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tepatnya translate dari majalah arcadia jepang. Berbagai perubahan dalam char GGXX bisa dilihat pada artikel dibawah ini :
October '05 Arcadia Slash Preview
Better late than never...
skuldnoshinpu Thursday 22 September 2005
Guilty Gear XX Slash features two 'new' characters, A.B.A and Holy Order Sol, as well as a crapload of gameplay and system changes. The October 2005 Arcadia article (released at the end of August) details some of these changes.
A.B.A uses two different modes when fighting. In Normal mode her attacks are weak, plus her mobility is quite low. On the other hand, in Moroha (double-edged) mode she loses health when her attacks connect, but she gains great mobility and damage potential.
At the beginning of the round A.B.A begins in normal mode, and she has three blood packs. Shousei (hcb+P; Normal mode) and Bunri (hcb+P; Moroha mode) consume a blood pack to switch between the two modes. If you use Bunri to return to Normal mode, A.B.A regains the chip-damage to her health that was consumed in Moroha mode.
During Moroha mode a gauge appears under A.B.A's life bar representing how much time she can stay in that mode. If the gauge reaches zero, A.B.A's axe performs an 'empty' motion and A.B.A is returned to Normal mode with no health regain. Aside from the normal passage of time, being knocked down takes roughly 1/3 of the gauge away.
Ketsugou (hcb+H), a command throw and also regular attack during failed throw animation, changes modes if it connects. If going from Moroha to Normal mode, like using Bunri A.B.A will regain some health, but it will be less than if she had used Bunri.
Holy Order Sol
Holy Order Sol possesses a low jump and fast dash useful for rushing, and has a unique system called Charge that allows him to power up his special moves. He is very different from normal Sol and can be thought of as a completely different character.
Charge (hcb+D) is the standard way to fill the Charge Gauge. As long as D is held down, the gauge continues to fill; also, if D is pressed with the proper rhythm, little flames begin to show up at Sol's feet and the rate at which the gauge fills increases. By pressing H during Charge, Order Sol performs a 'Charge Burst' which has invincibility time.
Alternatively, by pressing D after performing a special move, Order Sol can perform an "Action Charge". Unlike normal charging, the duration and amount of gauge filled is preset.
With the gauge at at least Level 2, Order Sol's special moves are enhanced. Usually Level 2 moves have increased hits/damage, while Level 3 moves often add special properties (like wall bounce) that allow followup.
Brief descriptions of some of the changes made to the returning 21 characters are detailed below. More detailed information will be available with next month's Arcadia.
SOL BADGUY: His new aerial move Sidewinder knocks the enemy horizontally. Under special conditions it causes wall bounce which allows for further comboing. Without his Dust loop, Sidewinder may be the new key to Sol's aerial combos.
KY KISKE: Stun Edge now has two versions, a slow and fast version performed with S and H, while Stun Edge Charge Attack is now performed with D. Stun Edge Charge Attack can now be performed in midair as well. The air version, like the ground version, is FRCable.
MAY: May gains an H version of Restive Rolling. If done in the air, it aims downwards at a 45 degree angle and hits mid. S Iruka-san now travels a little shorter.
MILLIA: Her j.H's animation has changed and no longer knocks the opponent downwards. In exchange, Silent Force's untechable time has increased considerably. Also, she can now cancel Lust Shaker into forward roll or Iron Saber.
EDDIE: His Executor is now Executor X, which lifts the opponent straight up. If he has more than 50% tension remaining, it chains into another attack. Megalith Head is now a normal attack, and if it hits it refills his Eddie gauge to full. During Break the Law, he can perform Shadow Gallery, which hits mid.
POTEMKIN: His new move Judge Gauntlet starts out slow, but has super armor for the entire beginning of its animation. A downward punch, it can be useful for breaking the opponent's defenses.
CHIPP ZANUFF: His Tsuyoshi-shiki Ten'i (teleport) now has a D version, which causes him to reappear in the air behind his opponent. f+K and j.D have also been strengthened such that on counterhit, followup is possible.
FAUST: Nani ga Deru ka Na? can now produce a Chibi Robo Ky, which travels faster than Chibi Faust, and a Chibi Potemkin which travels slower but hits three times. It sometimes also tosses a coin which has no attack properties. His Kubi Byo~n (P on pogo stance) hits mid now.
BAIKEN: Her Baku (counter super) has changed enormously. Baku: Sakura (P) seals the opponent's jump, Baku: Tsuki (K) causes the opponent to always take counterhits, and Baku: Tsuru (S) is an unblockable attack, after which Baiken can press anything from P~D to perform another attack that seals the corresponding button for the opponent (i.e. if Baiken performs Baku: Tsuru and then presses H, the opponent cannot use his hard slash button).
JAM KURADOBERI: Her air dash properties have somewhat lowered, but with her new move Choujin she does a backflip-type attack. It can be performed on the ground or in the air and is useful for mixup.
JOHNNY: He gains a new move where he dashes past the opponent and slashes at them, Jackhound. It staggers on hit, so if RCed it can be followed up. Also, his upper Mist Finer wall bounces on Level 2, making combos easier.
AXL LOW: His new move Kokuugeki makes him hang in midair while he spins his chains downwards. You can use it to bait a f+P and counterattack, perhaps. Also, his normal move j.f+P reaches fairly far.
ANJI MITO: Shitsu now does two hits even on hit, but both hits can be blocked crouching. In other words, it can no longer be used for an unblockable setup, but is now useful for combos. Fuujin can be chained even if it whiffs, and it has a new followup, Rin (H). Shin: Ichishiki has been improved such that Anji can now do other things, like air dash or jump attack, on the way down.
VENOM: He gains D versions of his Ball Seisei and Dubious Curve. If Dubious Curve hits, it creates a special ball that hits 3 times. Also, already-hit balls can now be rehit with stronger attacks to change up their properties, vastly increasing his attack patterns.
TESTAMENT: Phantom Soul can now be performed even when another Phantom Soul or mark is already on the screen. The K version of Phantom Soul lasts quite long, approximately a 25-count.
DIZZY: Hajime wa Tada no Akari~ (scythe) can now be performed as another version, dp+S, which causes it to travel up and down in an arc. Ki no Mi~ (lightning spear) has changed such that if the button is held down, the spear hangs in midair, and shoots only upon release of the button.
SLAYER: If the button is held on Mappa Hunch, Slayer does a feint animation. Undertow has been changed such that it is a blockable move with super armor. It gives Slayer advantage even on block and can be followed up on counter hit.
I-NO: She can now double jump or air dash during her normal dash, and she maintains her dash momentum on landing. She also has a vertical version of her Chemical Aijou.
ZAPPA: His dog has been weakened in that it can fall asleep if left alone. However, his ghost and sword have been powered up. Especially with the ghost, his far S and j.H can now hit up to three times depending on his ghosts. His Sono Mama Kaette~ now has a K version with a different trajectory and a D version which fires up to all three ghosts at once.
BRIDGET: He has a new move, Roger Get, which causes Roger to fall straight down and then fall forward for a 2-hit attack. The second hit hits low, meaning that unblockable setups are possible if Bridget performs a jump attack at the same time. If placing the Yoyo backwards or up-back, the yoyo first travels forward.
ROBO KY: Dame na Yatsu~ has changed such that now by mashing S the punches continue, while a separate command is needed for the headbutt part. Ita-ky-geki floats lower now, but it charges much faster so it is easier to hit with.
OTHER SYSTEM CHANGES: Moves performed with the hard slash button can no longer be FDCed. What this means is that the popular trick of FDCing a H move to try and throw at the same time (dubbed 'option select' by some, I have no idea why) can no longer be done. Some moves also have jump properties automatically added; perhaps this means no jump-installing?