(Click the settings button to watch in HD) Welcome to my GGXrd Revelator Jam Guide! Please note that I'm not an expert on GGXrdR or on Jam ;p For complete movelist guide of Jam, please visit: www.dustloop.co... Jam players unite! (^O^)/
Tip for IAD specials: Jam has a divekick 2K. If you press K while the directional input is 1 or 3 after a 2, it will also register as this divekick. Hence the K cannot be buffered and you must press it together with or after the final directional input in the full special motion. Yeah you're basically doing Mishima electric connected to an IAD, this shit is insane.
Thanks! Although this is Jam's Revelator Guide, I think the significant change from her Revelator to Rev2 version is her puffball. Otherwise her gameplay is almost the same. I really hope she will be included in Strive. 🤞🏼 Thanks again for watching! 🙇🏽♂️
Thanks for the video. This game is my first one in the GG world. My buddies suggested me trying this, since I used to play Street Fighter, which has the same inputs like this here. Since they knew that I knew most of the pad inputs, they used to call them these: 236 = Hadouken 623 = Shoryuuken 214 = Reverse Hadouken etc. ;) I tried not only Sol, but Faust, May, Kum Isoryoku (that giant robot, who happened to be the spiting image of Haehyun's grandfather), and Elphelt. I see that Jam is a CQC character with her fighting style, thus I like her. I noticed that some characters, like Faust and Kum, do have difficult moves between their combos to learn. Usually, when I see something that difficult, I move to the next challenge before starting with the difficult ones. I have some questions about these stuff: 1) I noticed that the aerial combos have 4-5 hits per jumping, but I don't know the limit before their opponent recovers. How many hits can they sustain before they recover? I need to know about it, so that I may know my own combos. 2) My buddies told me that Zato=1 (his name could be Zatoichi :P ) and Chipp are the hardest to pull off. Is it due of the combos? Thanks in advance. :)
Hi Tanno! Welcome to the Guilty Gear World! If you want to familiarize with the basics, I suggest learning Sol or Ky. Sol is the Ken while Ky is the Ryu of the game ;p Yup, we adapt mostly the controls from Street Fighter :) To answer your questions: 1) The Beats(hits) of aerial combos depend on the Jump Cancel (JC) of the character. Usually, one or two jumping normal moves of a character has a JC in it. With this, the game allows you to extend your combo for bigger damage. Just be aware of the Beat counter for now. If it becomes a black beat (instead of orange), the game is telling you that the combo you are performing is not a "true combo" anymore, hence the opponent can recover from your combo. It also depends on the character's aerial jump. Basically most of the cast have 2 jumps, meaning they can perform an additional jump while in the air. I think Chipp and Dizzy have 3 jumps (not sure with this). 2) Zato=1 (read as Zato One) is a puppet character. So I don't suggest him if you're just new to the game. You need to monitor your pet(eddie) all the time while in battle. Chipp is a rush down character. Maybe the difficulty comes from his speed. I think he is the fastest amongst the cast. Try this page for more info: www.dustloop.com/wiki/index.php/Guilty_Gear_Xrd_-REVELATOR- Thanks! (^O^)/
Also, sorry to leave another comment swiftly but do you think you can give advice on some block strings that can open people up. I'm having issues cracking people's defence. I know things like iad into crossup dp are great but it's gonna take me a while to get used to the guilty gear movement.
Hi, in terms of "cracking other player's defense", one way is to learn your character's high low mix up. If you think your opponent is blocking high, attack low. If they are crouch blocking, do an overhead. The guides I'm uploading are character specific (for now). If you want to learn the basics of GGXrd, I highly recommended to watch novriltataki's channel (@novriltataki). For the characters' movelist, just visit dustloop wiki for more info. Hope this helps (^O^)/
Ok, I've been playing fighting games all my life and button inputs are no problem. However, this is the first Guilty Gear game that I have ever owned. I know what QC HP (quarter circle high punch) and things like this are, but I have no idea what 863K is. It's a noobish question I know, but I have no shame in saying I don't know. Lol! Please help.
Hi! The numbers are representation of the directions you input with the stick. It is like this: 789 456 123 7=up+back 8=up 9=up+forward 4=back 5=neutral 6=forward 1=down+back 2=down 3=down+forward So if you input qcf (down,down+forward,forward), in the number representation it's like this 236. This is for player 1 inputs ;p
Lol! Thanks a ton Borj. I figured it had something to do with the joysick, but I had the directions of it ALL WRONG. Lol! 😂 Thanks for the clarification!
C. Anderson I know I’m a year late, but I just found this out as well, it comes from the keypad on a keyboard. Tekken and guilty always have weird terms haha
The cross-up charged Kenrou? I think that's the only way to do it, sorry. But basically what I'm doing is to "aim" at the back of the opponent upon wake-up after a knockdown. (^O^)/
Hi! Sorry for the late reply. Just practice :) At first, that's the hardest for me to execute. You'll know you're making progress if Jam loses the vertical thrusts of the Kenrou. I suggest practicing it on larger hurtbox characters (i.e. Pot) first. :)
7:52 unless it's a highly proated combo you should be able to follow charged air gekirin with dash c.S>2H>parry>P>P for more damage, extra corner carry while keeping the knockdown. There may be extra spacing quirks, though.
Hi! 👋🏼 Sorry for the late reply. Yup, you can still apply this to Rev2. There are few changes for Jam in Rev2 but the most notable one is her puffball (236S-->S). You can now do another puffball follow-up for a knockdown. Thanks for watching! 🙇🏽♂️
Yup! I think TK version input of moves can either be 8236 or 2369. With Millia my input for TK Bad Moon will be 2369P. But when I first tried TK Ryuujin with Jam using 2369K, the move seems to come out slow. So I tried the other version, the 8236K and it seems to connect faster from normal moves :)
I learned a couple things, thx. Jam is so hard and I hate S tier Johnny and his whole screen sword that requires no effort to execute in comparison >:(
RealBlack Panther Hi! Sorry for the late reply :) Yes you can still use this for Rev2! The only change (major) for Jam I think is the Double Puffball : 236S --> S --> HS
Hi! Sorry for the late reply. For now the active Japanese Jam players are Jajamaru, LOX, Teresa and Roza. If you want a ground-based Jam, watch Teresa's. If you want a Jam who "flies" across the screen, you need to watch Jajamaru's. I prefer Jajamaru's gameplay amongst the four :) You can search their matches here on RU-vid ;p Thanks for watching (^O^)/
video would have been a bit more user friendly if instead of listing the names of her specials it was just kept at standard notation. (i.e. j.214K instead of j.Gekirin)
Hi Justin Phillips! Sorry for the video, this video of Jam was my first ever video I made (I self-study the tutorial here in YT), I apologize if it's not polished enough. But I think I improved in terms of video editing. I suggest watching my Elphelt guide ;p In terms of the voice over, I'm not that confident with my voice (I sound like a chipmunk ha ha ha). Hope you continue to play Guilty Gear Xrd (Rev2 demo is out now in PS4). Thanks for watching (^O^)/
Hmm wish this was a little more beginner friendly. This video assumes you know how to do things like IAD and what not. Oh well, just gonna have to grind and pause a lot.
Sorry for the late reply 😉 Yup exactly what @Opinionator said. She's been leaked for Season 1 DLC. Not sure though if she will be revealed this August or after Fall... 🤷🏽♂️