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So Xrd has been out for a little under a month now, and it seems like a lot of new people are interested in Guilty Gear because of it, which is awesome! I’ve recently started to hear more and more that new players are having trouble with a few key things, so to help with that, I’ve decided to write about a very important topic: Throws!

One-button throws are a fighting game mechanic that dates back to the first fighting game anyone cares about: Street Fighter II. A one-button throw is an unblockable attack that requires you to be within a certain range of your opponent. When they work, they come out fast. In SF2 and GG, they come out in 0 frames. Usually a one-button throw is done by hitting a specific attack button and holding either backward or forward. This means that if you’re unable to throw and attempt one, you get whatever attack is usually bound to that button instead.

There’s another kind of throw called a command grab, which is similar in many ways. Like a one-button throw, a command grab is an unblockable attack. Unlike a one-button throw, a command grab has a startup animation and a whiff animation. If attempted, a command grab will always start up, and if it fails to connect with the opponent for any reason, the command grab’s whiff animation happens.

Notably, both of these mechanics have several limitations that prevent them from being too strong. Hitstun, blockstun, and jump startup animations are all invulnerable to throws. In most games, there’s even a window, usually between 4 and 7 frames, where this invulnerability persists after the opponent leaves blockstun, hitstun, or knockdown state. This has an important implication: If you're coming out of these states, and the opponent can throw you, you can always throw them (Assuming you've got the same throw range as them)

Many fighting games made recently have opted not to include one-button throws, most of them include a universal command grab instead as their throw mechanic, usually done by hitting two buttons. Notable examples include SFIII, SFIV, P4U, BlazBlue, Melty Blood, and UNIEL. Like a command grab, throws in these games have startup and a whiff animation, so they can happen whether they succeed in hitting the opponent or not.

A lot of people playing Guilty Gear for the first time are having trouble adjusting to a game with one-button throws. That’s understandable, it’s a whole new system mechanic to play with, and a game with one-button throws in it is a pretty different experience from a game without them. But if you’re going to be playing Guilty Gear, you’re going to have to learn it. There’s just no getting around it, because one-button throws are the core mechanic of Guilty Gear.

I’ll repeat that because it’s important.

One-button throws are the core mechanic of Guilty Gear.

In Guilty Gear, you throw by pressing forward or backward and the hard slash button (this command is commonly abbreviated 6H or 4H). You have a ground throw and an air-throw, which can only be used against grounded and aerial opponents respectively. The entire game is built around throws. Every single character’s throw either knocks down or leads into a combo, sometimes with the option to do either. Since it’s 0 frames, it constitutes a universal reversal option and a universal punish at -1 for the entire cast.

Every single strong Guilty Gear player has their throws on point. If you run into throw range on wake-up, you will be thrown. If your block-string gives them a frame to act and you’re on top of their face, you will be thrown. If you dance around in the air on their wakeup, you will be airthrown. If you’re in throw range and they’re neutral for even a single frame, you will be thrown. If they don’t throw you, it’s often because they have a better punish for what you’re doing.

The designers of Guilty Gear are thinking about throws first and foremost in nearly every decision they make. A ton of moves have throw-invulnerability and no strike-invulnerability compared to nearly every other fighting game. Don’t believe me? Let’s look at some other mechanics:

Gatling cancels: If your normal gets blocked, you can cancel it into another normal so you don’t get thrown for being at frame disadvantage. If you chain enough attacks together, you can even push yourself out of throw range.

Instant Block: Be holding a neutral direction within 7 frames of blocking an attack. Reduces blockstun, reduces pushback. This is a crucial tool that has a very important function - Getting a throw while you’re being pressured. Instant blocking can make a weak punish into a strong punish, but it can also get you a punish in what would normally be a blockstring, because all you need is one frame and to be in throw range.

Faultless Defense: Hold two buttons while blocking an attack. This increases both blockstun and pushback, as well as reducing chip damage and letting you block some attacks in the air. Not only can you sometimes push an opponent out of throw range when blocking their tick, but even when they won’t be pushed out enough, you’re still putting yourself in additional blockstun, messing up their timing for the throw.

Air Dashes and Double Jumps: Because of these air movement options, you can change the arc of your jump, making your position in space less predictable so you’re harder to throw.

While these mechanics are obviously useful for a lot of other situations, throws are always there, lurking in the background, influencing every design decision made in this game. They’re the hidden force that holds the whole game together, and it makes it a fun, dirty game that feels different from any other fighting game out there, where every situation can turn around, and a subtle read can upend your entire game plan in an instant. Burst may have been Guilty Gear’s biggest innovation, and hard knockdown may be the most important design choice in Guilty Gear, but throws, more than any other factor, make Guilty Gear’s system mechanics what they are.

Which brings me to another important mechanic in Guilty Gear: Throw option selects. Arc put a lot of thought into throw option selects in this game, as evidenced by the ones they’ve prevented from existing: You can’t option select FD and throw, and you can’t airthrow after airdashing either. What you can do is choose what standing normal you get if a throw doesn’t come out.

To option select with another normal. press 6H+Any other button (Whichever you want to use) simultaneously. Note that because you can’t throw OS with FD, you can’t option select a backwards throw attempt at all. Most characters’ normals were designed with this in mind. This effectively means you have five throws, which are, for many characters, all different guesses about how your opponent will try to avoid your throw.

5H (When you can’t OS): 5H is a close-range move for every character. This is because it’s the only normal you can get if you attempt to backthrow. Backthrows are inherently more risky, because you only cover the options your normal hard slash covers if your throw is made to fai.

6H (When you don’t OS): Most 6Hes in the game were clearly designed to punish a backdash from throw range: They tend to reach pretty far, be either long hitboxes or have forward momentum, and have pretty bad startup for contesting other normals. Zato’s is weird because its hitbox is more about punishing jump back, but it’ll still tag some of the backdashes that don’t travel as far. If you call out that they’ll either get thrown or backdash, this is often your best option to tag them with (Although many characters can tag a backdash with their far slash, too)

6P: Every character has a 6P that’s upper-body invulnerable, though the startups, hitboxes, and properties of these moves vary a lot (But never as fast as a jab). For some characters it’s a good way to beat out pokes and for some characters it’s an extremely strong anti-air. It’s also important that it’s bound to P. A throw option-select with jab would probably be a little too strong.

Close slash/Far slash: This mechanic is obviously made to work with throw OSes. Most far slashes are your character’s quickest long-range poke, which covers the situation where you get FD’d out of throw range. A lot of close slashes are either a character’s best normal (In terms of startup versus blockstun) or a strong anti-air. Since jump and FD are two strong options against tick throws, this covers a lot of ground, but since it’s slash, it definitely won’t beat a jab.

6K: A lot of characters have a 6K so that they can’t OS with their 5K. 6Ks aren’t standardized and have a lot of disparate properties. Some are overheads, some are throw-invulnerable, some are just strange attacks. Characters without a 6K have an option select with their 5K, which is often a pretty strong option-select because 5Ks tend to be fast.

Another notable throw OS is Gold Burst. If you hit 4H+D or 6H+D and burst is available, you’ll get a throw if the opponent is throwable and a gold burst if the opponent isn’t. Since gold bursts are invincible and get you full meter for hitting with them, this can be a good callout for a lot of ways out of throws, though remember that bursts are throwable themselves.

The choice to use throw option-selects seems to have been made for a number of reasons. For one thing, it makes life easier for people who haven’t mastered their throw timing yet, either in general or in a particular matchup. Getting stuck in a huge move because you aren’t used to a 1F timing in an opponent’s string is a very punishing outcome for trying to use a mechanic the game designers expect you to use as your go-to fastest attack, and pressing two buttons isn’t very hard.

But even at the highest level, there are far too many options and far too many situations resulting from throw attempts to cover without an option select. Since this game has one-button throws instead of a command grab, throw option selects give you control over what attack constitutes the “whiff animation” for your throw, making a choice so you can guess what your opponent will attempt to do to get out of your throw.

I’m hoping that gives you a good idea of how throws work in Guilty Gear, and why they’re so important. Since so many of the game’s moves and system mechaniscs were designed around working with one-button throws, you can form a good fundamental basis for playing the game by thinking about when to throw, how to throw, when your opponent can throw, and how to avoid throws. All other aspects of neutral, offense, and defense tactics layer nicely on top of this basis. Thanks for reading, and praise be!

(Shoutouts to Mynus, Contra, and Amadeous for some helpful suggestions and editing)

mynus

French player Alioune-sensei is world renown not only for is amazing Street Fighter IV play, but also for his skill and love of Guilty Gear. In Xrd, this is also the case as the lab monster has been hard at work developing unblockable technology for Elphelt, a newcomer to the series and console-exclusive character. Check out this playlist after the break.

Alioune sets a disclaimer in the video title generally detailing how hard/easy the unblockable setups are depending on the hitbox/weight class of the opponent. Guilty Gear is historically a very character-specific combo game, and this technology is no different.

Not only is this information useful for Elphelt players looking to strike fear into and decimate their opponents life bar in the corner, but is also extremely useful for players of other characters to get a feel for what the the specific unblockable setup would be on their character, and offers a chance for the anti-tech to be discovered if possible.

That being said, watch these videos, get grinding in the lab (Elphelt and non-El players alike), and break down/further develop this tech!

Elphelt Unblockable Loops - by Alioune: YouTube playlist HERE.

mynus

With Guilty Gear Xrd now available for both Japan as well as North America, plenty of videos and tech have come in for various characters.

On the tutorial side of things, I-no, a character notorious for being extremely execution heavy and requiring demanding play has been broken down for beginners looking to try her out. Check out these community created I-no tutorials after the jump.

First off, the Chemical Lovers team returns to the fray with Episode 3 of Xrd Notes. Focusing on I-no, the video serves as a primer for those curious about the character and looking to try her out in this iteration. Normals, Specials, and some advanced techniques are discussed briefly.
https://www.youtube.com/watch?v=8S_lo_7xRGA&index=1&list=PLXSEVqlJkrKe2xUssIjykKwSR-9t1mUDW


Coming in next is the "GG Xrd Basic I-no Tutorial" by Diarmuid aka Doonpa:
An extensive breakdown of many aspects of the character. Bring out the snacks for this one because it clocks in at over 90 mins, covers mostly everything you need to know to get yourself started with the character, as well as some theory talk at the end. Graciously, time stamps are provided for each sub-section of the tutorial.
https://www.youtube.com/watch?v=ipek0i0O5mk


Lastly, we have the "Guilty Gear Xrd -Sign- I-no Basic Tutorial" by f_swipes:
A quick rundown of some normals and specials for I-no.
https://www.youtube.com/watch?v=t8OsR1-jjtA

mynus

The folks over at Famitsu have partnered with Arc System Works to bring you parts 1-3 of a video highlight series demonstrating the character changes in BBCP 2.0 for:

1 - [Ragna, Jin, Noel, Rachel, Tao]

2 - [Tager, Litchi, Arakune, Bang] and

3 - [Carl, Hakumen, Tsubaki, Hazama]. Check out all of the vids after the jump.

Expect more of these demonstration videos to surface for the remaining characters soon. Also, keep in mind that most of the changes shown are (mostly) buffs, and that unlisted buffs as well as a variety of character nerfs may not be covered in them. The videos also do not go into detail regarding any system changes.

Stay tuned to Dustloop for more info. In the meantime, get ready to indulge in some early match video footage once BBCP 2.0 hits Japanese arcades this Thursday (10/9/14).

Video 1: [Ragna, Jin, Noel, Rachel, Tao]
https://www.youtube.com/watch?v=8l0VzOjaPec

Video 2: [Tager, Litchi, Arakune, Bang]
https://www.youtube.com/watch?v=vq7UUxd4DZk

Video 3: [Carl, Hakumen, Tsubaki, Hazama]
https://www.youtube.com/watch?v=UxGc3_2IUX8



Source: Famitsu.com

LegendaryRath
New players and old players can all learn something from LordKnight's P4U2 defense tutorial. He covers everything from the basics, such as instant blocking and guard canceling, to advanced techniques, including utilizing option selects. This is a must watch for anyone planning on taking Ultimax seriously!

Basic defensive techniques and fundamentals are vital for every player to have, but they can only take someone so far. Top Japanese players have been using options selects in not just Persona, but also blazblue and guilty gear. Without understanding how option selects work and what their weaknesses are, it can seem impossible to open these players up. Do what you need to stand a chance, and watch the video! I guarantee you will learn something.

For now, the tutorial can be found here within LK's twitch archive (skip to about 16:00). This post will be updated with new links when the tutorial is uploaded to youtube.

Phrekwenci
I'd like to introduce a project I've been working on that aims to help organizers of multi-tournament events manage player matches more efficiently while interfacing with Challonge bracketing. The project is called NextUp - Tournament Automation & Organization. http://nextup.me

Key points:
Call player matches via text message. - After entering in player information at NextUp, matches will be called to players by text message (where applicable). Each player receives a message naming the opponent, the location to play and the game they are to compete in.
Receive match results via text message. - After players receive a called match via text message, they have the ability to reply with the player's personal result. The system can automatically verify the results or await manual verification.
Monitor virtual stations. - Virtual stations represent actual stations in your tournament where matches take place. Add a station and open it for matching to start the competition.
Event player identification- Adding a feature to Challonge; one player over multiple tournaments. If a player is current in a match, the player cannot be called for another match in another tournament (under the same Challonge account) until the first match is finished.

For more information, please see the about page. http://nextup.me/about.html

The service is currently free to use but I'll also ask that tournament organizers interested in using the system please email me at info[at]nextup[dot]me before an event so that I can supervise the server as the tournament goes on and provide some technical support if necessary.

MikelAL93
Location test information for the next upcoming version of BlazBlue: Chronophantasma has been revealed! BBCP version 2.0 will add Celica A. Mercury and Lambda-11 to the game's roster among numerous balance changes.

The game will be playable during location testing from August 7th through the 10th at the following locations.

Akihabara HEY in Tokyo
Nagoya's Osu Shop Taito Station
Osaka Nihonbashi Taito Station
Fujuoka Tenjin Taito Station

Source: BlazBlue Official Portal, ARCSYS_Event (via Twitter)

mynus

With the Japanese release of Under Night In-Birth: EXE Late [uNIEL] imminent this evening (7/24/14) in Japan, there is sure to be a flood of interested players descending on various forums, wikis, and match vids looking for information so that they may better learn and understand the system and facets of this new IP.

Luckily, the players at Japan's Akihabara Leisureland Arcade in Tokyo, Japan have put together an amazing clinic showcasing the intricacies of the title; breaking down various game systems for the beginner as well as delving into some pretty impressive advanced strategies and offensive/defensive option selects. Hit the jump to get more info as well as to check out the videos!

The video clocks in at about 55 minutes so be sure to devote some time to watching it, as it is extremely well done. The audio is completely in Japanese but subtitles are hard-coded into the video.
There is also a YouTube playlist without subtitles for those that don't mind and speak Japanese.

If you are looking to stay ahead of the curve with UNIEL be sure to check out the vid, share it, and let us know what you think in the comments!


UNIEL Beginner's Workshop (Hardsubbed):
http://www.dailymotion.com/video/x21fg7l_uniel-beginners-workshop_videogames




Youtube Links (No Subtitles):
Part 1: http://youtu.be/1ZmRZJSD3aI?list=PLQaPx2u7wEStbBIkx30ayoussIkQK_PI-

Part 2: http://youtu.be/Pm0kjW5dRM4?list=PLQaPx2u7wEStbBIkx30ayoussIkQK_PI-

Part 3: http://youtu.be/ciNwHHBJunc?list=PLQaPx2u7wEStbBIkx30ayoussIkQK_PI-

Part 4: http://youtu.be/7-3SSO6FL44?list=PLQaPx2u7wEStbBIkx30ayoussIkQK_PI-

Part 5: http://youtu.be/-E_apHL7AKk?list=PLQaPx2u7wEStbBIkx30ayoussIkQK_PI-

shtkn

Evo 2014 Results

By shtkn, in Home,

Evo 2014 is now over and BB/GG/P4 were all there either officially or as a side tournament.

The top 8 for each game are:

BB (508 entrants):

1. Galileo (Litchi)

2. Dogura (Azrael)

3. Dora (Bang)

4. Yoshiki (Nu)

5. tiku (Tager)

5. N-O (Rachel)

7. Tochigin (Azrael)

7. SG (Litchi)

GG (107 entrants):

1. RF (Faust)

2. Dogura (Slayer, Testament)

3. Abegen (Potemkin)

4. KBNova (Zappa)

5. Jo (Johnny)

5. Cross (Slayer)

7. Def1n1tely (Millia)

7. Fiestament (Testament)

P4 (95 entrants):

1. Lord Knight (Mitsuru)

2. Ho-chan (Yukiko)

3. Brkrdv (Teddie)

4. Rath (Mitsuru)

5. Dacidbro (Akihiko)

5. DSMoove12 (Chie)

7. Pain (Aigis)

7. Bananaken (Shadow Labrys)

Full brackets and video links are after the jump

BB:
http://evo2014.s3.amazonaws.com/brackets/index.html

Pools
http://www.twitch.tv/jyosua/b/546958082
http://www.twitch.tv/jyosua/b/546949699
GG:
http://challonge.com/evo2014_ggacpr_pool1
http://challonge.com/evo2014_ggacpr_pool2
http://challonge.com/evo2014_ggacpr_pool3
http://challonge.com/evo2014_ggacpr_pool4
http://challonge.com/evo2014_ggacpr_top8
https://www.youtube.com/watch?v=RA5juOj_y_E&list=UUBaoYuxURiIJBckzemA9nYw
P4:
http://challonge.com/evo2014_p4a_pool1
http://challonge.com/evo2014_p4a_pool2
http://challonge.com/evo2014_p4a_pool3
http://challonge.com/evo2014_p4a_pool4
http://challonge.com/evo2014_p4a_top8
https://www.youtube.com/watch?v=VHR0ZINiMS8&index=1&list=UUBaoYuxURiIJBckzemA9nYw

mynus

Guts 3 will be going down this coming September 19-21 featuring almost every game under the sun and then some, at the legendary Foxwoods Resort and Casino in Ledyard, Conneticut.

But the real hype news here is that Godly airdasher/anime game player Ruu (GG - Bridget) from Japan will be making an appearance to participate in the Guilty Gear Accent Core +R tournament! While this is not Ruu's first appearance in the US for a Guilty Gear tournament (Evolution 2007), it does mark the first time that he has visited the East Coast, especially by himself.

Check out the information for the tournament as well as Ruu's visit to the states after the jump!

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