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Guilty gear xrd rev 2 wiki
Guilty gear xrd rev 2 wiki







guilty gear xrd rev 2 wiki

Causes the opponent to launch high into the air.

  • Press to perform a Homing Jump, chasing your opponent by leaping into the air.
  • After hitting your opponent, it's possible to pursue them in one of the two following ways:
  • Most + command normals are slow, far reaching attacks.ĭust Attack Dust attacks are performed by pressing the button without inputting a direction.Ĭonnecting a Dust Attack on your opponent will send them flying back into the air.
  • guilty gear xrd rev 2 wiki

  • Most + command normals has some form of upper body invulnerability and are useful as anti-air attacks.
  • It's up to you to learn the different command normals and the properties of each for your character. Every character has both a + and + command normal, and some have command normals with + as well.

    guilty gear xrd rev 2 wiki

    Offense Normals Command NormalsĪ command normal is performed by pressing a specific direction with a specific button. IAD is a way to perform an Air Dash as soon as possible after a jump. Alternatively you can press or to double jump in the specified direction. Air dashes quickly cover a lot space, but you can not block during the first few frames of air dashing. You can use any downward direction for the input - doing will still give you a Super Jump.ĭash in the specified direction in mid-air. Pressing or will have you super jump diagonally in the specified direction. Hold after starting a dash to run.īackdashes move the character a preset distance and have some amount of invincibility.Īfter a Super Jump, you can not double jump, but you can air dash. Type D and Type E are mimicking the Persona 4 Arena layout.ĭashes move the character forward at a greater speed than walking.Type B and Type C are mimicking the BlazBlue layouts.Type A is the standard Guilty Gear layout.There are five layouts that you can select when you are at the arcades: Type A, Type B, Type C, Type D, and Type E. For instance, rotating the stick a quarter circle to the right is represented as 236. Special moves used more then one directional input. The taunt button does not have a universal pre-defined location. The diagonals are represented with the numbers 7-Up-Left, 9-Up-Right, 1-Down-Left, 3-Down-Right.īelow is a table showing the layout visually. The 4 cardinal buttons on a D-Pad are represented with the numbers 4-Left, 6-Right, 8-Up, 2-Down. This simply means you aren't inputting a direction.

    guilty gear xrd rev 2 wiki

    When none of the buttons are being pressed/the stick is not being tilted then the controller is in state 5. Think of your controller's analog stick or D-Pad as if it were the num pad on a computer keyboard. Controls Guilty Gear uses a notation known as Numpad Notation.









    Guilty gear xrd rev 2 wiki