turns dark, you will be stuck in slow motion until the effect passes.

The remaining major mechanical differences are covered in this video: https://youtu.be/cEpp842hDcc

The main cast is also somewhat different from Strive. Many characters have moves they did not have in Strive. As well, many characters have their specials function slightly differently. For instance, Sol has access to Riot Stamp, a weird lunging kick move that he lacks in Strive. While Xrd Sol's Fafnir is still a plus-on-block pressure and combo tool, here it's only +2 and does not cause Guard Crush. There's also a lack of other major mechanics, like IBFD, and new mechanics to learn, like Danger Time and Blitz Shield. Overall, the games are similar enough that you can easily transfer a lot of the skills learned in Strive back over to this game.

Guilty Gear XX Accent Core +R

If you're coming from +R, know that Xrd is a lot more mechanically lenient. It has an input buffer to make certain inputs easier to execute. FRC's are now gone, replaced almost entirely by the YRC/PRC mechanic. No more Force Breaks, either.

Xrd introduces a number of new mechanics in place of these. Blitz Shield functions as a sort of rework for the Slashback mechanic. It's used somewhat like a parry, though it has an associated "mini-game" known as Blitz Wars—a situation where both players blitz in response to each other's blitz, or use throws and baits accordingly. The wide suite of changes to the Roman Cancel mechanic offer up very different ways to spend Tension than in previous games.

Other mechanics include Danger Time, which is a special mode wherein everyone gains increased damage and is potentially triggered after a clash, Burst Overdrives, which supercharges an Overdive at the cost of burning your Burst, and the ability to combo into Instant Kills under some circumstances.

There's also the newcomers.

  •  Answer is a speedy ninja based around setting scrolls to help move him about the screen.
  •  Bedman is a neutral-focused character with unique "rewind" setplay and unconventional but powerful movement.
  •  Elphelt is a highly versatile all-range character who uses powerful firearms to do battle.
  •  Jack-O is a completely unique "summon" character who eschews combos in favor of summoning servants to flood the screen.
  •  Kum is a bruiser character who hits hard and has the ability to manually steer his fireballs.
  •  Leo is a mixup-focused brawler who likes to get in close and blender his opponents with blistering fast offense and his two stances.
  •  Ramlethal excels at carrying opponents to the corner off of the smallest hits and can perform some incredibly strong okizeme with her swords.
  •  Raven is a snowball character who transitions between long-range pokes and strong okizeme depending on his unique resource called "Excitement".
  • Finally,  Sin is a rushdown/neutral focused character who is well known for his powerful midrange presence. He has the unique ability to cancel his specials into other specials as long as he has Calories to burn.

Lastly, many character kits have been redesigned/streamlined/consolidated into more straightforward interpretations of the characters. For example,  Jam has lost her card mechanic, having replaced it with a levelling system for her specials. It is worth diving into how these changes have affected characters between games- do not come to Xrd assuming that characters have retained their old levels of strength.  Johnny,  I-No and  Venom, for instance, have been heavily streamlined and made more accessible, while also becoming much stronger across the board.

Ultimately, there's as much to learn here as there was in +R. With rollback on the way, this wiki will be updated to reflect Xrd in the year 2023 and onwards, so up-to-date character guides and overviews are coming soon. Feel free to contribute!

Blazblue Series

While Blazblue is mostly known as a successor of Guilty Gear, they still diverge wildly in many ways. You will soon notice that there is no ground tech options like in BB, which makes snowballing more easy and thus taking any hit can lead to hard-to-escape situations.

  • There are mostlyGGXRD-R JackO Zest.pngGuardMidStartup9 [14]RecoveryTotal: 26+15Advantage-45 universal overheads/lows tied to the D button. There is also a mostlyGGXRD-R Elphelt 6P.pngGuardHighStartup23Recovery22Advantage-12 universal anti-air (6P).
  • Faultless Defense is the equivalent to Barrier which costs Tension (aka Heat) instead of having an independent gauge. Tension management is thus more important.
    • Negative Penalty depletes Tension.
  • Combo system is replaced by a more complicated system. Notably there is RISC gauge, meaning blocking longer (w/o Barrier) will increase the damage you take once you get combo'd.
  • Roman Cancel replaces Rapid Cancel; you can not only cancel on hit/block (aka only Red Roman Cancels), but also on startup/recovery. There is also slowdown to help comboing and confirming.
  • Normal throws are 0F startup and tech window is almost nonexistent (2F). To compensate, it is not comboable (or prorates badly) for most of the cast.
    • Purple throw does not exist (stagger however can be thrown).
  • Astral Heat is replaced by Instant Kill. It requires an activation that can be triggered regardless of anything, but most of the time it is a real bad idea to do so.
    • Instant Kill cannot be comboed into, unless you activate IK in a matchpoint low health situation, just like the criteria for Astral.
  • Burst will keep about 1/3 of its meter on a successful hit (or Gold Burst), rather than reset to 0.
    • Gold burst is when you burst in neutral (aka the time when you can do raw overdrive). On successful hit you will gain a full tension bar.
    • Burst is throwable.
  • There is stun values like some of the traditional fighting games. Take too much hits and you will be stunned and are unable to do anything.


  • No Ground tech options exist. There is nothing you can do when you are knocked down .
    • Air tech options are the same as BB however.
  • No Drives. So no Overdrives, Active Flow, Exceed Accel.
    • Fun fact: supers in this game are called Overdrives. Don't get confused!
  • No Fatal Counters.
  • No universal "guard break" option (Crush Trigger, 5A+B).

...and more.

How do I hit opponents and structure offense?

You hit opponents by pressing buttons and hoping they walk into them.

On a more serious note, you should look for opportunities to earn Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.s. Most of the characters in Xrd have their combo enders produce Hard Knockdown, and the universal sweep option (2D) also earns Hard Knockdown. Figuring out which buttons and specials give hard knockdown is one of the first steps to building a good offense. Afterwards, try and figure out which of your buttons and specials are good to use in neutral. Do you have any good pokes? Consult the wiki overview page for your character for more details. Routing into Hard Knockdown is key to being threatening in Gear.

After earning Hard Knockdown, you need to set up Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Each character has a different way to set up Okizeme with varying degrees of effectiveness. For example,  Ky can use his Charged Stun Edge (236H) to charge a massive ball of lightning. While normally difficult to use in neutral unless very far away, you can drop it on a downed opponent and force them to block it once they wake up. While your opponent is blocking the fireball, go for a mixup- airdash into them, then press j.S while falling or 5K after landing to go into a combo! If your opponent blocks high, go into a low. If your opponent blocks low, hit them with a high.

This is the most basic Okizeme set up for one of the most straightforward characters on the roster. Everyone has different styles of Okizeme, so learning what works for each character is a must! Consult the Overview pages or Strategy tabs for more information on how to play your chosen character.

Why do I keep getting thrown out of my meaties?

In Xrd, throws are frame 1 , meaning they have no startup at all and you will be thrown immediately if you're in throw range. You'll need to space your meaties (or meaty with an air button) so that you're outside of throw range when your opponent gets up.

How do I stop getting hit?

If you're new to fighting games, it can often be difficult to know why you're repeatedly getting hit by stuff. How do your opponents know what to do? here are three tips to help you along.

Stop throwing out so many buttons in neutral!

If you're new to fighting games or Guilty Gear in general, one of the most important things to know is how to control space. Lots of new players like to press all the shiny buttons on their controller to desperately control space, and it often gets them killed. Intelligent enemies can approach with their own normals, predictably moving around your button spamming and putting you into a combo.

Learn when to stop pressing buttons and just observe. Keep things patient, and look for opportunities to catch opponents out in the air or on the ground.

Learn to block on wakeup!

A huge noob mistake in Xrd is pressing buttons on wakeup. When you are waking up (aka getting up from hard knockdown), you are completely vulnerable. You cannot act, you cannot move, and you cannot respond to what your opponent is doing. Moves take time to come out, so if your opponent has set up Okizeme on you, you'll get hit and put into a combo.

If you're ever been hit and knocked down, you usually want to hold down-back to block on wakeup. This will usually allow your enemy to go for a mixup, but at least you have a chance to get out of it if you guess right.

Block high and low!

Moves in fighting games can either hit you high, low, or mid. Crouch blocking beats mid and low attacks, while stand blocking beats high and mid attacks. As a general rule, most high moves are done while in the air. If you see your opponent jumping or airdashing, go for a standing block.

As another rule, it's usually better to crouch block than standing block. Due to the gatling system, characters can easily route their normals into a sweep. Some characters can combo off their sweeps, which also tend to be fast and safe to throw out on block. You should always crouch block when you can and stand block if you see a high attack coming. Note that some characters have unusually hitting high or low attacks! Ky's 5K is a low, while Ramlethal's 6K is a high. Sometimes you may need to guess if a high or low attack is coming- this is called a Mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw..

How do I escape pressure?

Outside of unique ways to get out of pressure for each character, there are four major ways to escape pressure in Xrd.

Blocking (Safe, Meterless)

Your first solution for escaping pressure is to simply keep blocking! Eventually your opponent will either have to back off or go for a pressure reset with a plus-on-block normal. If you successfully block for long enough, an opening to escape their offense will show itself. Learn to look for unsafe moves to punish.

Instant Blocking (pressing block just as a move hits you) gives you lesser blockstun and more Tension. If you can successfully IB an opponent's attack, you may be able to punish moves that are normally safe! More information on Instant Blocking can be found here. It's a very useful skill to learn!

Fautless Defense (Safe, Metered)

If your opponent is just too overwhelming, consider using Faultless Defense! By pressing any combination of P K or S and holding back, your character will be surrounded in a green shield. Enemies who hit you in this state will be pushed extremely far backwards, which can often free you from pressure!

Faultless Defense is an incredibly powerful tool and can save your life. Before going for a riskier option, consider using Faultless Defense to push your opponent away and reset to neutral. It's important to know that Faultless Defense costs Tension, so be warned about using it while low on Tension.

Reversal/Airdash (Unsafe, Meterless)

If your character has a reversal, look for places to punch through pressure! Big gaps between moves, unsafe enders, or aggressive airdashing! The vast majority of reversal moves can be punished easily, so be cautious with throwing them out. You can check the character overview pages to see if your character has a reversal or not.

If your character lacks a reversal, you can always airdash out of the corner. Airdashes are fast and can be hard to catch. However, if your opponent knows that you're about to airdash, they can air throw you back into the corner! Sometimes it may just be best to sit still and take the pressure instead of gambling on a risky option, but if it works then you reset back to neutral.

Blitz Shield (Unsafe, Metered)

Blitz Shield is a sort of "parry" mechanic. By pressing HS plus any other button aside from D, your character will turn blue. This will give them a special block property where enemies who hit them in this state will be temporarily stunned (called Rejected!) Normal blocking rules apply, so you cannot Blitz Shield while crouching and block a high attack.

Blitz Shield is very risky move to use, as it can be easily called out. Opponents can still throw you while Blitz Shielding! Overdrives also go through Blitz Shield. Lastly, even if an opponent is knocked back after touching a Blitz Shield, they too can Blitz Shield and block your own attacks!

Blitz Shield costs Tension to use and is a big risk, but can pay out well if you successfully perform it.

Interface

What's the recommended pad/stick/keyboard layout?

Most arcade stick players use Type A. Most pad players use the default controls (which are available on arcade as Type D). But it's important to use whatever is most comfortable for you.

Do I need macro X?

As the arcade release of Xrd did not support any form of macros, you don't necessarily need them to have a significant advantage.

Home releases of Xrd do provide macros for you to use, but all of them are button combinations unlike in Strive, e.g. GGP.png+GGK.png+GGS.png instead of a distinct Roman Cancel macro.

Players like Crocs n Socks use certain input macros for Blitz into IK, but it's important to use whatever is most comfortable for you- it might be important for you, for example, as someone playing on a Dualshock 4 controller, to have a PKS or PKSH macro in order to be able to press multiple buttons at once, or if you are playing on a keyboard that doesn't support pressing all of the buttons you might need at the same time (this is known as key rollover- check here).

Generally, the macros in the game are used for these purposes:

  • GGP.png+GGK.png: Faultless Defense, Dead Angle Attack
  • GGP.png+GGK.png+GGS.png: Roman Cancel
  • GGP.png+GGK.png+GGS.png+GGH.png: Instant Kill Activation
  • GGS.png+GGH.png: Blitz Shield
  • GGH.png+GGD.png: Psych Burst

GGP.pngGGK.pngGGS.png and GGP.pngGGK.pngGGS.pngGGH.png are useful macros for RC: the former for RRC/PRC, and the latter for YRCing a button that overlaps GGP.pngGGK.pngGGS.png (ZweihanderGGXRD Johnny Zweihander.pngGuardAllStartup1RecoveryUntil Landing + 10Advantage- YRC for example).

Others

Is there an English dub in this game?

No, and it will probably never have one. There is a mod that takes the dub from Guilty Gear Xrd -SIGN- for characters that existed in that game, but for other characters, there will likely never be English voices.

Will they add X in this game in future updates?

There may be new Quality of Life and bugfix changes for the game during the rollback update. Gameplay changes will likely never happen. Currently, there is a bug report thread on the Steam Community Forums for any bugs you find with the current version of the game.

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