<?xml version="1.0"?>
<rss version="2.0"><channel><title>Archive Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/8-archive/</link><description>Archive Latest Topics</description><language>en</language><item><title>How about a Lemmy inspired character for Guilty Gear Strive</title><link>https://www.forums.dustloop.com/forums/topic/13293-how-about-a-lemmy-inspired-character-for-guilty-gear-strive/</link><description><![CDATA[
<p>
	In the past Guilty Gear had a lot of Rock n' Roll and heavy metal inspired characters.  The easiest example is Axl Low.  I think it would be awesome if we could get a character inspired by Lemmy. I just want to know how the community would feel about that. Can you give me your opinions? 
</p>
]]></description><guid isPermaLink="false">13293</guid><pubDate>Wed, 18 Dec 2019 02:01:01 +0000</pubDate></item><item><title>Japanese Censor with I-No?</title><link>https://www.forums.dustloop.com/forums/topic/4092-japanese-censor-with-i-no/</link><description><![CDATA[
<p>In the Japanese GGXXAC, whenever I-No burst against Order Sol, she gets bleeped. </p><p>
What is she saying? And why is there no censor in the US version?</p><p>
</p><p>
I want some back story!<img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"></p>
]]></description><guid isPermaLink="false">4092</guid><pubDate>Thu, 08 Dec 2011 05:32:01 +0000</pubDate></item><item><title>General Gameplay of Characters</title><link>https://www.forums.dustloop.com/forums/topic/4062-general-gameplay-of-characters/</link><description><![CDATA[
<p>Hello guys, I'm an admin of the Guilty Gear Wiki and me and my fellow admin Remnant13 are working to improve the the site. However, both of us do not play the game at an expert level and we cannot write certain articles.</p><p>
</p><p>
Since you guys are veterans, I'm requesting a general description for each GG character's gameplay that can be understood by any beginner. Around 5-7 sentences would suffice.</p><p>
</p><p>
Here's a sample (just an invention):</p><p>
</p><p>
<em>Character X's gameplay consist mainly of strong but slow attacks. His moves are mostly grappling moves that can counter an opponents normal attack. His advantage is his high defense and the invulnerability of some of his specials. His disadvantages however are his low speed and his lack of variety. Beginners will find him easy to use since his inputs are easy to execute, however at high level play, his moves are somewhat limited and predictable.</em></p><p>
</p><p>
All characters need one.</p><p>
</p><p>
You can also check this command list page we're working on: <a href="" rel="external nofollow">http://guilty-gear.wikia.com/wiki/Command_List</a></p>
]]></description><guid isPermaLink="false">4062</guid><pubDate>Sat, 26 Nov 2011 02:12:24 +0000</pubDate></item><item><title>GG:AC Official Tier List Thread</title><link>https://www.forums.dustloop.com/forums/topic/157-ggac-official-tier-list-thread/</link><description><![CDATA[
<p>In an effort to make GOOD knowledge easier to access, I'm creating this thread. The goal is for the first post to have all the information. Also, for kicks, I've decided that if we can find older tier posts, an archive of previous tiers through the games life would be interesting. </p><p>
</p><p>
</p><p>
Generally, top players use an S++ - F ranking system to determine who are the strongest characters. The reasons for higher rankings than other characters tends to be one or more of the following:</p><p>
</p><p>
- The ability for a character to deal damage from random hits effectively.</p><p>
- The average combo damage of a character.</p><p>
- A characters' ability to control space.</p><p>
- "Risk vs. Reward" being in rewards' favor heavily for mix-ups, or damage dealing.</p><p>
- A glitch, or property that gives them an advantage over other characters.</p><p>
- Having a Potemkin Buster. </p><p>
 </p><p>
As a general disclaimer, tiers are not the end all of skill. The person playing the character and their ability with that character generally plays a greater role than tiers alone. </p><p>
</p><p>
</p><p>
<img src="http://img65.imageshack.us/img65/1457/ggacaw2.png" alt="Posted Image" class="bbc_img"></p><p>
</p><p>
</p><p>
Combining numerous lists with each other, and averaging top player opinions into a group, here are the most recent tiers. Previous lists will be slightly greyed out so they can still be read, but not prominent. </p><p>
</p><p>
<strong class="bbc">Arcadia Pre-SBO Issue (April) 05/06/10</strong></p><p>
</p><p>
S: ED, TE</p><p>
A: MI</p><p>
B: MA, PO, JA, SL</p><p>
C: SO, KY, CH, FA, BA, AX, AN, VE, DI, IN, ZA, RO, AB, OS</p><p>
D: JO, BR </p><p>
</p><p>
<span style="color: DimGray">Ogawa's Opinion; 11/01/08</span></p><p>
</p><p>
</p><p>
S: Eddie</p><p>
A+: Testament, Jam, Slayer</p><p>
A: Millia, May, Baiken</p><p>
A-: Potemkin, Aba, Chipp, Sol, Venom, Robo-Ky, Order Sol</p><p>
B+: Axl, Anji, Dizzy, Faust, Ky, I-No, Zappa, Bridget</p><p>
B-: Johnny</p><p>
</p><p>
<span style="color: Silver">As originally printed in the May 2008 issue of Tougeki Damashi magazine:</span></p><p>
</p><p>
S:<em class="bbc">Eddie, Testament</em></p><p>
<strong class="bbc">A:</strong> <em class="bbc">Potemkin, Baiken, Jam, Slayer</em></p><p>
<strong class="bbc">B:</strong> <em class="bbc">May, Axl, Venom</em></p><p>
<strong class="bbc">C:</strong> <em class="bbc">Sol, Ky, Millia, Faust, Anji, Dizzy, Zappa, Robo-Ky, ABA, Order-Sol</em></p><p>
<strong class="bbc">D:</strong> <em class="bbc">Chipp, Johnny, I-No, Buri </em></p><p>
</p><p>
**Note: Horizontal ordering does not indicate higher or lower rankings within each tier.</p><p>
</p><p>
</p><p>
<span style="color: Silver">6/01/07~7/22/07</span></p><p>
<span style="font-family: Arial Black"></span></p><p>
S: <em class="bbc">Testament, Eddie, Slayer</em></p><p>
A: <em class="bbc">Baiken, Potemkin, Jam, May, Millia</em></p><p>
B: <em class="bbc">Axl, A.B.A, Zappa, Robo-Ky, Order-Sol, Faust, Venom</em></p><p>
C: <em class="bbc">Sol, Ky, Dizzy, Chipp, I-no</em></p><p>
D:<em class="bbc"> Anji, Bridget, Johnny</em></p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
- CURRENT TIERS AS OF 6/25/07 as listed by top Japanese players.</p><p>
</p><p>
[credit to Zakuta Asura]</p><p>
</p><p>
Woshige's list:</p><p>
</p><p>
S. Testament, Eddie, Baiken, Potemkin</p><p>
A. Slayer, Jam, May</p><p>
B. Millia, Axl, Zappa, Robo-Ky</p><p>
C. Sol, Ky, Chipp, Order Sol, ABA, Faust, Venom, Dizzy, I-No</p><p>
D. Bridget, Johnny, Anji</p><p>
</p><p>
N-Otoko's list:</p><p>
</p><p>
S: Eddie &gt; Testament &gt;&gt;&gt; Baiken &gt;&gt; Slayer &gt;&gt;&gt; Millia &gt; Potemkin</p><p>
A: Jam &gt;&gt; Axl &gt; ABA &gt; Faust</p><p>
B: May, Robo-Ky, Zappa &gt; Venom, Order Sol, Dizzy</p><p>
C: Sol, Ky, I-No, Chipp</p><p>
D: Bridget &gt; Johnny &gt;&gt; Anji</p><p>
</p><p>
Koichi's list:</p><p>
</p><p>
Strong Characters: Eddie, Testament</p><p>
Stupid Characters: Potemkin, May, Slayer, ABA, Jam</p><p>
Good Characters: Baiken, Ky, Sol, Millia, Axl, Venom, Order Sol, Zappa</p><p>
Lesser Characters: Faust, Chipp, Dizzy, Robo-Ky, Anji</p><p>
CRAP CHARACTERS: I-No, Johnny, Bridget</p>
]]></description><guid isPermaLink="false">157</guid><pubDate>Mon, 23 Jul 2007 00:50:15 +0000</pubDate></item><item><title>jump-install from jump discovery</title><link>https://www.forums.dustloop.com/forums/topic/4705-jump-install-from-jump-discovery/</link><description><![CDATA[
<p>Sorry if this is old news, but I found the workings of from jump JI are different from what the guide suggests.</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>The Short Story</strong></span></p><p>
</p><p>
</p><p>
</p><p>
The guide suggests that as long as there is a jump that has not exhausted air options within a combo, you will retain those options.  It suggests that the deciding factor in whether or not you keep your jump options from the ground is the combo itself, which is false.</p><p>
</p><p>
From jump jump-installs exist because a jumping state is held until landing recovery ends.  As long as you either start a combo or even do any move that takes you into the air <em>from landing recovery</em> (of a jump that has not exhausted its air options), you will keep air options, plain and simple. </p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>The Long Story</strong></span></p><p>
</p><p>
</p><p>
</p><p>
I play I-no, poorly. </p><p>
</p><p>
I was wondering why my HCL 6frc6 from dash -&gt; ground combos were so inconsistent.  Even when my execution felt dead on, there were times the dash would not come out.  Any I-no player can identify with this.  To test whether it was all in my head and my execution really was at fault or if there was some game engine quirk somewhere in the process that wasn't allowing me to dash, I fired up pcsx2 and turned the speed way down.</p><p>
</p><p>
I discovered that the problem was indeed my execution, but not where I thought it counted.</p><p>
</p><p>
To test this out, I'd do a quick 66 j.S 2k 2s HCL, then quickly save a state before the HCL came out.  The very first run at about 3 frames per second, I could not get a dash to come out after a successful FRC.  I thought it might be slo-mo weirdness, and even though the input record showed I was doing a-o-k, I decided to start a new save state.   The next time around I got as many air dashes after the FRC as my heart desired with little to no effort.  This happened over the next 4 or 5 tries.  I wasn't satisfied that this was a fluke however, so I started doing the same thing and making more savestates.  After a few more tries I got another chain where I absolutely could not get an air dash under a separate save slot, and I compared it with one where I could do it.  This time it was certain that it wasn't the 6frc6 execution that was causing the problem.  </p><p>
</p><p>
I went back to the ggac frame data/guide section and read the jump install section carefully over, and confirmed that I had read right the first time: Air to ground combo = auto ji.</p><p>
</p><p>
To test this further I went to Ky.  I did a few simple j.H 5H 214K strings and after the RC I could double jump just fine.  Although the 214K itself will not combo I chalked it up to the fact that it was starting from a jump-installed chain.  <span style="text-decoration:underline;">This turned out to be right, but for the wrong reasons.</span>  The fact that it started from an air move that combo'd to a ground chain had absolutely nothing to do with the JI.  This is where I got my first good idea.  I tried a very low j.H into a late 5p that would still combo, though with plenty of time to recover from the landing, cancelled into 214K.  After the RC I had <span style="text-decoration:underline;">no air options</span>.</p><p>
</p><p>
I went back to I-no and tested a few things out.  I found out that if you just do a naked jump, even from the other side of the screen and HCL as soon as you hit the ground, after the FRC you have jump options, whether the HCL connects or whiffs.  I started experimenting with her air normals closer to the ground to see what kind of ground recovery they had, and found what is probably common knowledge to i-no players:  Her air moves have little to no landing recovery.  I started experimenting with her hover dash a bit, being (off the top of my head) the only landing in the game that carries momentum on the ground.  My initial thinking was that as long as she had momentum, she had JI.  This also turned out to be wrong, and in fact somewhat the opposite.  <span style="text-decoration:line-through;">I found that you can successfully tell if an air to ground chain WILL have jump install if the ground chain DOES NOT carry the ground momentum it should, which is how jump install usually works anyway.  </span> &lt;-- this turned out to be false, I've successfully double jumped HCLs with momentum in a ground chain.</p><p>
</p><p>
The problem I, and probably many new I-no players have as well is that sometimes there will be too much time between a low enough air move and the ground chain that follows, allowing her to fully recover from landing on the ground while still allowing the combo to register.</p><p>
</p><p>
Therefore, my problem was execution during the crucial frames between an air normal and the following 2k, putting too much space between them allowed her to recover and lose the JI, but keep the momentum.  </p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Notes</strong></span></p><p>
This also means that the air move does NOT have to combo into the ground chain to keep the jump install, nor do you have to do an air normal at all.  </p><p>
</p><p>
Example:  Johnny j.P 6HS KJ FRC</p><p>
This obviously doesn't combo, and again the j.p and even the 6H are completely optional.  You can even empty jump, and as long as you execute any move from landing recovery, even the special you want to JI with by itself, you will keep JI.</p><p>
</p><p>
You CANNOT superjump from landing recovery and have special air options, but you CAN super jump from a jump cancellable normal started from landing recovery and have special air options without the need for a traditional gatling jump install on an earlier normal.</p><p>
</p><p>
The landing carries over the air options from the jump before it.  Example:  You CAN land a normal jump, do any jump-cancellable move from landing recovery, super jump, and double jump that.  However, you CANNOT do a jump cancellable normal from superjump landing, and double jump from another super jump.</p><p>
</p><p>
The combo itself does not have to be a chain to carry the jump install.  Example:  Slayer can either empty jump or j.H, 6H and link 5P, sjc and keep the double jump option.</p><p>
This is not to say every hit must combo to keep the JI, for example as long as slayer executes 236236H from the first frame after 5p, which will NOT combo, it will keep JI.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;"><strong>Wow, I keep discovering new things</strong></span></p><p>
</p><p>
...or possibly old things.</p><p>
</p><p>
That last Slayer note got me thinking, and more slowmo testing it seems that moves do not even have to <em>connect</em> to anything to carry JI, as long as you never return to a neutral state.</p><p>
</p><p>
This means you can completely <strong>whiff</strong> a move on landing recovery, or any series of moves at all, and as long as they are all done without a single frame between the recovery of one move and the startup of the next, you can end with a special that keeps JI without ever connecting to anything but move that carried you into the air, or not! (in some cases)</p><p>
</p><p>
Example:  i-no hover dash, 5p 5s 5s 5s 5h 2h 2d ADS 5d 2k 6h 2k 2k VCL FRC 8, and provided there were absolutely no frames between the startup and recovery of each of those moves you will get the double jump, even if every single one of those moves whiffed entirely.</p><p>
This also works with moves that have auto JI, for example: Sol BR immediately into BB will keep the JI from BR, provided the BB is launched the exact moment recovery ends for BR whether it whiffed or not.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
After some more slow-mo wizardry I have some solid numbers:</p><p>
</p><p>
I-no's landing from both dash and jump give you 3 frames to keep JI, the first of which will make you lose momentum while the second 2 will carry both momentum and JI.  After the 3rd landing frame you may have momentum but will lose JI.  This isn't the same for all characters however, as Ky apparently has 5 frames of landing that he can keep JI.  I'll create a full chart soon.</p><p>
</p><p>
AB - 3</p><p>
AN - 3</p><p>
AX - 4</p><p>
BA - 3</p><p>
BR - 3</p><p>
CH - 3</p><p>
DI - 4</p><p>
ED - 3</p><p>
FA - 3</p><p>
I- - 3</p><p>
JA - 3</p><p>
JO - 3</p><p>
KY - 5</p><p>
MA - 4</p><p>
MI - 3</p><p>
OS - 5</p><p>
RO - 5</p><p>
PO - 4</p><p>
SL - 4</p><p>
SO - 3</p><p>
TE - 4</p><p>
VE - 3</p><p>
ZA - 3</p><p>
</p><p>
Note that if you try to get a move to come out on the exact frame it shows the character touching the ground, you will be 1 frame early.</p>
]]></description><guid isPermaLink="false">4705</guid><pubDate>Fri, 09 Mar 2012 08:06:38 +0000</pubDate></item><item><title>Arcade Stick Question</title><link>https://www.forums.dustloop.com/forums/topic/4334-arcade-stick-question/</link><description><![CDATA[
<p>1.) Do you guys Recommend buying arcade stick(hori/madcatz) or is it better to make one?</p><p>
2.) If I would buy one which brand do you recommend? i want one that is the closest to the arcade with great durability.</p><p>
3.) Is there a guide for making a custom arcade stick?</p>
]]></description><guid isPermaLink="false">4334</guid><pubDate>Thu, 19 Jan 2012 14:48:25 +0000</pubDate></item><item><title>FDC for free cancels off normals(?)</title><link>https://www.forums.dustloop.com/forums/topic/4077-fdc-for-free-cancels-off-normals/</link><description><![CDATA[
<p>Was watching <a href="" rel="external nofollow">http://www.youtube.com/watch?v=0yvFNEWWVIU&amp;feature=grec_index</a></p><p>
Will try to find the spot again (20 min video), it looks like a Sol intercepts a Dizzy fish in the air with VV, see the green flash of FDC then lands into an attack.</p><p>
There are a few clips from an older GG game (GGXX I think) where characters run lock-down in the corner and you see repeated green flashes.</p><p>
I know Faust and I-No have movement uses and Chipp can perform an airdash -&gt; 2j.K -&gt; FDC -&gt; j.HS crossup, but it looks like there is more potential in this technique.</p><p>
If any move can be FDC'd, then you should be able to run in and do 5K -&gt; 5S -&gt; 5HS -&gt; 5D(FDC) -&gt; 66 .. etc</p><p>
Has anyone experimented with this / done frame advantage or infinite tests?</p>
]]></description><guid isPermaLink="false">4077</guid><pubDate>Thu, 01 Dec 2011 20:07:58 +0000</pubDate></item><item><title>Guilty Gear X tier lists?</title><link>https://www.forums.dustloop.com/forums/topic/3512-guilty-gear-x-tier-lists/</link><description><![CDATA[
<p>I just started playing GGX again for shits and giggles and I've been having no luck finding a tierlist for this game. I'm kinda curious as to how it stacks up. If anyone has a link, I'd much appreciate it!</p>
]]></description><guid isPermaLink="false">3512</guid><pubDate>Tue, 14 Jun 2011 06:21:02 +0000</pubDate></item><item><title>Accent Core Players Guide</title><link>https://www.forums.dustloop.com/forums/topic/210-accent-core-players-guide/</link><description><![CDATA[
<p><a href="" rel="external nofollow">http://www.dustloop.com/guides/ggac/</a></p><p>
</p><p>
Revived from the ashes of the old GGXX players' guide, here's a revamped Accent Core Guide for all of you new and learning players out there. New players should definitely read over the whole thing, it will answer a lot of your questions about the game.</p><p>
</p><p>
</p><p>
</p><p>
Do note that it's not entirely finished at this point. The 301 section is pretty lacking at this point. Please feel free to point out errors and typos, and make suggestions.</p><p>
</p><p>
</p><p>
Also if anyone has any of the Chart data for Robo Ky, ABA, and HOS, I could use those numbers to fill in the 201 section.</p>
]]></description><guid isPermaLink="false">210</guid><pubDate>Tue, 09 Oct 2007 15:14:48 +0000</pubDate></item><item><title>Most Played Character Of Guilty Gear</title><link>https://www.forums.dustloop.com/forums/topic/2943-most-played-character-of-guilty-gear/</link><description><![CDATA[
<p>Hello, this isn't some thread for fan based purposes or such. The reason why I'm asking this is to prove Guilty Gear's level of balance and that it's not a "tier whore" game. Anyhow, whom would you guys say are the most played characters in Guilty Gear? I'm not asking who the best is, just the most played. Honestly, I've seen a LOT of diversity in Guilty Gear and it's hard to keep track of something like that.</p>
]]></description><guid isPermaLink="false">2943</guid><pubDate>Thu, 27 Jan 2011 16:32:58 +0000</pubDate></item><item><title>Guilty Gear CPU</title><link>https://www.forums.dustloop.com/forums/topic/1836-guilty-gear-cpu/</link><description><![CDATA[
<p>Ok just need to know something.  When you keep playing against the CPU in VS cpu mode, do they level up?  now that i have been fighting them for about 1 year and a half they seem to be performing alot better.</p>
]]></description><guid isPermaLink="false">1836</guid><pubDate>Wed, 19 May 2010 02:11:56 +0000</pubDate></item><item><title>guilty gear ghetto tutorials</title><link>https://www.forums.dustloop.com/forums/topic/3098-guilty-gear-ghetto-tutorials/</link><description><![CDATA[
<p>before you read the rest of this, i want you to watch the following videos, in order.</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=vugCGZina58</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=bfMv4lbtQ_s</a></p><p>
</p><p>
assuming you were previously unfamiliar with cvs2, you probably learned a hell of a lot more from the second video than you did the first. even if you already were familiar with the game on a basic level, you probably took more away from the second video because it actually explained what was happening.</p><p>
</p><p>
it wasn't pretty; there wasn't any editing, pictures of idols or trashy acid trance. but, it did exactly what it needed to do: convey information to the viewer in a format that's easy to understand.</p><p>
</p><p>
so why do i bring this up? well, i've heard a lot of talk over the years about making tutorials for guilty gear, and much of it was just that. there have been some commendable efforts such as the mizuumi wiki, but ultimately those projects die faster than you can say "disinterest". there's some good threads here and there, but many of them contain outdated information and are hard to navigate. and while there are some video tutorials floating around, i'd hardly call them all-encompassing.</p><p>
</p><p>
i think there's a disconnect between knowledgeable players and those who want to learn from them. the former are afraid nobody will understand what they're saying, or that nobody will pay attention to it if it isn't presented well enough. while the latter, for the most part, simply don't give a shit.</p><p>
</p><p>
and this is where this idea of a ghetto tutorial comes in: just you, the game, and a camera.</p><p>
</p><p>
why not? there's no text to format, no intensive editing involved (hence the "ghetto"), and you don't have to worry about some asshole editing your contributions to the wiki. the best part? <em>you could make a video for your character in less than a day</em>. no need to worry about wavering motivation if you can do it in one sitting.</p><p>
</p><p>
naturally, some questions are going to be posed. such as, "who should these videos be targeted to?". the answer to that being intermediate level players; in part because there's not enough time to cover the basic mechanics in addition to character specifics, as well as the fact that most people that are going to become interested in gg in the near future will probably already be at least somewhat familiar with 2D fighters.</p><p>
</p><p>
and then, of course, "who's gonna make these videos anyways?". well, obviously, anyone capable of doing it. subforum mods seem to be the most likely candidates, but i guess any respected player could do it if they wanted.</p><p>
</p><p>
if there's ever been a time to do this, it's now. contrary to what some believe, gg does still have some life left in it (thanks nulldc!), and there are people interested in learning the game. like i said before, many of them have already played sf4/blazblue/whatever and have already read up on the mechanics, but are lost on what exactly it is they're supposed to do. if this isn't the best way to teach people who are genuinely interested in learning the game, i don't know what is.</p>
]]></description><guid isPermaLink="false">3098</guid><pubDate>Mon, 04 Apr 2011 11:37:56 +0000</pubDate></item><item><title>Question Regarding Grapplers</title><link>https://www.forums.dustloop.com/forums/topic/3069-question-regarding-grapplers/</link><description><![CDATA[
<p>Not sure if this is even the right section for this but since it was the only general ASW section I could find I just took a guess at it.</p><p>
</p><p>
I was just curious about why in GG, Potemkin is a high/top tier character, while in BB Tager is consistently bottom tier. What tools does Potemkin have that Tager doesn't that make him so much more viable in his respective game. Or does it simply have to do with the gameplay mechanics being more suited to grappler style gameplay?</p><p>
</p><p>
I love me some grapplers, but I can't bring myself to play Tager against anyone other than low-mid calibre players because once everyone knows the matchup really well it's just WAY too much of an uphill battle.</p>
]]></description><guid isPermaLink="false">3069</guid><pubDate>Sun, 20 Mar 2011 20:33:37 +0000</pubDate></item><item><title>Guilty Gear Overture</title><link>https://www.forums.dustloop.com/forums/topic/3000-guilty-gear-overture/</link><description><![CDATA[
<p>Um, Is this the black sheep of the series?</p><p>
I'm interested in playing this game and I was wondering if it was balanced enough that you could hold 1V1 matches.</p>
]]></description><guid isPermaLink="false">3000</guid><pubDate>Fri, 18 Feb 2011 18:24:10 +0000</pubDate></item><item><title>Old data not in the archives?</title><link>https://www.forums.dustloop.com/forums/topic/2968-old-data-not-in-the-archives/</link><description><![CDATA[
<p>I got GGX2#R for Xmas, but I can only find things for AC+, anyone know where I could find some data on X2? Or have the characters remained unchanged enough that I could probably use most of the info from AC+?</p>
]]></description><guid isPermaLink="false">2968</guid><pubDate>Sat, 05 Feb 2011 06:18:08 +0000</pubDate></item><item><title>Reviving tournaments</title><link>https://www.forums.dustloop.com/forums/topic/1782-reviving-tournaments/</link><description><![CDATA[
<p>Well, I'm not sure if it'll be too productive to make this thread, but I'm hoping it will be. Anyhow, as we all know, Blazblue is the "spiritual successor" of Guilty Gear. I've seen that Guilty Gear tournaments have died down a bit because "Blazblue is the new Guilty Gear." Personally, I don't think this is really a true statement and that both games have small similarities, but in actuality are two complete different games. In my personal opinion, it's like comparing apples and oranges. They're both fruits, but they're two totally different fruits. I don't want this thread to have any real comparison just because that's not why this thread was made. I love both Blazblue and Guilty Gear (Guilty Gear more, I'll admit my bias now), but playing both in depth, they are two totally different games. That's one big problem in my opinion, people try to compare the two games and think "Well, Blazblue is here, you can play that instead." But Guilty Gear =/= Blazblue. Again, I think the mechanics work almost completely different.</p><p>
</p><p>
Now then, the tournament scenes been down in Guilty Gear from what I've seen. They play them at some big tournaments at times, but it's still not as popular as it use to be. Does anyone run any tournaments around their countries? Any ideas on how to revive this wonderful series? I wanted to try to go to a tournament in Michigan and play Guilty Gear there, hopefully run it back up (I couldn't make it due to technical difficulties). Is anyone else trying to run it back up?</p>
]]></description><guid isPermaLink="false">1782</guid><pubDate>Wed, 14 Apr 2010 04:15:01 +0000</pubDate></item><item><title>balance changes between AC and AC+</title><link>https://www.forums.dustloop.com/forums/topic/2347-balance-changes-between-ac-and-ac/</link><description><![CDATA[
<p>What's different and can I get a matchup chart for AC+?</p>
]]></description><guid isPermaLink="false">2347</guid><pubDate>Sun, 05 Sep 2010 18:51:26 +0000</pubDate></item><item><title>Are there any common option selects in gg?</title><link>https://www.forums.dustloop.com/forums/topic/1947-are-there-any-common-option-selects-in-gg/</link><description><![CDATA[
<p>any option selects i should know about in gg?</p>
]]></description><guid isPermaLink="false">1947</guid><pubDate>Mon, 05 Jul 2010 00:15:01 +0000</pubDate></item><item><title>General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE</title><link>https://www.forums.dustloop.com/forums/topic/13-general-gameplay-questions-thread-post-your-gameplay-questions-here/</link><description><![CDATA[
<p><strong>Stupid Questions Thread </strong> </p><p>
</p><p>
- READ THIS THREAD BEFORE YOU POST IT PROBABLY ANSWERS YOUR QUESTION:</p><p>
<a href="http://dustloop.com/forums/showthread.php?t=372" rel="external nofollow">http://dustloop.com/forums/showthread.php?t=372</a></p><p>
</p><p>
- If you have a question about some really simple stuff that is incredibly basic to the gameplay of the game (like Faultless defense or Bursting or something like that), go to gamefaqs and read the FAQ. Pretend it's the manual for the game:</p><p>
<a href="http://db.gamefaqs.com/coinop/arcade/file/guilty_gear_xx_slash.txt" rel="external nofollow"><strong>http://db.gamefaqs.com/coinop/arcade/file/guilty_gear_xx_slash.txt</strong></a></p><p>
</p><p>
- Make sure your post is GAMEPLAY RELATED. If your question is specific to a matchup or character, you should consider posting it in that character's forum.</p><p>
</p><p>
- If I delete your post, that doesn't mean I hate you or I'm being a jerk, it probably means you either broke one of these rules or otherwise was not really useful to the discussion. If you don't know why your post was deleted, you can PM me and I will tell you why.</p><p>
</p><p>
</p><p>
This thread is for any questions you may have relating directly to gameplay.</p><p>
</p><p>
Any other stupid questions not related such as:</p><p>
</p><p>
Where can i buy gg?</p><p>
</p><p>
Is there a gg anime?</p><p>
</p><p>
Are Sol and ky lovers?</p><p>
</p><p>
Those sort of questions<a href="" rel="external nofollow"> belong in  here</a></p><p>
</p><p>
<em><strong>Keep this thread free of anything other than gameplay topics and post whatever questions you like in the other.</strong></em></p>
]]></description><guid isPermaLink="false">13</guid><pubDate>Wed, 23 Nov 2005 16:40:41 +0000</pubDate></item><item><title>Best Normals?</title><link>https://www.forums.dustloop.com/forums/topic/1899-best-normals/</link><description><![CDATA[
<p>Hi, EL C here with another question . . . wait, that's not right *watches an oxiclean commercial* . . . I can't get the rhythm down.</p><p>
</p><p>
*ahem* Anyhow, since I keep freaking out and fucking up during specials and combos (against the CPU, mind you), I'm looking to just practice with normals until I can focus/calm down enough to focus. So, which character gets the best mileage out of their normals outside of combos: i.e. pokes, pressure, mixup, etc.</p>
]]></description><guid isPermaLink="false">1899</guid><pubDate>Sat, 19 Jun 2010 23:12:27 +0000</pubDate></item><item><title>How do you bait blue burst?</title><link>https://www.forums.dustloop.com/forums/topic/1897-how-do-you-bait-blue-burst/</link><description><![CDATA[
<p>I have seen on many vids where it seems like a player lets someone attempt to blue burst then block it and punish them with another combo. <a href="" rel="external nofollow">In the Kishitaka vs. J.T Sol/Millia match is a good example of what seems like burst baiting to me.</a> So, how does one proceed to make this happen? And are there reasons for this besides leaving them with 0 burst meter and getting a free combo?</p>
]]></description><guid isPermaLink="false">1897</guid><pubDate>Fri, 18 Jun 2010 19:08:07 +0000</pubDate></item><item><title>Nerfs or Buffs each character should recieve, GGAC Edition</title><link>https://www.forums.dustloop.com/forums/topic/1255-nerfs-or-buffs-each-character-should-recieve-ggac-edition/</link><description><![CDATA[
<p>I'm bored and there isn't any action in the GG boards (unless you count that 'Are we done with GG?' bit, which is good for lolz), so let's just make a topic about a rebalancing AC. Like the BB thread with the same name, or those ::insert character here:: wishlist threads, but for GG and clumped into one.
As balanced as this game is, there are some glaringly obvious facepalm-inducing gimmicks some characters have (or may lack). So everyone, let's here it: What does it take to make AC balanced? List whatever character you feel needs balancing, and also keep in mind how some changes might affect certain matchups.

Just one rule: NO NEW MOVES.

Top tier to Bottom tier

Eddie: 
-No more stun damage from 6P. He deals high enough damage as it stands.
-FB Drill has a wait time where you can't do another FB drill afterwords until a couple of frames (2 full seconds maybe). Just some way to stop repeatable FB drills. Repeat FB drill deals high damage, and makes it too easy for Eddie to get back the dog. 

Testament: 
-Forward Beast has a later attack frame. Still the same 2F startup, only making it harder for Testament to trade and get some random counterhit into a loop, and harder to keep people locked down when Testament has no tension. If this isn't enough, Forced Prorate 85%.
-1 hit Badlands has less tech time. Some way to take out the knockdown, but keep a little comboability afterwards.
~Backwads Beast does not turn opponents the other way when hit or on block, but still pulls in closer to Testament. This is to prevent those silly instances like Potemkin reflecting the opposite direction (and may even help Potemkin in the matchup).
Slayer: 
-IMO the biggest problem with him is the CH Dead on Time (the big punch OD) into 80%+ damage. Prorate 80% could fix that (forced prorate perhaps)
-Vulnerable to followup combos after Chipp's standing grab somehow

Baiken: 
-Ouren (superman) techable (even on CH), reduced guard stun so that it's punishable even on normal block, FRC when she lands. If you want a safe autoguard that hits near across the screen, you have to spend the meter!

Jam: 
-vulnerable to followup combos after Chipp's standing grab somehow. Makes the matchup a little more tolerable for Chipp.
-Puffballs force prorate 90%. Not a significant decrease in damage.

Potemkin: 
-Slidehead has less knockdown time. Enough that you can't get a combo after a full distance hammer break.
-Heat knuckle gains significantly less tension. Wall loop is still possible, but it's much harder to do. This would help in the matches he does too well in, but would make him even worse against zoning characters, so
+Gauntlet is fully grab inv.. Has an FRC. This will help A LOT vs Eddie (his worst matchup).

Venom: dunno

May: 
-j.H prorates 85%. So May can still deal damage off of it, only now it' in the 30-40% range and not the 50-80% range. I think this would especially help in the Anji and I-no matchup
+3K has 3F low profile like in XX/, travels a little further. -No more FRC. A little compensation. May would be outright terrible vs zoning characters with the above debuff. And I think this could help against Moroha ABA as well (May's worst matchup).

Axl: Dunno

Ky: Keep the same. Baiken is a problem for Ky, but the above nerf may save this match. Venom is also a bad match, but I don't know how to fix that.

Sol: Keep the same. May has a noticeable advantage but with the above change, he may be fine.

Robo-Ky: dunno

Zappa: Keep the same. He's supposedly bad against Testament, but the above changes to him may save this matchup.

Millia: dunno

Faust: Dunno

Order-Sol: Dunno

Dizzy: Dunno

Anji: 
+All his low autoguard moves have more guard point time. Autoguarding lows even with more active time is damn hard since most lows are quick so this wouldn't do much.
+3P has an FRC point. -Prorate 80%. This would be GREAT against Baiken and ok against Jam since butterflies are near useless against them, and just another good tool for Anji on anyone else. Proration is there as to not make overhead Shin RC combos completely obsolete.

Chipp: 
Make 6K more like the XX version. -No longer an overhead. +In air state on 1F (so effectively grab inv). Much faster start up. On normal block, keeps Chipp on 0F advantage. Has an FRC point before the active frame; leaves Chipp in the air only long enough for j.D or any moves with equal or less startup to activate. Still prorates and still slides on CH. Personally, Chipp isn't as good in mixup as he should be when an opponent's in the corner.
+Grab leaves opponent on the ground longer. No proration on followup. This change is exclusively for the Potemkin matchup, since you can only followup on him after a grab. Longer time is to make the follow up easier (but only a little, by a frame or 2).
+When doing a shuriken, your momentum is slowed down and then continues normally, rather than stopping then continuing. This will help even more vs Potemkin than anyone else, since Potemkin is Chipp's worst matchup.
+DP has more untech time. Just enough so that you can follow up after an FRC on a normal hit vs any opponent on the ground. 
These changes are geared more towards making Chipp more contendable against his bad matches (of which he has several). Also note the changes to Jam and Slayer.

I-no: Dunno

Bridget: Dunno

Johnny: Oh yeah this guy needs some things alright.
+The second hit of 3H pulls in. Johnny could then do some little mixup afterwards like mist cancel grab, low mist finer, etc. Cause we all know Johnny is lacking in the mixup department. People may learn to SB the second hit eventually, but Johnny could then Mist cancel the first hit or cancel to coin and cause even more mixup.
+ground version of Killer joker has more reach. Just enough to hit most crouching characters. This is so that Johnny gets a universial 50% meter 50% damage coinless combo (5K&gt;5H&gt; Mist stance Jackhound, 5K(JI)&gt;5H&gt;KJ into air combo).
+More grab reach. Honestly, I don't know why they reduced his grab reach since XX. This is a guy with 0 momentum.
Personally, I think all this guy needs is reliable 50% damage on all the cast, but he also needs the 3H pull to help him against those annoying zoning characters.</p>
]]></description><guid isPermaLink="false">1255</guid><pubDate>Thu, 27 Aug 2009 06:10:05 +0000</pubDate></item><item><title>Sol, O Sol or Test?</title><link>https://www.forums.dustloop.com/forums/topic/1878-sol-o-sol-or-test/</link><description><![CDATA[
<p>Hi as the thread title suggests im having a bit of trouble deciding a main.</p><p>
</p><p>
Joined this forum when BB came out and im pretty good at BB using Ragna &amp; Hakumen. So yeah im trying GG. Im not completely new to the game but this is the first time im trying to learn the game properly making correct use of long combos RC,FRC, Impossible dust etc.</p><p>
</p><p>
To be honest i really like Order Sol and Test however can anyone give me there opinion to how complex these characters are and are they suited to a new player in terms of technical ability required in order to play them effectively? I know order sol has 1 of the easier FRC (from Action charge) however the micromanagement of his 'special gauge' is putting me off, how important is his 'special gauge'? Should i be trying to fill it constantly then saving it for big combos, or just play with it in the backround and charge it if i want/need to? </p><p>
</p><p>
Test seems quite solid and i used to use him way back on GGX on Dreamcast, but this was only at casual level. ive been playing around with badlands loops but beyond this im not sure what i should be doing with him.</p><p>
</p><p>
I mentioned Sol in the thread title because im assuming he is the go to character for a new player like myself. Ive been messing around with SW loops and gatling into 2D, GF - FRC continue pressure and he feels quite solid. But unless hes a fair bit easier i might as well put my time into characters im more interested in.</p><p>
</p><p>
Any help is appreciated</p><p>
</p><p>
Thanks in advance Ash.</p>
]]></description><guid isPermaLink="false">1878</guid><pubDate>Wed, 09 Jun 2010 18:21:23 +0000</pubDate></item><item><title>Differences between DC and PS2 GGX?</title><link>https://www.forums.dustloop.com/forums/topic/1726-differences-between-dc-and-ps2-ggx/</link><description><![CDATA[
<p>Since nobody close enough to me really plays gg anymore, I figured I'd try to learn ggx.  The 2 on 2 acho ggx team tourney was really inspiring for me to learn fdc combo hax.  I was wondering what the actual differences between the Dreamcast version and the PS2 version were and which is actually closer to the arcade version.</p>
]]></description><guid isPermaLink="false">1726</guid><pubDate>Thu, 18 Mar 2010 20:55:51 +0000</pubDate></item><item><title>Completing the Accent Core Guide</title><link>https://www.forums.dustloop.com/forums/topic/1687-completing-the-accent-core-guide/</link><description><![CDATA[
<p>The Accent Core guide, selectable by clicking guides at the top of the forum, is still a work in progress. I feel that as a community, we should progress from this point to one where any changes will be revisions, not additions.

Edits:
In the throw section, when describing times when characters are temporarily immune to throws, no mention is made of having throw invulnerability on wakeup. I'm not sure how many frames this lasts for, I think it is 7, but it is not mentioned at all on the page.

The secrets section is incomplete.

You can unlock EX, Shadow and Gold characters. In addition, you can unlock the slash version, and reload version of each stage.

Unlocking EX characters:
Method A: Beat that character's shadow version in Survival.
Method B: After 48 hours of game play (not the game being on, but actual play) EX Chipp will be unlocked and for each hour after that an additional EX character will be unlocked in survival mode order.
(Source: Gamefaqs) 

At this point I want to mention how easy it is to find out this information on a site that just aggregates game information, but to find it out on this site, which specializes in this guilty gear, you would have to make a thread about it.

Shadow and Gold modes	
Every hour after all the EX characters are unlocked or 48 hours, whichever comes last. Press D with Reload colors for Shadow, Slash colors for Gold.

Slash Stages and #Reload Stages	
Once all EX, and Shadow/Gold characters are unlocked and you've spent at least 48 hours a Slash level will be unlocked. Press R2 for the #R stage version.
(Source: Gamefaqs)

Fight EX, Gold characters in Arcade Mode
Hold down the corresponding button while highlighting Arcade Mode and press Circle.
Note: You can't use Gold or Shadow colors if you fight against Gold Characters.
Hold down L2	Fight against EX Characters
Hold down L1	Fight against Gold Characters

You can also unlock artwork, however I don't care about artwork, so someone else can post that if you want in our guide.

Movelists do not exist for EX characters. If anyone feels like contributing movelists, they can be added to the guide in the Secrets section by character, perhaps in this format.
Chipp EX Movelist
Input: Description of move, hit, air hit, counter hit, air counter hit and block properties.</p>
]]></description><guid isPermaLink="false">1687</guid><pubDate>Mon, 01 Mar 2010 18:05:37 +0000</pubDate></item></channel></rss>
