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Blackgenma

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  1. yeah, DW is nothing like GG2. it's far too mindless. as for making GG2 more marketable and popular?easy, try ACTUALLY ADVERTISING WHAT THE GAME IS. or better yet. JUST ADVERTISE IT. make it clear what the purpose of the game is, and don't lie to consumer saying the game has Co-op. theres so much confusion surrounding this title, and the company didn't do very well in explaining it. same with the publisher. they should have tried harder, and made it more clear what the game was. maybe than everybody would stop comparing it to DW. it raises the question of why the reviewers would compare this to DW, as they have played the game. but lets not bother getting into that. thanks for spreading the word about how this game is not some random button masher. Hello Xithmos. I'm Tobal360 from the gamefaqs board. nice to see you here. no. th game is significantly different from GG2, and less strategic, and having different focus, and from what I played, it's not nearly as deep. thats not really a bad thing necessarily, just that Brutal legends isn't GG2 done right. I'd take GG2 over brutal legend anyday, even if the game didn't have anything to do with the GG franchise. the gameplay is simply more appealing to me, with it's solid focus on faced pace strategy and fighting game-like combat engine. even Tim Tim Schaefer said it isn't that strategic, saying most matches, there is no need to separate your army, and doing so is not recommended in most situations. his words, not mine. not bashing brutal legends here, just saying it sure as hell isn't GG2 done right. brutal legend's cut scenes are like 1000x better than GG2's though, I'll give it that. actually cut scenes with cinematic camera angles and facial and body animation that is exclusive to the cut scenes, giving the feel that your watching a film, very well done. humor isn't bad either. GG2 would have done better if the cut scenes didn't suck so much. my first play through, I was like "screw this crap" and skipped them without hesitation. it was so poorly done. ok, on to working on the guide.
  2. yeah, it didn't. people who reviewed it were pretty stupid. but as neovid said, the game didn't tell you outright that it was a primarily multiplayer based game. but I mean, c'mon, right on the main menu, it says "LEARN THE GAME" on campaign mode, that and the fact that the campaign missions where tutorials primarily, excluding a few missions here and there. it should have become obvious even if the game didn't say it out right. this game is so misunderstood. wow,seeing as gameplay oriented my posts are, I'm surprised you do that. I post on this board so much, sometimes I think its a journal. that was until I noticed a crap load of people just look at the thread without posting in it. OH NO! PEOPLE ACTUALLY SEE WHAT I WRITE! hell yes to the crow character. he would be awesome to play. I think I might finish up the guide today and post it tomorrow. I'll definitely start working on it today though.
  3. (Lock) (2)X > JC-XX > AD-XXX > ADXXX this is a combo from the Sol page....I Don't belive he can prefrom an areial x, x and cancel it with an air dash and continue the x,x, x, combo with out modern canceling....am I right? characters like Sin and Ky can do that but not sol with out a MC. SO what this combo is saying, you lock on, do a 2x (uppercut) jump cancel, x, x, air dash, x, x, x, air dash, x, x, x...whut? maybe they put in the worng input? maybe they meant (L) 2x, jc, x, x, x, j, AD, x, x, x, J, AD, x, x, x? what do you guys think? in case you guys didn't know, Sol lands after performing his third x in the air, which is why I put in the jumpafter the air combos. also, I'm going to ask this again. Panda, is there a method to tech chasing? it seems rather random to me. and what it the safest way to tech out of a combo? I've seen players on nico video lock off, so they can tech and air dash away, and it seems to give them some success. what do you do? Edit: OK, I decided I'm going to start the draft for the basic strategy guide, which will act as an intro for the new GG2 overture strategy thread. I'm going to try to follow the set up of the character guides,and system guides for the fighting games, I guess. what will be included in the basic strategy guide would be geared towards beginners or people who are generally awful at the game and want to get into it more. I should start out by....uh, I don't know, posting a link to the online instruction Manuel on the GG2 english website, or I can have it posted as an attachment (it's a pdf) so I don't have to bother explaining all the bare basics that the game's tutorial may or may not explain. than I would hit on the general method of playing, and what to prioritize. for example, number one priority, at all times, is to protect your master ghost. believe it or not, a lot of players forget this simple rule, and when they are rocking the opponent, taking over the map, the opponent grabs..I don't know...5 blades, and dumps them at your unprotected masterghost, while your army is full, and all your troops are across the map. never forget, that the most important thing is your masterghost, above all else. than the second priority is the map and your servants, maintaining your ghosts and making sure what goes on the map does not go unattended, or unnoticed. so your beating up on some fool of an enemy master, you critical down him, and than you look at the map and you have no servants on the field, where right before you fought the enemy master, you were dominating. this has happened to me once. it sucks. don't do that. you need mana, and you need to make sure your mana doesn't go to waste, so don't let your servants die for no reason. if you need to make room for more servants, though I personally never do this, because I'm a spaz, you should always pick up your servant you wish to get rid of and sell it for some mana back. THINK ECONOMICALLY! the final, and mos obvious besides the first two priorities, the third one is YOU, th master. never jump into a situation where you have a high chance of dying, because where you jump into something like that, chances are, your gonna die. die 4 times, and it's GAME OVER FOR YOU. you died 3 times already? spend mana on healing times and bombs and what not to make sure you do not die again, ABOVE ALL ELSE. it's easier to kill the master 4 times than it is to overtake their master ghost, so don't be surprised if the opponent see's you need only one critical down to lose and tries to hunt you down. one thing I have learned from watching nico video is that getting critical downed easy an easy ticket to lose (the enemy master can run up to your master ghost and destroy it no problem if it's unguarded and you died about 3 times). though it is number 3 on the priority list, DON'T DIE. and basically, thats what the body of the guide will emphasize. how to practice, what you should be paying attention to and all that jazz. I'd also recommend an easy character like Sin, Ky, or Raven, who has good units and strong master. Sol is actually a pain in the neck to play first (I would know) thanks to his tribe relying so heavily on the master. Izuna is really tricky to get the hang of at first too in master combat,but isn't a bad choice for a first time. Sol is good to get the hang of master combat at least. and Paradigm is good training with units (Sit on your butt and tell them what to do, fighting a level 3 computer. you can pull it off , with you doing minimal work with paradigm (just hold down an important ghost with him and your good.) if you guys think I should put anything else in there, tell me. (I'm probably posting more rapidly than people visiting the thread )
  4. hey, cool, thanks for the link. How did you find this? I looked at sol badguy's page translated into English with Google translator. I didn't know his crimson jacket lasts 20 seconds. what the hell does LX>LX mean!? I seen it in nico combo videos, but I don't know the meaning!!! is it left trigger and x? EDIT:AHA! LX means lock on X, I SEE! I found that out by watching the beginner escape tutorial, where there are anotations on the bottom of the screen, telling the viewer what moves the oponent is using. Some of the information on the wiki is outdated. for example, on Sol's page, it says brute force takes 13 percent tension, but in an update pdf, they said they reduced brute force to 10 percent tension. (ver 1.43 update). it's true, I can due about ten of them when I tested it on my own. OMG! HOW DO WE FIX THAT!? thats the only thing I noticed that was off.
  5. hey, since I know at least a few of you have signed up on nico video, I thought I'd give you guys my list of bookmarked GG2 related nico videos. I will place a title, a link and a description. I am doing this instead of school work because I love to procrastinate, it's my favorite past time! ( I am a bad student ) Guilty Gear 2 - recording, broadcasting Committee http://ch.nicovideo.jp/community/co7186 -Nico video playlist for GG2 GG2 combo video nico http://www.nicovideo.jp/watch/sm8044588 -Features combos for Sol, Sin, Izuna, and Ky. all real combos. GG2 beginner escape guide A http://www.nicovideo.jp/watch/sm7847408 -a tutorial for escaping certain attacks from Sin and Izuna, playing as Dr. Paradigm GG2 beginner escape guide B http://www.nicovideo.jp/watch/sm7848317 -part two of the escape and tutorial, focusing on escaping attacks from Ky and Raven. Ky vs Sin Masters only pt 1 http://www.nicovideo.jp/watch/1254753716 -takes place in Bel Canto. Ky does not use Charged Stun edge. Ky vs. Sin masters only pt 2 http://www.nicovideo.jp/watch/1254668514 -takes place in Bel canto. no charged stun edge for Ky. Ky vs Izuna masters only http://www.nicovideo.jp/watch/sm8326608 -takes place in Illyria. ky does not use charged stun edge. GG2 battles. HN TAPPU (Dr) VS yasu448 (Ky) http://www.nicovideo.jp/watch/sm7711661 -A 5 round battle on triora won by HN Tappu via judgment. HN TAPPU (Dr) VS panda62 (So) http://www.nicovideo.jp/watch/sm6299425 -A 3 round battle on Illyria. won by Tappu via over taking master ghost Kimera (So) Thine (Iz) vs. Nanji (Ra) D.P. 99 (So) http://www.nicovideo.jp/watch/sm7512693 -2 on 2 on Illyria. 3 rounds. Kimera wins by critical downing Dragon punch 99. THINE (Ra) vs kimera (So) Illyria http://www.nicovideo.jp/watch/sm8116283 -a 3 round match between Raven and Sol, on Illyria. Raven wins due to Kimera dying 4 times. THINE (ra) VS kimera (So) Ganemeade http://www.nicovideo.jp/watch/sm8116283 -A 5 round match. Sol wins by killing Raven 4 times, the final time his master ghost was surround, and managed to kill Raven in a stunning come back. Thine vs Kimera Ganemead (K's view) http://www.nicovideo.jp/watch/sm8136876 -the 5 round Ganemeade match between Kimera and Thine (with the crazy comeback by Kimera), in Kimera's view. Kimera (Va) vs hapi (So) Underworld Hill http://www.nicovideo.jp/watch/sm4626651 -a 2 round match between kimera and hapi, using Valentine and Sol respectively. Valentine wins by overtaking Sol's master ghost after killing him (while he was in dragon install no less, doing a lot of damage with a 8x loop)). valentine was dominating the majority of the match. Kimera(Va) THINE(Ra) vs. hapi(So) TrustedHat(Va) http://www.nicovideo.jp/watch/sm4709959 -2 on 2 match on Illyria, 3 rounds, kimera is critical downed 4 times, the last time he is shot down by trusted hat (Va) when trying to escape a countered assault on Sol's master ghost. 2P splitscreen! Ky & Uppercut Happy Sol http://www.nicovideo.jp/watch/1241947143 -a 3 round 2 vs 2 online match with team mates who are playing via spiltscreen on Illyiria. they are facing a Sin and a Ky. the pair win the match by a coordinated joint surprise assault on an opponent's masterghost. TS20 Conte (KY) VS Thine Nanji (RA) http://www.nicovideo.jp/watch/sm8361169 -HQ video. a 2 on 2 match on Illyria. lasts 2 rounds, where the pair of Ky's preform a coordinated joint surprise attack on one of the opponent's unguarded masterghost on the start of the second round. the video features a small screen in the corner for the actions of the partner. Air25(Sin) vs ppKAMASEINUqq (Sol) http://www.nicovideo.jp/watch/sm8456681 -a match on Bel Canto. last 4 rounds, where Sol overtakes Sin's masterghost. he has a revival, so once he is critical downed, he comes right back to kill Sin. when pressured and combo'd, Sin bursts, Sol counter burst and cancels into an air combo loop, killing him. worth mentioning is that he actually uses a Gigant to defend a ghost and makes Sin keep his distance with his units from invading too deep without the proper strength , and it proves to be useful for that purpose. HaneHaneRock(So) 2 vs 2 (eng track) http://www.nicovideo.jp/watch/sm8350589 -a 2 on 2 featuring Sol (H.H.R.) and raven v.s. sol and Izuna on Illyria. the match last 3 rounds. Hane Hane rock loses by getting his masterghost destroyed. there's nothing fantastic about this match, I just find the music, gameplay, and english track amusing. R. danchi (Ra) & O.T.R. (Ky) vs Mayninth(Iz) & MxsDos (So) http://www.nicovideo.jp/watch/sm8354105 -2 on 2, Bel canto Valley. video is following Robo danchi (Ra), who is directly facing Izuna on the lower half of the map. 4 rounds. it's a very intense match, while Raven has the advantage on the bottom, Sol has advantage on the top, and comes to Izna's aid when needed. unfortunately for raven, Sol critical downs Ky and destroys his masterghost before he can crush Izuna's MG. great raven play, and did well countering Izuna. those are all of the Videos I have bookmarked from Nico Video that are GG2 related. hope you can enjoy. I was thinking of perhaps creating a video discussion thread for the game, but I don't think enough people are interested in watching GG2 videos to make one, so whatever.
  6. Yay! I learned stuff! thanks a lot. Panda, is there a method to tech chasing? it seems rather random to me. and what it the safest way to tech out of a combo? I've seen players on nico video lock off, so they can tech and air dash away, and it seems to give them some success. I'm going to take some time off for writing the general basics guide, I got school work to catch up with. so expect it later this week, or next week the latest. until than, you guys can share some good basic information here that I could possibly put into it. Edit: I saw this video in nico video where this Sol player, when rushing to his opponent with blast drive, smacks him with a power attack out right. thats awesome, why do I never do that?
  7. Nifty, I should test that out sometime. I could have sworn kou2007 did an inescapable combo string on me, I will jump out of them strings than. but screw sol, what about sin? how do you get in his face while dodging his garbage? I have a rough Idea, but me need some pointers.
  8. I don't think I can trust everything on the tribe vs tribe list there. as far as Izuna's tribe getting owned by everyone else, thats not true, it too can handle valenitne's tribe pretty damn well, and it can stand up to other tribes in general, thanks to it's overall balance. the only problem with it is the units not be able to rip their oponents to bits. I mean, it's not like the tribe has drills for melee servants, and the tribe has no overwhelming weakness, like Sol's. playing with Izuna's tribe give's Izuna enough leeway to handle the match in a variety of ways, unlike Sol's who's units suck so much your very limited on your playstyle. valentine's unit cannot dominate Sol's if he has all three of his low-level servants out, which most good players don't bother doing when playing Sol. now, keep in mind, when I say dominate, I 'm talking about COMPLETELY DESTROYING the enemy army, something that Sin and paradigm can accomplish very easily against Sol. Both Izuna and valentine have better units than Sol, but not so much that Sol cannot have some leeway in his actions, letting his servants do some of the work for him. Your master teir list is something I partailly disagree, but it is effective if your trying to account for overall master strenght. if you take in account of how the masters can take advantage of their skills and servants, Sin would be above Sol and Izuna due to being easy to use, good skills, being able to kick the enemy's ass where they can't reach him, hiding behind his servants, and having combos that are the hardest to burst out of. he also does obscene amounts of damage. no doubt he can get owned when someone gets in his face, even more so when surrounded, and this is magnified when the oponent knows how to aproach him while dodging his crap. He is garbage witout any tension, and has slightly less health than then the stonger characters in the game, but the odds are overall in his favor in most cases. let me break it down, this is by no means a formal guide though. Sin- this guy gets too much reward for too little effort. he can be crushed, but you really need to know what you are doing to do that to him. it's not that he's the overall most dangerous master, he just is the one who is the most dangerous with the least effort. Sol, with Izuna - they are RIGHT behind Sin. Sol has lots of reasons why he's better than Izuna slightly, not even including that he has self buffs, one of them that cannot be romoved by dispell, and when he has that particular buff on, he can own the likes of everyone in the game, even Sin. 100 dragon install + crimson jacket = run away from sol. with 100 dragon install, Sol becomes the best zoning character in the game, which sounds absurd, and it is, because it's true. gunflame is like 100X better in this form (cost less, comes out as fast as it is inputed [you can blast someone at point blank with it, and they wont be able to counter it], goes farther, moves faster, still eats all other projectiles, and he can shoot it out more rapidly), as well as pretty much every special move he has. to top it off, volcaninc viper, and a move list that is the best at breaking guard out of the cast. Raven and Ky, -I'll put my money on Raven being slightly better than Ky. they are a step below the two above, but not by much. even these guys, if played well, can counter the three above them no problem. Valentine. -yeah... I don't like valentine, but her zoning game is pretty strong, and she can do some great juggles, so she totally beats out paradigm Paradigm. -ugh. however, your teir list is accurate in terms of how dangrous the masters are when used to their fullest potential Aedesyr, with the execption of Raven not being in there. Raven, as I stated above, is probably above Ky. keep in mind that Ky can handle himself against pretty much anyone in the game in most situations though, so don't underestimate him. Sol is pretty much the only character who can do inescapable block strings that will break your gaurd and you can't do anything about it. I have not seen this often, but it he can do it, he's insanly good at keeping the preasure on, and he isn't as vulnerable on the offensive like Raven is, and he's got VV to boot. I'll try to get more indepth about this subject later though. if anyone has anyting to say about what I stated above, feel free to call me out on it. EDIT: just in case you didin't see my request above within the wall of text I will say it again. Panda, can you drop us some hints on fighting Sin with Sol please? I know you know how to do it, I've seen you do it before, but the replay I had has been invalidated thanks to the ver 1.46 update. I don't remember if you can punsih beak driver. I never seen someone rush down a sin like you did with sol, you where hungering to tear him to shreds. I need to get better at getting in against sin. I can handle him partially, it's just I want to know all the tricks there are to moving in on him.
  9. blade, what kind of scans do you have from this book? do you have the entire book scaned? or only parts of it?
  10. whut? thats alot your asking for there. I will consider these topics when doing the general basics guide. the last one on the list seems kind of sketchy though, what were you refering to im that last comment "relates to Servant-specifics maybe"? oh, played the demo for brutal legends, great cutscens, really funny. man, GG2 had some boring cutscens. ok, here is the new section of the Sin master abilites of his basics guide. I will put the guide together in full later. Sin master Abilities. Sin's is an extreamly powerful master, who is proficiant at crowd control and attacking at a distance, we'll say about mid range. he has simple to imput combos, and very high damage output, but he is slow with close range attacks, and his options are severly limited once he runs out of tension. sin has 480 health as oposed to the standard 500 health. Sin's two signature attacks are his beak drivers, but for the sake of simplicity, we will cover the details of those moves later, right now lets focus on his normals, which, by themselves, are pretty lack luster. (L) x, x, x, combo stops jumps and is his main bread and butter when you arent trying to blast them to hell and back with a beak driver. if all three hits connect, you can jump and follow up no problem, with little chance of the oponents teching out. here's a combo that I do all the time. (L) x, x, x, j, x, x, (air dash) x, x, y. stupid easy to input, hard to escape, great damage. you can combo into beak driver with (L) x, x, y. Sin's (L) x, x, x, is slow, and can be sidesteped pretty easily, if you get a clean miss, there's pretty much nothing you can do about it, and it isn't hard to sidestep his first hit. if the first or second hit is blocked, the oponent can side step out of the combo and punish, if you dont take the proper action to attempt to stop them. you it requires that you properly predict when the oponent will try to jump out if he hits, and what direction. you can stop sidestping by attacking with a (L) 4x, or 6x mid (L) x, x, x. for example, if the oponent wants to side step to my left after blocking the first hit of my combo, I do (L) x, 4x, and blast them with a beak driver. (L) 4x is a slow, and wide horizantal sweep with his staff, made to stop side steping. it can be jumped over and punished, and if done at too close of a range, it may be out right snuffed, thanks to relativly long start up time. ot can punish sidestping from either left or right, but if the oponents side steps to the right, he has a greater chance of blocking or interupting the move. Izuna can actually outmanuver this attack, double sidestep toyouright, and punish you for cleanly missing you with the attack. you can cancel the recovery time with a beak driver if you hit an oponent, whther they are blocking or not. (L) 6x is short ranged and launches, and can punish side step to your right only. you cna follow up with an air combo after hitting with it. a quick close range move, but very little range. (L) 2x is a leg sweep, and is pretty much a desperate move when some one gets in your face, although one of sin's fastest moves and cannot be sidesteped, it can be snuffed ( sol's (L) x kick is faster, and will snuff it no problem). it can also be jumped over and punished. very short range too. can be followed up with a beak driver on hit. his aerial nomals can be interupted and inputted again by an airdash, letting you do combos like (L) j, x, x, (air dash) x, x, x. his power attack in the air is a stomp. (L) 8x. (L) 8x is a vault kick, where he kick the enemy by vaulting himself with his staff and kicking him. he's hard to hit while doing this, and you can iimplement this in combos. longer range than any of his other normals. his power attack is a lungin spining kick, that, as far as I heard, can be blocked, but i might be wrong about that. some one please corect me if I'm wrong. it is a great tool Beak driver (L) y is a fast mid range poke that can be combos into another blast by hitting y again. this move is the Sin's signature move, and is what makes him so deadly. it is very fast, and can be comboed into many different ways. when you get someone with it and the block the first hit, you can take a gamble and hit y again anyway, theres a good cance if they attempt to escape the blast they will get hit, even f they block it, it will do good chipp damage. the only clean way to avoid getting hit with the subsequent blast of the beak driver is for the oponent to jump out of the attack, where he may or may not be able to punish, I really don't know if he can in the situation. this move tales little tension and can lead to high damage combos. though it is very fast, it can be sidesteped and jumped over. you can follow up these two combos off the beak driver blast. (L) y, y, j, (air dash) x, x, y - very easy to do, decent damage (L) y, y, (F) 8x, (L) 8y. - easy, but decent timing required. big damage. (F) - free mode, lock off. jump y is "poke it like no tomorrow". put it at the end of air combos. (L) 8x is big beak driver. it has more start up time, does more damage, and cannot be jumped over. this mover can be used to finish combos, or get quick big damage for punishing. it is easier to be punished for missing this move, and it is easier to side step. (L) 2x is a catch counter like the one Axl low has in GGx2 AC, where if the oponent hits you with a mive when it is active, Sin will counter the move. but it does not activate imeadiatly, so you must have adequate time to use it, best when recoverying fro getting upif Sin doens't catch his oponent, he will be vulnerable for a short time. can be followed up wih beak driver. use this move with caution, you don't want to miss with it. (L) 4y and 6y are big energy orbs that sin leaves in place for a bit. I think they are used to limit enemy movement, and to prevent them from getting close to you. they can also be used for mix up purposes and in combos (but I do not know any combos involving them personally) youcan direct thrm directly in front of sin by starting them up with (L) 4y, than moving the stick to the 8 position. activate these balls too close to the enemy and they will smack you as Sin takes his time creating these. and thats it! a basic guide on how to use sin. keep away from masters and conserve you tension. with Sin, it kind of all or nothing, if the oponent can't get the drop in on you up close, you can destroy them with Sin's easy combos, but when they are in Sin's face, his options aren't too good. someone like Sol can destroy sin up close if they are familiar with everything he can do. with out tension, sin is pretty awful, so beak driver when you cna and go for big damage combos while you can, and struggle to not get overtaken in clse range combat. End of Guide. whoo boy, I'm tired. I'll do the required editing later to make the guide complete. one of the best ways to learn how to fight a character is to play the character, so you know what he sucks at. either that or look at someone destroy a good player of the character in question. Panda, can you drop us some hints on fighting Sin with Sol please? I know you know how to do it, I've seen you do it before, but the replay I had has been invalidated thanks to the ver 1.46 update. I don't remember if you can punsih beak driver. I never seen someone rush down a sin like you did with sol, you where hungering to tear him to shreds. I'll work on the basic strategy guide later in the week. EDIT: Can't...S rank...protect the gate...using Sol on hard....why is it so difficult...damn it.
  11. Your asking the wrong guy here. I would have no Idea. but as long as you don't lose anything, why not? countering raven is not that hard. if the raven player goofs up, he's toast. raven has limited ways of approaching you when he's on the offensive, he is best played defensively until his opponent attacks and leaves an opening to counter, which he is VERY good at doing. so first thing against raven is not to be careless and charge at him, because he will most likely take advantage of this and rock you. His (L) 8x (when he dives forward at you) is not safe on block, side step as soon as you block it and he will be left open for an ass whooping. His (L) 8x in the air is the same (he lunges at you from the air), when he dives at you and you block it, side step right away. you can escape right after he attacks you with his (L) x, x, (where he pokes you 2 times for each x the player presses.) once the player attacks with all four hits, you can escape, but he may be able to catch you with his subsequent attack. for most cases, try sidestepping to your left after his (L) x, x. when you feel he might attack with his (L) 6x, side step the opposite direction. keep an eye out for his projectiles, they are nasty, but if shot at the wrong moment (where you predict it), you can jump over them, air dash and punish. he has one anti air projectile, but it has limited uses, so don't expect the opponent to use it often. his long range and anti air projectile can be sidestepped, but beware that he has a set of projectiles to stop sidesteps as well, which can be jumped over. buy a dispel. it will make dealing with his slow spell 10x easier. also gets rid f his slow fields, turns your servants into sitting ducks, easy to kill. not there is a unblockable teleport skill that teleports ranve behind his opponent, where he can do an unblockable attack and get a free air combo. you can dodge it simply by steping forward, or jumping and airdashing when you see him disapear. if your playing sol, do gun flame when he disappears, he will get hit by the gun flame's hit box that strikes anything behind sol. if your trying to run away from him, he might try to catch you with the not there skill, uasually resulting in you crashing into him. the best way to escape is running the opposite direction, even if it leads you to where you don't want to go, for example, you run towards your master ghost in an attempt to escape from raven, raven uses not there to catch you and you bump into him. turn around and run the other direction, which will lead to his masterghost, and take the long way to your masterghost. it is the only guarantee that you will escape from him when he uses the not there skill, because if raven recovers from the bump quickly, he has a lot of tools to stop you from getting pass him, but that isn't the case if you run the opposite direction from him. hope that helps.
  12. Raven Basics Guide Raven is a downloadable character available for purchase for 400 Microsoft points. He offers a different style of master combat, and shares the same units as valentine, but has different personal skills, and fights vastly different. Since he has Valentine’s servants, I will only cover his master abilities. For his servants, check out the valentine guide. First I’ll start with his personal skills, he has 4 of them, 2 for masters, one for attacking servants, and a minion. His not there skill is a teleportation that teleports behind the locked on target, if you press x while doing it, you will do a unblock-able 6x kick. It can be dodged a verity of ways, so use it to punish for the best results. If it hits, free air combo for you. The next skill is a slowdown spell. It will slowdown the movement dramatically on the target that is locked on. It takes a while to use and can be interrupted easily, but it has long range, so do it at a distance. The opponent can still run away if you’re too far, and if you fight another Raven and he pulls this on you, your better off running if you can, a dispel will clear it up though. Slow fields are the next Skill, and it's primarily for wiping out servants. They make servants slow, and have the same status effect as Raven's magic elite. You can control the way raven throws the two needles with a direction and the l trigger. L trigger and hold back so Raven can throw them split apart, for large crowds. This is a helpful skill to help take servants. Raven's minion, the little Bird, is a weak minion, but, thanks to Suzaku's translation skills, I have found out that it steals tension form enemy masters. How annoying, that's just like raven to do something like that to you. I need to test how effective the thing is, but its purpose is to steal tension from enemy masters and serves as a distraction for servants,. It's a mobile type minion, but it does such little damage and dies so quickly, I don't think it matters what type of unit this thing is. Now for Raven’s fighting style. Raven has a distinct style in master combat, and doesn't have too much flexibility on how he should be played in that regard, but he has answers for most situations he's in. When playing Raven, he has very short range, and thus most not approach the opponents carelessly, or he will get snuffed. So the best way to attack is to punish and counter attack, and when in close range, smack the some (L) x, x and usually finish with a 4x without Modern Cancel (MC). His (L) 4x and 6x can be used to stop side steps, the (L) 6x will launch the opponent, can hit grounded enemies, but cannot be combo'd into from (L) x, x on masters without MC, or they will block. I think you can possibly pull an air combo off from (L) 6x with a MC. when you see an opportunity, like to punish a whiffed attack, move in with a (L) 8x, into x, x standard combo. DO NOT spam 8x, it is not safe on block, once blocked, the opponent can side step and punish. His (L) 2x is a launcher that has some invincibility, but has VERY short range, use it as a planned counter if you can, than jump into a air combo, no MC needed. His (L) 8x in the air is decent for punishing and moving in, and can be MC into his standard (L) 8x, x, x combo. Raven's power attack ((F) 8x) is decent for crowd control, and breaks guard. Standard combo for Raven I use. (L) 8x, x, x, 4x, MC, 8x, x, x, 6x. All of Raven's special moves are needle-like projectiles. Y is a anti air, and launching projectile with decent range, it has some (short) startup time, but interestingly enough, even is Raven is interrupted mid way of starting animation, the attack will still come out, unlike his (L) 8y. if you MC the y special, you can follow up with an air combo. It can be side stepped. (L) 8y is a standard projectile, has startup time and recovery time. When the projectile actually comes out, it's pretty fast, and does a little over 100 damage when it comes out, and has good range. Use it to poke and punish when you see an opportunity, like sneaking up on an unsuspecting master. You can actually MC into another (L) 8y, so if your close enough, and you have the tension to spare, smack the opponent with another one. On an odd note, if you are as close as can be when you shoot this projectile, the projectile will miss the opponent, not that you should ever be that close when you shoot the thing. it can be interrupted and punished if jumped over, and it isn’t hard to side step if seen coming. The third special move he has is his (L) 4y and 6y, three needles attacking his left and right respectfully. They are primarily to punish side steps it can also offer up some limited and weak crowd control. It can be MC into other (L) 4x and 6x no problem. His mid air y special attack is a projectile that shifts its aim to its target. It can be used to punish, and to end air combos. Like the other projectiles, it can be MC into another air Y, so if they are in the air, hit the opponent with two (or three?) of these for extra damage. Raven's overdrive has short range, and cannot kill a opponent with full health (does about 400 damage). It hits all around him, and hit's opponents above him. If you want to catch some one with this, hit them with a (L) 2x before hand, and combo into it. There we have it folks. Raven is a character with a strong master and reliable servants. His fighting style is close ranged, and is good at pressuring and punishing, but his options are not the most diverse and he’s bad at crowd control. Overall, he is one of the easiest characters to play and perhaps one of the simplest. He's worth the 400 Microsoft points in my opinion, because he’s pretty fun and effective to play. END GUIDE now it's better suited to being put in a compilation. I'll make that new topic when I redo sin's master abilities section and I write up a beginners' general basics guide for people who are having trouble getting into the game. it will act as an intro. once I'm done with that, I will bother blade to make a text dump of all of the guides in the new topic and he can submit it to the guiltygear.ru or something.
  13. I redid the valentine and Raven Guides, so it's better suited for a compilation. I used neovid's vizuel unit guide and edited it where I felt it was necessary. here, I'll post both of them. Valentine Basics Guide Valentine is a difficult master to play as; she excels at mid range combat, as she has a variety of effective projectiles, and as powerful servants to back her up and act as a shield to protect her. She is however, pretty bad at close range, and although she can fend for herself close up, she isn’t as dangerous as other masters in the game, this is also evident with her 460 health, and her generally low damage output. She’s great at killing servants, and has powerful crowd control, but with her shortcomings as a master, she’s a potentially easy kill. Her servants are very strong, and are the primary muscle of the character, unlike a Sol. The Valentines tribe is around the second strongest in the game after Paradigm's, but works nothing like any of the others. Having only one of the low-level standard unit types, they have to make heavy use of support troops to have any chance against most armies. It can be summed up that this tribe’s has unbalanced servant types, but the individual abilities of each servant are excellent. This tribe is reliant on its elite servants more than the majority of the tribes, and the order in which the servants are contracted is very important. Raven shares this tribe. Candy is the tribe’s excellent melee unit, having more special abilities than any other in the game, all of them useful, and increasing their survivability, making them one of the better defensive units. These are the only low class basic servant that this tribe has, so your going to need to supplement the with the proper amount of support units early. The lower their health is, the more damage they do. These units have the highest attack damage amongst the standard melee units, and move across the map rather quickly for a melee. They are also extremely aggressive, making them annoying to fight in droves. Gateau Skin is the tribe’s range unit. There’s really nothing that special about Gateaus, it does have a special attack that will strike any nearby enemies one recovery from a fall, which does nice damage. Not very impressive compared to, say, Twin Triggers, but as ranged units can tear up melees, you'll need these guys right away to get yourself the advantage in troops early in the game. They are available from the start, no need to contract them. Professor Blancmange is the magic unit of the tribe; you'll need to unlock these guys right away against most opponents, as they're your only counter to armors, which will smash your army otherwise. This alone means you'll make very heavy use of these guys most of the time. Their ability to slow enemies really wrecks armors, as they likely won't reach the professors before being torn up by magic attacks... if you have enough professors to do the job. Their slow spell can be a big help when facing masters. Charlotte is the tribes elite armor unit, and the only armor unit in the tribe. This is a reliable unit, being annoying to kill, faster than most armors, and even though nowhere near as deadly as Bonebiter, still an enormous pain to fight against in a group. Getting rid of Charlotte usually requires the enemy Master taking care of it in person... and with Charlotte's low cost, it will be back soon even if they do. Charlotte has low damage out put for armor, and regains a minute amount of health when it hits an enemy. It’s wide swing attacks cannot be interrupted. When it is alone, don’t be surprised if the enemy master takes it out rather quickly, it can be easy to handle alone, even DR. paradigm can destroy this guy one on one no problem if the opponent if familiar with handling these. Mille-feuille is an elite mobile, and the tribe’s only mobile unit, Mille is the most costly unit you get, and is very worth it. Once you have him unlocked, your Master should carry Mille at all times, immediately tossing him into any fight you run across. His summoning of really nasty mobile minions is invaluable, as if it uses his summon near any dead servants, his minions will be able to teleport and cause long stuns, as well as staying even if you pick Mille back up. As a bodyguard elite, Mille might only be matched by Heaven's Libra. Eclair: Your elite ranged might be the least useful of your elites, but is the hardest-to-kill ranged servant in the game. Eclair fires basic shots fairly slowly, but they have an extreme range and great tracking. Also, its high HP is complemented by a defensive retreat it uses on occasion when forced into melee range. When ordered to head to a Ghost, it fires shots that reach from an insane distance to the Ghost, but it uses that skill rarely enough that you shouldn't count on capping anything by surprise. This thing absolutely destroys magic units by the way, can kill Heaven’s Libra before it even thinks of putting down it’s staff. Miss Tiramisu is a Elite Magic. Can be a very annoying unit in the game to fight against, as her basic attack is a huge ball of energy that can't be stopped by anything, and she has the unique ability to keep units from being able to attack at all with a curse. Unfortunately, she doesn't always use this on the enemy Master when she has the chance. Her basic attack makes her devastating to armors, and that alone is likely to make her a necessity not long into a match. Master Abilities Valentine has 460 health, Is the only character who can double jump, and her air dash goes further than anyone else’s. Her start up for her blast drive is the slowest in the game. I’ll cover her personal skills first Brownie is her Minion. It’s an armor unit that follows Valentine and gets in the way of attackers. They will counter attack what hits them. They’re Very helpful for valentine. Zest is an attack where her balloon blows up, takes a good amount of tension. I've seen this used at the end of 8x loops and combos. It’s also good for old fashion crowd control. Bye Bye is a teleport skill that takes you to your masterghost; you can escape a fight easier that way. It’s a cheap skill, handy for getting away if you feel the need I suppose, since her blast drive start up is so slow. Valentine fighting style is composed of very close range melee attacks with some quick and varied projectiles. She works best by playing defensively, unlike Sol; she should spread her units out slowly and stay with them as a lead. Her melees back her up very well, and she can sit back and blast away with her projectiles until the enemy manages to come close, where she can attack with her melee strikes. The standard (L) x, x, x, combo isn't bad, but the first strike has very short range. On the third hit, she will jump, so you can MC it and hit them with a 8x for more damage. I'm unsure whether you can enter the 8x loop with the combo though. (L) 4x doesn't have the range that the (L) x second strike has, but it goes into her launcher, where you can strike the enemy a few times, and finish off with the 8x loop, hit the opponent with 8x, and the second valentine touches the floor, jump again and repeat as much as possible. This is her biggest source of damage. she can also finish some of these combos from this attack with zest. An example. (L) 4x, x, x, 8x (zest) (L) x, x, x, MC, 4x, x, x, 8x, (land) (left step) 4x, x, *x, x, 8x, (zest) (L) 6 x is where she spins Lucifer. a good move to do on servants, as you can charge the move by hitting x rapidly, which will hurt anyone the swing will hit. Stop pressing x and aim, valentine will unleash a heavy strike that can't be blocked. Not bad for masters thanks to it's range, but if the block and side step, make sure you MC the move to be safe. (L) 2x is to stop side stepping mostly, but can be used as a roundabout way to attack. Try sidestepping to either direction and use this. if you hit twice in a row, you will dizzy the opponent. I' suggest using the L trigger if you are going to use it from a side step, and once you hit, MC and do it again to stun. Her 8x on the ground is heavy hitting and good for attacking servants. I'm not too sure about attacking masters though, there’s not much you can follow up with it. Good for knocking them back. Here’s a combo utilizing this move. (L) 8x, MC, 8y short and sweet. Her hard attack sweeps and breaks guard. It’s great for crowd control and for mixing it up against masters. You can combo from this move as well with a jump x. Her aerial x combo is very good, extremely reliable, and can go into 8x loops. She has 4 projectiles, y which is weak and straight, 2y, which are two shots from the left and right, good for mix up and hiding behind a ghost. 8y is a heavy and strong projectile with start up time, great for servants and r short running masters, or for sneak attacks. Don’t spit this one out randomly; you can be punished for it. All of Valentine’s projectiles can be jumped over, so keep that in mind. Her air Y is a series of shots with splash damage. Great for servant crowd control, and not bad to whip out on masters every once and a while you see them get careless. Even if you miss the shot initially, she will slowly follow her target. That’s all, she's a tricky but reliable character, her units are very annoying, and help her out greatly. Though she weaker than the majority of the masters, she’s not as weak as Paradigm, who has almost no combos. Just beware of her shortcomings and cover your vulnerabilities. Her servants are good but their types are unbalanced, so be sure to know what you are doing with them, she relies on them more than Raven, as she is not as good at close range fighting as he is. End of Guide you will notice I changed a lot of the wording and what the guide said regarding her servants. since it's a basic guide, I didn't want to give any overly specific instructions on how to use the tribe, besides, I wan't sure if what was changed was very was effective anyway. the changes I made were based off what have seen and what I have experienced, so please don't get offended that I messed with your guide neovid. I'll put up the updated Raven's guide next post to avoid clutter.I mostly just reorganized some wording, and as a bonus, I put in a very effective bread and butter combo hat I use a lot.
  14. oh, I'd like a quote faq. the lines in the game are great. the only issue is that I would like a Faq that I didn't have to help with LOL! anyway, yeah, that sounds like something really cool. though I'm more focused on getting a gameplay based Faq on the game out, or a competent guide on dustloop if failing a Faq. for now though, I'll get you quote (or quotes since there are at least 3 voice tracks I believe, meaning he can say up to three different things when using the spell) and any other quotes I can get out of him. I'll branch out to his units from there if I can.

  15. your not going to get anywhere at gamefaqs, trust me. you like Ky right? I'll give you a bunch of Ky related quotes if I can, from his personal quotes to the one's of his units. sound fair? I might not get everything he's got though, but it's a start.

  16. ok, so we are getting some organizing going around here. I might just shut up about the request thing and write up a general strategy section any way regardless of demand. I need more time though, I need to at least finish up on Sin's master abilities, and I want to see if I can edit my guides with whatever neovid posted regarding servants. for example, I have servant information on raven, who is a downloadable character, but not for Valentine, who you have available right away. it should be the other way around. So I'll scrap up what I can and shoot a request to update or reorganize that text dump as soon as I fix up the Sin and valentine guide after the weekend.
  17. yeah, servants do have movlists, a lot of junk is in the game's pause menu during a exhibition or online match (not that you'd have the time to read this stuff during an online match). if you want me to write down what Ky says during is useless and long spell, I'll make that a priority. I Too do not own this game (strange right?) so give me a list of what you want first.

  18. hey, that's pretty cool. did you compile that? you made it recently, because the Sol guide is up to date. what can we use this text dump for though.....
  19. you want GG2 quotes? might be able to help with that. I see your hungry for some GG2 story related material. I'm actually currently editing a Script for GG2 story, written by Cantido. when I'm done with it, I will post it in the zepp museum. tell me what your looking for, and I may do some work and write down some quotes for you, be it story or in game.

  20. well, I'v said it before, what I don't have is the skills with notepad to make something that would fit the guidelines of the Gamefaqs FAQ contribution. if I have to do it myself, it's going to take a while, because I would need to look up how to do it, and I actually have a life, so that gets in the way sometimes too. not to mention it's a crapload of effort just writing these things, so on top of that, I have to make it presentable in notepad? no thanks, not anytime soon in the near future. if someone else wants to take these guides and fix it up and put it on a faq, than be my guest, just give me credit. now, if what you mean by posting putting this up in gamefaqs is that you want me to grab these badboys and post them in the gamefaqs boards as a sticky....well I guess I can do that, but that's second to what I want to do here on dustloop. Gamefaqs boards are pretty unwieldy, with a limit of characters per post and no ability to edit them after the fact, I'm not crazy about the Idea, but unlike the creation of a FAQ, it's doable in the near future. there are also jerk offs at gamefaqs, and if I felt comfortable posting these things there, I would have done so already (and obviously, I have yet t do so), but I'm not totally against the Idea. as for needing to compile this stuff in order to see what needs to be added....no, I know everything that has been posted here in this thread pretty much. ask me if something has already been covered in this thread, and I'll tell you if it has been posted or not. I know what I put down, and I save all my guides, as well as anything significant about character strategy or general strategy that someone else mentions. so if you think I need to make a comprehensive guide about basic general strategy aimed at people having a hard time getting into the game, say so. I would do advanced stuff, but I'm not good enough of a player, and besides, advanced stuff is simply getting a feel for the game and trying different and new strategies out once your comfortable with the game anyway. at least thats what it looks like to me when I see the good videos from nico video. regardless, the basics are more important than anything. I just want to see some demand for a basic general guide, so I'm not wasting my time. so yeah, four more people request a GG2 basics guide and I'll make write one up. there should be a part for servant strategy and master strategy.
  21. thats one. one person said they would like to see it. four more. I need four more than I'll write it up in the overture basic help topic I'm gonna make (tentative title, I just made it up now). it is good to be serious at times. people who are always clowning around 24/7 get annoying, and tend to have some insecurities. there's a time to laugh and B.S. and theres a time when it's not appropriate. people who are serious 24/7 aren't fun to be around either though, they need to chill out. FOUR MORE!
  22. I have brought it back from the abyss....
  23. uh... good point. I DO have all of them in my computer, and I'm not so lazy that I can't go back about 20 pages to update the Sol guide (yeah, I updated it again recently, I'm obsessed with him.) when I update the Sin guide during or after the weekend, I will make a brand new topic with all of the guides. I will also toss in the combo inputs for for combo videos, and I'll put up all of the combo inputs for that one nico video combo vid where the player does the 404 damage, 16 combo with Sol, so you can see how the player does combos this everyone instead of just having the Sol combos up. should I write up a general gameplay basics guide? or is that over-kill?....maybe it's over-kill. I'll consider it if it's asked for, and the chances of that actually being requested for by at least 5 different people is slime to none. it's settled than, if 5 people ask for a general basic stratagy guide, than I'll write one up. but I wonder if it's even needed at this point? oh well, it will be aimed at those who are having trouble getting into the game like blade.
  24. they are actually pretty handy as long as your not fighting an army composed of nothing but armors. they are pretty good as a backup to any unit in sol's army, be it blade, drill, fire wheel, whatever. they sit back and shoot doing poison damage with an occasional stun grenade, while the drill and blade go up to enemies and kick their ass. even when Sol is fighting a master they can help out, because they actually bother to attack their enemies, and are not stupid like drills (which may come as a surprise to you). they only become really dangerous individually when they get upgraded by blockhead. no support unit in the game is dangerous by it self anyway really, and even twin triggers are useless in the face of armors. as long as you don't have Pencil guy by himself (which your not supposed to use them in such a manner, why else do you think they are called "support types") the pencil guy is a pretty decent unit. anyway, enough about Sol's unit, it's Izuna time. The guide is here a day late, but it’s here nonetheless. Izuna Basics Guide Izuna is a character that has a good master, and with decent and diverse units. Izuna himself is a pretty potent master, with fantastic range and special attacks, but his damage out put is lacking. His servants have good variety, so the tribe it self doesn’t have a specific weakness, but his units are not very strong individually. His all around characteristics make him a flexible character like Sin and Ky, but he is much more difficult to master than Sin, he’s a technical character similar to Ky. Izuna’s normal units consist of Melee, Armor, Mobile, and Range. His Elites consist of Melee, Armor, Magic, and Range. Melees are kappa, which have solid stats, and have a cool ability of counter attack. You will notice this if you fought the kappas before, so it really helps when masters are beating on one, and get hit by it’s counter attack, that does big damage. It also helps against fighting other units. However, it is not a guarantee that it will always pull off a counter attack when hit, and even when it does, there’s a chance that it will be dodged. Kappas can be potentially routed by drills (sol’s awful melee unit), they are not extremely reliable, only relatively so, so keep that in mind. His armors are pretty light footed for armors. I forgot their name, but that doesn’t matter. The attack more rapidly than any other armor unit, and can annihilate the weaker units with ease, but they also have very poor defense for armor units. Easily done away by masters and units that have an advantage over it. His mobiles…well, they are mobiles, and they do what mobiles do, which is me fast, kill magic and armor nits, and have bad damage output and defense. If you thought Izuna’s armors were bad with defense, wait to you see this unit. This unit doesn’t have anything special about it that I can think of, it’s a solid unit, and no doubt useful for what mobiles do, but doesn’t really excel at anything among the mobile units in the game. They prioritize support units when fighting, so they will go after support units first. Izuna’s Range units are actually pretty good. They have a strange projectile skill, where they shoot a satellite, and then shoot their target, the satellite, usually shot to the side, shoot and disappears. It adds more pressure to the opponents. It’s not as powerful as twin triggers (sin’s ranged unit), but it’s definitely not weak. At higher levels it can shoot more projectiles. It dies quickly just like any other range unit in the game. His Melee elite unit Tengu, does good damage. Has a useless ability that catches an opponent in a tornado where they can’t do anything. It does not work on masters. It’s a decent unit overall. It’s probably the worse of the three elite melee units in the game. His range Elite is also a decent unit. Its attacks are damaging, and it’s great to use as back up for Izuna. Because it is a support unit, it’s going to get killed relatively quickly when facing stronger units, especially a master. His magic elite is very potent; it can freeze enemies, and adds knock back resistance to nearby allies. Good for carrying around with you for it’s freeze. Doesn’t do too much damage though, and it’s a support unit, so be wary of it getting targeted and annihilated. His Elite armor unit is like a Gigant (Sol’s Armored elite), that’s not as expensive to maintain, but his limited uses in comparison. It’s main function is being a big tank that moves very slowly, and capturing ghosts with it’s big hammer. It ignore units, and does not attack them even when hit. When the unit walks, it creates shockwaves that hurt nearby enemies. When it reaches half health, it will fall to it’s knees (which creates shockwaves) and produce little minions to attack enemies. If it reaches the enemy master ghost, it will do about 80% damage to it in one hit, and destroy the protective barrier on it same result for he Gigant with a range upgrade, only it is more reliable with it’s targeting and doesn’t cost an upgrade like the Gigant). It about the most expensive unit (I think it’s tied with the Gigant) I don’t recommend using this thing, it will burn a hole in your mana, because it cost over 800 mana to bring out, it’s very slow (EXTRA SLOW), cannot be used for effective defense, and due to it’s nature, the enemy master will put his sights on it, and kill it as fast as possible, making you waste your mana. On to Izuna’s personal skills. He has a magic minion. It slows down enemies, and targets nearby masters over all other enemies, so pulling it out against an enemy master is a good Idea. Other than that, I have no Idea if it attacks directly, if it does, I have not noticed. Use it to fight masters and armors. He’s got a projectile that raises the attacks of his units. Use it when your units are marching to the next ghost, because they are usually in formation for multiple units to touch your projectile. Not a bad skill. Izuna has a special dispel skill that cost a lot of mana, but once you buy it, it charges very quickly and is very effective for removing status effects and killing minions in exchange for tension. It will not destroy traps, such as mines and bananas though, so it’s not better than dispel in that regard. It’s useful, but expensive. Also, just so you know, you cannot dispel Sol’s dragon install, so don’t bother trying, you will pay if you do. Izuna has a gimmick where he can turn invisible. It’s cheap, and not totally useless, despite that it may look that way. It’s a great tool to use when you want to run away, as master’s can’t lock on or see you, neither can they’re servants. It’s also great for recon trips, in other words, you can go and see what the enemy master has in his territory with absolutely no risk, and he won’t be able to see you checking out his stuff, but this is mostly useful for running away. If you hit an enemy while you are invisible, you will lose your invisibility, but you will do increased damage with your strike. I recommend you use a hard attack on an unsuspecting master if you plan to use if for sneak attacks. Master Abilities Izuna is an overall great Master, with solid normals and great Special attacks. He’s got good range, fast pokes, a double side step, and although his high damaging combos are limited, he does have them. His only his only problem is overall lack of power, and sometimes his double side step gets him into trouble due to the nature of it (against raven’s pressure game and sometime it strangely backfires when trying to dodge Sol’s kick. You side step, and his (L) x kick follows you. I don’t know why this happens, it just does, Sol’s (L) x kick is insanely good) and with the exception of maybe one or two combos, his damage out put is not anything to write home about, even those few combos that do massive damage, they are very situational, and even when everything is going perfectly, it can still miss. With those hiccups, and the lack of a consistently powerful pressure game like sol and raven, he’s still pretty versatile and probably one of the best Masters in the game. Izuna has a wide range of normal (L) attacks, so much that I have not gone through them all. His standard (L) x, x, x, is a great combo, the first hit is a fast poke with great range. The second strike can be jumped on block, and the third strike can be side stepped to your right. He’s got a (L) 2x kick that he can use to set up opponents for (L) 8y and performing a move that keeps opponents on the ground for a long time when you do (L) 2x, 2x, the kick will knock them over, and the second strike will keep them on the floor longer than a banana. To set up for steel wasabi, do (L) x, x, 2x, 8y, has nice damage out put. Also (L) 2x, (side step) 2x, 8y works too. His (L) 4x is something I use to punish a whiffed attack or for mix up, it’s good for pressure as well. His (L) 6x can be used in combos, other than that I really don’t use it. His (L) x, 2x, x, combo launches, so it’s good to use in combos too. His (L) 8x is a little lacking, and very dangerous to use out in the open, so it should only be used as an extension of combos. Even though it launches, you must jump and attack very shortly after landing the move. A decent way to use the combo is (L) x, x, x, MC, 8x, j, x, into whatever you want. His free mode x, y, launches, and can be used in combos, also great for mixup, when someone intentionally approaches you, and expects you to attack with (L) x, x, x, planning to jump after the second strike and counter attack, will get hit doing so. Can be combo’d into with (L) x, x, x, MC, (F) (walk up to them) x, y, (L) j, x. Yeah, I know, complicated stuff. His air combos of standard x, x, x are decent; they have nice range, but don’t do too much damage. There are better ways of hitting launched opponents than with a standard aerial x, x, x. try at least a x, x, 8x, Izuna’s aerial 8x is an amazing move, does great damage. Izuna’s aerial 8x has a wide range of uses. It great for short, tensionless combos, such as (L) x, x, j, 8x. It should work perfectly fine as long as long as you perform the 8x as soon as you jump. That combo is what I like to use to kill servants, and to kill Elites, I just do j 8x directly, kick them t get back up, and repeat. Also great for master ghost damage, just do the move, and MC the last hit, jump and repeat till your out of tension. Do (L) 2x, 8y on normal servants when you want them dead fast. It is worth noting that Izuna’ jump 8x can be dodged by jumping at Izuna, right in his face. I know, that makes no sense, that means you can do (L) x, x, j 8x, and on the part where you jump, if the opponent jumps too, your 8x will go right through him, leaving you vulnerable (L) y is a slow, homing projectile that does weak damage. Use it for traps and set ups, and to stop incoming opponents in their tracks. (L) 8y is steel wasabi, repeated stabs, it can be used in combos, and can be done as long as you mash the y button, and it will eat up your tension. A very powerful attack for Izuna, don’t squander it, you’ll waste tension and you’ll be vulnerable if you miss, and it’s not hard to dodge when you see it coming. (L) 2y is his long-range horizontal slash, which is good for mix up, and is the best crowd control tool in the game. Spam it against groups of normal servants, and it will do wonders for you. It has start-up time, and can be jumped, so pulling it out randomly on a defensive opponent will get you whacked. (L) 4y or 6y is his homing dive attack. He flies around and rams into the opponent. It can be done in the air and combo’d into. Just jump and press a direction and y to have Izuna do the move in that direction. When you hit the opponent with it, they will go flying, and no matter where they go, the move will chase them- for the most part. When you strike, you can MC and attack to keep the pressure on or can follow up with a steel wasabi if you hit them with the move (I don’t remember if you need to MC to do that, but I don’t think you have to.) The biggest issue wit this move is that it has NO PRIORITY OVER ANYTHING. Though it is kind of hard to it Izuna when he does the move, any attack will knock him out of it. ANY ATTCK. The other issue is that although it will follow the opponent, and he cannot sidestep it to dodge, he can jump right before the move makes contact with him, and Izuna will stop, leaving himself slightly vulnerable. In other words, last second dodges will effectively escape the flying kamelia or whatever you call this move, this is true for the aerial version too, air dashes can escape this if it’s close enough. The Last special move is his most peculiar one. (L) Jump y. it’s a freeze barrier that freezes whatever the tip of the barrier touches. So you can jump, freeze the guy; go around him, and free combo. When in the Ice, if the opponent was blocking, and you attack hi front, he will block your attack, It’s also worth mentioning that when frozen, the opponent has higher defense, and that he won’t be frozen for a very long time. It eats up about ¼ of your tension, but it’s a great move to pull out. It can be dodge by the opponent if he jumps at Izuna, and is inside the barrier that Izuna creates. Not touching the tips of it, so don’t abuse the attack. Opponents who are familiar with it will keep and eye out for you spontaneously jumping. They can also just smack you out of the air very quickly if you jump; some characters have moves that can do that, like Sol’s (L) 2x, or his Volcanic Viper. And that concludes our Izuna guide. He is a very technical master to learn with a varied tribe, but individually weak servants. His master abilities are among the best in the game, but he must be played well if you want to see why this is the case, as it’s not obvious like it is for Sin and Sol. The reason his units are weak are is because he himself is so strong, use his personal strength and take advantage of his unit’s quirks and variety to get the most of the character. END OF GUIDE The guide was longer than I expected it to be. I didn’t realize there was so much about Izuna that I knew, sorry I kept point out his flaws, but I felt it was important that you knew what to look out for. He definitely one of the most fun characters to use in the game, he’s just really technical is all. I’m not certain how strong the masters are in general, but I’d rank him around Sol’s level. I think the overall best master in the game is Sin, followed by Sol and Izuna (I think Sol beats Izuna out by a little) Sin has too many things going for him that just aren’t easy to deal with, his insane damage output and crazy long reach, so long that you cannot easily burst out of his combos unless you do it at just the right times. He needs a bigger deduction on his health besides 20 points. You’re not supposed to give long reach characters so much damage out put Arc System Works! Good thing for Izuna that he can deal with sin pretty well, better than any other character I’d say, thanks to his double side step and extra range. Izuna can side step attacks from Sin that are designed to stop side steps. So with this guide, guides for every character in GG2 are on Dustloop. I plan to go back and edit the Sin guide and its master abilities section, because it’s so bare bones in comparison to the other guides. That will be done after this weekend, because I don’t play as Sin and I have to practice with him. Thankfully, unlike Izuna, there are actually Sin videos on the net, so it will be easier to get data on him. So I can repost some of the stuff I got from the gamefaqs boards a few months ago now that I’m done with the guides for the most part, are you guys interested in seeing them? EDIT: nice guide by the way neovid. what problems are you having signing up in nico video anyway? use a translator in an alternate tab and Copy and paste what you want to understand. once you do that, it's no problem. Google translate is what I use.
  25. dying really fast isn't bad for Izuna's range units, all range units die really fast. his range units actually are very annoying and are not bad. they do decent damage. pencil guys are the weakest range unit, and they still have their use, not to mention to potentially deadly ability of stuning you with a stun grenade. free combo for sol if he's nearby.
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