Guilty Gear X2 Reload (PC)
From GamerWiki
Edit:
|
Guilty Gear X2 #Reload
| |
| |
| Publisher: | Zoo Digital |
| Developer: | Sammy |
| Alternative Title: | Guilty Gear XX #Reload |
| Release date: | JP: date/monthintext/year NA: date/monthintext/year EU: date/monthintext/year AU: date/monthintext/year |
| Genre: | Versus Fighter |
| Number of Players: | 1-2 |
| Rating: | ESRB - ESRB-rating PEGI/ELSPA - PEGI-rating CERO - CERO-rating |
| Platform: | Personal Computer |
| Media: | |
| Online Functions: | No |
Guilty Gear X2 #Reload is a versus fighting game. It is considered, by some, to be one of the most in-depth and well-balanced 2D fighting games ever made. It also heavily features references to rock music in various shapes and forms.
Contents |
Story
A summary of the game's story.
Gameplay
Gameplay is similar to that of a regular 2D versus fighting game, the idea being to empty your opponents life bar before they can empty yours.
Most fighters use a weapon of some sort (be it swords, a scythe or magical hair) and the standard buttons are Punch, Kick, Slash, Heavy Slash (aka H. Slash) and Dust. These can be used to perform various standard moves, special moves, as well as moves listed below in a more detailed explanation.
Movement
Movement is not just limited to walking, crouching and jumping, as there are several more ways in which to move.
Dashing
Double tapping towards your opponent will cause your character to run towards them quickly. This lasts as long as you press forwards.
Note: Potemkin cannot do this.
Back-dashing
Double tapping away from the opponent will make you quickly move backwards, but only a limited amount. It is possible to avoid attacks this way.
Double jumping
Jumping again while in the air will make your character jump again.
Note: Chipp can do a triple jump.
Super jumping
Quickly pressing down and then one of the three up directions will cause you to do a higher jump than normal. It is not possible to do another jump afterwards.
Air dashing
Double tapping forwards or backwards while in the air will cause your character to move quickly, horizontally, in that direction. If you've only jumped once this will stop the ability to jump again.
Gauges
Apart from the life bar other bars exist, namely the Burst gauge, Defense gauge, Tension gauge/Instant Kill gauge.
Burst and Bursting
There are two types of burst, one for offensive purposes (aka gold bursting) and defensive (aka blue bursting). It is performed by pressing the dust button and any other button at the same time no matter which version you are using.
The offensive burst is performed when you burst while not being attacked. If it connects it pushes the opponent away and you will receive a full tension guage. Whatever the outcome of the burst you will receive one third of the gauge back.
The defensive burst is done while you're under attack, it can be done in the middle of a combo, but not during a throw. A successful burst will push the opponent away, stopping their attack and you will earn one third of the gauge back, however if it misses or is blocked you'll get none of the gauge back.
The gauge refills over time or whenever you get hit. It's value carries over between rounds.
Defense Gauge
AKA Guard Bar
As you block this gauge increases, and as you get hit by a combo it decreases. After a combo it resets to it's default value of midway. When the gauge is longer, on getting hit you take more damage, adversely it causes subsequent hits in a combo to cause less and less damage.
Tension
Tension is gained by performing offensive maneuvers, such as hitting the opponent, throwing the opponent or blocking, and even for just moving towards the opponent. Tension is used for a various purposes such as overdrives, roman cancels, and more listed below. Tension does not carry over between rounds, and always starts empty.
Instant Kill gauge and Instant Kill
Instant kill mode is activated by pressing punch, kick, slash and hard slash together, and it can be cancelled by the same method. Activating this causes the tension gauge to turn into the instant kill gauge, starting at the same fullness as the tension gauge. The instant kill gauge is constantly emptying (cancelling instant kill mode changes the gauge back with the same amount as was left) and if it's empty it causes your life to deplete - however you cannot be knocked out by this. Performing the instant kill move and hitting it provides an instant win for the round, however missing it, or having it blocked, leaves you without the tension gauge for the rest of the round.
Other moves
This will list other special defensive and offensive options available for every character.
Blocking
You block by holding away from your opponent while they're attacking. Normal moves don't cause any damage when blocked, however special moves cause very little "chip" damage on being blocked. Can also be done in the air, but only works when both characters are in the air.
Faultless Defense
AKA Fortress Defense
Holding away and punch and kick will make your character block and be surrounded in a green aura. Attacks, including special attacks, blocked by this sort of defense cause no damage, no increase in the defense gauge and also pushes your opponent away.
This sort of defense also allows you to block attacks from a grounded opponent while you're in the air.
Performing this sort of defense consumes tension.
Instant Block
Blocking as the attack hits will cause your character to flash white, take no damage (from any sort attack) and causes no increase in the guard bar. The timing for this sort of defense is extremely strict.
Recovery
While airborne and prone, pressing any button allows you to flip out and recover. Holding a direction allows you to recover in a direction.
Dead Angle Attack
While guarding an attack, press towards the opponent and punch and kick, this performs a counter attack that knocks the opponent away - this costs 50% of the tension gauge to use.
Throws
Performed by pressing forward or back and hard slash when in very close proximity to the opponent - all throws are unblockable and cannot be countered. Can be done in the air.
Overdrives
Cost half of the tension gauge to perform, but are extremly powerful attacks.
Roman Cancel
Pressing any three buttons (except dust) during an attack that connects will instantly cancel the attack and leave you in a position to attack again immediately. This is useful for making longer combos and costs 50% for the tension gauge.
False Roman Cancel
Performed the same way as a roman cancel, however only certain moves are able to be false roman cancelled, and the time frame for which to press the buttons to cancel is extremely limited. However the attack does not have to hit to perform this, and it only costs 25% of the tension gauge.
Trivia
- Any trivia? Each point should be preceeded by an asterisk.
Credits
(the people who made the game)
- Important Person: Important Job
- Another Important Person: Another Important Job
Formats
External links
Screenshots
Review Scores
- Magazine Name: score (issue number or date)




