-
Posts
1,159 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Final Ultima
-
That same combo route is possible without RCing if you dash cancel the 22C and then land a dash 5C > 214A. It's hard to get down, but it works on everyone but Arakune and Kokonoe.
-
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
The site doesn't explain anything about Yellow Roman Cancel. The image of Sol doing Gun Flame (YRC) is just to demonstrate the slowdown effect. xlolxlolx told me a few days ago that he read some stuff about a Ky player that'd been using backstep (YRC) to place really low j.Ds to test if ground Stun Edges could trigger Durandal Call on Grinders that had been placed in the air. So yeah, it's still in. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
I feel I should point out the possibility that most of the confusion regarding the seemingly arbitrary rules behind what can and cannot be Yellow Roman Canceled might be attributed to players not understanding the conditions of Yellow Roman Cancel itself. Early reports that "X move cannot be YRC'd" could easily have been erroneous if the player testing it always did it in a situation where the opponent was in blockstun or hitstun. I'm not saying this is necessarily the case, but it could be a lot more clear cut than we think. -
Dang, oh well. The important thing is that we have confirmation that Dragon Install isn't fully based on the Slash version (the whole "Tension Gauge drops to 0 when DI ends" change had me kinda worried).
-
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
That's what it sounds like. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
Some new info regarding system mechanics. To continue on from prior info that Ky's 2D > Stun Edge Charge Attack would only produce a YRC if you delayed the Stun Edge Charge Attack, it would appear that the reason for this is that Yellow Roman Cancels can only be performed when the opponent is in neutral. This has not been confirmed universally yet, but that seems to be the case. Also, a change from the previous location test. When your opponent is in HELL FIRE status, the super freeze that previously occurred when you activated Instant Kill Mode now only occurs if you have 50% Tension or more. Any less and it acts as it usually does. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
All versions of Roman Cancel trigger slow motion for everything but the character using it, but the slowdown time depends on the version used. I think it's something like RC > YRC > PRC or maybe RC (hit) > YRC > RC (block) > PRC. Someone with hands-on experience can correct me if I'm wrong. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
My bad, I posted some info in the Xrd Sol Loketest Discussion thread a few days ago, but I guess I'll post it here too. As for the following:- Most attacks can be YRC'd prior to their active frames (which is especially useful for projectiles that appear before they become active), but specific moves explicitly cannot be YRC'd, and some seem to only YRC in certain situations (for example, Ky's Stun Edge Charge Attack apparently cannot be YRC if you gatling into it). Various forms of movement can also be YRC'd, such as backdashes. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
Yeah, that's what I've been assuming since her introduction. The "Valentine" in her name is obviously there in relevance to the continued plot point from Guilty Gear 2, but I'm sure the entire reason they introduced her with the name Ramletherl Valentine was to get people to start calling her Ramletherl from the offset to avoid confusion with the previous Valentine. Edit: Just noticed that the opening subtitles romanise it "Ramletherl" but the HUD clearly says "Ramlethal". More top quality consistent romanisation from the team that brought you "Mega Romania" in AC+R. I'll guess I'll stick with Ramlethal for now. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
Here are links for those unable to sign in. https://www.facebook.com/photo.php?v=10152230569054587 https://www.facebook.com/photo.php?v=10152230577754587 -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
The System page still has the same information post-update, so I would assume it's still present in the same capacity as before. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
Information about modes new to this loketest. Sparring Mode -Maximum time is 7 minutes. (Time still counts down during super freezes, K.O. animations, VS screens and entering the menu.) -Start button opens up a menu with several options. --Choosing your opponent. --Altering the CPU level. --Altering how the game prompts you if someone challenges you. -Life and Tension cannot be adjusted. You have to defeat the opponent to reset. M.O.M Mode -In this mode, the Start button allows you to use skills and items. -You can set items to 5, 2, 6 or 4 + Start and then do the corresponding action to use the item. -You acquire skills and items by defeating opponents. -
Some new stuff from the current loketest:- Kudakero combos from j.D, but doing multiple hits into it prevents the ground bounce from connecting (due to positioning, you need to be above the opponent). After the ground bounce, it's possible to follow-up with 5K. (DI) Tyrant Rave ver.Beta blast damage deals 50% raw to Sol and May at max life (and about 60% to Chipp). When Dragon Install ends, the Tension Gauge automatically drops to 0. (Changed back to the way it was? Faint and Negative Penalty status currently unknown). Dizzy animation seems short. Sol says "Konna mon ka" ("Is this it?") during it.
-
Ragna the Bloodedge Q&A and FAQ
Final Ultima replied to Fistmaster049's topic in Ragna the Bloodedge
And in regards to landing air Blood Scythe after 6C without crossing under, here's an excerpt from the Ragna 101. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
Some more HELL FIRE status updates:- During HELL FIRE status, your Overdrives deal a certain amount of unscaled damage on top of their usual damage (around 10% of the opponent's life), so they pack a punch early on in a combo and have minimum damage worth a damn for if you want to do them later on in the combo. For those of you still worrying about comeback mechanics, here's something else worth noting about the recently discovered change to Instant Kills. A successful Blitz Shield repel can be confirmed into an Instant Kill on opponents in HELL FIRE status. Not only that, a retaliatory Blitz Shield will not work against an Instant Kill. So you're effectively getting beefier supers at the cost of guts no longer saving you if you get outplayed or called out on a bad late game decision. Command throws and other unburstable setups will get even scarier than usual too. If you get caught by a command throw at less than 25% life and they have the tension to Roman Cancel it, you're dead and you don't get to say otherwise. If Guilty Gear had dynamic tracks like Street Fighter IV's stage themes, except they just added more guitars and lyrics like in Metal Gear Rising, I would die. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
xlolxlolx found some comments on the 2ch thread that seem to support it. One of the comments in question also mentions some setups for Sol, such as Wild Throw (RC) > P+K+S+HS > 236236HS and stuff into Bandit Bringer > Fafnir > P+K+S+HS > 236236HS. I forgot to mention this before, but in the second location test, it was found out that you could combo off of Gold Burst (probably corner only). Some people are now humouring the notion of getting IK confirms off of Gold Burst. Other changes from the second location test seem to include Blitz Shield now no longer forcing Counter Hit status during recovery to further encourage its use, and clashes only being cancelable into Faultless Defense (if this is true, I hope they change it back, because it wouldn't be Guilty Gear without clash videos). Edit: I should note that the amount of life associated with HELL FIRE status seems to be pretty much a guess at the moment. Some have said 30%, others have said 20%. From watching one of the third location test videos it looks to be about 25% as far as I can tell. One thing I did notice is that you don't enter HELL FIRE status until returning to neutral, as SolxBaiken and Jocelot rightly guessed above. -
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
Something rather interesting from GGXXWiki. Take this with a pinch of salt. "HELL FIRE status only: Instant Kill activation changes (the term they use here means theatrical blackout, so it could mean a cinematic or just that the screen turns black like a super freeze). When the opponent has less than 30% life left, the opponent freezes and Instant Kills become confirmable. Ky: 5K > c.S > Greed Sever (RC) > P+K+S+HS > 236236HS 2D > Sacred Edge > P+K+S+HS > 236236HS May: If the opponent has flashing life, Overhead Kiss is a no gauge confirmation into Instant Kill." In short, they turn into Astral Heats. That would explain why they apparently have a super freeze now. I will reiterate to take this all with a pinch of salt though because it's not as if people haven't put fake stuff up on Japanese wikis before. 5K > c.S > Greed Sever seems fishy but they could mean on air hit or something. -
60% on Slayer? P.B.B. must be ridiculous. First edit: Second edit: Some new stuff from GGXXWiki. Confirming that Dragon Install can be performed mid-air. (Thanks for that.) 2D seems smaller? DI Fafnir - Deals 3 hits, causes slide on hit. Can be followed up in the corner. DI Kudakero - The flames produced upon landing become large. It's more like an explosion than a pillar of fire. BR and BB have jump property added. (I assume this means that they auto-Jump Install.) There's also a description of Sol's Instant Kill, but it's more or less the same description we got from king of heart earlier.
-
[Xrd] News & (Theoretical) Gameplay Discussion
Final Ultima replied to Shinjin's topic in Guilty Gear General
According to the notes for the second location test on GGXXWiki, when your life gets low enough that your remaining life starts flashing, your Overdrives get stronger. The "HELL FIRE" message is supposed to be an indication that the Overdrive being used is the buffed version. While we're talking about UI changes, the "REJECTED!" message for a successful repel with Blitz Shield has already been mentioned, and apparently there's also a "JUST!" message for a successful Instant Block as well. I also noticed that the Super Counter that occurs during Danger Time has been renamed Mortal Counter on the System page for the GGXrd website. -
That only really happens if you try to do 5C immediately after 2C. If you delay slightly it should work fine on anyone.
-
Jojo's Bizarre Adventure: All Star Battle
Final Ultima replied to SolxBaiken's topic in Misc Fighter Central
That's what I meant, hence why I specified 236A at the beginning. I guess I should've added "version of the move" afterwards for clarification. -
Jojo's Bizarre Adventure: All Star Battle
Final Ultima replied to SolxBaiken's topic in Misc Fighter Central
That is a universal change that was applied to Ver.1.04. I believe Soff 236A and Son 236A have different limits. Stand OFF has the normal "four uses, then the fifth forces soft knockdown" limit whereas Stand ON allows for an additional use, as you mentioned. It's not just Made in Heaven that's been changed around either. There's been several "per combo" limit tweaks for individual moves for other characters as well (although a lot of them do seem to be nerfs rather than buffs). Jotaro's Son 63214A and Jolyne's Son j.L are now limited to just one use per combo, for example. -
Jojo's Bizarre Adventure: All Star Battle
Final Ultima replied to SolxBaiken's topic in Misc Fighter Central
So looking at the PDF, they do mention which characters they've changed the life values for, but don't give any figures. So I'm going to check the totals of the characters listed. I didn't check any of the ones that weren't listed though, so there may be some omissions. Kars: 900 -> 850 Polnareff: 950 -> 930 DIO: 900 -> 800 Iggy: 700 -> 800 Koichi: 950 -> 900 Fugo: 950 -> 900 Jolyne: 1000 -> 950 Anasui: 1000 -> 900 Pucci: 900 -> 850 Gyro: 1000 -> 900 Valentine: 950 -> 900 Ikuro: 850 -> 830 And so for the totals:- 1050: Ermes 1000: Jonathan, Joseph, Wamuu, Jotaro, Avdol, Kakyoin, Josuke (Part 4), Okuyasu, Rohan, Josuke (Part 8) 950: Zeppeli, Caesar, Old Joseph, Hol Horse, Vanilla Ice, Otoishi, Kira, Kawajiri, Giorno, Buccellati, Mista, Narancia, Jolyne, Johnny 930: Polnareff 900: Dio, Lisa Lisa, Esidisi, Koichi, Shigechi, Fugo, Diavolo, Anasui, Gyro, Valentine 850: Kars, Pucci 830: Ikuro 800: Iggy, DIO -
Jojo's Bizarre Adventure: All Star Battle
Final Ultima replied to SolxBaiken's topic in Misc Fighter Central
The Ver.1.04 patch is now live! Unfortunately the thing that I guessed would happen did happen. Because of the new "once a round" limitation on taunt combos, you now have to reset whenever you want to try landing more than one in Practice Mode. The Guard Gauge now changes colour as it gets closer to emptying. From green to yellow to flashing red. You can now GHA out of command normals. Some Stand characters can cancel command normals into Quick Stand ON, others can't. It seems to be based around whether or not the Stand itself appears in the command normal or not. If it does, you cannot do Quick Stand ON. Command normals designed to OTG are exempt as you can't do Quick Stand ON regardless. Dio Brando's High Jump now travels considerably less distance. j.H now causes hard knockdown instead of soft knockdown. During 214L and 214M, Dio now only speaks after the active frames have occurred. 214H recovery time is now considerably shorter. All of his Style based specials (41236S and rekka ender -> S or 236S) now cause soft knockdown. Jotaro's Son 6H now causes hard knockdown on hit. You can no longer Puttsun Cancel Soff 623M or 623H after the sixth hit on either hit, block or whiff. His Son 623A now launches the opponent vertically in a spinning animation, giving you some pretty straightforward combo options. Son 63214A now has a larger window for Stand Rush, making it pretty much his go-to combo extension in Stand ON. Like DIO, his time stop now requires at least 1.5 stocks of Heart Heat Gauge to activate. HHA damage has been buffed from 156 at max hits to 180. GHA damage has been buffed from 290 to 300. Old Joseph's 41236A is now an overhead and causes soft knockdown on hit, 41236S is unchanged. The coal tar puddle during 63214A is now a low and trips on hit. Son 41236M -> 6S now has a significantly faster animation, you need to hit at least one extra input during the animation to land the maximum number of hits (any attack button will suffice). Josuke's old Soff 214A is now 46A and can also be performed in Stand ON. Hitting the opponent with Soff 623A now launches the opponent toward the wall (potentially resulting in a wall bounce) and causes hard knockdown. It now no longer returns Josuke to neutral immediately, only retaining the same cancel options as most other specials. His Son 623A now has a tighter Stand Rush window, you can only trigger it during the first couple of hits or so. Jolyne can now cancel her forward and backwards High Jump into air normals as early as she could back in Ver1.01, so she's got her old easy Son 5H (HJC) > j.H combos back. They should now work on pretty much everyone that can be hit by Son 5H while standing. It also seems less prone to giving you accidental TK Son j.236As than before. Son j.236A can now OTG. Baoh's blockstun bug has not been fixed. His 2L now hits Stand ON characters, but his j.M still whiffs unless you get in really deep. -
Alright, ladies and gentleman, let's talk Abyss Mode. I've put off making this post for several weeks now, and a lot of what I'm about to explain has already been covered earlier in the thread, but please bear with me. So those of you familiar with Continuum Shift Extend's Abyss Mode will notice quite a few changes right off the bat. First of all, instead of a total of four dungeons that you unlock one after another (DEPTH 100, DEPTH 500, DEPTH 999 and DEPTH ∞), there are now eleven dungeons. Dungeon Level 1 <EASY> - DEPTH 100 Dungeon Level 2 <EASY> - DEPTH 100 - Most boss characters will be from Calamity Trigger. Dungeon Level 3 <EASY> - DEPTH 200 - Most boss characters will be from Continuum Shift. Dungeon Level 4 <NORMAL> - DEPTH 100 - Boss characters have high speed. Dungeon Level 5 <NORMAL> - DEPTH 200 Dungeon Level 6 <NORMAL> - DEPTH 300 - Boss characters have high attack but no defence. Dungeon Level 7 <HARD> - DEPTH 200 - Boss characters have high Heat. Dungeon Level 8 <HARD> - DEPTH 200 Dungeon Level 9 <HARD> - DEPTH 300 - Boss characters have high defence. Dungeon Level 10 <FINAL> - DEPTH 300 - All boss characters are Unlimited. Dungeon Level 11 <∞> - DEPTH 100000 Kagura, Kokonoe and Terumi will never appear as opponents in Abyss Mode. Clearing all dungeons of a particular difficulty will unlock all dungeons for the next difficulty, so clearing Dungeon Levels 1-3 unlocks Dungeon Levels 4-6, clearing Dungeon Levels 4-6 unlocks Dungeon Levels 7-9, clearing Dungeon Levels 7-9 unlocks Dungeon Level 10 and clearing Dungeon Level 10 unlocks Dungeon Level 11. I should point out that there's more to those dungeons than described. All characters you fight in the dungeons themed around a particular stat increase will also have that stat as their primarily increased stat, just to a much lesser extent than the boss characters. All HARD dungeons will end with an Unlimited character as the last boss. All boss characters in Dungeon Level 10 <FINAL> will have their character-specific SP item equipped, and clearing the dungeon will unlock every single character-specific SP item (which is certainly a lot more convenient than clearing a dungeon with every character). With the exception of Dungeon Level 11 <∞>, you may have noticed that all the dungeons are very short. This is partly due to how they've been redistributed. Along with an increased number of dungeons, each dungeon now builds off of the last. By this, I mean that the base stats of the characters you fight increase with each dungeon, they don't start off fresh each time like they did in Continuum Shift Extend. The reason for this is because of the change to how stat increases work. You can no longer buy ATTACK, DEFENCE, HEAT or SPEED items in the Abyss Shop. The only way to increase your stats is to choose it as an item when you defeat a boss character (ATTACK/DEFENCE/HEAT/SPEED = +1, +3, +6, +10, +15, ALL = +1, +3, +5). However, these stat increases are permanent, although you may reset any given stat at the Abyss Shop if you so wish. Because of this, stat increases have now been rebalanced. The maximum you can have in any stat is now 999. Each point in ATTACK increases your ATTACK by 1%, so at 999 you'll be dealing 999% extra damage, 1099% of your base damage. DEFENCE increases your life, presumably on a similar sort of scale as characters can definitely have more than 99999 life by the time their DEFENCE is at 999. Your damage counter never goes above 99999, but you can continue to deal damage past that. When your HEAT stat reaches 500, your Heat Gauge will be maxed out when you start a match, but the rate at which you build Heat will continue to increase with more points put into HEAT. Once maxed, you'll build 100% Heat in approximately two normals if you're not in cooldown. Putting enough points into SPEED will grant your character additional air jumps and air dashes. At max SPEED, your character will able to do four extra air jumps and four extra air dashes without landing. SP items have also undergone a change. You unlock them in the same way you did before, but due to the more permanent nature of items in this game, you only need to purchase them once to be able to equip them at any time. SP items you equip through the Abyss Shop will be equipped by default in future runs. Name - Cost (P$) - Rarity and Description BLOOD SUCKER - 10000 - [RARE3] All attacks steal life on hit. ARMOR GRINDER - 2000 - [RARE1] Chip damage increased. LUCKY PUNCHER - 2000 - [RARE1] Random chance of a hit dealing double damage. LUCKY PUNCHER EX - 10000 - [RARE3] Random chance of an attack being unblockable. DEAD OR ALIVE - 20000 - [RARE4] Random chance of either you or the opponent's attack being an instant kill. SINKEN BATTLE - 20000 - [RARE4] Both characters deal double damage, but cannot block. REVENGER - 10000 - [RARE3] Deal double damage at critical life. BERSERKER - 10000 - [RARE3] Deal double damage at the cost of gradually losing life. COUNTER PUNCHER - 5000 - [RARE2] All Counter Hits become Fatal Counters. ALL COUNTER - 10000 - [RARE3] All hits are automatic Counter Hits. (You can still throw reject though.) POISON DAMAGE - 5000 - [RARE2] Hitting the opponent poisons them. (Funnily enough, throw attempts also count as a hit.) AUTO HEAL - 2000 - [RARE1] Slowly regenerate life. LIFE REGAIN UP - 10000 - [RARE2] The amount of life you get back after a battle increases. FLASH GUARD - 5000 - [RARE2] Instant Blocks build 5 times the regular amount of Heat. START HEAT UP - 5000 - [RARE2] Heat Gauge is automatically maxed at the start of battle. HEAT RECOVER - 2000 - [RARE1] Heat Gauge builds automatically. HEAT KEEP - 30000 - [RARE4] All moves that require Heat cost half as much as normal. (Rapid Cancel does not count.) HALF C TRIGGER - 5000 - [RARE3] Crush Triggers cost half Heat. HALF C ASSAULT - 5000 - [RARE3] Counter Assaults cost half Heat. HALF ASTRAL HEAT - 5000 - [RARE3] Astral Heats cost half Heat. (100% Distortion Drives are also halved.) HUMAN FORTRESS - 5000 - [RARE2] Cannot be Guard Crashed. FREE BARRIER - 5000 - [RARE2] Barrier Gauge does not deplete. BURST BOOSTER - 10000 - [RARE3] The rate at which your Burst Gauge replenishes increases. MAX OVER DRIVE - 30000 - [RARE4] Over Drive duration is always what it would be at 1-10% life. MAZE WALKER - 10000 - [RARE5] Gain DEPTH more easily. ENEMY POWERDOWN - 10000 - [RARE3] Opponent's attack power is reduced. ENEMY DEF DOWN - 10000 - [RARE3] Opponent's total life is reduced. ENEMY HEAT DOWN - 10000 - [RARE3] Opponent's Heat Gain rate is reduced. ENEMY SPD DOWN - 5000 - [RARE3] Opponent's speed is reduced. ENEMY AI DOWN - 15000 - [RARE3] Opponent's AI level is reduced. ANTI-BURST - 5000 - [RARE2] Opponent cannot activate Over Drive or Break Burst. ANTI-DD - 5000 - [RARE2] Opponent cannot perform Distortion Drives. ANTI-AH - 5000 - [RARE2] Opponent cannot perform Astral Heats. AUTO HEAT DOWN - 5000 - [RARE2] Opponent's Heat Gauge decreases automatically. AIR JUMP +1 - 2000 - [RARE1] Gain an additional air jump. AIR DASH +1 - 2000 - [RARE1] Gain an additional air dash. GOLD BURST - 5000 - [RARE2] If you hit the opponent with a Break Burst, your Heat Gauge fills to 100%. (GGXX-style Gold Burst) EXTEND BURST - 10000 - [RARE3] If you hit the opponent with a Break Burst, they are flung into the air. (BBCS-style Gold Burst) INVISIBLE - 5000 - [RARE3] Your character is invisible while they're not being hit. RED AURA - 5000 - [RARE1] Your character gains a red aura. (ATTACK+50) BLACK AURA - 5000 - [RARE1] Your character gains a black aura. (HEAT+100) SILVER AURA - 5000 - [RARE1] Your character gains a silver aura. (DEFENCE+50) GOLD AURA - 5000 - [RARE1] Your character gains a gold aura. (ATTACK+25, DEFENCE+25, HEAT+50) RAINBOW AURA - 5000 - [RARE2] Your character gains a multi-coloured aura. (ATTACK+50, DEFENCE+50, HEAT+100) Mr.STOIC - 10000 - [RARE5] All stats become 0, but the P$ you earn is doubled. Mr.STOIC2 - 10000 - [RARE5] You cannot perform Distortion Drives, but the P$ you earn is doubled. TURN UNLIMITED can also appear as a RARE5 item. Unfortunately, even if equipped it cannot be purchased in the Abyss Shop, meaning that you can only keep it for the duration of the dungeon you found it in. Some of the pre-existing character-specific SP items have been changed since Continuum Shift Extend. As far as I can tell it's typically for when the item in question would overlap with the purpose of that character's Over Drive. As a result, some characters have been effectively nerfed. I should note that while these items are given a rarity rating, I have yet to see any of them actually drop from defeating a boss character, although apparently Ragna's can. Name - Cost (P$) - Rarity and Description RED BLOOD SUCKER - 20000 - [RARE5:Ragna Exclusive] Soul Eater life steal is increased. MAXIMUM BLIZZARD - 20000 - [RARE5:Jin Exclusive] Freeze time increased. BOLVERK'S BULLET - 20000 - [RARE5:Noel Exclusive] Projectile attack power is increased. SP THUNDERBOLT - 20000 - [RARE5:Rachel Exclusive] Electric shock attack power is increased. SHADOW MOVE - 20000 - [RARE5:Taokaka Exclusive] During "Almost Becoming Two!", your shadow's attack power is increased. PWR MAGNETIC FORCE - 20000 - [RARE5:Tager Exclusive] Opponent starts the battle magnetised. (Electric Gauge also starts maxed.) DRAGON CLUB - 20000 - [RARE5:Litchi Exclusive] Attack power is increased with the staff, Heat Gauge builds automatically without the staff. CRIMSON PARTY - 20000 - [RARE5:Arakune Exclusive] Opponent starts the battle cursed. IKARUGA SPIKE - 20000 - [RARE5:Bang Exclusive] Nails quickly restore to maximum. ETERNAL NIRVANA - 20000 - [RARE5:Carl Exclusive] Nirvana's attack power is increased. AUTO MAGATAMA - 20000 - [RARE5:Haku-Men Exclusive] Magatama Gauge increases at a faster rate. HEAVY GRAVITY SEED - 20000 - [RARE5:Nu Exclusive] Gravity Seed restricts the opponent's movement to a greater extent. FULL INSTALL - 20000 - [RARE5:Tsubaki Exclusive] Install Gauge starts maxed. DARK UROBOROS - 20000 - [RARE5:Hazama Exclusive] Uroboros uses quickly restore to maximum. ADV STEINSGUNNER - 20000 - [RARE5:Mu Exclusive] Projectile attack power is greatly increased. MAXIMUM IMPACT - 20000 - [RARE5:Makoto Exclusive] Impact Level 3 and Level G attacks automatically Guard Crash. (If the opponent Barrier Guards, they will lose all Barrier and still be Guard Crashed.) WOLF HOWL - 20000 - [RARE5:Valkenhayn Exclusive] Wolf form's attack power is increased. SP MAGICAL SYMPHONY - 20000 - [RARE5:Platinum Exclusive] Start with a powered item equipped. ETERNAL IGNIS - 20000 - [RARE5:Relius Exclusive] Ignis' attack power is increased. SUPER IZAYOI - 20000 - [RARE5:Izayoi Exclusive] Zero Weave Gauge starts maxed. SUPER DRILLER - 20000 - [RARE5:Amane Exclusive] Spiral Gauge starts at Level 3. HEAT UP PANTS - 20000 - [RARE5:Bullet Exclusive] Heat Up Level starts at Level 2. SP PHALANX CANNON - 20000 - [RARE5:Azrael Exclusive] Phalanx Cannon starts with 3 projectiles stocked. Kagura, Kokonoe and Terumi have no character-specific SP item. After all of that, let's get to the meat of Abyss Mode, Dungeon Level 11 <∞>. Despite its title, the dungeon does have a finite DEPTH, as mentioned before. 100,000 is understandably incredibly daunting even with the Quick Save function, and annoyingly the game does indicate whether or not you've cleared it, so completionists will probably kill themselves over this. Fortunately you don't need to clear it to unlock anything, so simply using the dungeon to find SP items and test how far you can get is probably as far as anyone will want to take it. DEPTH items start to appear in this dungeon in the form of DEPTH +10, DEPTH +30 and DEPTH +50. Unfortunately there are no triple digit DEPTH items like there were in Continuum Shift Extend. Regular opponents start at 250 in all stats and no SP items, and boss characters start at 500 and one SP item. Their stats will gradually increase as you progress through the dungeon, although boss characters improve at a faster rate. The boss characters you fight are not entirely random, there are still set boss characters at certain DEPTH thresholds, but the SP items your opponents come equipped with are random. Unlike Dungeon Level 10 <FINAL>, they can never have a character-specific SP item equipped. You may notice as you journey through Dungeon Level 11 <∞> that some opponents seem to have SP items that I haven't already mentioned. This is because there are items that human players cannot obtain. These seem to be put in place purely as obstacles to your progression, and they vary from minor annoyances to potential run enders. BURST MAX - When the opponent performs a Break Burst, their Burst Gauge is immediately refilled to max. ARMOR 500 - If an attack would deal 500 damage or less, it deals 0. ARMOR 1000 - If an attack would deal 1000 damage or less, it deals 0. ITEM BREAK - If the opponent hits you, the SP item in your first slot is unequipped at the end of the battle. If this item was new, it will not be unlocked when the run ends. ITEM REFLECTOR - All SP items you have equipped will apply to the opponent instead of you. (Except for character-specific SP items and TURN UNLIMITED.) MIST FINER - If you are hit by an opponent's special or Distortion Drive, it will kill instantly. ARMOR 500 and ARMOR 1000 can become kind of a hindrance when combined with ENEMY POWERDOWN or if you're using a strategy that relies heavily on multi-hitting moves, but they're pretty much a non-issue once your ATTACK reaches a certain level. ITEM BREAK however is bad news, especially if you've got an important item in that slot. The obvious response is simply to reserve your first slot for your most expendible SP item, but a lot of good setups require specific SP items in all three slots, so just be careful not to get hit. ITEM REFLECTOR is the game's anti-ENEMY AI DOWN and anti-ANTI-DD all rolled into one, and it pays to be extremely cautious whenever you see it. If you're using a SINKEN BATTLE setup you should still be in decent form, just watch out for reversal Distortion Drives. MIST FINER is obviously a massive potential run killer, especially if one of you has SINKEN BATTLE equipped. You don't want an opponent with MIST FINER to have freedom of movement, so gain the offensive as soon as possible. Mercifully, the odds of an opponent having both ITEM REFLECTOR and MIST FINER are incredibly low, so ENEMY AI DOWN should keep an opponent with MIST FINER from disrespecting you. Once you hit DEPTH 500, Unlimited characters will start entering the fray. All boss characters from then on will have two SP items equipped instead of one. DEPTH 500 - Unlimited Mu DEPTH 600 - Unlimited Rachel DEPTH 666 - Unlimited Ragna DEPTH 700 - Unlimited Azrael DEPTH 800 - Unlimited Haku-Men DEPTH 900 - Unlimited Nu DEPTH 980 - Unlimited Hazama DEPTH 999 - Unlimited Izayoi (occasionally occurs at DEPTH 1000 instead as the result of a glitch) From DEPTH 900 onwards, all boss characters will be Unlimited. By the time you get to the mid-late 900s, all boss characters will have max stats. Once you progress past DEPTH 999, regular opponents will now have an SP item equipped (and with starting stats of 500, they're now just as strong as the boss characters were when you started) and boss characters will now have three equipped. Regular opponents won't max out their stats until DEPTH 2560. Your DEPTH also seems to advance at a slower rate once you reach DEPTH 500 and slower still once you get past DEPTH 999. At DEPTH 999, Ragna's Black Onslaught will increase DEPTH by 1 every 3 hits instead of every 2 hits. Unlike Continuum Shift Extend's DEPTH ∞ dungeon, the opponents you fight do not follow the same pattern with each 1000 DEPTH you progress. There is no Unlimited Ragna at DEPTH 1666 or Unlimited Izayoi at DEPTH 1999. That said, as far as I can tell, they're still not random. I've fought the same boss characters consistently on specific DEPTH thresholds throughout multiple runs. Now then, you may be asking: Just who is the best character for going through this stupid dungeon? Well, under ideal conditions, surprise surprise... it's probably Kokonoe. 1) You're playing Kokonoe. 2) With a low ATTACK stat, Hyouketsu Absolute Zero (236C) and Mecha/Golden Tager (2363214C) increase your DEPTH by a decent amount purely through number of hits. Unlimited Kokonoe can also use her 632146A from any distance to gain a lot of DEPTH. 3) With a high ATTACK stat, Mecha/Golden Tager just kills things immediately. Equip SINKEN BATTLE to give Kokonoe an unblockable nigh-instant kill. Equip HEAT KEEP to be able to do it twice in a row. 4) TURN UNLIMITED automatically gives you Golden Tager with fully invulnerable start-up regardless of charge time. Equip SINKEN BATTLE to give Kokonoe a frame 1 invulnerable, unblockable instant kill. Equip HEAT KEEP to be able to do it twice in a row. 5) Unlike Guilty Gear's Survival Mode, the killing blow of a match does not progress your DEPTH. The last hit of Kokonoe's Astral Heat however... is two hits, and effectively bypasses this rule as a result. Said last hit happens to deal a lot of damage too and accounts for a massive chunk of the DEPTH you advance. Terumi's Astral Heat works in the same way. Many characters do not get this luxury. There's really only one thing that a Kokonoe with SINKEN BATTLE, HEAT KEEP and TURN UNLIMITED has to fear, and surprise surprise... it's Unlimited Haku-Men. He can Yukikaze through Mecha/Golden Tager, often cutting the beam and creating a Fuumajin in the process. You don't want to be mid-screen when he does this because he'll end up behind you even if he didn't cut the beam and will probably hit you as soon as you're vulnerable. Bang can also technically guardpoint his way through the entire beam and hit you regardless of whether you have your back to the corner or not, but the AI rarely does it. The same goes for Azrael's Growler Field. There are plenty of good setups that don't involve Kokonoe. ENEMY AI DOWN and ANTI-DD is a pretty good universal setup for people that just want to use their main and see how far it takes them. SINKEN BATTLE works well for characters that are good at landing the first hit, especially those that have access to a relatively safe move or an attack with a lot of invincibility that they can use as a meaty. Experiment and see what works well for you.