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Re(4):Guilty Gear Xrd Release Thread
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Since it'll be awhile before I can actually get to playing this game, and since I know that the people here on mmcafe already love fighting games, here's a calibrated spiel for the novices: ------------------- For people that are at the level where they can reliably do a special move on demand and can reliably cancel a normal move into a special move, the first small-thing-but-big-thing is how you think about cancellability. Let's wind all the way to SF4 with the likes of Honda, or Sim, or Gief. A substantial number of their normal moves CANNOT be freely cancelled into special moves. None of Sim's air normals can be cancelled into his air teleport. Outside of Gief's jabs, the majority of his cancellable ground normals are the close versions. Cancellability is a unique and distinguishing property of normal moves. A KOF mainstay are moves that gain cancellability when chained into (see: like everybody who has a close standing C into forward B chain). Some normals are cancellable into supers, but not specials (see: all kinds of long reaching normals in CvS2)! In GG, it's the OPPOSITE case: it's unusual for a normal move to not be freely cancellable into special/super moves. This might sound rather technical, but it's not too difficult to imagine and put into practice: imagine if Ryu or Guile or Sim could cancel any poke into a fireball. That's literally what you will get in GG with Ky or Venom or Axl. For this reason (and the one below), there are a lot of normal moves in ArcSys fighting games that have long recovery, or don't do a lot of blockstun relative to the length of their animation when they do connect. This isn't 3S where you poke away with Alex's standing MK and when it hits that's all that he gets from it. No, for most characters, if you make them block something that isn't a P or a K, you should be chaining it or cancelling it into something else to either maintain momentum and/or to cut recovery. ------- The next thing in the line of the SF/KOF comparison is that in SF, few characters have chaining normals outside of jab/short, and what they do have is very restricted. Ryu in 3S on the ground can chain far standing fierce into roundhouse. Q in 3S has literally none outside of jab and short. In GG, all of the characters have extensively chainable normals. If you think of P as being the "lightest" normal and D as being the "heaviest" normal, and "heaviness" increasing clockwise from P, as a rule of thumb everybody can chain from lighter to heavier normals. This applies to standing, crouching, and aerial normals. This isn't strictly limited in requiring you to start from P, either: any substring of "P-K-S-HS-D" will chain. Now, whether that chain forms a combo is a different story, though! Where it gets funky is that many characters also have the ability to chain from CERTAIN heavier normals to CERTAIN lighter normals. For instance, in GGXXAC, Faust's crouching HS can chain to his crouching P, but his crouching S cannot chain to his crouching P. This is all very character specific and trying to diagram it looks like an awful spider web, so you're just going to have to internalize it. However, it's very much worth learning at least a few of these. As mentioned above, the moves are tuned in a way where it mostly ISN'T about one-and-done normals. If E.Honda were in GG, he'd poke with every one of his far-reaching ground normals, and if any of them connected, he'd probably cancel it into either a headbutt to close the distance or handslaps to pressure the opponent. In GG's case, Potemkin has a long tradition of cancelling long pokes into his charge move in order to get in on his opponents or pressure them. --------------- Learning to block overheads in GG is really important and it sucks. I really don't have any other way to describe it. In GG, all of the standing D normals are overheads and launch for a combo... except that a lot of those moves DON'T LOOK LIKE OVERHEADS AT ALL. If you saw May's standing D in GGXX for the first time, you'd think that you could and should crouch under it. The animations for them are kind of unique, but honestly what animation in GG isn't unique? It's just something you're going to have to deal with. As Nemo showed last time he played in a big GG tournament in the US, even the good US players still can't block Faust's 6HS. So on one hand yes, you are going to lose (many) rounds to these. You would also do well to abuse them and win rounds with them. On the flip side, Millia's 6K in GGX series is on the threshold of what is humanly reasonable to react to when faced with a non-binary situation (i.e. more than just a YES/NO prompt). It is a significant piece of her offense. It's really hard to react correctly to, and good players get hit by it all the time. For things like that, sometimes it's worth it just to guess a high block.
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