The second location test for Guilty Gear Xrd REV 2 is going on this weekend, and with it, there’s a new wave of fairly substantial changes for almost every character. The translated patch notes cover the mechanical nitty-gritty, and they have been officially provided by Arc System Works in Japanese. Most of the changes from the first location test still apply.
What’s interesting is that the changes, even if they are subtle, introduce new routes or even new styles of play entirely for some characters. For instance, Raven received somewhat of a makeover to his excitement mechanic that should affect his gameplan a lot. Now, most special moves increase his gauge, while using one of the Overdrives depletes it.
While taking footage of gameplay isn’t allowed at location tests, Japanese players tweet out their impressions which reveal intriguing implications that aren’t easy to see from patch notes alone. A few English speakers kindly have been translating the tweets.
Baiken
– azami followups yrc removed
– both Kabari are now air unblockable
– you can perform azami by holding either S or HS buttons— ひっちゃん (@HiagoXYZ) February 11, 2017
Pretty big deal for Baiken, as not being able to YRC her counters has been a point of dispute for long.
Azami hold ver. makes Sakura and Rokkonsogi quicker to come out (probably just releasing them is enough to come out)
— ひっちゃん (@HiagoXYZ) February 11, 2017
Apparently Kuchinashi is looking really good
— ひっちゃん (@HiagoXYZ) February 11, 2017
All people talk is about how Baiken's voice sound good
— ひっちゃん (@HiagoXYZ) February 11, 2017
Baiken stun resistance: 55
— ひっちゃん (@HiagoXYZ) February 11, 2017
Kuchinashi is the dragon-punch like counter that Baiken has. It seems that there’s a different way to perform Azami, which is the move she uses before her counters come out. Holding affects certain timings. And hey, good-sounding voice actresses are important too (Baiken’s in-game voice got added in this location test).
You can get a corner knockdown with May if you don't let Ensenga wallbound
— ひっちゃん (@HiagoXYZ) February 11, 2017
5d~8 > j.hs x2 > j.S > j.hs > Ensenga 1 hit gets you a knockdown in the corner
— ひっちゃん (@HiagoXYZ) February 11, 2017
May doesn't ride hoop dolphin till hitstop is over so ride hits late. 41236K [4]6S fastest cancel jKH works. [4]6S cancel j2H lands slower https://t.co/d5k4xL2LUc
— Bears (@AMurderOfBears) February 11, 2017
Jam buffs: Better dmg for parry PK/grab RC/max ryuu RC corner carry. 2D longer. No more backward knockback on ryuu; 236K->623K->214K easier https://t.co/7WgSMMbw4J
— Bears (@AMurderOfBears) February 11, 2017
Jam nerfs: 6K damage decrease. 2D 236SK MAX236K 5K pickup no longer works. Teresa feels these are the big ones. https://t.co/prHWk5mO55
— Bears (@AMurderOfBears) February 11, 2017
A lot of May’s special moves work a little bit differently, and Jam received a lot of big buffs alongside a few nerfs.
Jackpot item chance way down. Almost never appears. SERi felt he was lucky to get 3 giant meteors in one run through arcade mode https://t.co/3TUfyGNpe0
— Bears (@AMurderOfBears) February 11, 2017
One of the more interesting changes in Faust’s toolset is the low probability of getting super versions of his items. The tweet indicates about how often you could expect that.
I'm sure I'll hit something doesn't cancel into eat, so it feels hard to use. Gets kd + oki but no chance to eat + you're down 5k calories https://t.co/FyHH81ut2n
— Bears (@AMurderOfBears) February 11, 2017
Midscreen air combo can end with jKD for kd but situation after not good; no eat. End with beak to knock away might be better even with tech https://t.co/RGwBfXKltZ
— Bears (@AMurderOfBears) February 11, 2017
Sin combo
"j.D > j.214s > dash jump j.S > air beak > airdash j.K > air beak > land 5p > 5hs > eat" worked on raven
— ひっちゃん (@HiagoXYZ) February 11, 2017
He also said that air beak driver barely has any recovery. From the highest point of a normal jump, you can use it 3 times before landing
— ひっちゃん (@HiagoXYZ) February 11, 2017
However the reduced air beak driver untech time doesn't let you get a midscreen knockdown.
— ひっちゃん (@HiagoXYZ) February 11, 2017
Sin’s combo flow is changing a lot, especially when deciding when to eat. jD is a new way to get an air knockdown, but since Sin will be still in the air, he won’t get that much time to get lunch. “I’m Sure I’ll Hit Something” is the stabby follow-up to Beak Driver.
Elphelt 5H knocks down on grounded but opponent can tech out on air hit https://t.co/WR0IEnULCe
— Bears (@AMurderOfBears) February 11, 2017
Elphelt roll to shotgun is slow, travels short distance. Seems no invul. Doesn't crossup even canceled from close range 2H https://t.co/Vbm6Mz4YXL
— Bears (@AMurderOfBears) February 11, 2017
Dogura says Raven's gameplan is switching into a way more offensive pattern.
— ひっちゃん (@HiagoXYZ) February 11, 2017
Raven's stance fills the excitement gage much faster. His specials fill a lot too (like 10 to 30% depending on which one)
— ひっちゃん (@HiagoXYZ) February 11, 2017
After 10 seconds or when his super? hits, the excitement gauge starts decreasing.
— ひっちゃん (@HiagoXYZ) February 11, 2017
However, if your excitement gauge increases at any time, the countdown resets
— ひっちゃん (@HiagoXYZ) February 11, 2017
The Raven changes, in particular, will alter playing the character a lot.
Sol's 6hs doesn't seem much different property-wise. It looks like ragna's 2d
— ひっちゃん (@HiagoXYZ) February 11, 2017
Apparently Ky's new 6hs has a jump cancel (probably on hit only). Unconfirmed though
— ひっちゃん (@HiagoXYZ) February 11, 2017
Sol and Ky have received new 6HS attacks. The combo properties of Sol’s seem very similar to his current 6HS, but no one can tell much about actual frame data.
That’s the majority of translated impressions at this time, though there are some more tweets if you want to check out @HiagoXYZ and @MurderofBears’ timelines.
Stay tuned to SRK for more Guilty Gear coverage.
Sources: HiagoXYZ; BjornSonOfBears
