Guilty Gear Xrd -REVELATOR- 2

Guilty Gear Xrd -REVELATOR- 2 is a 2D air dasher fighter that is heavy on okizeme and rushdown. There's no way to alter knockdown recovery, resulting in setplay okizeme being very powerful. Gatling chain combos allows players to create their own pressure blockstrings and the RISC Level Gauge rewards rushdown. What separates Xrd from the other Guilty Gear games is the inclusion of Yellow Roman Cancel and Blitz Shield. Both options cost only 25% Tension and can be used very frequently in battle.

Helpful Resources

The Guilty Gear Xrd wiki.
The Guilty Gear Xrd Discord server.

Notation

Attack Notation

P Punch
K Kick
S Slash
HS Heavy Slash
D Dust

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Guilty Gear Xrd -REVELATOR- 2 uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

Next to your health bar is the RISC Level Gauge. If fills when an attack is blocked and depletes after not blocking for a certain amount of time. The more full it is, the more punishing it will be when you are hit. When it fills above a certain threshold, any attack that hits you will cause a counter hit. Counter hits inflict more hitstun and many attacks have secondary effects that activate off of counter hits.

There are two types of knockdowns: face up knockdowns and face down knockdowns. There is no way to alter the timing of knockdowns. Each character has a different wakeup timing so you'll need to create setplay okizeme for each individual character to adjust for the different timings. There is no rule for knockdown speeds. For example, Bedman gets up faster from a face up knockdown than a face down knockdown, while other characters get up faster from a face down knockdown.

Throws are proximity throws performed with 4HS/6HS and are teched with the same input. Throws have 1 frame of startup. When a throw and strike connect on the same frame, the throw wins. It's common to see the defender throw the attacker when there's a gap in pressure or the attacker mistimes a meaty.

Throws have 1 frame of startup and the throw tech window is very very short. Most throw techs are accidental or through option selects. Hold 4/6 and press HS plus any attack button that's not D to perform the game's built in throw (tech) option select. The other button will come out instead of HS if out of throw range. This option select works with air throw as well. You'll see players use it to air throw Gold Bursts.

OTG (on-the-ground) attacks exist but damage is heavily scaled and the character automatically rolls backwards afterwards. OTG attacks are mostly used to kill characters with a couple pixels of health left. It's better to use knockdowns for okizeme.

Tension builds by attacking and moving forward. Tension can be spent on many offensive and defensive options. Doing too many defensive actions without hitting your opponent or moving forward puts you into Negative Penalty. This depletes your entire Tension gauge and Tension gain afterwards is greatly reduced for a short amount of time.

D is the Dust button. 2D is a low sweep that knocks down. 5D is an overhead that is a launcher called the Dust Launcher.

Hold 8 after the Dust Launcher to follow your opponent into the air. Or hold 6 to run after them.

The run option is preferred at the wall because it results in a wallstick combo. If the opponent recovers from wallstick, they are left crouching and vulnerable to resets and mixups.

Blocking a couple frames before an attack connects is an Instant Block. It reduces blockstun and pushback and lets you punish attacks you weren't able to before.

If you predict your opponent is spamming 4 to Instant Block a string of attacks, you can leave a gap in your string to get them to accidentally backdash.

Dead Angle is this game's Alpha Counter. Press 6 and any two attack buttons in blockstun to perform it. It costs 50% Tension and is invincible.

Press HS and any attack button that isn't D to perform Blitz Shield. It costs 25% Tension and puts you into a defensive stance that will parry attacks. There is a high and low Blitz Shield. If you hold the input, it becomes an attack after the parry. Blitz Shield is active from frame 1. Charging Blitz Shield and hitting it crumples your opponent and depletes their Burst gauge. A fully charged Blitz Shield is plus on block but by the time it's charged, your opponent may have recovered from being parried and can avoid it.

After parrying, you can continue charging the shield. There is a small window after the shield is up and before the attack hits where your character is vulnerable.

When your opponent is parried, the only thing they can retaliate with is their own Blitz Shield. Blitz Shield can parry another Blitz Shield if it's not fully charged. It's a mind game. Should I Blitz Shield and release it early to get a punish? Should I fully charge my shield because I expect my opponent to perform their own Blitz Shield?

Faultless Defense is done by pressing any two attack buttons except HS or D while holding 4 for high Faultless Defense or 1 for low Faultless Defense. Faultless Defense blocks attacks, negates chip damage, but increases pushback and blockstun for you. Tap the input instead of holding it because it drains Tension quickly.

Use Faultless Defense for creating distance and making your opponent's blockstrings whiff.

While running, there is a minimum distance that has to be traveled before stopping. Faultless Defense stops your momentum immediately, allowing you to stop running sooner. Use this to safely approach.

There is air blocking and it blocks air attacks. You cannot air block during the pre-jump frames. Use Faultless Defense to defend against grounded attacks in the air.

After getting hit out of the air, press 4, 5, or 6 and an attack button to air recover.

Burst by pressing D and another attack button. Bursts can be performed in hitstun, blockstun, or neutral. Burst is strike-invulnerable and projectile-invulnerable. Bursts are considered airborne and can be air thrown. Bursts out of hitstun and blockstun are Blue Bursts and are unsafe on block.

A Burst in neutral is a Gold Burst. Gold Bursts are safe on block and build 100% Tension on hit. Gold Burst is strike-invulnerable and projectile-invulnerable even during its recovery frames but it can be air thrown.

Overdrives are the super attacks of Guilty Gear. They cost 50% Tension and cannot be Bursted.

Burst Overdrive costs 50% Tension and your Burst. It's performed with the Overdrive input and D. It only works for cinematic Overdrives. Burst Overdrives have invincible startup and increased damage. Characters without invincible reversals benefit the most from Burst Overdrives.

Roman Cancel

Roman Cancel (RC) is the generic term for a mechanic that cancels the remaining frames of an attack and returns the character to neutral. Roman Cancels are among the most versatile tools in fighting games. The main drawback is they're never free and in some games can be quite expensive. Every game has different rules concerning Roman Cancels. In most games only attacks that connect can be canceled and cancels can only happen during the active frames. Roman Cancels may or may not freeze the screen.

Roman Cancel can be used to create new combos or extend existing combos.

On block, it's used for starting and extending pressure.

It can make unsafe attacks safe(r) on block.

If you have a fireball you can shoot it, Roman Cancel to recover immediately, then run behind it.

Xrd's Roman Cancel is one of the least restrictive in the genre. It works on whiff, always freezes time, and can be activated not just during active frames but during any part of the attack. The only drawback to Xrd's Roman Cancel is that Tension gain is reduced for a short amount of time. Press any three attack buttons at the same time to perform a Roman Cancel.

Yellow Roman Cancel is performed during an attack's startup frames and costs 25% Tension. It can be used in neutral to freeze the screen to react to what is happening. Because of its cheap cost, it's used frequently and much of Xrd's neutral revolves around it.

Red Roman Cancel is performed when an attack is active and costs 50% Tension.

Purple Roman Cancel is performed during an attack's recovery frames and costs 50% Tension. You can use it to prevent whiffed attacks from being whiff punished.