indie_animator Posted January 31, 2015 Posted January 31, 2015 If you Google "guilty gear xrd mission list" you will find a guide, but I'll do a writeup too. 14 and 24 are hell missions and there's been a lot of advice in the thread for them already. 11: Survive Ramlethal as Sol for about 10 seconds If you get lucky, she will just laser super twice and run out the timer. I would start with a backdash then keep backing off. There is a pattern that she ends with command grab so you probably want to jump and airdash away from the corner when she gets close. There are some moves that will catch you if you jump (you can't block for the first few moments of a jump) but just keep learning her patterns. 13: As Sol, do dash-2P-5K(2)-5S-2D-236K in the corner I failed this a lot at first too. I think the biggest problem is being too slow with each part of 5S-2D-236K. I believe 5S and/or 2D pushes you too far away if you don't cancel it fast enough. 15: As Ky, land 5K-c.S-2D on Sol's wakeup If you hit 5K too early, you will fail. Once you have a sense of how long to wait for 5K to stop hitting Sol OTG, you should be able to do it pretty easily 16: As Sol, whiff j.S right before Ky's wakeup then block Vapor Thrust You might find it easier to push Ky into the corner first by moving forward. I don't remember how lenient the game is with j.S but I think you have to do it pretty late. This one needs practice. 18: As Sol, Instant Block Ky's j.H then throw him when he lands You don't need to IB the j.S but it might help set a rhythm for the j.H. IB is performed by releasing the stick to neutral moments after blocking. Input 6H as he lands and you should get it. 19: Airthrow Sol as Ky on wakeup I think you can't throw with a corner input so make sure you are holding 4/6 when you press H. Input 7 then 4H with a slight delay. I seem to remember you have to be faster rather than slower. 20: As Sol, hit Ky with a 2 Beat combo then airthrow his Burst I think I did Gunflame-2H to activate. Jump out of the 2H then input 6H. You should not see the blue flash from Burst and in fact will be able to airthrow before he reaches full height. Also read in this topic that you can block the Burst then airthrow afterwards. 21: As Ky, beat Sol on wakeup with 6P or a ground throw This mission teaches you the Option Select (OS). It was really easy for me just by spamming 6PH. Figure out a method to press both buttons at the same time and get a sense of when you can begin to act. 22: As any character, Blitz Shield Sol and deal an 80 damage combo Your tension is fixed at 25% so you have to figure out a combo without Roman Cancels. First, make sure you can get the Blitz Shield input comfortably; if you did 21, you should be able to do it here too, but remember not to hold any directions. Second, you should spend a few attempts figuring out whether you want a ground or an air combo. As for which move to Blitz, there are several options. I think the easiest patterns are Gunflame x2, Bandit Bringer; S Volcanic Viper x2, H Volcanic Viper; and Riot Stomp, Break. You get several opportunities as long as you stay alive so sometimes you should just block and wait for an easy pattern. 23: As Sol, Blitz Shield Venom's projectiles. You fail if you take too much damage You start with 100% tension. Successful Blitzes will be a net loss of 12.5% (1/8) so you can miss 1 completely without needing to gain more tension. The balls move relatively slowly so Standing and Crouching BS shouldn't be hard. I would prioritize getting the Air BS first by jumping, though sometimes you will need to Blitz twice to avoid getting hit. You can also use Faultless Defense to avoid taking damage but remember you will not get Blitz Shield if you are holding back to block. If you run out of tension, move towards Venom slightly then move back when you're too close before moving forward again. 25: As Sol, Jump Install 5H then perform 2H and Superjump Make sure you're close enough to combo 2H. You only need to press up for a moment so try to input 8 before 5H hits and go straight to 2H. For the Superjump, you have to go from down to up quickly. I found it helped to input 2 again after doing 2H. The full sequence is then 5H > 8 > 2H > 88, or 5H > 8 > 2H > 288 26: As any character, combo into Instant Kill on Potemkin In order to get the combo, you need 50% tension remaining. If you kill Potemkin without Instant Kill, you will get another attempt for free. Make sure you input PKSH correctly because an incorrect input will use Roman Cancel and take away too much meter. If you have Sin unlocked, it's very easy to fully charge Beak Driver (236[H]) for wallstick then Roman Cancel into PKSH Instant Kill. 27: Deal over 100 damage to Sol after H Volcanic Viper The main thing to watch for is whether or not he follows up with 214K (the spinning kick) as that will move him further left. You can adjust your spacing with a backdash. This is basically a slightly harder mission 22. Remember you can start a ground-to-air combo as Sol falls or ground combo after he falls completely. 28: With 50% tension, deal over 120 damage to Sol after Fafnir Sol will use Gunflame then Fafnir. I think a fast normal will hit him out of Fafnir for a Counterhit. Your options are to Roman Cancel, combo with a super, or Blitz Shield then earn enough tension to Roman Cancel. 30: Deal over 80 damage to Ky after Greed Sever Ky does a short combo then Greed Sever, you have to block 2D yourself. You can jump and block the Greed Sever, which I believe gives slightly more time. 33: With 50% tension, deal over 120 damage to Millia after Digitalis Millia does 2 rolls then Digitalis. You can just throw her out of the second roll then Roman Cancel the throw into a ground-to-air combo. Millia has low defense so 120 damage is comparable to 100 damage against Sol 34: Block all of Millia's attacks Millia doesn't use any specials so all you need to do is guard low then react to 6K (her frontflip). Make sure you don't drop your guard when switching low to high or high to low. You may want to come back to this one later 35: Block Chipp's j.HS after teleport Chipp will always attack once he teleports into the air. He can teleport in place, to the other side on the ground, or to either side in the air. As soon as the screen moves up, you'll want to change to the correct side. Make sure you don't block low. 36: Block Chipp's attacks while he is invisible Chipp can be blocked low until he uses Dust. If you have problems reacting to Dust too early, just don't change guard until you see the red bubble. 37: Kill Eddie after Zato's Invite Hell Block then mash 2P. Bye! 38: Hit Zato with Dead Angle Attack Eddie will buzzsaw then Zato runs in. You don't have to hold block, but the timing differs between characters. It seems buzzsaw hits 4 times when blocking so try timing the DAA to one of the hits. Zato needs to be attacking (or about to attack?) for success. 40: Avoid Potemkin's attacks Potemkin will end with either 2D, Sliding Head, or Heavenly Potemkin Buster. Just block low and react only to Sliding Head. 41: Stop Faust's f.S Faust will combo into his item throw then follow with f.S. Use your longest range normal and start it before he does. Some specials will work too, like Slayer's K Mappa Hunch 42: Survive Faust's items Faust will throw a bunch of items. Only a few of them are worth noting. The bomb (little black stick) will probably reach you and hit you, so use Faultless Defense after a short wait. The 100 ton weight will knock you down if you are on the ground and lets the bomb hit every time. The black hole sucks you in so other items can hit. The meteor (brown meatball thing that flies off the top of the screen) will create a set of meteors that hit after a delay. Double jump backwards right away to avoid everything but the meteor, black hole, and bomb. You don't have enough tension to Faultless Defense the whole time, which you'll need to survive meteors. 43: Deal 100 damage to Axl after Artemis Hunter I'll have to look this up later. I think Slayer can just use Dandy Step Crosswise Heel and combo 44: Stop Axl's Sparrowhawk Stance I think he does Mid-Low-Mid-Low. I would crouch under the Mid then try 2P against the Low. I remember that mashing doesn't always work so you'll need to develop a timing. 46: Block Venom's attacks Everything is blocked low except for Mad Struggle. Faultless Defense will push you out of range of Mad Struggle but I seem to recall it misses sometimes anyways. 47: Avoid Slayer's followup after Bite Slayer will follow up with either 5K Mappa, 6H, or forward dash Bite. The first thing you have to do is be able to mash out of stagger or you will always fail. You can't attack in this mission so just mash all attack buttons real hard. 6H will hit if you jump and I think also hits most characters' backdashes. The second Bite might give you the hardest time and all I can suggest is keep trying. 48: Deal 50 damage to Slayer after Mappa Hunch Slayer does c.S-f.S-Mappa-Bite. At first, you will probably always get hit by Bite. As I understand, normally you have 2 frames (1/30 of a second) to respond, which means nothing works. You need to Instant Block, which gives you 6 frames. I don't remember if IB on one of the Slashes helps at all. 50 damage can be somewhat tricky so experiment. I think Throw will work for some characters? 49: Deal 100 damage to I-No after Stroke the Big Tree I-No does the move twice and you have to block the first one. Pick an attack that hits relatively low or she will dodge it. 50: Block I-No's attacks This mission showcases I-No's special dash. I'll have to replay this but I recall just blocking high and switching to low when she starts to land. The air Dust (split-kick) could be tricky. 51: Deal 80 damage to Bedman after Task C Bedman will combo into Task C. You have 25% tension for Blitz Shield so it's mission 22/27 all over again. There are plenty of anti-air normals that will beat Task C and give you an air combo. Try 2S or 2H and comboing after the Counter Hit. 52: Break a Deja Vu icon then hit Bedman Bedman starts with Task A (the flying ball) then uses Task C, so crouch and block Task A then start moving forward once the ball passes you again. Any attack will break the icon. What I do after breaking is double jump forward then hit him. I think airdash or regular dash will work too. Don't take too long or he will start attacking again. 53: Block Ramlethal's attacks This mission showcases Ramlethal's unique Punches and Kicks. If she starts her string with crouching attacks, keep guarding low. If she starts with standing attacks, you have to watch the third attack in the string to see if it's high or low. 54: Throw Ramlethal I don't remember this at all 55: Deal 100 damage after Sin's Hawk Baker This is like mission 43 with Axl's Artemis Hunter. However, I think in this one you can act earlier and backdash or jump back from Sin. There's a big opening so give it a good shot. 56: Block Sin's attacks then hit him Block low until you see the big windup for the overhead swing. You will have to block high at least once or twice. Note that Sin will end up at different distances depending on his final move. 57: Deal 50 damage after Elphelt's air Bridal Express This is like mission 51 against Bedman. The difference is Elphelt is weird to hit in the air so your followup should use attacks with wider coverage. Try not to hit her too early or she'll be too far away to combo. 58: Hit Elphelt out of her attacks This one is kinda weird. Sometimes you can just block and use a Punch or Kick. I think there's chances to throw? Have to replay this That guide I linked to wasn't as helpful as your post except for #20- W.Throw>2HS>j.>block>throw worked a few times. Couldn't get 2HS to connect after Gunflame. Just cleared a a lot of them, but still have some to go: 14-16 (can't get a single medal on these- no clue what a successful attempt looks like) 18-28, 30, 33 & 44, 43 & 44, 48 & 49, 51 & 52, 54-57 Can't get that Sin combo for the IK to work. Wish it was very easy for me. Maybe the RC doesn't work due to my timing? A lot of ones where you need to get 80 or more damage don't work for me because "Failed" appears the instant after I block. No counterattack even gets to happen. Then, if I do get an attack, I can't reach 80 damage. Anyone know what character & combo to use? Thanks for your time.
AnBi2199 Posted February 2, 2015 Posted February 2, 2015 Mission 16: Cancel your Sweep into Gunflame feint (214P) - hold up and press j.S as youre coming down - Block Here is a Video: https://www.youtube.com/watch?v=4RPByZrq1z8
indie_animator Posted February 3, 2015 Posted February 3, 2015 Mission 16: Cancel your Sweep into Gunflame feint (214P) - hold up and press j.S as youre coming down - Block Here is a Video: https://www.youtube.com/watch?v=4RPByZrq1z8 That helps, thanks.
indie_animator Posted February 10, 2015 Posted February 10, 2015 Hm, my timing must've been off. I couldn't do what I saw in the video. Maybe I'm not the only one still slowly working their way though 14-16, 18-28, 30, 33 & 44, 43 & 44, 48 & 49, 51 & 52, 54-57... They might be a bit easier when the update hits. I've been doing vs. a few more challenges I could manage & M.O.M. since I hit the wall on these.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now