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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 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).
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Furthermore, you can often "jump" a single level and it will still be a combo - P-S-HS, for example. 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.
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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.
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While it's called "Slash" because that's what series leads Sol and Ky do (slash with their swords), GG characters can use some weird weapons and Slashes tend to be wildly different from character to character. The first thing to note is Slash and Heavy Slash - while Punch and Kick tend to have fairly similar performance envelopes across characters, Slash attacks are where their unique mechanics often start to come into play alongside any special attacks. Guilty Gear is a 5-button setup, as opposed to the 6-button layout of Street Fighter or the 4-button layout favored by so many SNK titles: the buttons are Punch, Kick, Slash, Heavy Slash, and Dust. For that matter, the button layout and the Gatling Combo system.The button is called "Dust," by the way, because the animations usually kick up a lot of dust as a visual tell that this sort of launch was happening. Non-neutral Dust attacks tend to vary a good deal more between characters, but neutral Dust tends to be pretty much the same mechanically, even if the animation is different. Connect this and follow immediately with a jump, and you then get to do the really big air combos the series is so famous for (as "Dust combos," especially under the right conditions, can be significantly longer than standard combos). The "fifth" attack button is, when pressed in neutral, a universal sky-launching "uppercut" for all characters. Even more so than a game like, say, Street Fighter, air offense is a vital part of a match, to the point that Guilty Gear and other games with a similarly large number of air mobility options ( Melty Blood, BlazBlue, etc.) are said to have "air footsies." note "Footsies" being a term used in the Fighting Game Community to refer to the ground-based aspect of fighters, both players out of mid-range and trying to strategically control the flow of battle by committing to their longest-ranged, generally safest moves (known as pokes) and reacting accordingly. The series features a huge number of air control options, all of which are variously good for offense, defense, etc., and various characters have different air performance envelopes, as one of the purposes of the series is to better simulate the crazy shonen anime air battles seen in works like Dragon Ball. While Guilty Gear was not the first game to feature improved air mobility or dashing in the air, it's considered the first fighting game series to get it right and to control well, particularly starting with Guilty Gear X.
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