History Videogame / GuiltyGear

5th Jun '18 6:36:30 PM Chris
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* ''Guilty Gear: The Missing Link'' (1998, [[UsefulNotes/PlayStation PSX]])

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* ''Guilty Gear: The Missing Link'' (1998, [[UsefulNotes/PlayStation PSX]])PSX]]) (2018, [[UsefulNotes/NintendoSwitch Nintendo Switch]])



** ''Guilty Gear XX Accent Core Plus R'' (2012, UsefulNotes/{{Xbox 360}} [[UsefulNotes/XboxLiveArcade XBLA]][=/=][[UsefulNotes/PlayStation3 PS3]] [[UsefulNotes/PlayStationNetwork PSN]]) (2018, [[UsefulNotes/NintendoSwitch Nintendo Switch]])

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** ''Guilty Gear XX Accent Core Plus R'' (2012, UsefulNotes/{{Xbox 360}} [[UsefulNotes/XboxLiveArcade XBLA]][=/=][[UsefulNotes/PlayStation3 PS3]] [[UsefulNotes/PlayStationNetwork PSN]]) (2018, [[UsefulNotes/NintendoSwitch Nintendo Switch]])Switch)
29th May '18 5:51:27 PM Someoneman
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* [[BareFistedMonk Bare-Fisted Big Man, Kung Fu Girl, and Vampire]]: Potemkin, Jam, and Slayer, who don't carry weapons. Basic attacks used by weapon attack buttons [[ExtremityExtremist act as occasionally stronger punches and kicks]] for them.

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* [[BareFistedMonk Bare-Fisted Big Man, Kung Fu Girl, and Vampire]]: BareFistedMonk: Potemkin, Jam, and Slayer, who don't carry weapons. Basic attacks used by weapon attack buttons [[ExtremityExtremist act as occasionally stronger punches and kicks]] for them.
25th Apr '18 8:17:16 AM simonscot
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** ''Guilty Gear XX Accent Core Plus R'' (2012, UsefulNotes/{{Xbox 360}} [[UsefulNotes/XboxLiveArcade XBLA]][=/=][[UsefulNotes/PlayStation3 PS3]] [[UsefulNotes/PlayStationNetwork PSN]])

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** ''Guilty Gear XX Accent Core Plus R'' (2012, UsefulNotes/{{Xbox 360}} [[UsefulNotes/XboxLiveArcade XBLA]][=/=][[UsefulNotes/PlayStation3 PS3]] [[UsefulNotes/PlayStationNetwork PSN]])PSN]]) (2018, [[UsefulNotes/NintendoSwitch Nintendo Switch]])
22nd Apr '18 4:06:09 PM Malady
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* AlliterativeTitle
7th Apr '18 10:41:45 PM Morgenthaler
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* DressedLikeADominatrix: I-No is a mysterious cruel and manipulative woman, a playable boss in some of the games. She wears a skimpy red jacked and a red miniskirt, a choker, thigh-high boots, and a witch's hat.
31st Jan '18 11:47:56 AM Ferot_Dreadnaught
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* JapaneseSpirit: A key factor behind the power and value of the Japanese people. [[GenreSavvy Three guesses why the Gears marked them for extinction first.]]

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* JapaneseSpirit: A key factor behind the power and value of the Japanese people. [[GenreSavvy Three guesses why the Gears marked them for extinction first.]]
26th Jan '18 1:26:49 PM BronsonRay
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->''Heaven or Hell?''

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->''Heaven or Hell?''
->''Are you ready? It's cool! Let's enjoy a great show time!! [[labelnote:*]]good luck[[/labelnote]]''



!!Duel 1! Let's ROCK!

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!!Duel !!Heaven or Hell? Duel 1! Let's ROCK!
11th Dec '17 9:22:23 PM Malady
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* OohMeAccentsSlipping: In ''Guilty Gear Xrd''. LiamOBrien has many talents but a convincing (and consistent) English accent is not one of them. In his defence, [[DidNotDoTheBloodyResearch the dialogue he has to say]] may be a factor.

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* OohMeAccentsSlipping: In ''Guilty Gear Xrd''. LiamOBrien Creator/LiamOBrien has many talents but a convincing (and consistent) English accent is not one of them. In his defence, [[DidNotDoTheBloodyResearch the dialogue he has to say]] may be a factor.
25th Nov '17 11:46:23 AM Superjustinbros
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* LastLousyPoint: Digital Figure Mode in ''Xrd'' has a ''lot'' of unlockable character poses, expressions, and palette swaps for each character, which can only be unlocked randomly via fishing and are mixed in with other unlocks such as palette swaps for use in regular matches, name plates, avatar parts, and guild icons for online profile customization. ''-REV 2-'' expanded the selection with even more poses and expressions for the playable cast along with an assortment of extra characters. Needless to say unless you spend hours grinding for W$ in Episode or online matches once you run out of chances for quick and easy money from Tutorial, Story, Combo, and Mission, you'll be fishing ''a lot'' just to unlock everything.

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* LastLousyPoint: Digital Figure Mode in ''Xrd'' has a ''lot'' of unlockable character poses, expressions, and palette swaps for each character, which can only be unlocked randomly via fishing and are mixed in with other unlocks such as palette swaps for use in regular matches, name plates, avatar parts, and guild icons for online profile customization. ''-REV 2-'' expanded the selection with even more poses and expressions for the playable cast along with an assortment of extra characters. Needless to say unless you spend hours grinding for W$ in Episode or online matches once you run out of chances for quick and easy money from Tutorial, Story, Combo, and Mission, you'll be fishing ''a lot'' just to unlock everything. The daily chests added to a later update in''-REV 2-'' help getting unlocks slightly easier, as it gives one free random drop of items per day.



** All of the Valentines in ''Xrd'' have some kind of unique mechanic based on another genre of gaming. Ramlethal has canned combos similar to other fighting games like MortalKombat, Elphelt primarily [[ThirdPersonShooter uses guns]], and from ''Revelator'' Jack'O takes advantage of [[MultiplayerOnlineBattleArena Servants.]]

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** All of the Valentines in ''Xrd'' have some kind of unique mechanic based on another genre of gaming. Ramlethal has canned combos similar to other fighting games like MortalKombat, Elphelt primarily [[ThirdPersonShooter uses guns]], and from ''Revelator'' Jack'O takes advantage of her [[MultiplayerOnlineBattleArena Servants.]]Servants]].



** Still no mention of Johnny? The guy is basically the definition of this. His particular style of patient, precise [[IaijutsuPractitioner iaido swordsmanship]] is nearly as out-of-place as Elphelt's guns, and that's not even the unusual part. He has to manage a truly limited resource, his coins. If a coin toss hits, it will power up the next use of his signature Mist Finer, giving the move incredible range and power. But with only five coins per round (unless he successfully uses the Treasure Hunt super), he has to toss them carefully.

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** Still no mention of Johnny? The guy is basically the definition of this. His particular style of patient, precise [[IaijutsuPractitioner iaido swordsmanship]] is nearly as out-of-place as Elphelt's guns, and that's not even the unusual part. He has to manage a truly limited resource, his coins. If a coin toss hits, it will power up the next use of his signature Mist Finer, giving the move incredible range and power. But with only five coins per round (unless he successfully uses the Treasure Hunt super), super and restocks his stash), he has to toss them carefully.


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* PlayEveryDay: In ''-REV 2-'', the first time you visit a multiplayer lobby in a single day, a chest is located somewhere which automatically unlocks a random assortment of items in the same fashion of fishing when opened.
19th Oct '17 8:57:45 AM X2X
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** The other facet of this system, though, is how the combos work: the attacks, particularly what would be the first four face buttons on a console controller, ascend in order of strength for a reason: they combo together in what's called the Gatling Combo system. Unlike many competing fighters, ''especially'' those present at the time of ''[=GG1=]'' and ''GGX''[='s=] releases, combos are actually easier to accomplish because the fundamentals work the same across most the cast -- neutral P will animation-cancel combo into K, K into S, and S into HS. Furthermore, you can often "jump" a single level and it will still be a combo -- P-S-HS, for example. While specific directional-input-plus-attack-type combos, as well as what specials can finish combos, vary for each character (and is where a lot of the depth comes in) the essential concept holds true for every single character in the game, meaning you'll at least have ''something'' to start from when playing a new character (or gives you at least some knowledge against characters you don't yet have good match-up knowledge against - ultimately, they have to obey this same rule everyone else follows, and their combos will ''have'' to end on either HS or a special, and this is where you can go on the attack).
* Finally, there's the idea of "Roman Cancels" -- in short, pressing a certain button combination (or, on pretty much any modern console controller or fightstick, a single button) will allow your character to, in a single frame, [[LagCancel go back to a "neutral" state from deep within a combo]] at the cost of tension meter. In short, you could, for example, do P-K-S-HS, Roman Cancel, take a step forward to get back in range, and P-K-S-HS ''again'', and it would all count as one combo that the enemy can't just interrupt via guarding. Roman Cancels, along with Dust attacks, are what lead to the huge, stylish combos that ''Guilty Gear'' is so famous for -- you can do a ground combo, Roman Cancel into a Dust attack, perform your Dust combo, Roman Cancel ''again'' if you have meter, and do a second air combo. That's an extreme example, but does reflect what having the ability to hard cancel a combo into a new combo allows for.

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** The other facet of this system, though, is how the combos work: the attacks, particularly what would be the first four face buttons on a console controller, ascend in order of strength for a reason: they combo together in what's called the Gatling Combo system. Unlike many competing fighters, ''especially'' those present at the time of ''[=GG1=]'' and ''GGX''[='s=] releases, combos are actually easier to accomplish because the fundamentals work the same across most the cast -- neutral P will animation-cancel combo into K, K into S, and S into HS. Furthermore, you can often "jump" a single level and it will still be a combo -- P-S-HS, for example. While specific directional-input-plus-attack-type combos, as well as what specials can finish combos, vary for each character (and is where a lot of the depth comes in) the essential concept holds true for every single character in the game, meaning you'll at least have ''something'' to start from when playing a new character (or gives you at least some knowledge against when facing characters you don't yet have good match-up knowledge against - -- ultimately, they have to obey this same rule everyone else follows, and their combos will ''have'' to end on either HS or a special, and this is where you can go on the attack).
attack). There are a few exceptions to the rule, however. Slayer, introduced in ''GGXX'', has little in the way of gatlings compared to the rest of the cast, instead having to rely on links [[note]]performing a move with quick startup immediately after a move with quick recovery has connected, all while the opponent is still in hit stun, thus "linking" together the attacks into a single combo; in Slayer's case, a common link would be close standing S > far standing S > close standing S > far standing S, then followed by a standing kick (5K) and canceled into a special move (usually his [[DashAttack Mappa Hunch]])[[/note]] and frame traps [[note]]moves that appear unsafe at first glance but are actually advantageous on block, used to bait the opponent into retaliating only to be punished in return; the aforementioned c.S > f.S link is one such example[[/note]] to continue pressuring the opponent.
* Finally, there's the idea of "Roman Cancels" -- in short, pressing a certain button combination (or, on pretty much any modern console controller or fightstick, a single button) will allow your character to, in a single frame, [[LagCancel go back to a "neutral" state from deep within a combo]] at the cost of tension meter. meter, signified by a red flash of energy briefly enveloping the user and, prior to [[VideoGame3DLeap the switch to 3D]], [[CallingYourAttacks the announcer calling out "Romantic!"]] In short, you could, for example, do P-K-S-HS, Roman Cancel, take a step forward to get back in range, and P-K-S-HS ''again'', and it would all count as one combo that the enemy can't just interrupt via guarding. Roman Cancels, along with Dust attacks, are what lead to the huge, stylish combos that ''Guilty Gear'' is so famous for -- you can do a ground combo, Roman Cancel into a Dust attack, perform your Dust combo, Roman Cancel ''again'' if you have meter, and do a second air combo. That's an extreme example, but does reflect what having the ability to hard cancel a combo into a new combo allows for.for.
** The ''XX'' series would expand upon this system by adding in [=FRCs=] (Force/False Roman Cancels), Roman Cancels [[SomeDexterityRequired that could only be used during specific frames for specific moves that varied by character]] but only cost 25% of the tension meter as opposed to 50% and [[ColourCodedForYourConvenience were instead colored blue]]. ''Xrd'' would change how Roman Cancels work by [[http://www.dustloop.com/wiki/index.php?title=GGXRD/Movement#Roman_Cancel providing players more freedom in when they could use RCs]] as well as giving [=RCs=] the ability to [[BulletTime briefly slow down time]].



!Main games [[labelnote:*]]''The Midnight Carnival'' and ''Accent Core Plus R'' were ported to Steam much later in life and they were ''all'' found in arcades, aside from, curiously, the original ''Guilty Gear''.[[/labelnote]]

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!Main games [[labelnote:*]]''The Midnight Carnival'' and ''Accent Core Plus R'' were ported to Steam UsefulNotes/{{Steam}} much later in life and they were ''all'' found in arcades, aside from, curiously, the original ''Guilty Gear''.[[/labelnote]]



* ''Guilty Gear 2: Overture'' (2007, Xbox 360/Steam) [[labelnote:*]]Notably, despite the name, it is ''[[OddballInTheSeries not]]'' a traditional fighting game and is more like an odd FG-[[RealTimeStrategy RTS]] [[GenreBusting hybrid]], which resulted in it being ''intensely'' unpopular. Despite this, it is treated as the "true" sequel to ''[=GG1=]'' (''X'' and the ''XX'', while canon, are officially {{Gaiden Game}}s, and quite a few plot elements from ''[=GG2=]'' were incorporated into its sequel(s), ''Guilty Gear Xrd''.[[/labelnote]]

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* ''Guilty Gear 2: Overture'' (2007, Xbox 360/Steam) [[labelnote:*]]Notably, despite the name, it is ''[[OddballInTheSeries not]]'' a traditional fighting game and is more like an odd FG-[[RealTimeStrategy RTS]] [[GenreBusting hybrid]], which resulted in it being ''intensely'' unpopular. Despite this, it is treated as the "true" sequel to ''[=GG1=]'' (''X'' and the ''XX'', ''XX'' installments, while canon, are officially {{Gaiden Game}}s, Game}}s), and quite a few plot elements from ''[=GG2=]'' were incorporated into its sequel(s), ''Guilty Gear Xrd''.[[/labelnote]]



See also ''VideoGame/BlazBlue'', a SpiritualSuccessor created during ''Guilty Gear'''s hiatus.

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See also ''VideoGame/BlazBlue'', ''Franchise/BlazBlue'', a SpiritualSuccessor created during ''Guilty Gear'''s hiatus.



* DifficultButAwesome: The Force Roman Cancel (FRC) in the ''XX'' series. Only applicable to specific moves, an FRC uses less Tension meter than a regular Roman Cancel and can also work even if the move doesn't connect (whereas regular [=RCs=] must actually make contact, meaning you can make non-safe attacks safe by expending 25% of your Tension gauge). However the frame window to perform these is very small and if you miss it, you'll just get a regular RC and burn more meter (or in the case of whiffed attacks, nothing at all, meaning your attack is now unsafe).

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* DifficultButAwesome: The Force Roman Cancel (FRC) in the ''XX'' series. Only applicable to specific moves, an FRC uses less Tension meter than a regular Roman Cancel and can also work even if the move doesn't connect (whereas regular [=RCs=] must actually make contact, meaning you can make non-safe attacks safe by expending 25% of your Tension gauge). However the frame window to perform these [[SomeDexterityRequired is very small small]] and if you miss it, you'll just get a regular RC and burn more meter (or in the case of whiffed attacks, nothing at all, meaning your attack is now unsafe).



** Printed on the characters' clothing in ''Xrd'' are a variety of different phrases- these are easier to notice in closeups and Digital Figure.

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** Printed on the characters' clothing in ''Xrd'' are a variety of different phrases- phrases -- these are easier to notice in closeups and Digital Figure.
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