Guilty Gear Xrd Curiousity

Found some more info on Guilty Gear Xrd from the last location test. Along with more move updates someone was kind enough to put up the one dialog intro that has been noted so far. It is between Zato 1 and Faust also the music has also been noted. I will post he information below. Thanks to xlolxlolx of Dustloop.

Seems Sol can only do up to 2 reps of dust loop
-Slayer’s bite stagger can be mashed out of, so no bite loop

-Character select BGM is You Only Have to Decide It
-Zato vs Millia BGM is Still In The Dark
-Sol vs Ky BGM is The Re-coming
-Against CPU Sol, the typical BGM is Keep Yourself Alive 2, but it changed to Heavy Day during round 3 once(going by other posts it is most likely the special BGM for Dragon Install, like Bang’s Fuurinkazan BGM from BlazBlue)
-No special dialogue for Zato vs Millia
-Special dialogue for Zato vs Faust
開幕「あなたの全てを知っている…ザトー=ONE! 麻酔は使いません!」 Intro: I know everything about you Zato=ONE! I won’t use anesthesia!
  勝利「こんなラクに終わるとは…!」(苦々しい感じの言い方) Win: To think it would end this easily…!(said with an exhausted voice)
  敗北「くっ、せめて一太刀浴びせねば……!」 Lose: Ku, I must at least get one attack…….!
  敗北「私の命が、尽きてしまう前に……!」 Lose: Before my life ends…….!
-I-No has her boss voice set against Axl

Character specific changes:

Sol:
-DI Fafnir 3 hits, slidedown can combo from in corner
-Sweep range might have gotten nerfed
-BR and BB have jump property(might be referring to auto jump install)

Ky:
-j.S crossup hitbox removed
-2HS hits twice, #reload style
-236D slidedown on hit, can combo in corner
-IK he does 3HS motion into it

May:
-6K motion changed, does a small jump into a double knee press, use seems to be the same as previous loketest
-dolphin hoop placement changed, P and K versions are now waist height, P version is set at S version distance and K version is farther out beyond that.

I-No:
-Hover dash cancelable normals!? 5K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 2D confirmed
-Disinfection Method (new air command throw): Doesn’t look like it can be combo’d into, but can be combo’d from on successful throw
-Chemical Love followup: additional vertical hit possible on hit, knockdown on hit, probably can dash in for air normal okizeme (guess it’s like Ky’s pikachu)

Faust:
-New item – Spring: Unblockable, BBU style launch on hit, seems he Faust himself can get hit by the spring also?

Zato:
-Little Eddie attacks don’t raise guard gauge
-Can block while flying, but fly speed is slower
-6K: Stagger on hit
-Can summon Little Eddie from new Shadow Puddles that are formed from drills, completely invulnerable for a short time, can be used to dodge hits(ex. Gunflame)
-Deadman’s Hand: Little Eddie command throw, can followup, uses about 40% of shadow gauge
-Great White: After use shadow gauge is completely depleted
-kuroda combo works and does a lot of damage (aka classic #reload combo that does like 80% life, nobiru>j.hs>j.d>nobiru>shadow gallery>tsuku>tk shadow gallery)

link:http://www.dustloop.com/forums/showthread.php?16395-Xrd-News-(Theoretical)-Gameplay-Discussion/page539

As always thank you for reading.

About JCR Comic Arts

I am a gamer into fighting games perferablly such as King Of Fighters and Street Fighters. Also DMC and Ninja Gaiden as well. In recent years I have become a fan of two shooters. Fear and Resistance."
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