Guilty Gear Xrd - Revelator, the newest Arc System Works fighter, published by Aksys Games, has been released for 2 weeks now. We found it to be an amazing game for both casual and hardcore fans.
Go to the nvidia/ati control panel and make a quality or performance preset for guilty gear. Also check to make sure the game is using the right video card, i've heard on some systems the game will default to the 'economy' graphics card. These alone will help more current systems to. Jan 20, 2017 The gates to the first weekend location test for Guilty Gear Xrd REV 2 have opened, and a ton of information is pouring out from the players. Thankfully, Arc System Works published an official patch note list, alongside move lists for every character. Not only are we able to read the move lists for. Guilty Gear Xrd: Revelator - Badge Guide. In Guilty Gear Revelator. Won the round by dealing significantly more damage than an opponent's remaining HP. Xrd, which could essentially be considered a sequel to both XX and Overture, oddly picks up the slack, however, as it more or less continues on from the titling conventions of X and XX (Guilty Gear X3 would've been an acceptable choice, but ASW certainly couldn't call the game 'Guilty Gear XXX', now could they? Guilty Gear Xrd REV 2 statistics including the latest character, teams, geographic and game systems stats. Compiled by EventHubs.com. From Dustloop Wiki. (If your hitcount before SDTH was less than 5 hits, you can generally do a full j.DSDDZ after c.S.). Guilty Gear Xrd. Dec 04, 2014 twitter: Various basic combos to get people started using Xrd Faust. The combos are from a few sources including: http://wiki.
Now, calling the game very technical and nuanced would be quite the understatement. The game features a great tutorial to help you understand the basics. But newer fans may still find themselves struggling to get a grasp on the overall game without a helpful character.
So we've created this beginners character guide for you. Here, we'll cover the game's easiest fighters -- Sol, Ky, Faust and Sin -- and the basic strategies.
Sol BadGuy
The series' posterboy is a well-rounded, yet very offense-intensive character. His skill set allows him to be able to deal with any situation possible. The main objective is to get up close and shred your guitar in their face -- err I mean leave them black, blue, and barbecued. Sol allows players to cover their approaches with his fiery projectiles. Getting in close, above all else, is your primary goal.
Strengths
- Has many strong normals and specials for nearly any situation.
- Excels at close range with strong normals coupled with his command grab, Wild Throw.
- Excellent ability to convert nearly any hit into knockdown. Good starters lead to high damage combos at no tension cost.
- Has undoubtedly the strongest invulnerable reversal in the game, Volcanic Viper, for use in multiple situations.
- Makes very good use of both Yellow and Red Roman Cancels.
- High stun damage. Can easily guarantee dizzy out of simple counter hit combos with a proceeding mixup.
Weaknesses
- Has difficulty dealing with strong zoning. Must sometimes take risks to break into his ideal, up-close attack range.
- Mix-up abilities are very basic. Landing good hits on offense requires strong reading and guessing of opponents.
It's said that offense is the best defense, so if you aren't attacking you're at a disadvantage. It may seem a tall order, but you should find yourself backing your opponent into a corner.
Ky Kiske
The eternal rival of Sol and second poster boy of the series, is another well rounded swordsman. Ky's midrange offense is very effective due to the useful and various options available to him. He can quickly switch between keeping a foe at bay and charging in for the attack. His style of play is shockingly familiar of other fighting game characters that possess the ability to attack from a far. Overall, Ky is able to create advantageous situations with his control of space.
Strengths
- Strong neutral game consisting of fast and long reaching normals and good projectiles.
- Has a tool for every situation, including two of the best anti-airs in the game.
- Grinders make his projectiles even stronger and give him great oki.
- Good character for beginners due to being easy to learn and use.
Weaknesses
- Low average damage.
- Jack of All Trades, while he has a tool for every situation, he doesn't excel at any area.
Despite his positives, winning with Ky will take more effort than any other character. Speed and controlling space makes Ky a good choice.
Faust
The whacky doctor is in with his signature brown paper bag mask. Appearances aside, he's a surprisingly fundamental spacing character that uses abusive normals and random items to keep his opponent at bay. Faust also has a command grab and a variety of overheads which, combined with various items, creates great knockdown situations. With straight-forward combos and a game plan, he's quite beginner friendly.
Strengths
- Great range on many normals
- Random items keeps opponent guessing
- Strong mix up with an instant overhead, proximity unblockable, multi-hit jump cancellable low
- Strong pressure with most moves being jump cancellable, huge blockstun on drill kick and corner control using anti-airs and items
- Very strong anti-air and air-to-air attacks
- Invincible 5D combined with YRC
- Weird hitbox
- Has a crawl to low profile
Weaknesses
- Low defense and large hitbox in hitstun means he dies relatively quickly
- Random items lead to inconsistent reward
- Has limited options on defense such as:
- His fastest normal has 6 frames of start up, which is 1 frame more than the average character
- Slow airdash makes it hard to escape the corner and zoning
- Long wake up time
- Longer range attacks suffer lengthy recoveries and many can be low profiled easily
Now it's clear that Faust has as many positives as he does negatives. He's still a good choice, but you need to spend more time focusing on his fundamentals.
Guilty Gear Xrd More Dmg With Less Hits Youtube
Sin Kiske
Son of Ky, and protege of Sol, Sin can deal impressive damage. He also has an assortment of specials which can be used by spending his unique Calorie gauge. The gauge will require meter management in the middle of fights. Compared to others with unique meters in the series, Sin possesses basic combos, good damage, and long range skills that are simple and easy to use.
Strengths
- Very high damage with calorie meter.
- Has the unique ability to cancel any special into any other special.
- Good pressure and decent frame traps.
- Good neutral with long ranged normals and specials.
- Somewhat safe DP, as it can be canceled on block into his other specials.
- Great backdash.
- Has one of the best anti-air hits of the game with great range and reward.
Weaknesses
- Meter hungry, in terms of both Tension and his own gauge.
- Limited gatling paths
- Has poor mixup without calories.
- While DP is safe on block, it has a very poor hitbox and slow speed (easily missed).
![Guilty Gear Xrd More Dmg With Less Hits Guilty Gear Xrd More Dmg With Less Hits](https://media.eventhubs.com/images/2015/07/26_xrduseability.jpg)
Sin's calorie meter is a weakpoint to his gameplay. You need it to mount the best offense and defensive responses. If you can manage it well then you've found yourself someone to head into battle with.
Hopefully this guide will help you find a character to dive further with into Guilty Gear Xrd- Revelator. This guide would not be possible without the exhaustive efforts and information from the Dustloop community. If you found this guide helpful and or have any input on the characters please feel free to comment in the section below.
Image credit: Dustloop
He's broken down each and every character on the roster, pointing out the qualities that make them either easy or difficult to use in battle. This breakdown is greatly useful for newcomers as they can see who best to gain their bearings with.
More seasoned players will surely want to see JustKensou's opinions, and compare them to their own. Kensou offers his qualifications up front, stating:
![Guilty Guilty](https://i.ytimg.com/vi/oi_anw3T-Pc/maxresdefault.jpg)
The Badguy has always been yet another easy to use character and Xrd they made him into a monster. I like to think of Xrd as a redemption game for Sol as in Accent Core and +R Sol wasn't really a threat and didn't gain as much in the tools department like the rest at that time sadly. Xrd Sol has gained a great deal of tools and he's always been considered the basic rush down character. His best range is up close but does just as well from a mid range with his far Slash > whiff cancel crouch Slash as pressure. His raw damage output has always been high but I feel his damage potential is limitless in Xrd. He has plenty of ways to do damage off stray hits and gets great okizeme as a reward.
Let's also remind ourselves he also teaches you the basics of command grab usage with Wild Throw that also converts into damage and positional advantage AND OKIZEME. See where I'm going with this? Where I put him at on the chart is easy to use with high damage in general. Also he has one of the best non 6p anti airs in the game being 5k at 3f start up with 2 hits that also goes into dmg > knockdown> okizeme. This is Sol's general pattern which of course is the same for everyone which again, leads back to fundamental and easy to use. Strong understanding of mid/close range rush makes him a threat at all times in those spaces.
Good pressure, great damage off stray hits, solid okizeme makes Sol a strong beginner rush down char and even for specialist of fundamental rush games. He's your guy.
The Dandy Stepper Slayer is easily one of the more technical characters in the game by far. Slayer has no real way to play 'safely' if you will. He is purely high risk high reward but some times the risk isn't warranted. Slayer is one of those characters that can be kept out easily because his movement is fairly limited but once inside he's very explosive. He is also one of the only characters besides Leo to have a ground dash over a ground run and the dash is a form of a teleport of sorts. When you backdash you can cancel it into any of his specials or a super jump increasing or giving that move in particular invul frames. This allows Slayer to be disrespectful during pressure or when he's able to escape pressure to turn it into either a damage situation or an escape.
Slayer execution-wise isn't easy either as his combo game is centered around links. Now these links can do tremendous damage but creating those opportunities are difficult. Slayer players have to be extremely creative and be willing to play off of their HP in order to make things happen. It's always been a factor for Slayer to be able to play in such a manner which can open you up to taking damage to give damage aka super risky play.
![Guilty Gear Xrd More Dmg With Less Hits Guilty Gear Xrd More Dmg With Less Hits](https://i.ytimg.com/vi/jOrxSCSdcB0/maxresdefault.jpg)
The guitar queen has seen quite the change in her gameplay in Xrd and that change namely is her execution. I-No went from being one of the hardest in the series to a more simplfied and effectively dangerous version. With the change of her Horizontal Chemical Love input change from half circle back + forward + K to the simplified quarter circle back + K. This change alone made it easier for I-No players to focus more on neutral universally and less on execution of her main approach tool, Horizontal Chemical Love.
Now that we understand we can play more neutral with less execution it brought her matchups to more of an even playing field. This doesn't mean that her matchups that were bad are favorable. Quite the contrary, this just means the matches are more bearable due to less execution.
Her approach is more unique than the rest of the cast as she has a hover dash ala Morrigan (Darkstalkers/UMvC3) and is more susceptible to getting attacked out of her approaches. Despite that she has tools like Stroke the Big Tree that allow her to low profile a great deal of low mid aiming pokes to get in and start her pressure game. On the inside she shines the hardest as her hover dash makes it hard to block her barrage of attacks consistently. Any wrong block and she will take off a hefty chunk of damage into some fairly solid okizeme. On knockdown not only does she do the standard I-No high/low/throw, she has an FDC technique with her j.d. This allows her to feint a j.d and float again for another attack. The technique is quite hard to pull off with a burst available hence why most I-No players opt to do with without one. Why? Simply to not sacrifice a her burst for a mixup. But when it's gone? Have a blast with this technique!