Okay ladies and gentleman the impression of Guilty Gear Xrd Sign are in. I will post the information that was posted on shoryuken. The information covers the mechanics thus far. As far as Ik goes the instant kill start up is different depending on what character you are playing as. You can’t punish someone asthey are starting up but once they try to get out of it.
◾IK startup varies per character. Fausts is still slow as hell for example. All other aspects of IK mode are the same as always.
◾You can’t RC whiffed blitz shield or bursts
◾Activating IK freezes the opponent completely until finished. So you can’t punish IK mode startup on reaction. Deactivating IK mode however, does not freeze the opponent.
◾You can’t cancel attacks into blitz shield animation.
◾Just confirmed you can’t RC IK mode startup
◾Xrd damage does seem high. As people said before it may just be for the test but I dunno
Faust
◾Fausts spring board is somewhat useful. If it is behind opponent and Faust is doing a pressure string to blocked opponent and they get pushed onto it it breaks their guard and his attacks will then combo. It’s extremely hard to combo off it otherwise though. Also if it was a reverse situation with item behind opponent with opponent doing block strings on Faust like in the corner or something, Faust could FD to push opponent back on it. It will get him out of pressure but he probably can’t combo. Though the opponent could do this to Faust to if positions were reversed
◾Fausts flowers have random facial expressions
◾Fausts door takes him to New York. You can see the stage in the background inside the door. Changes based on Fausts position on screen.
◾Faust can’t punish whiffed scalpel pull with 2D
◾Faust can do command throw RC 6hs pogo anywhere on screen but the timing is a little strict. Late 5S works
Potemkin
◾Just saw Potemkin do his guard point move over the spring board and it didn’t hit him but it activated it. I bet Bedmans dash would also do this
◾Pot can YRC hammer fall and do Potemkin Buster
Bedman
◾Bedman beast goes away if bedman is hit
◾If opponent jumps over beast it turns around and walks towards opponent again.
◾You can’t RC beast summon animation
◾If you combo opponent in corner and cancel into beast the beast won’t combo. Even though they are up against the wall the beast seems to be a certain distance away so it doesn’t seem that you can combo into it from just simple grounds strings into a direct summon. Of course if its already out and you combo them into touching the beast it will work.
◾Bedman can YRC the alarm clock super
◾Bedman can’t cancel his ground dashes with anything. No specials or normals or jumps so its not really like slayer. He is commited to the full dash.
◾Pachi is here. I told him my thoughts about bedman beast that it should just stagger. He didn’t really give much of a reaction lol
◾When bedman does déjàvu moves he still has an animation so he can’t just move instantly but the recovery is not that long. All déjàvu moves can be yrcd
◾Bedmans 3rd color is blue
. Bedman is able to teleport past Sol DI Tyrant Rave.
Slayer
◾Slayer 5S staggers on CH
◾Slayer helter skelter jump cancelable on hit or block
◾Looks like Slayer can hold the button to extend the time on his unblockable move to come out later
◾Slayer unblockable absorbs low hits too
◾Even on whiff, Slayer can do anything while in the air after helter skelter
◾Slayer has 2 versions of his ground dash according to a SL player I talked to. One is short and one is longer. Press forward 3 times for the long one.
I-No
◾If you blitz shield I-no standing dust it just absorbs it as if its a projectile. I-no doesn’t get put into vulnerable state
Millia
◾When Millia does 6k she is considered off the ground.
Sol
◾Sol can combo into DI in the corner off of 6p and do nasty air combos
Zato-One
◾Zato buzz saw does not increase guard bar, however, projectiles do seem to. At least gun flame does
◾New Zato super. A fairly big shark is summoned that jumps back and forth in an arc between 2 shadow puddles. Moves automatically. Zato can do anything during this time (other than eddie moves obviously). It can be blocked high or low. Not sure if it does cross up. Number of jumps might be dependent on how much eddie gauge remains when activated. I counted 5 jumps at most so far but don’t remember how much eddie gauge he had.
◾The shark went away after I threw Zato so maybe it happens if he gets hit by anything
as always thank you for reading.