Guilty Gear XX Accent Core: Difference between revisions

From SuperCombo Wiki
Line 37: Line 37:


== The Characters ==
== The Characters ==
* [[A.B.A]]
* [[Anji Mito]]
* [[Axl Low]]
* [[Baiken]]
* [[Bridget]]
* [[Chipp Zanuff]]
* [[Dizzy]]
* [[Eddie]]
* [[Faust]]
* [[I-No]]
* [[Johnny]]
* [[Kuradoberi Jam]]
* [[Ky-Kiske]]
* [[May]]
* [[Millia Rage]]
* [[Holy Order Sol]]
* [[Potemkin]]
* [[Robo-Ky]]
* [[Slayer]]
* [[Sol Badguy]]
* [[Testament]]
* [[Venom]]
* [[Zappa]]

Revision as of 22:23, 14 June 2007

Introduction

Controls

The controls for Guilty Gear is unusual compared to most other fighting games. The correct arcade layout resembles this (numbers indicate the joystick directions):

7 8 9    (K) (S) (HS)
4(5)6    (P)     (D)
1 2 3

In particular, Kick (K), Slash (S), and Hard Slash (HS) are on the first row. In the second row are Punch (P), an empty spot, and Dust (D). It may help to think of the buttons as being in a "rainbow" formation instead of row formations.

While the Start/Taunt (T) button has no assigned position, the two Start buttons should not be close to each other, to avoid accidentally (or not,,,) forcing the other player into a disruptively vulnerable Taunt animation.

A Capcom control panel can be quickly converted into a suitable Guilty Gear panel by removing or disabling the MK button. The buttons can be reassigned in the arcade setup menu, avoiding rewiriing.

Common Arcade Bastardizations:

  • The arcade mechanic just reads off the setup menu ("Punch", "Kick", "Slash", "Hard Slash", "Dust") and assigns the buttons in reading order (top-left to bottom-right):
    P  K  S
    HS    D
  • The arcade mechanic is in the Capcom mentality of punches in top row and kicks in bottom row:
    P  S  HS
    K     D

Game Mechanics

Basic Strategy

Advance Strategy

The Characters