<?xml version="1.0"?>
<rss version="2.0"><channel><title>Guilty Gear General Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/3-guilty-gear-general/</link><description>Guilty Gear General Latest Topics</description><language>en</language><item><title><![CDATA[[AC+R] News & Gameplay Discussion]]></title><link>https://www.forums.dustloop.com/forums/topic/4550-acr-news-gameplay-discussion/</link><description><![CDATA[
<p><img src="http://livedoor.blogimg.jp/otaku_blog/imgs/e/3/e3b5c3dd.jpg" alt="e3b5c3dd.jpg"></p><p>
</p><p>
<a href="" rel="external nofollow">http://am-show.sega.jp/aou12/lineup/ggxxacp/index.html</a></p><p>
</p><p>
Platform: Not announced.</p><p>
</p><p>
Sometime in 2012</p><p>
</p><p>
To be displayed at AOU2012 (this weekend, I think...), which is a event for arcadegames.</p>
]]></description><guid isPermaLink="false">4550</guid><pubDate>Wed, 15 Feb 2012 12:25:56 +0000</pubDate></item><item><title>GG Move Name Quiz</title><link>https://www.forums.dustloop.com/forums/topic/13322-gg-move-name-quiz/</link><description><![CDATA[<p>
	Someone said to me recently that Gear players suck at remembering move names. I wanted to test that. Attached to this message is a quiz containing 30 Guilty Gear moves, with your task being to simply state their names. See if you can name them all!
</p>

<p>
	 
</p>

<p>
	<a href="https://forms.gle/vdwhR8UiVH1NJfCQ7" rel="external nofollow">https://forms.gle/vdwhR8UiVH1NJfCQ7</a>
</p>
]]></description><guid isPermaLink="false">13322</guid><pubDate>Sun, 12 Apr 2026 23:11:44 +0000</pubDate></item><item><title>[GGJ] Guilty Gear Judgment | General Discussion</title><link>https://www.forums.dustloop.com/forums/topic/13332-ggj-guilty-gear-judgment-general-discussion/</link><description><![CDATA[<div data-controller="core.front.core.articlePages">
	<div data-role="contentPage">
		<p style="text-align:center;">
			<img alt="GGJ_Logo.png" data-ratio="67.41" style="width:25%;" width="537" src="https://judgment.nekoweb.org/GGJ_Logo.png" />
		</p>

		<blockquote class="ipsQuote" data-ipsquote="">
			<div class="ipsQuote_citation">
				Quote
			</div>

			<div class="ipsQuote_contents">
				<p>
					<span style="font-size:16px;"><i>"There was once a man who preached justice. But justice failed and collapsed like a house of cards, unable to cast light upon darkness. The one most suited to rule over the world is not justice... It's the Judge! My name is... <strong>Judgment!</strong> I shall bring all sinners to justice...!!"</i></span>
				</p>
			</div>
		</blockquote>
	</div>

	<div data-role="contentPage">
		<p style="text-align:center;">
			<img alt="divider" data-ratio="8.01" width="512" src="https://judgment.nekoweb.org/divider.png" />
		</p>

		<p style="text-align:center;">
			<span style="font-size:20px;"><strong>GUILTY GEAR JUDGMENT</strong></span>
		</p>

		<p style="text-align:center;">
			GENERAL DISCUSSION
		</p>

		<p style="text-align:center;">
			 
		</p>

		<hr data-role="contentPageBreak" />
		<p style="text-align:center;">
			 
		</p>

		<p>
			<span style="font-size:16px;">I wanted to create a thread for discussion of <a href="https://guiltygear.wiki.gg/wiki/Guilty_Gear_Judgment" rel="external nofollow">Guilty Gear Judgment</a>, the spin-off sidescroller that was a PSP exclusive.  <a href="https://guiltygear.wiki.gg/wiki/Guilty_Gear_RoA" rel="external nofollow">RoA</a> can also be discussed here, of course.</span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:16px;">Judgment is my third favourite Guilty Gear character, and I love the game in all of its jank.  I've been working on and off on a <a href="https://judgment.nekoweb.org/" rel="external nofollow">fansite</a> for the game, and my current recent project has been isolating the stage backgrounds from the levels.  Doing that for Survival mode was relatively easy due to them being static stages, but the parallax and size of the story mode stages has proven a lot more tricky and time consuming.</span>
		</p>

		<p>
			 
		</p>

		<p>
			<span style="font-size:16px;">If you've played GG Judgment, or are curious about it, please discuss it in here!</span>
		</p>
	</div>
</div>
]]></description><guid isPermaLink="false">13332</guid><pubDate>Mon, 13 Apr 2026 23:26:25 +0000</pubDate></item><item><title>This is a post made in 2025</title><link>https://www.forums.dustloop.com/forums/topic/13294-this-is-a-post-made-in-2025/</link><description><![CDATA[<p>
	Lol. Lmao, even.
</p>
]]></description><guid isPermaLink="false">13294</guid><pubDate>Fri, 07 Mar 2025 04:33:49 +0000</pubDate></item><item><title>Guilty Gear Vastedge XT</title><link>https://www.forums.dustloop.com/forums/topic/13321-guilty-gear-vastedge-xt/</link><description><![CDATA[<p>
	Hi I am the person who has the guilty gear lore wiki's vastedge machine! This thread's purpose is to be able to interact and answer questions and hopefully forward information about the machine. I will have a quick common faq list just to help immediately answer some curiosity. we had the machine for free play at frosty faustings earlier this year. I have a pretty decent amount of footage if people would like to see something in particular and then some. but we dont have everything yet as we lack footage of zappa's fight and win completely. feel free to ask questions discuss etc. welcome to my twisted pachislot maze. please keep things within the guidelines as i will not be posting any archive/download links for this reason. 
</p>

<p>
	<img alt="https://dn710202.ca.archive.org/0/items/Vastedge-DVD/POP/ekisyou6/e64.jpg" data-ratio="75.00" height="559" width="745" src="https://dn710202.ca.archive.org/0/items/Vastedge-DVD/POP/ekisyou6/e64.jpg" />
</p>

<p>
	 
</p>

<p>
	Common FAQ -
</p>

<p>
	how did you import that - through japan rabbit and then shipped through dhl. estimated cost of 1.8k (before import fees) but most of the time vastedge machines go for 2k alone. we haven't seen one up for sale since ours sold. these machines have a tendency to get really beat up and have the front parts pop off so I have no idea when we'll see one again. 
</p>

<p>
	Will we be file dumping the machine for emulation - No. unfortunately we dont think there would be anything that could run it due to the unique construction of d-light machines finding compatible parts and wires is actually incredibly difficult. I just think unfortunately its very out of scope and not the end goal. 
</p>

<p>
	How we are archiving it - we intercepting the digital screen output and recording it (in theory) we've hit some hiccups rn mostly finding something that can read its output. 
</p>

<p>
	Will the machine be at other events again - Yea probably I just have a spine injury right now
</p>

<p>
	What is vastedge about? - Vastedge is about sol and sin trying to recover the flashing fang, while sol badguy has a bounty out for him. it ends in a multitude of branching ways either defeating the conclave leader baldias/bardius for the flashing fang or finding that man, defeating him or meeting him. vastedge as a slot machine has a wide variety of different branching things you could see during a playthrough or nothing at all.
</p>

<p>
	Do you like gambling? - this thing will make you want to never gamble again in your life its odds are so bad. we can't change the odds either.
</p>

<p>
	translation? - there is one in progress by user kaialone but it is in a draft state. 
</p>

<p>
	whats the end goal - to hopefully compile a subtitled video or scripts in general. making vastedge accessibly understood is the goal.
</p>

<p>
	 
</p>

<p>
	here's some just bulk livestream footage immediately though <br />
	<a href="https://youtu.be/Xvn-RNn2X-w?si=t5nfiVvoQ1TUL2xC" rel="external nofollow">https://youtu.be/Xvn-RNn2X-w?si=t5nfiVvoQ1TUL2xC</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13321</guid><pubDate>Sun, 12 Apr 2026 21:58:48 +0000</pubDate></item><item><title>Modest Proposals Regarding the Corner (In GG and Other Fighting Games)</title><link>https://www.forums.dustloop.com/forums/topic/13304-modest-proposals-regarding-the-corner-in-gg-and-other-fighting-games/</link><description><![CDATA[<p>
	Blocking in the corner sucks.
</p>

<p>
	 
</p>

<p>
	Since time immemorial, our greatest scientists have reckoned with this truth. ArcSys has posited many innovations to this conundrum, including wallbreak (Guilty Gear Strive), wallbreak again (Marvel Tokon: Fighting Souls), and wallbreak (Untitled ArcSys One Piece Fighter that will definitely release someday). Other developers have crafted their own technologies. Tekken added infinite stages, so that if you pick Zafina on the character select screen you can stare longingly into the eyes of your opponent while you kbd over and over, wondering where it all went wrong. They also invented wallbreak but used it for evil. JoJo's Bizarre Adventure: Heritage For the Future makes distance from roundstart to the corner stage-dependent then makes stage selection random for some reason. It's like life is like a box of chocolates except they're all poisoned because you're playing Mickey's Bizarre Adventure: Heritage For the Clubhouse.
</p>

<p>
	 
</p>

<p>
	I am qualified to assert this truth, as I have a great deal of firsthand experience. I have something like 300 hours on +R and most of that time is on Millia. I consider this one of the strongest arguments for why I am going to Hell when I die. Playing that character is like being baptized, but in the other direction. It injects the Original Sin back into your soul. Dizzy also does this. The haters will say Potemkin does as well, but that character loses the Bridget mu so I think we have bigger problems. 
</p>

<p>
	 
</p>

<p>
	With this preamble in mind, I present to the court my suggestions for possible solutions to the corner. 
</p>

<ol>
	<li>
		There is a vortex in the center of the stage that constantly pulls players towards it, slowly dragging the cornered foe back to the relative safety of midscreen.
	</li>
	<li>
		Both players can, at any time, press the Flip Screen button to swap players' positions relative to the center of the screen, thus placing the attacker into the corner.
	</li>
	<li>
		Both players can jump through the wall and reappear on the other side of the stage, like in the arcade game Mario Bros (1983).
	</li>
	<li>
		There are several layers of the stage, and players can jump up to higher ones or drop down to lower ones for additional escape routes, like in the arcade game Mario Bros (1983).
	</li>
	<li>
		3 times per match, players can choose to detonate a bomb that forcefully knocks down both players, launches them all around, and triggers a reset to neutral, like the POW Block in the arcade game Mario Bros (1983).
	</li>
	<li>
		There is a referee like in olympic taekwondo who interrupts the match and moves both players back to roundstart if a corner blockstring goes on for too long.
	</li>
	<li>
		After having your back to the corner for some length of time, the game starts rapidly decreasing your RISC / refilling your Barrier gauge / what have you as an act of pity.
	</li>
	<li>
		Back throwing someone into the corner triggers a wallstick. 
	</li>
	<li>
		Projectiles will bounce off the walls (and opponents close enough to the walls) and damage the foolhardy attacker who thought they could SSE frc during corner pressure.
	</li>
	<li>
		There are monster spawners connected to the corners. If you're pressuring your opponent in the corner for too long, a scary monster will fall on your head and kill you, like in the arade game Mario Bros (1983).
	</li>
</ol>

<p>
	 
</p>

<p>
	I hope you all consider my proposals. This will save fighting games, or something. Also, you should play the arcade game Mario Bros (1983), it's actually really good if you can find it on original hardware at a Yestercades or something.
</p>
]]></description><guid isPermaLink="false">13304</guid><pubDate>Sun, 12 Apr 2026 05:09:59 +0000</pubDate></item><item><title>THROUGHOUT HEAVEN AND HELL, I ALONE AM THE MISSING LINK</title><link>https://www.forums.dustloop.com/forums/topic/13310-throughout-heaven-and-hell-i-alone-am-the-missing-link/</link><description><![CDATA[<p>
	I am the greatest IK Looper in this world; I am foremost CC infiniter in this world; I am the best Dash Bugger in this world; this is the last Link that matters; there is no further becoming here.
</p>

<p><a href="https://www.forums.dustloop.com/uploads/monthly_2026_04/BrokenCharsMLChippThumbnailDraft1.png.e4344489bd29c7baf18f0ef073dcdd61.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="3389" src="https://www.forums.dustloop.com/uploads/monthly_2026_04/BrokenCharsMLChippThumbnailDraft1.thumb.png.53646f09a7b6b6b1fa70cd4b6cfb1d6c.png" data-ratio="75" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Broken Chars ML Chipp Thumbnail Draft 1.png"></a></p>]]></description><guid isPermaLink="false">13310</guid><pubDate>Sun, 12 Apr 2026 06:41:31 +0000</pubDate></item><item><title>New Guilty Gear coming 2020</title><link>https://www.forums.dustloop.com/forums/topic/13290-new-guilty-gear-coming-2020/</link><description><![CDATA[
<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/vAJUvy4ibeA?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13290</guid><pubDate>Mon, 05 Aug 2019 02:29:10 +0000</pubDate></item><item><title>A Simple Life - GGXX (Bridget Theme) - Guitar cover</title><link>https://www.forums.dustloop.com/forums/topic/13292-a-simple-life-ggxx-bridget-theme-guitar-cover/</link><description><![CDATA[
<p>
	Hey guys!
</p>

<p>
	Long time GG fan here. In fact I used to post on these forums quite regularly back in the days of #Reload. I decided to create a cover of 'A Simple Life' from GGXX as it always stood out to me as an excellent piece of music. Well, let's be honest, every song on that soundtrack is perfection. (Okay, RoboKy's music is hideous!)<br />
	<br />
	Anyway, I would appreciate it if you could give it a listen and let me know what you think!<br />
	<br />
	Can't wait for Strive. It looks incredible! Thanks guys <span><img alt=":)" data-emoticon="" height="15" src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" srcset="https://www.forums.dustloop.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="15" /><br />
	<br />
	<a href="https://youtu.be/k2EdLYcpwsk" rel="external nofollow">https://youtu.be/k2EdLYcpwsk</a></span> <br />
	 
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/k2EdLYcpwsk?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13292</guid><pubDate>Mon, 25 Nov 2019 18:34:44 +0000</pubDate></item><item><title>Xrd PC Hitbox overlay mod</title><link>https://www.forums.dustloop.com/forums/topic/12495-xrd-pc-hitbox-overlay-mod/</link><description><![CDATA[
<p>
	Update 2016-01-24 19:27: Now follows camera angle properly
</p>

<p>
	Update 2016-02-01 14:35: Now supports projectiles and shows inactive boxes as hollow
</p>

<p>
	Update 2016-02-06 22:14: Now accounts for objects' angle and size
</p>

<p>
	Update 2016-04-12 00:46: Now shows pushboxes and throwboxes, has a special color for hurtboxes in counterhit state
</p>

<p>
	Update 2016-04-12 18:14: Fixed a bug that caused throw range to be displayed improperly
</p>

<p>
	Update 2016-04-12 22:49: Added GIF mode, toggle with F1
</p>

<p>
	Update 2016-04-12 23:30: Disabled hit detection in GIF mode for close normals
</p>

<p>
	Update 2016-04-13 12:04: Added F2 to toggle gravity for better shots of jumping attacks
</p>

<p>
	Update 2016-04-13 13:21: Now shows throw invulnerability (hollow pushbox)
</p>

<p>
	Update 2016-04-16 04:29: Major throwbox and pushbox accuracy improvements, now shows wakeup invuln and throw invuln in OTG state
</p>

<p>
	 
</p>

<p>
	Screenshot: <a href="http://images.akamai.steamusercontent.com/ugc/368534884780137781/E7DD042A2841104516254BA4C392E506F852FB8A/" rel="external nofollow">http://images.akamai.steamusercontent.com/ugc/368534884780137781/E7DD042A2841104516254BA4C392E506F852FB8A/</a>
</p>

<p>
	Download:  <span style="color:rgb(51,51,51);font-family:'source_sans_proregular', Arial;font-size:13px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:15px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);"><a href="https://mega.nz/#!RsBzBZJD!kf03isc1ZU0BNikg1uqmuoJndKZCmpeZLKh3KcOduLU" rel="external nofollow">https://mega.nz/#!RsBzBZJD!kf03isc1ZU0BNikg1uqmuoJndKZCmpeZLKh3KcOduLU</a></span>
</p>

<p>
	DLL source code: <a href="https://gist.github.com/AltimorTASDK/e236da6255d16b3ddd3e" rel="external nofollow">https://gist.github.com/AltimorTASDK/e236da6255d16b3ddd3e</a>
</p>

<p>
	Injector source code: <a href="https://gist.github.com/AltimorTASDK/a3bd33e2c0518be45c92" rel="external nofollow">https://gist.github.com/AltimorTASDK/a3bd33e2c0518be45c92</a>
</p>

<p>
	 
</p>

<p>
	How to use:
</p>

<p>
	Open GGXRD<br />
	Run injector<br />
	Press buttons
</p>
]]></description><guid isPermaLink="false">12495</guid><pubDate>Sun, 24 Jan 2016 21:42:48 +0000</pubDate></item><item><title>Guilty Gear XX Bloodshed Type OD+ for Mugen 1.1</title><link>https://www.forums.dustloop.com/forums/topic/13281-guilty-gear-xx-bloodshed-type-od-for-mugen-11/</link><description><![CDATA[
<p>
	This is an entirely free to play variant of Guilty Gear XX that adds lots of blood and gore and new features to the game using the Mugen 1.1 fighting game engine. Download link is at the bottom.
</p>

<p>
	<span style="text-decoration:underline;">Guilty Gear XX Bloodshed Type OD+ Feature List:</span>
</p>

<p>
	Blood and Gore Features:
</p>

<p>
	Blood spouts and lands on the floor when characters are hit by their opponent's weapon.<br />
	Blood splats disappear when created by normal, special, and hyper attacks after a few seconds.<br />
	Blood splats stay permanently when created by a Destroyed 1 Hit Kill attack on the deciding round.<br />
	Characters with explosive Destroyed 1 Hit Kill Attacks will cause their victims to explode into messy chunks ( MK Style ).<br />
	Characters with fiery Destroyed 1 Hit Kill Attacks will cause their victims to stay on fire after death with fire and smoke FX.<br />
	Characters with electrical Destroyed 1 Hit Kill Attacks will leave their victims with electrical FX.
</p>

<p>
	<img alt="mugen_2018-08-19_13-17-06.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-19_13-17-06.jpg" width="1000" />
</p>

<p>
	<img alt="mugen_2018-08-19_13-17-37.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-19_13-17-37.jpg" width="1000" />
</p>

<p>
	 
</p>

<p>
	Multiple Stage Fatalities.
</p>

<p>
	<img alt="mugen_2018-08-19_13-19-40.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-19_13-19-40.jpg" width="1000" />
</p>

<p>
	<img alt="mugen_2018-08-19_13-21-11.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-19_13-21-11.jpg" width="1000" />
</p>

<p>
	<img alt="mugen_2018-08-18_16-26-26.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-18_16-26-26.jpg" width="1000" />
</p>

<p>
	The ability to kill your enemy by simply finishing them with a standing or crouching hard slash/attack.
</p>

<p>
	<img alt="mugen_2018-08-19_13-16-23.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-19_13-16-23.jpg" width="1000" />
</p>

<p>
	Screenpack Features:<br />
	Borrowed the intro, assets, and inspiration from the GGXrd Screenpack made by MustardSeedComics and Ralfab.<br />
	Custom Main Menu, Options, Character Select, VS, Victory, and Gameover Screens with a lot of moving parts.<br />
	GGXrd Life bar, Fight art, and power bar created by Rayzo and edited by me.<br />
	Added Ending scenes for each character.<br />
	Added lots of visual art content from GGXrd.
</p>

<p>
	<img alt="mugen_2018-08-18_16-23-44.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-18_16-23-44.jpg" width="1000" />
</p>

<p>
	This is the final frame of the intro. The "Press a Button" flashes on and off until you actually press a button. Then you are taken to the main menu screen.
</p>

<p>
	<img alt="mugen_2018-08-18_16-23-50.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-18_16-23-50.jpg" width="1000" />
</p>

<p>
	All of the gears and chains are animated except for the gears attached to the top and bottom metal borders. The lava also flows to the left behind the grating. As you select different game modes the picture on the monitor will change according to what you have selected.
</p>

<p>
	<img alt="mugen_2018-08-18_16-24-06.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-18_16-24-06.jpg" width="1000" />
</p>

<p>
	<img alt="mugen_2018-08-18_16-24-13.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-18_16-24-13.jpg" width="1000" />
</p>

<p>
	Every gear is animated except for the big gear in the center of the screen and the gears attached to the top metal border. The lava flows to the right and the fire is of course animated. When it's time to select a stage a monitor will appear and it will display the stage you currently have selected.
</p>

<p>
	<img alt="mugen_2018-08-18_16-24-25.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-18_16-24-25.jpg" width="1000" />
</p>

<p>
	The gears in the background rotate and the fire is animated. Huge metal doors open up to reveal all of this as the VS screen is activated. The lava flows to the right.
</p>

<p>
	<img alt="mugen_2018-08-18_16-24-34.jpg" class="ipsImage" height="562" src="https://media.moddb.com/images/mods/1/32/31852/mugen_2018-08-18_16-24-34.jpg" width="1000" />
</p>

<p>
	All gears rotate.
</p>

<p>
	Stages:<br />
	Mostly typical stages for GGXX characters downloaded from The Mugen Archive with added FX such as fog or smoke and also lighting overlays.<br />
	Edited some stages to accompany Mugen's limitations such as a lack of having water effects when characters are walking in water.<br />
	Used 2 edited stages from GGI for Testament and the Robo-Ky Ambush Mini Game.<br />
	All stages were edited to allow the Mugen 1.1 zoom feature to work properly and also allow for some high flying action.<br />
	Stages also have added sound effects to bring more immersion to the atmosphere.
</p>

<p>
	Music Features:<br />
	All music for stages and the screenpack are included and may come from GGX, GGXX, GGI, or GGXrd.
</p>

<p>
	Character Roster:<br />
	All characters by muteki have been stripped of their ridiculously hard AI and use the default Mugen difficulty system.<br />
	All characters come from muteki except for Robo-Ky ( 1 on 1 version ) who comes from Ukege and Leopaldon who was made by Kurogane.<br />
	Robo-ky was edited to include all features from muteki's characters.<br />
	Order Sol is a secret character on the character select screen.<br />
	Added a new giant boss fight right before you take on Justice. Thanks to Dronekiller for the creation.
</p>

<p>
	Official Gameplay Tutorial Trailer:
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/fUYcddIpSFw?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	Enjoy this creation and feel free to ask questions and give feedback.
</p>

<p>
	ModDB Homepage:
</p>

<p>
	<a href="https://www.moddb.com/mods/guilty-gear-xx-bloodshed" rel="external nofollow">https://www.moddb.com/mods/guilty-gear-xx-bloodshed</a>
</p>

<p>
	Primary Download Link:
</p>

<p>
	<a href="https://www.moddb.com/mods/guilty-gear-xx-bloodshed/downloads/guilty-gear-xx-bloodshed-type-od" rel="external nofollow">https://www.moddb.com/mods/guilty-gear-xx-bloodshed/downloads/guilty-gear-xx-bloodshed-type-od</a>
</p>
]]></description><guid isPermaLink="false">13281</guid><pubDate>Fri, 24 Aug 2018 17:03:27 +0000</pubDate></item><item><title>New Guilty Gear game in development.</title><link>https://www.forums.dustloop.com/forums/topic/13280-new-guilty-gear-game-in-development/</link><description><![CDATA[
<p>
	<a href="https://gematsu.com/2018/08/new-guilty-gear-title-in-development" rel="external nofollow">https://gematsu.com/2018/08/new-guilty-gear-title-in-development</a>
</p>

<p>
	 
</p>

<p>
	Not that is a big surprise or anything.
</p>
]]></description><guid isPermaLink="false">13280</guid><pubDate>Mon, 06 Aug 2018 03:20:09 +0000</pubDate></item><item><title>Guilty Gear 20th Anniversary Event</title><link>https://www.forums.dustloop.com/forums/topic/13273-guilty-gear-20th-anniversary-event/</link><description><![CDATA[
<p>
	<a href="http://dengekionline.com/elem/000/001/730/1730787/" rel="external nofollow">Dengeki reported on an anniversary event ASW held on the series' history</a>, and there are some interesting bits of trivia here.
</p>

<p>
	 
</p>

<p>
	-The password to unlock Testament and Dizzy in the arcade version of X was "misosoup," apparently because a programmer working on the game was overheard saying, "Now I want to drink some miso soup…"
</p>

<p>
	-The development team was casual with how their naming at the time, to the extent that one of the ideas of what to call what became roman cancels was "cosmetic galaxy."
</p>

<p>
	-There was a question about Fanny from GG Petit, but Ishiwatari says he can't answer anything about her because he wasn't involved in her creation.
</p>

<p>
	-Advance had a unique move for Venom that Ishiwatari meant to hide, but it somehow made it into the game.
</p>

<p>
	-Not everyone who worked on XX knew that Bridget was a boy, which led to a shocked exclamation from a designer.
</p>

<p>
	-When the topic of the series' bosses being women came up, it was mentioned that Leopoldon's gender is unknown, but Ishiwatari says that he thinks the dog piloting it may have been female, thus keeping this tradition unbroken.
</p>

<p>
	-Leopoldon's designer did the effects for Jam's new super in Xrd.
</p>

<p>
	-Overture's total development time was five years, so Ishiwatari says he has a lot of memories about it.
</p>

<p>
	-The name of Overture's genre, melee action, has a double meaning; the "melee" part is homonymous with the Japanese word 命令/meirei, which refers to orders, like the ones you give to servants in the game.
</p>

<p>
	-Ishiwatari was fixated on how roman cancels could be changed in Xrd, and Pachi recalls racking his mind over the suggestion that they be possible at any time, even during a downed state.
</p>

<p>
	-One idea that was tested during Xrd's development was being able to roman cancel KOs, but this caused a bug among certain characters where they'd just fall right after getting up following the RC.
</p>

<p>
	-Bridget was #1 on the Revelator poll to decide the next playable character until the very last day, when Dizzy got a sudden boost.
</p>

<p>
	-The staff had specific ideas for other characters in the poll, such as Izuna dashing rather than having a regular walk (like in Cross Tag Battle).
</p>

<p>
	-One of Haehyun's attendants actually debuted in the Korean version of #Reload, having been added to one of the stages.
</p>

<p>
	 
</p>

<p>
	Ishiwatari also says that Xrd is probably finished as of Rev 2, and maybe hints that work has already started on the next real sequel.
</p>
]]></description><guid isPermaLink="false">13273</guid><pubDate>Tue, 29 May 2018 04:54:21 +0000</pubDate></item><item><title>Guilty Gear: The Missing Link [Reboot Thread]</title><link>https://www.forums.dustloop.com/forums/topic/13272-guilty-gear-the-missing-link-reboot-thread/</link><description><![CDATA[
<p>
	Since GG1 (I call it GGTML) was announced for PS4/Steam/Nintendo Switch, I figured we should AT LEAST have a thread about it.
</p>

<p>
	Whether it's news updates or just overall a review of the old gameplay (however ridiculous that might sound), we can talk about it here.
</p>

<p>
	Based on the ARCLive Stream clips so far, it's HD, so that will make things interesting.  No idea if it has Netplay, but if it's on Switch, I don't see why it wouldn't (which would be an interesting twist).
</p>

<p>
	If someone wants to make a Discord room for this game, that can happen once we know more about it.
</p>

<p>
	Anyway: stuff you might want to know:
</p>

<p>
	Holding Respect while Blocking = Faultless Defense
</p>

<p>
	Up Button + Respect from Knockdown = Recovery
</p>

<p>
	Taunt in the Air = Air Turn (similar to GG Isuka)
</p>

<p>
	Special Move Input + Respect = Charge Attack (Axl, Justice, and Testament don't have charge moves though, so they can't charge cancel).
</p>

<p>
	If you lose 50% Health (Yellow Lifebar) = Unlimited Chaos Attacks/Overdrive moves, highly spammable.
</p>

<p>
	If you get a running start you can "Crash" in to your opponent using a Breaker Dash (like EX Order Sol), though I think it's Meter-dependent.  Crash moves have an OTG relaunch ability (like Chipp's).
</p>

<p>
	Certain moves can cause Dust on counterhit, and other moves can buffer Instant Kill state on counterhit as well (Testament had a few normal like this).
</p>

<p>
	Instant Kill state (Red screen) is basically like "Danger Time", you have to input 214+any or 236+any to do an IK or evade one, though if you evade it certain stuff happens.
</p>

<p>
	Sometimes evading puts you in a different position on the stage, and can put you in the corner.
</p>

<p>
	Certain versions of this game are buggy (I've seen Ky perform his IK full screen distance away not touching his opponent), not sure if that will be fixed (though I haven't seen many bugs in the Japanese version of GG1 so you never know).
</p>

<p>
	That's it for now.
</p>
]]></description><guid isPermaLink="false">13272</guid><pubDate>Sat, 26 May 2018 14:49:40 +0000</pubDate></item><item><title><![CDATA[[Xrd] News & Gameplay Discussion 2 - Console is Out!]]></title><link>https://www.forums.dustloop.com/forums/topic/10056-xrd-news-gameplay-discussion-2-console-is-out/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/GGXrd/Images/Logo.png" alt="Logo.png"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="font-size:14px;"><span style="font-size:18px;">Old thread has gotten a bit full, and the console version is out, so it's about time for a new one. You can find the previous thread <a href="" rel="external nofollow">HERE.</a></span></span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="font-size:14px;"><span style="font-size:18px;"><span style="font-size:14px;">Real quick I'm going to lay down some rules:</span></span></span></p>
<p style="text-align:center;"> </p>
<p>
 </p>
<ul><li> This is for Gameplay and News discussion only. Anything else will be deleted, and warnings will be handed out. If it's about colors and character models, go to Zepp. Story mode? Zepp. In depth character discussion? Probably better on that character's board. I've been known to be a bit lax on this if you don't go overboard, so please try to follow it.</li>
</ul><p> </p>
<ul><li> All site rules do apply here. This is simply a reminder. Seriously, don't whine and be a crybaby, and don't be an asshole.</li>
</ul><p> </p>
<ul><li> If you feel like something is thread worthy or deserves its own thread, go ahead and make one. Anybody can make threads, we are not stopping you. Also if something already has a dedicated thread already, go to that thread to discuss it.</li>
</ul>]]></description><guid isPermaLink="false">10056</guid><pubDate>Thu, 18 Dec 2014 03:06:01 +0000</pubDate></item><item><title>GGACR discord server</title><link>https://www.forums.dustloop.com/forums/topic/13269-ggacr-discord-server/</link><description><![CDATA[
<p>
	<span style="font-size:14px;text-align:left;">There's still a decent sized community for this game and we discuss all sorts of information about it on the discord server here:</span><br style="background-color:#e6e6e6;color:#0b0c0e;font-size:14px;text-align:left;" />
	<br style="background-color:#e6e6e6;color:#0b0c0e;font-size:14px;text-align:left;" />
	<a href="https://discord.gg/6x7mr3f" style="background-color:#e6e6e6;color:#7585d7;font-size:14px;text-align:left;" rel="external nofollow">https://discord.gg/6x7mr3f</a><br style="background-color:#e6e6e6;color:#0b0c0e;font-size:14px;text-align:left;" />
	<br style="background-color:#e6e6e6;color:#0b0c0e;font-size:14px;text-align:left;" />
	<span style="font-size:14px;text-align:left;">You can also use it to meet up with people to play online either through PSN or Steam.</span><br style="background-color:#e6e6e6;color:#0b0c0e;font-size:14px;text-align:left;" />
	<br style="background-color:#e6e6e6;color:#0b0c0e;font-size:14px;text-align:left;" />
	<span style="font-size:14px;text-align:left;">See you there!</span>
</p>
]]></description><guid isPermaLink="false">13269</guid><pubDate>Thu, 22 Mar 2018 10:06:39 +0000</pubDate></item><item><title>If ASW had to cut returners from the next Xrd</title><link>https://www.forums.dustloop.com/forums/topic/13150-if-asw-had-to-cut-returners-from-the-next-xrd/</link><description><![CDATA[
<p>
	Just wondering, and <strong>strictly speaking hypothetically</strong> here, but if they wanted to keep the roster for the next game/installment manageable and <em>really </em>had to cut returning characters from being playable, what would you guys be willing to put up with <em>not</em> making it in? I mean that as in you may see them in the story or mentioned/alluded to but not playable. And you can be willing to at least <em>tolerate</em> that. I know really big rosters may be fun for most but are also a technical nightmare to keep balanced. There's a good chance some characters would end up becoming unviable for competition. It's happened before in other fighting games. That's also a lot of matchups to have to learn.
</p>

<p>
	Just a thought experiment, something that crossed my mind, nothing more. You can also mention currently playable characters in Revelator/Rev 2 if you don't think they may be playable in the next installment for some reason. My guesses in this dept. would be Bedman, Jam (my main, BTW), and Jack-O'.
</p>

<p>
	I'd probably go with characters that are dead in the story or had their story resolved in a previous game (again, just ones <strong>I</strong> would be willing to put up with if it really had to be done): Kliff, A.B.A, Holy Order Sol, and Zappa, off of the top of my head. It's not that I don't like those characters, I really do, but I can understand if they end up not included. Same goes for Bridget--popular meme character, but I wonder who would end up seriously playing him for more than five minutes every now and then? I'm kinda split on him. In the grand scheme of the story, he is only a bit character, so I can see him being possibly cut (unless ASW caves into fans swearing up and down that they'll play him seriously--Phoenix Wright, anyone?). I'm also split on Robo-Ky--fun, but I can take him or leave him.
</p>

<p>
	Returning characters I see absolutely making it in are Testament (important to the overarching plot), Anji (Outrage piece user), and Justice/**** (obviously). I'd be <em>really</em> surprised if any of them end up cut.
</p>

<p>
	As a bonus, what previously unplayable characters mentioned in the story do you think could be playable in the future, aside from "That Man", as new characters? Spin off games and side media count too as long as it's Guilty Gear universe related. My idea would be maybe <em>one</em> of the following: Tyr, Mizuha, Solaria, Leopaldon, Crow, Nekomata, Izuna, Geena, or Judgment. Fanny is just a female version of Faust, so she's out, and I imagine that Dr. Paradigm likely wouldn't be a choice unless he takes Jack-O's place. Gabriel is probably out too, unless they change Pot's victory animation for this matchup.
</p>

<p>
	Discuss, but please keep it civil. These are just ideas and "what-ifs".
</p>
]]></description><guid isPermaLink="false">13150</guid><pubDate>Mon, 20 Mar 2017 16:33:53 +0000</pubDate></item><item><title>NONE OF YOU PLAY</title><link>https://www.forums.dustloop.com/forums/topic/13236-none-of-you-play/</link><description><![CDATA[<p>
	all fake
</p>]]></description><guid isPermaLink="false">13236</guid><pubDate>Mon, 23 Oct 2017 04:51:41 +0000</pubDate></item><item><title>Just picked up Xrd Rev 2</title><link>https://www.forums.dustloop.com/forums/topic/13225-just-picked-up-xrd-rev-2/</link><description><![CDATA[
<p>
	So I'm a long time Guilty Gear player but due to playing on Xbox I've been out the loop since GGXXAC+R.
</p>

<p>
	I just bought Xrd Rev 2 and am loving it so far. 
</p>

<p>
	I-No is my main and I have a few questions. Is HCL 6FRC6 no longer viable in combos?  I can perform it outside of combos just find but can only RC during combos?
</p>

<p>
	Also, is there a guide somewhere to FRC (YRC) points? In the older versions a bar would display your inputs and flash during the FRC window. I can't find a feature like this in Rev 2.
</p>

<p>
	Speaking of, what are I-No's FRCable moves? Seems the throw doesn't have one anymore... 
</p>

<p>
	Is Negative Edge no longer possible???
</p>

<p>
	All in all I'm loving the game.
</p>
]]></description><guid isPermaLink="false">13225</guid><pubDate>Sun, 03 Sep 2017 21:07:50 +0000</pubDate></item><item><title>New player, need help deciding on main</title><link>https://www.forums.dustloop.com/forums/topic/13218-new-player-need-help-deciding-on-main/</link><description><![CDATA[
<p>
	Hey all, <br /><br />
	So GGXrdREV2 is my first ever GG game and I got it just a week ago and after clearing the Arcades for all 25 characters, going through some of Story Mode, and doing some dabbling in the Dojo, it's time I decide on who I actually want to play!<br /><br />
	So long story short, I'm making this decision purely off the character themselves <em>as characters</em> - their story, personality, flavor, etc.  I have no real preference in style, as I've played zoners, grapplers, rushdowners, etc.  Learning curve MAY be a factor, but I'm going to dedicate a lot of time to this, so I won't mind.  I haven't really dedicated time learning a fighter since Mortal Kombat X.  In fact, the majority of my FG history is NRS, Namco, and Smash.  This'll be the first time I embrace a 2D anime/Japanese fighting game.  
</p>

<p>
	So anyway, for a variety of reasons, I've narrowed it down to Dizzy, Haehyun, Jam, and Ramlethal.<br /><img alt="dizzy.png.ffd2c1a63167215ef602e090de1224" class="ipsImage" height="46" src="https://www.forums.dustloop.com/uploads/monthly_2015_09/dizzy.png.ffd2c1a63167215ef602e090de1224bc.png" width="40" /> <img alt="haehyun.png.8b9ccc7ed8cdfa7661b1313da21a" class="ipsImage" height="51" src="https://www.forums.dustloop.com/uploads/monthly_2016_07/haehyun.png.8b9ccc7ed8cdfa7661b1313da21aac87.png" width="65" /> <img alt="jam_xrd.png.772214e464e407edf0c38847f3a3" class="ipsImage" height="48" src="https://www.forums.dustloop.com/uploads/monthly_2015_11/jam_xrd.png.772214e464e407edf0c38847f3a314a6.png" width="40" /> <img alt="ramlethal.png.8d41e452435d87745a0df4d1cb" class="ipsImage" height="48" src="https://www.forums.dustloop.com/uploads/monthly_2015_09/ramlethal.png.8d41e452435d87745a0df4d1cbb6fa1c.png" width="25" /> 
</p>

<p>
	<br />
	So my question may not quite be "who do you recommend", but rather just "who do you like" out of the 4 above?  You can vote based on however you want - background, play style, difficulty, representation in the community, even just as a recommendation, etc.    <br /><br />
	Thanks for any and all input!<br /><br />
	(also, why does Dizzy not have an updated sprite for the Xrd character forums list?  <img alt=":cry:" data-emoticon="" src="https://www.forums.dustloop.com/uploads/emoticons/default_crybaby.gif" title=":cry:" />)  <br /><br />
	edit:<br />
	I should say style/mechanics DO matter in the sense that I ruled out Jack-O' due to her sweep being 3H instead of 2D like everyone else(?).  I didn't want that throwing me off in case I had a co-main/pocket/sub characters.
</p>
]]></description><guid isPermaLink="false">13218</guid><pubDate>Mon, 28 Aug 2017 08:36:27 +0000</pubDate></item><item><title>Cancelling normals into blitz?</title><link>https://www.forums.dustloop.com/forums/topic/13178-cancelling-normals-into-blitz/</link><description><![CDATA[
<p>
	So I was going through the patch notes for REV2 and in general, i saw they had added cancelling normals into blitz. I had read in another place (I dont remember where) that they had reverted that change.
</p>

<p>
	anyways I tried it, but i cant seem to get it to work, so Im guessing its not in the game anymore, if it even ever was lol. the only way I seem to get it is if I cancel a jump cancellable move into a jump and then cancel the jump into a standing blitz.
</p>

<p>
	just wondering. thanks guys
</p>
]]></description><guid isPermaLink="false">13178</guid><pubDate>Mon, 19 Jun 2017 16:31:40 +0000</pubDate></item><item><title>Info dump on tension and tension pulse technical mechanics in Xrd Rev2</title><link>https://www.forums.dustloop.com/forums/topic/13216-info-dump-on-tension-and-tension-pulse-technical-mechanics-in-xrd-rev2/</link><description><![CDATA[
<p>
	<strong>Tension gain modifier</strong><br />
	Tension pulse &lt; -12500 = 25<br />
	Tension pulse &gt;= -12500 = 50<br />
	Tension pulse &gt;= -7500 = 75<br />
	Tension pulse &gt;= -3750 = 90<br />
	Tension pulse &gt;= -1250 = 100<br />
	Tension pulse &gt;= 1250 = 125<br />
	Tension pulse &gt;= 5000 = 150
</p>

<p>
	100 really means 100 and not 1.0<br />
	Truncated after modifiers are applied
</p>

<p>
	Having a tension penalty active adds a 20% modifier<br />
	Penalties are 6 seconds for RC, 1 second for FD, 4 seconds for dead angle, and 10 seconds for negative penalty<br />
	Penalties do not stack and do nothing if the current penalty timer is longer than the new penalty<br />
	Being 875,000 Guiltymeters or more away adds an 80% modifier (http://i.imgur.com/Nloo8VL.jpg)<br />
	Being 1,312,500 Guiltymeters or more away adds a 60% modifier (http://i.imgur.com/6JJoeWR.jpg)
</p>

<p>
	For run/forward dash tension:<br />
	    60% modifier during the first 9 frames<br />
	    50% modifier during frame 62 onwards
</p>

<p>
	<strong>Tension pulse</strong><br />
	Has a minimum of -25000 and a maximum of 25000<br />
	Decreases by 1 per frame when 7500 or below<br />
	Decreases by 3 per frame when above 7500<br />
	Decreases by 8 per frame when tension pulse penalty is 360 or greater
</p>

<p>
	Still changes during hitstop, but not super freeze
</p>

<p>
	While 280,000 Guiltymeters or more away (http://i.imgur.com/gw3VNfs.jpg):<br />
	    Decreases by 6 per frame when moving backwards<br />
	    Decreases by 100 per frame during the first 6 frames of a backdash and by 30 during subsequent frames<br />
	    Decreases by 150 per frame during the first 6 frames of an air backdash and by 45 during subsequent frames
</p>

<p>
	Landing an attack will increase it by 5 * damage<br />
	Having an attack blocked will increase it by 2 * damage<br />
	Instant blocking increases it by 1000
</p>

<p>
	Walking forward increases it by .07 * tension gain modifier per frame<br />
	Airdashing forward increases it by .05 * tension gain modifier per frame<br />
	Running or dashing forward increases it by .12 * tension gain modifier per frame (See the running frame modifiers under the tension gain modifier section)
</p>

<p>
	<strong>Tension pulse penalty (separate from negative penalty)</strong><br />
	Has a minimum of 0 and a maximum of 1800<br />
	Resets when negative penalty is incurred<br />
	Always increments by 1 every frame
</p>

<p>
	While 280,000 Guiltymeters or more away (http://i.imgur.com/gw3VNfs.jpg):<br />
	    Increases by .2 * tension pulse penalty gain modifier per frame when moving backwards<br />
	    Increases by .5 * tension pulse penalty gain modifier per frame during a backdash or air backdash
</p>

<p>
	Landing an attack halves it and subtracts 300<br />
	Having an attack blocked decreases it by 60<br />
	Decreases by 3 every frame you move forward
</p>

<p>
	<strong>Tension pulse penalty gain modifier</strong><br />
	Tension pulse &lt; -17500 = 350<br />
	Tension pulse &gt;= -17500 = 250<br />
	Tension pulse &gt;= -12500 = 200<br />
	Tension pulse &gt;= -7500 = 150<br />
	Tension pulse &gt;= -5000 = 125<br />
	Tension pulse &gt;= -2500 = 100<br />
	Being less than 437,500 Guiltymeters away adds a 50% modifier (http://i.imgur.com/fgc3yYu.jpg)<br />
	Being 875,000 Guiltymeters or more away adds a 150% modifier (http://i.imgur.com/Nloo8VL.jpg)
</p>

<p>
	For some reason all of this resets if both you and your opponent have both AFK'd for 360 frames
</p>
]]></description><guid isPermaLink="false">13216</guid><pubDate>Wed, 16 Aug 2017 21:33:46 +0000</pubDate></item><item><title>About the Hell stage in GG series</title><link>https://www.forums.dustloop.com/forums/topic/13193-about-the-hell-stage-in-gg-series/</link><description><![CDATA[<p>
	Does anyone know the meaning of the Hell stage? Because I have saw it along of the most games, but it always change. Is it really the hell or another dimension? Is it related to the assassin's guild?
</p>]]></description><guid isPermaLink="false">13193</guid><pubDate>Tue, 18 Jul 2017 12:08:18 +0000</pubDate></item><item><title>AC+R hitbox overlay [Steam]</title><link>https://www.forums.dustloop.com/forums/topic/13200-acr-hitbox-overlay-steam/</link><description><![CDATA[
<p>
	Hey,
</p>

<p>
	I'm not sure how much interest there still is around something like this, but here's a hitbox viewer for the Steam ports of AC+R and #Reload:
</p>

<p>
	<a href="https://github.com/odabugs/kof-combo-hitboxes/releases" rel="external nofollow">https://github.com/odabugs/kof-combo-hitboxes/releases</a>
</p>

<p>
	There are a few issues remaining such as the lack of grab hitboxes, incorrect hitbox scale on a few moves like Millia 236H or May 236236S, and several projectile moves not showing any hitboxes in #Reload (doesn't seem to be an issue in +R), but overall most of the moves I've tested are correct.  There are a few other things revealed by this tool, such as the location where Testament's traps are set.  Note that Windows Aero must be enabled for the overlay to appear in 7/Vista.  Hitbox colors and other display options can be configured in the default.ini file.
</p>

<p>
	Special thanks go to Pasky for the research in <a href="https://www.forums.dustloop.com/index.php?/forums/topic/5918-guilty-gear-xx-reloadaccent-coreaccent-core-collision-box-viewer/" rel="">the original GGXX hitbox viewer</a>, which helped to get this one off the ground.  And now, an example screenshot that I'm sure will reaffirm what everyone who has an ABA main at their weeklies already knew:
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="3255" src="https://www.forums.dustloop.com/uploads/monthly_2017_07/59755261d9c42_Rdanzai.png.6e1d79305215ce4988955c72d718be2f.png" alt="59755261d9c42_Rdanzai.png.6e1d79305215ce4988955c72d718be2f.png" /></p>
]]></description><guid isPermaLink="false">13200</guid><pubDate>Mon, 24 Jul 2017 02:09:40 +0000</pubDate></item><item><title>How Do I Get Access To Update The Wiki</title><link>https://www.forums.dustloop.com/forums/topic/13179-how-do-i-get-access-to-update-the-wiki/</link><description><![CDATA[<p>
	I'm a Sin main from the SIn Discord who would like to create a page for Rev2 Sin. What's the process for becoming eligible to edit the wiki?
</p>]]></description><guid isPermaLink="false">13179</guid><pubDate>Fri, 23 Jun 2017 15:26:34 +0000</pubDate></item></channel></rss>
