Guilty Gear

Missing image
GGXXR-DizVsAxl01.png
The Guilty Gear series is known for its excellent graphics.

Guilty Gear is a series of sprite-based fighting games designed by artist Daisuke Ishiwatari and Arc System Works and published by Sammy Studios. It is popular with videogame players for its detailed graphics, original characters, unique gameplay, and its numerous references to rock music, particularly the Heavy Metal subgenre.

The first game in the series, Guilty Gear, was released in arcades and home systems in 1998. While it did gain some praise from the mainstream video game press such as Gamespot, [1] (http://www.gamespot.com/ps/action/guiltygear/index.html?q=Guilty+Gear) it didn't make much of an impact upon video gamers. However, the release of its sequel Guilty Gear X in 2000 gained much more attention with its gameplay and more detailed graphics. In 2002, Guilty Gear XX (known as Guilty Gear X2 in North America) was released, furthering the individual stories while improving on gameplay and visuals. This was soon followed by Guilty Gear XX #Reload, which addressed a number of gameplaying imbalances in XX and changed both matchplay tier arrangement and the "distance" between the tiers, as well as adding a new tournament-legal character, in addition to brining the series online with Xbox Live. The latest installment (2004) is titled Guilty Gear Isuka ("Isuka" meaning crossbill in Japanese, and representing the way two swords clash) and features up to four-player simultaneous gameplay, allowing for 2 vs 2, 2 vs 1, 1 vs 1, and three- and four-way free-for-all matches, a side-scrolling mode called "Boost Mode", a customizable version of one of the characters, a new playable character, and various other goodies. A new installment to the series, Guilty Gear XX Slash, is currently undergoing beta tests in arcades in Japan.

Contents

Game mechanics

The Guilty Gear series boasts a deep and complex game engine. Each new game in the series adds more features, which can make it make a challenge for a new player to play against experienced players.

  • Walking: Walking is the simplest motion that all characters can do. Simply push and hold Forward or Back to move your character forwards and backwards along the screen.
  • Dashing: Dashing is one of the more useful basic movements available, for a few reasons. Dashing in either direction is performed by quickly tapping/moving Forward or Back twice on the D-pad/joystick. Dashing forward causes the character to run forward for a brief spurt - to extend the dash, hold the second forward input and the character will run. Dashing backwards can only be done in a brief spurt, as it causes the character to physically hop backwards (as opposed to running in the other direction). In addition, backdashing gives the player some animation frames of invulnerability, so that, if timed correctly, it will allow the character to avoid certain attacks (such as command throws, short-range attacks, and low-hitting moves). Note that:
      • Johnny's forward dash is a brief hop and cannot be extended;
      • I-no's forward dash causes her to gain some altitude;
      • Zappa's forward dash causes him to lower his body so much that he can dodge certain mid-hitting attacks;
      • Slayer's forward and backward dashes cause him to become invisible and invincible during the active frames and can be jump-cancelled; and
      • Potemkin has only a backdash.
    • Air Dashing: (AKA AD) The extension of dashing on the ground, air dashing is performed identically to ground dashing, forwards and backwards, provided that the character has already jumped into the air. Each character except for Potemkin can air dash at least once; Millia and Dizzy can air dash twice, and Justice can air dash three times. In addition, the only difference between the mechanics of the ground and air dashing is that backwards air dashing does not provide any invincibility frames as in backwards ground dashing.
    • An interesting feature that can be performed with some practice is called Instant Air Dashing (AKA IAD): this allows the character to "instantly" air dash from off of the ground and immediately perform air attacks. To perform an IAD, quickly tap forward after jumping forwards (or quickly tap back after jumping backwards). This works because the computer recognizes the forward jump as the first motion for the air dish so you only have to tap one more time to follow up.
  • Double Jump: (AKA DJ) Tap Up while in the air to make the character jump again and go higher; a direction can be specified, such as Up-Forward or Up-Back. This is useful for avoiding attacks or psyching the opponent out.
  • High Jump: (AKA Super Jump, HJ, SJ) Tap Down, then Up very quickly afterwards to make the character jump higher in the air than a normal Jump. Usually, you cannot perform a Double Jump after a High Jump. As with the other jumping features, a direction can be specified, such as jumping towards the opponent by pressing Up-Forward. You will know whether you have done a high jump if a trail of "shadows" follows your character during their jump.
  • Blocking: The standard way to defend against an opponent's attack is to block it. Blocking is done by holding Back on the D-pad/stick; however, until the opponent actually attacks, the character will simply walk backwards. After blocking an attack, it will take a certain amount of time before you recover from the block and are able to continue moving and fighting. (This effect is called block stun.)
    • Instant Block: (AKA IB) An instant block is a block that is executed at the exact moment (specifically, the exact frame) the opponent's attack would otherwise hit you. If done correctly, your character will flash white very briefly and react from the block much more quickly (i.e. you will incur less block stun), allowing you to interrupt your opponents attack combos, for example.
  • Normal Attacks: The standard attacks that every character has access to are Punch (P), Kick (K), Slash (S), Hard Slash (HS), and Dust (D), each of which can be done while standing, crouching, or jumping (in mid-air). In addition to this, the Slash attack has two forms: close Slash, written as S(c), and far Slash, written as S(f); however, close and far Slash can only be done while standing.
    • Taunting: There is also another button used for taunting. This "attack" is not so much an attack per se (although some characters' taunts, like Chipp's, will do 1 damage point), but it will add a small amount of tension to the opponent's tension gauge. Also, in #Reload, taunting after winning will cause the opponent to start the following round (within the same match) with 50% tension (this is called rakusyo).
    • Respect: Holding forward while hitting the taunt button will cause your character to do an alternate taunt called a "respect". Aesthetically, this taunt has the character pause to praise the opponent's fighting style. A respect can be cancelled with a move or ground movement at any time, which allows you to fake the opponent into believing you are vulnerable.
  • Command Normal: A command normal is another normal attack that is performed by pressing Forward and an attack button (specific to each character) except for Dust. All characters have a Forward + Punch attack that offers upper-body invincibility (except for Testament's, which hits as an overhead but has no such invulnerability), and all characters except for Bridget have a Forward + Hard Slash attack that deals the most damage that any normal attack can. Most characters have a Forward + Kick attack, and the properties of these vary (some hit as overhead attacks; others offer partial invincibility). Only Bridget has a Forward + Slash attack; this attack is the equivalent of other characters' Forward + Hard Slash.
  • Gatling Cancel: (AKA Gatling Combo) If a successful normal attack, either standing, crouching or in mid-air, is quickly followed up with a second (command) normal attack, the character will "cancel" the recovery frames of their initial attack into the the second attack and the opponent will not have the opportunity to block the second attack. This, in turn, can be followed by another attack, and so on, allowing skilled players to chain up long combos. The formulation for gatling combos usually follows the P-K-S-HS pattern, but this is not generally true; also note that close Slash usually "gatlings" into far Slash (i.e. S(c)-S(f)), but never the other way around.
  • Special Cancel: If a successful normal attack is quickly followed up with a certain special attack, the character can "cancel" the recovery frames of the normal attack into the special attack. Usually, special attacks themselves cannot cancel into other moves (although they can still link to other attacks), so this is one reason for using Roman Cancels (see below) to allow further attacks to be made after a special attack.
  • Just Link: Similar to gatling cancels and special cancels, a "just link" allows the player to link together two attacks (usually normal -> normal or occasionally normal -> special) that, normally, cannot be linked together via gatling cancel or special cancel. What distinguishes a "just link" is the precise timing required to link the moves, which is usually in the range of 1-3 frames, and that very few moves can be "just linked". (One famous example is Slayer's S(c)-S(f)-> (just link) S(c)-S(f), although there are certainly others.)
  • Jump Cancel: (AKA JC) If certain "jump-cancellable" attacks are executed successfully, either standing or in mid-air, and you push (Back/Forward-)Up, the character will "cancel" the recovery frames of their attack into a jump. Depending on the circumstances, this can allow you to follow your opponent into the air for an air combo. Jump-cancelling in the air after an air attack is called Double Jump Cancelling (AKA DJC). By extension, there is a High Jump Cancel (AKA HJC) that allows you to cancel "jump-cancellable" attacks into a high jump. High jump cancelling can also allow you to follow your opponent into the air for an air combo, but usually disallows double jump cancelling. Note that high jump cancelling only works off of the ground.
  • Throw: Pressing Forward/Back and Hard Slash when near an opponent will allow you to perform a throw attack. In general, the throw attack will just knock the opponent down and disallow any further attacks until the opponent arises; the exceptions are Jam, who can FRC her throw and air combo off of it, and Faust and Ky, who can RC their throws and combo off of it. It should be noted that throwing is not always guaranteed because certain moves will make characters invulnerable to throws (eg. May's standing kick).
    • Air Throw: From Guilty Gear XX onward, it is possible to throw in midair, and the range at which you can perform a throw is usually double that of ground throws. The properties of each character's air throw varies; for example, Venom's and Anji's air throw will "float" the character further into the air, and several other characters can induce "wallbounce", allowing combos to be made after the throw. It is also possible to combo into an air throw if the air throw is performed on the first frame the opponent recovers (in mid-air) from an attack.
  • Dust Attack: Pressing the Dust (D) button (in GGX, press S+HS) will cause your character to perform an overhead attack that, if hit, will launch the enemy into the air. Press Up to leap up after to continue attacking the opponent. The execution time and recovery for this move is often slow, but can lead to some very nasty air combos.
    • Sweep: Pressing the Dust button while crouching will cause your character to do an attack that hits low and knocks down the opponent. Unlike the standing Dust attack, the sweep attack will not have the mandatory start up delay.
    • Air Knockdown: From GGXX onwards, pressing the Dust button in the air will cause the character to perform a knockdown attack. Like the sweep, there usually is no start up delay unless the character itself has it.
  • Recovery: (AKA Teching) After being knocked into the air or hit while knocked down/"on the ground" (OTG), press any attack button (except Dust) and any direction except Down on the D-pad/stick to flip out and land on your feet (i.e. recover or tech out). Note that this will not work on certain attacks which are defined to disallow recovering, and it will also not work if you have been counter hit.
  • Tension Gauge: Located beneath your character on your respective side of the screen, this bar fills up whenever you perform certain actions, such as attacking, blocking and running toward your opponent. If your opponent performs a taunt move, your tension gauge also raises slightly. In the original Guilty Gear, the tension gauge was referred to as the Chaos Bar. Expending part or all of accumulated tension, or having a certain amount of tension in reserve, enables the use of certain special abilities:
    • Overdrive Attack: (AKA Super) With your tension gauge at more than 50% full, do the specific command for the character to unleash a powerful attack. Each character has one or more overdrive attacks, such as Ky's Ride the Lightning or Sol's Tyrant Rave, and certain characters' overdrive attacks will have limited invincibility during the move's start-up, allowing you to beat out your opponent's attacks if you time it properly.
    • Dead Angle Attack: While guarding, hold Forward + 2 Attack buttons. Doing this will cause your character to counter with an attack that will push the opponent away some distance and knock them down. You will need at least 50% tension to perform.
    • Faultless Defense: (AKA FD) Press Punch and Kick while blocking to activate faultless defense. This will create a green ring that rotates around the character and will negate block damage and increase pushback from your opponent's attacks. This is also the only way for a mid-air character to block attacks from a grounded (standing) character. Doing faultless defense will gradually expend some of the tension gauge over time, and you still have to pay attention to attack levels (i.e. standing FD will not defend a low attack). In the original Guilty Gear, Faultless Defense was mistakenly transliterated as "Fortress Defense".
    • Roman Cancel: (AKA RC) Pushing any three Attack buttons (except Dust) during a successful attack will perform a Roman Cancel, which cuts the attack's animation short and costs you 50% of the tension gauge. The usefulness of this technique is that whereas most attacks are followed by a delay during which you recover and therefore cannot attack or defend, a well-timed Roman Cancel lets you ignore this recovery time, allowing the creation of some particularly lengthy (and nasty) combos. The Roman Cancel was not introduced until Guilty Gear X, and the phrase is thought to be an abbreviation of "Romantic Cancel," which is backed up by the fact that when performed, the announcer shouts "Romantic!".
    • False Roman Cancel: (AKA FRC) Press any three Attack buttons (except Dust) during certain attacks to stop further animation similar to a Roman Cancel. Unlike the 'real' Roman Cancel, this only requires 25% of the gauge instead of the full 50%, giving off the blue flash instead of the normal red one. However, the downside is that it can only be done in specific animations of the attack, thus, making the timing more specific and tight. The False Roman Cancel was not introduced until Guilty Gear XX and is thought to be a mistranslation of "Force Roman Cancel".
  • Counter Hit: (AKA CH) If a character is about to execute an attack (that is, their attack animation has started but the attack itself hasn't become "active") and they are interrupted ("countered") by an attack from the opponent, then the interrupting attack is a "counter hit". Counter hits have vastly differing properties depending on what move was used in the counter hit, but all of them will either disallow recovery (if they launch the character into the air) or cause the countered character to stagger (if the character is left standing on their feet).
  • Staggering: Certain attacks will make a character "stagger", in which they stumble around for a bit, stunned and open to additional attacks. However, you can expedite your character's recovery by shaking the stick or quickly "mashing" on the D-pad and the buttons.
  • Dizzy: If your character is hit with powerful hits over a short period of time (not necessarily "comboed" together), they may become dizzy. While dizzy, your character will be surrounded by little birds flying around their head and you will not be able to perform any moves or block. Just as in staggering, dizzy time may be shortened by shaking the stick or "mashing" on the D-pad and the buttons. Players that becomy "Dizzy" will be immobile longer then if they were staggered.
  • Psych Burst: (AKA Burst) A new addition found in Guilty Gear XX onwards, the burst feature has two purposes, both of which are activated by pressing any attack button and Dust at the same time. If done correctly, the character will "burst" away and form a "circle flash". The first purpose is for combo breaking ("blue burst"). When you are being hit by a combo, you can opt to burst out of it. It does no damage, but it will knock the character away and you will get 1/3 of your burst gauge back. The second is to hit the opponent with the burst attack itself ("gold burst"). If it connects as a hit, unblocked, it will fill up your tension gauge to the maximum. However, the limiting factor in using your burst is that you are limited by the burst gauge, located under the life gauge. It fills up like the tension bar, albeit at a different rate, but carries over between rounds (in contrast to the tension gauge). When performing a burst, there are several frames of invincibility at the start up of the attack; however, it is possible to be air-thrown out of a burst attempt (obviously, the air throw must occur before the burst becomes "active").
  • Guard Gauge: The guard gauge is a little bar, located underneath the player's life bar, that indicates how much you have been blocking (based on an integer scale from -128 to 128). It starts off filled halfway (0). As you take damage, the guard gauge decreases a certain amount based on the attack, and as you block, the guard gauge increases a certain amount based on the attack. If you neither take damage nor block, the gauge will return to 0 slowly. The lower the guard gauge is, the less damage you take; therefore, the last hit of an 8-hit combo will do substantially less damage than it would alone, since your guard gauge would be practically empty. If you block several attacks, your guard gauge will increase so much that it will start flashing at 3/4 full (64). At this point any hit you take will immediately be considered a counter hit.
  • Instant Kill Technique: (AKA IK, Ougi) In Guilty Gear X and on, simultaneously pressing all 4 attack buttons will cause the character to go into Instant Kill mode, where the tension gauge turns red and starts decreasing. During that time, the character can unleash an Instant Kill Attack. If the Instant Kill timer runs out or you miss your Instant Kill attack, the tension gauge will be extinguished and no tension-dependent moves/features can be used until the next round. In addition, if the timer runs out while still in Instant Kill mode, the character will start taking damage until you perform the Instant Kill Attack. The Instant Kill in the original Guilty Gear worked differently: the Instant Kill mode had no effect on the tension gauge and lasted only a few seconds, during which the instant kill could be attempted but the other player could negate it with a special counter move. In addition, winning the round with an Instant Kill automatically won you the match; this was removed in Guilty Gear X due to the unbalancing effect it had on gameplay. Within the system of the later games, an instant kill is very rare to see, since it is considered more of a stylistic move rather than one with common applications. Instant kills are usually only possible on a "dizzied" character, and other states of existence where it is impossible to block (eg. after Sol misses with a HS Volcanic Viper).
  • Adjusted Damage: Some characters take more damage than others. For example, Chipp is somewhat frail and takes 130% of whatever damage is dealt to him, while Potemkin is tougher and takes only 87%. Another damage system (the guts rating) incorporated in GGXX and #R reduces damage based on the current amount of health a character has left; the level of adjustment varies from character to character. Furthermore, the guts system adjusts damage differently for overdrive attacks than for special and normal ones.
  • The "Tiger Knee" Maneuver: (AKA Tiger-Kneeing) While not officially mentioned, many players have observed and exploited this phenomenon. Aerial-only special and overdrive attacks can be performed close to the ground, even to the extent of effectively BEING on the ground by performing the necessary directional motion and then pressing Up before quickly pressing the necessary attack button. For example, Baiken's "Youzansen" attack is very useful and quick, but can only be used in the air. A player skilled at the "Tiger Knee" can perform the motion associated with Youzansen, and then quickly hit Up and the necessary attack button to perform the move before jumping too high over the opponent. This makes aerial-only moves much more important (as all aerial attacks are considered overhead attacks and will defeat opponents blocking low). There are exceptions, however: for example, Axl's "Axl Bomber" has a certain minimum height at which it can be executed, and while it is possible to use this maneuver on Slayer's "Chokkagata Dandy" overdrive, it is impossible to hit the opponent with it from so close to the ground.
  • Super Cancelling and Buffering: These are mechanisms common in many 2D fighters, but are usually unspoken of by the creators of them. Both are usually considered advanced tactics. Super Cancelling is the practice of using the motion of one move to lead into an overdrive, usually resulting, if successful, in the overdrive becoming unblockable. An example is a combination involving Chipp's Forward + Hard Slash move, which can be used as the forward part of the rest of the motion for his "Zanseirouga" overdrive, making the move lead into the overdrive and thwarting any attempts to avoid or block the second move. Buffering is similar, except that instead of using the first move's motion, it uses the time needed to execute the move to allow for putting in new commands.

Story

The Guilty Gear series takes place around the year 2180, in a chaotic, mystical future world. In 2010, mankind discovered an unlimited energy source of incredible power, which was fittingly labeled as Magic. However, even with the various energy problems solved, wars still continued. With the power of Magic and science, living weapons known as "Gears" were created. However, the Gears turned on their masters, beginning a century-long global war known as the Crusades where the Sacred Order of Holy Knights, fighting for the human race, was able to defeat Justice, the leader of the Gears, and was then able to hunt down the rest of the now mindless Gears.

Guilty Gear

However, some five years later a Gear named Testament began a plan to resurrect Justice and wipe out the human race. Fearing this, the Union of Nations began a fighting tournament in order to find fighters who would be able to defeat Testament and Justice. Ultimately, the immortal bounty hunter Sol Badguy brought down Justice again, and an uneasy peace began.

Missing image
Guilty_Gear_x_advance_screenshot.png
Guilty Gear X was ported to the Game Boy Advance

Guilty Gear X

Less then a year later there were reports of a newly discovered commander Gear. Again, fearing the start of another war, the Union of Nations held another tournament, offering a prize of 500,000 World Dollars for the destruction of this new Gear.

The Gear in question turned out to be a girl named Dizzy, who, while very powerful, had no desire to wage war or needlessly hurt others. She was defeated but spared by Sol Badguy; soon after, she was found by Johnny, the leader of the Jellyfish air pirates, who then welcomed her as one of their own. Meanwhile, the bounty hunter and struggling chef Jam Kuradoberi arranged to take credit for Dizzy's disappearance and collected the reward in order to finance her restaurant.

Guilty Gear XX

In the time following Dizzy's disappearance, the mysterious Post War Administration Bureau began to secretly investigate the Gears and the various fighters of the previous tournaments for their own needs and ambitions. Various powers began to work in the shadows to fight for the control of the world, with many leads pointing to the creator of the Gears, a mysterious figure known only as "That Man". Again, the fighters from before find themselves in events beyond their control.

Characters

Guilty Gear is known for its varied and often bizarre cast of characters. The following lists various major characters in their order of appearance in the series. For more information see Characters in Guilty Gear.

Guilty Gear

Guilty Gear X

Guilty Gear Petit

Guilty Gear XX

Guilty Gear Isuka

Other Characters (Non-Playable)

Music references

Daisuke Ishiwatari is a devoted enthusiast of heavy metal and other forms of rock music. Throughout the series, the names of the various characters and attacks contain many references to various musicians, songs, bands, and album titles. For instance, Testament has an attack named "Master of Puppets", after the album of the same name by Metallica; Eddie is named after the zombie mascot of Iron Maiden; Axl Low is modelled on Axl Rose, and so on. Referenced more than any other group however is Ishiwatari's favorite band: Queen. Not only are there characters named after all four members of the band (May - Brian May, Johnny - John Deacon, Roger - Roger Taylor, and Sol's actual name is Frederick - Freddie Mercury), but a number of attacks are also named after their songs and albums. Slayer has an attack named "Under Pressure," and Potemkin's finishing move is named "Magnum Opera," a reference to the album "A Night at the Opera." Even the name Sol Badguy is a reference to Freddie Mercury's solo album "Mr. Bad Guy".

Trivia

The known crew of the Jellyfish Pirates(who appear in May's Instant Kill attack), are all named after months of the year.

  • Janice (January), a black cat
  • Febe (February), the record-keeper, who bears a great resemblance to Roll Caskett
  • March, the youngest, who always carries her stuffed penguin
  • April, May's best friend, the pilot
  • May
  • June, a purple-haired girl with a sextant in hand (probably the navigator)
  • July, an eyepatched girl with a sword, said to be the fourth-strongest fighter after Dizzy, Johnny, and May.
  • Augus (August), a swift fighter
  • Sephy (September), who cleans the deck
  • Octy (October), a girl with hidden eyes and telescope in hand
  • Novel (November), a girl who always rides a large red mecha which resembles that of Tron Bonne from Mega Man Legends
  • Dizzy (December)
  • and Leap (Year), the cook.

External links

zh:Guilty Gear ja:GUILTY GEAR simple:Guilty Gear

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