Guilty Gear XX Accent Core is probably my favorite fighting game ever. I never got that great at it, but it is the game that got me into playing the really competitive fighting games. However, I do understand the game well enough to explain it to beginners and intermediate players. Much of this information I'm presenting here stems from Dustloop forums. Dustloop is the best source of information for Guilty Gear and Blazblue. It's also really good for Vampire Savior and Skullgirls. On forums like Dustloop, SmashBoards, Dream Cancel, and Mortal Kombat United you always have to dig to get a lot of the beginner information. I'm trying to clean up a little bit of that.
Guilty Gear is a pretty crazy game. It's super fast and there can be a
TON of stuff that you have to notice on screen at one time. It can seem
like a Really difficult game to play if you don't know what you are
doing. However, this is kinda the point. It has a somewhat steep
learning curve, but after you figure out a game plan you should be able
to hold your own. Just like playing Halo, Gears of War, Street Fighter, or any other game, it takes a few hours for you to start being able to understand what is going on. This game is FAST PACED, but not unreasonably so. After you play it for a while, you'll know that it is fast paced, but it really won't seem as fast to you. Advanced tactics can be really tricky to pull off, like Dizzy's FRC and Impossible Dusts, but you don't really need these things to play the game. Those are only for the people who are trying to win tournaments or just need a challenge. The basic combos are super easy and can get you off to a solid start.
Guilty Gear notation is a special way of writing out combos and attacks that is used most often with Guilty Gear and BlazBlue. It works like the number pad on a computer keyboard. This is the diagram:
7 8 9
4 5 6
1 2 3
Where 5 is neutral, 4 is backwards, 6 is forwards, 8 is up and 2 is down. 7,9,1, and 3 are the corresponding diagonals. The attack buttons are abreviated also:
K-Kick
P-Punch
S-Slash
HS-Hard Slash
D- Dust
Therefore, 6P is forward and Punch. 236HS is down, down-forward, forward+Hard Slash.
A few more abreviations are:
j.X - An attack while jumping where X would be the attack button.
[X] - Hold the attack button
]X[ - release button
jc, sjc, djc. - jump cancel, super jump cancel, double jump cancel.
IAD- instant air dash, performed by pressing 9 5 6. It's really easy to do.
TK - Tiger Knee. When you input an attack that has to be done in the air by inputting all of the commands on the ground and then press an up direction+attack. For example: 2147K is how to do Dizzy's TK Bubble (I think it's K.)
sj - Superjump.
dj -double jump
f.X and cl.X - Far and Close attacks. Pretty much only applies to the Slash button in GGXXAC
RC, FRC - Roman Cancel, False Roman Cancel. Weird name, but it is a way to to spend meter to end an animation quicker. Doing these are not that difficult, but their uses are kind of advanced.
Basics:
Movement- Dashing is done by pressing forward twice or backwards twice. A forward dash can be held for as long as the screen but backdashes are short and go a set distance. Most characters can double jump and air dash once. Dizzy and Millia can airdash twice. All characters can super jump by pressing down and then quickly pressing up. This typically eats up your ability to double jump.
The Tension Gauge at the bottom of the screen is your meter. It allows you to do Overdrive attacks, Force Break attacks, RCs and FRCs, and Faultless Defense. It fills up as you attack and block attacks.
Blocking - done by holding back on the controller. Low attacks must be blocked while crouching, high attacks must be blocked while standing. You can also block in the air. All ground attacks have to be blocked on the ground. Faultless defense is a more powerful block that uses some of your meter (Tension Gauge.) Faultless Defense is done by holding 4+ any two attack buttons except S+HS because pressing back+S+HS is another special command called Slashback.
Slashback is parrying an attack. You have to tap 4S+HS right before the attack hits for Slashback to parry.
Bursts are pretty crazy and are usually used for a defensive tactic. Pressing D+any other attack button results in a Burst. You can use a Burst to start a combo, or you can use it to break a combo from your opponent. You can also use a Burst offensively and pop your opponent in the air for a combo. You have to have the Burst Meter underneath your name filled to be able to do a Burst. The Burst gauge fills over time and it fills faster as you have less health.
Things are fairly straightforward as far as the attack buttons go. You have 5 attack buttons, Punch Kick, Slash, Hard Slash, and Dust. Dust launches your opponent into the air for a free combo. Different attacks have different properties and as you are starting out, you should go into training mode and press every button crouching, standing and jumping. Punch always has a 6P command, Slash always has two versions for close and far attacks, and 2D (crouching Dust) is always a sweep.
There is a lot more to this game but this is meant to be a beginners primer so I will get right into attacking. These ideas apply to other fighting games too, but I will put them here because I have a friend who is trying to learn the game. For the much better information and more in depth information on characters and system mechanics go to http://www.dustloop.com/wiki/index.php?title=Guilty_Gear:_Accent_Core
Combos are super easy in this game. The game has something called a Gatling System where normals cancel into other normals according to each characters Gatling Series. You can figure this out simply by experimenting and coming up with your own combos, or you can visit the link I posted and go to each characters combo section. Combos usually end in a special move or overdrive in order to maximize damage.
The name of the game in any fighting game is mixups and mind games. The most basic mix up is the High-Low mix up. You do a series of attacks that alternating between attacks that need to be blocked high or low in order to confuse your opponent and guess wrong, thus blocking the wrong way and getting opened up for a combo. Crossups are another important mixup in which you jump over the opponent to hit them while they are blocking the opposite direction. Guilty Gear is a game where you are going to want to maximize damage off of random hits. The game moves at a pace where you can't be 100% prepared for which hit will connect, so you kind of have to learn what damage you can get off of each hit that you throw out.
A note on performing special moves:
Guilty Gear uses the basic down-down-forward-forward+attack button and the forward-down-down forward+attack button that Street fighter uses. However, a slightly more complicated movement (but just as easy) is very common for Overdrives. The motion is forward-down forward-down-down backward-backward-forward+attack button. Or 632146Attack. This may look complex, but really just input the motions as is. It is really that simple. You'll have to get used to it through muscle memory but it really isn't a difficult movement. You can also input it relatively slowly. It doesn't have to be a superhumanly fast input. Just make sure you hit all the directions, don't jump, and with the final motion hit the attack button.
That is all the info I have for right now. In the next week or so I will write more on this awesome game.
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