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Posted

Maybe not much interest for this given the general attitude about Stylish Mode, but figured I'd post what I'd found during my brief playtime with Revelator demo over the weekend, since there's not really any information out there outside of official sources?

So first of all, unlike previous implementations of Stylish Mode (BBCF's is similar to XrdR's, but BBCP and earlier are not) all your buttons (in neutral) work exactly the same. You have P, K, S, H, and D, all the normals are still there, you can Burst, Blitz, RC, DAA, FD, and all that good stuff. Hell, you can even still do specials and supers the proper Technical way. What they did instead is add a 6th button, the Sp (Special Attack) button, which gives you access to those one-button specials (and 4Sp gives you a one-button super). This Special button can be assigned in the button config, and does nothing in Technical. Not entirely sure how much they changed in order to account for one-button specials and supers just being straight up easier, but we were at least able to confirm that one-button DPs do not have startup invul. HOWEVER, performing a DP with the actual DP input, even in Stylish Mode, will still give you the proper invulnerable DP.

Auto-combos work pretty much the same in XrdR as they did in all other Stylish Modes - once an attack you performed connects, any non-Sp button you press will result in the game doing the next move in a pre-determined combo or blockstring for you. You can force your way out of an auto-combo/auto-blockstring by using the Sp button, manually inputting a special or super, or jump-canceling (or just stop pressing buttons). Auto-combos have been adjusted enough to account for things like meter and distance - for example, when close enough, Sol will auto-combo into 2D > Bandit Revolver, but if too far away to connect with BR, he'll instead cancel 2D into Gunflame Feint; as another example, Jam will combo into 2D and get a card if she doesn't have meter, but will instead combo into a super if she has 50 or more meter. I distinctly remember BBCP could determine things like distance, corner/midscreen, air-ground, and even crouching state, so we'll see how in-depth XrdR gets with their auto routes. Do note that auto-blockstrings are along the lines of super-standard fare like Sol c.S > 5H > Gunflame, or even downright bad ideas like Jam blockstringing into her axe kick or Leo doing 5H > 6H, so Stylish Mode continues to not actually be a superior idea at any level of play that matters in a tournament sense.

I didn't really get to test auto-guard, but I imagine it works similarly to BB's - if you're not holding any input at all, you'll automatically standing (or air) guard any attacks. Unlike BB, which automatically forced Barrier for any form of blocking, you're not forced into FD in XrdR's auto-guard.

Finally, selecting Stylish Mode will put a cute little green "Stylish", with a circled S, next to your character's portrait on the top HUD. I guess this is a little easier to notice than just changing the color of the character's name from orange to green.

Posted

Some other things I noticed:

  • Autocombos can sometimes vary depending on the button used to continue the combo. For Sol, I tried 5D(up) and the autocombo would use whatever normal I pressed then try to end in j.D Volcanic Viper knockdown.
  • On the topic of knockdowns, Slayer autocombos were successfully getting knockdowns into 2D, but things like Sol's Volcanic Viper knockdown may require some timing to autocombo properly.
  • SP button DPs have pretty poor invul. Slayer's Mappa will often traded with or even won against SP Volcanic Viper.
  • For moves with multiple versions, the SP input doesn't seem to allow you to pick which version to use. On Venom, I could only do H Carcass and S Stinger with the SP input, and on Leo I could only do H fireball/DP. I didn't test if the version used was affected by spacing like autocombos.
Posted

IIRC, stylish mode changes the character drastically. One thing i remember is stylish Potemkin doesn't have Hammerfall...

Posted
8 hours ago, daymendou said:

Some other things I noticed:

  • Autocombos can sometimes vary depending on the button used to continue the combo. For Sol, I tried 5D(up) and the autocombo would use whatever normal I pressed then try to end in j.D Volcanic Viper knockdown.
  • On the topic of knockdowns, Slayer autocombos were successfully getting knockdowns into 2D, but things like Sol's Volcanic Viper knockdown may require some timing to autocombo properly.
  • SP button DPs have pretty poor invul. Slayer's Mappa will often traded with or even won against SP Volcanic Viper.
  • For moves with multiple versions, the SP input doesn't seem to allow you to pick which version to use. On Venom, I could only do H Carcass and S Stinger with the SP input, and on Leo I could only do H fireball/DP. I didn't test if the version used was affected by spacing like autocombos.

- Regarding autocombos varying, any time you do anything that isn't a gatling (like a jump cancel), even if that was part of the autocombo, that's considered the "end" of a Stylish string and you're free to do any move you want again. For example, if Sol autocombos into a jump cancel off of anti-air 2H, the next button you press will decide which air normal you do.
- Yeah, Special button DPs have no invul lol. As Brett said when we confirmed you could still do the actual input DPs which did still retain their invul, "that's the mixup!"
- Sp input indeed only gives you one special, and if there are multiple versions, you only get one of those versions.

6 hours ago, Flick said:

IIRC, stylish mode changes the character drastically. One thing i remember is stylish Potemkin doesn't have Hammerfall...

Characters only have three ground specials available on their Sp input (5Sp, 2Sp, and 6Sp), but Stylish Mode still allows you to perform the actual input for a special, even if it's not available on the Sp button.

  • 1 month later...
  • 1 month later...
Posted

Nice work!

It's good to see initiatives like this beginner mode to bring new players in Guilty Gear.

Unfortunatelly there's still this unnecessary health handicap, it feels too unfair with newbies, since they already suck at the game.

Instead of that, autocombos and easy specials should just have a slight reduced damage, just enough so new players would feel inclined to learn the correct motions after playing for a while.

Posted

I think Stylish mode is a good way for beginners to figure out what types of combos you should be doing with your character, as a general How to Play X. However, if some one really wants to learn the game then they need to learn the game and the mechanics. With mission mode, tutorial, combo, and of training mode with a record feature there is really no reason a 100% new player couldn't learn this game.

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