Fun fact! Lightning Javelin does kinda exist in Strive. The Arcade Mode version of Ky (the boss for Bridget and Sin) has a followup on Vapor Thrust that spawns his j.D projectile.
One of my problems with older gear games is that they have the opposite problem, since goldlewis Dickinson is a new addition to guilty gear strive, arc system works forgot to put him into the older games, hopefully they remember to put him into strive 2 though
@lukeblaker8009 She has a lot more to do with the entire game than dickinson himself. And she's not a clown. She was possessed. She casually fended off KY, Sin, and Sol at the same time. They never showed her go full power. Even Bedman couldn't. At the end, she even protected Sol and Jack O from a blast that would have killed them.
A little fun fact is that some of these moves before AC+R still exists in +R itself. EX characters sometimes inherit these moves and several other moves from GG Isuka. For example, EX Order-Sol has Dash Kick, Ky gets his GGX's Crescent Slash, etc. It's a lot of fun to see them still being used in the latest revision of the 2D era of Guilty Gear, as some sort of "last goodbye" (until they return somehow, please I want to use All Guns Blazing).
I kinda get why Sol's Dragon Install air command grab during Dragon Install P.B.B. was not mentioned, since Overdrives/Supers are their own can of worms & its KINDA just a variation on an already existing move. I would also like if this becomes a long running series you could do the moves from the GG games/versions outside of these 3, since they have some really wonky shit (Potemkin's wake up roll from X 1.5 which costs 25% like a Force Break, but few years before FBs existed is a good example) Also fun fact: Sol's Break from Xrd & Sin's Dust divekick from Strive both most likely originate from Sin's divekick from GG2 Overture, which is just neat
IMO Break is more inspired by Slam rather than Sin's divekick, but that's just splitting hair. Sol has a divekick that's Dragon Install exclusive in Plus R that's pretty decent for pressure and combos.
Guilty Gear always excelled qt conveying character through gameplay, and one of the Best example of that was Johnny's coins. It perfectly represent gambling, you have a finite amount of money, and more opportunities to blunder than to cash in. Coins don't increase MF levels on block or whiff, and ön block higher level mist finers only give better frame data. You have one oppurtunity to cash out on big damage, but 2-3 to waste money. It was even more true in older versions, where level 3 was worse than level 2. Sometimes betting more will return less.
He does the same in strive too. MF is the best poke in the game, but so minus that Sol can dash 6H him after blocking and Sol has a lot of trouble punishing characters at range. He also has the fucking cards... Thriw them in neutral and risk getting countered but if you do it, suddenly mist finer is plus 30 frames of advantage as long as the opponent is in the general vicinity of the card, essentially making life hell for the opponent since either they just let you walk at them and corner you or you risk getting hit, or having johnny mae you block c.S or throw you after the gaurd crush, in both cases he has unreactable high/low mix and in case of throw he gets to throw a card and loop the situation. So you're constantly gambling on card throws to get his insane offense started, because without card on screen he's just a mediocre zoner.
Sol is one of the more interesting ones to watch the growth/changes of his special moves because over the games he's gone from this fast mix-up/rush down character into much more of a frametrap/pressure monster type character
Great vid! I will say, there are some places where looking at #Reload specifically might be enlightening -- Xrd's versions of the characters were all built from #Reload as a basis, ignoring additions from slash through AC+R. (iirc, this is due to later versions of XX not being designed by the main guilty gear team) So a lot of the time when a move changes in Xrd from AC+R or loses properties, it's because it's rolling back to #Reload's version of the move -- like with Sol's Ground Viper, Ky losing Lightning Javelin, and Axl losing the Rashosen feint.
That's a cool video concept, I liked it. Also funny how someone unfamiliar could easily watch the Axl part and conclude that Axl seems way better in Xrd, when in the end, Xrd Axl is pretty bad, and +R Axl is exceptionally good. System mechanics really define him.
And in +R the system mechanics are actually pretty limited, while he has an exceptional movelist, outside of what edd mentioned, he also has autoguard that leads to a sideswap, axl bomber used to give axl oki in the corner while groundbouncing for FRV conversions while also being a pseudo divekick
Cool video. Quick note about Axl - Rashousen in +R is an unblockable attack that catches jump startup, making it kind of scary and hard to react to in blockstrings coupled with the feint.
A bit disappointed that some Force Breaks move weren't shown like Ky's Force Break version of his Charged Stun Edge which was a really cool element of his kit imo.
This is one of my favorite topics in Fighting Games, especially with imagining how older versions of characters would change with the addition of moves from later entries, like if +R Axl had One Vision or the explosion-extension on Rense.
looking forward to you having to make a video just for Baiken alone, where ASW had to figure out "maybe meterless guard cancels and a yosanzen that recovers instantly so she can fly off screen aren't good ideas actually"
Love the vid. Some notes ablut +R Ky: -Greed Sever is actually an amazing combo extension, IF you know how to route around it. It allows Ky to build enough meter to loop 50/50 oki situations. I don't like it as a mixup or even low crush option, but that's personal preference. -Javelins can both make Ky's dp safe with FRC. The FRC also allows for really stylish (albeit impractical) combos. -Lightning Strike's main use is for guts crush combos. After ending a combo with H Javelin, you could do Lightning Strike FRC (which REMOVES OTG STATE FOR SOME REASON), then combo the opponent into several j.Ps which crushes guts. Also allows for combos that should be impossible normally, but don't do much damage. -Ky also has multiple EX moves, AKA Force Breaks. They are INSANELY powerful if used correctly. Lightning Sphere is a cancel option from Charged Stun Edge (CSE), and it's plus, vaccumes, extends combos, baits burst and defensive options, and even anti airs. Charge Drive is a followup from Lightning Sphere that does a MASSIVE 130 damage on a single hit, and wallsticks in the corner. It's the easiest way to get high damage with Ky, since his average damage is low-ish, and his higher damage routes require knowledge, resources, CH, positioning, or execution. Charge Drive just gives you a 200 dmg combo for 50 meter, even if you can't do the advanced combos. -Stun Raising (j.214D) is a lingering projectlie that stays on screen for 3 or 4 seconds. Incredible for controlling space, restricting movement and defensive options, locking down the opponent in the corner, and also breaking out of combos and pressure sequences (it doesn't go away on hit or block). Can also be comboed into for style points. -FB Greed Sever has better low crush properties, and much higher base damage than normal Greed Sever. Only gives a combo on CH, so its main use is calling out certain problem moves, like low profile sweeps. Also, it's quite possibly the best combo extender with flashing risc. Ky cranks risc exceptionally well in +R, and FB Greed Sever has the best damage-to-scaling ratio out of all of his moves (excluding Charge Drive, but that move has a forced 70% proration, which really cuts down on potential damage). This means that extending flashing risc combos with this move can shoot up Ky's damage from around 200 or something damage to 300 or even 400 damage. He can EASILY kill you with this move in the correct situation. -Ky also had aerial CSE, used for specific crossup setups, controlling space, or against characters who can avoid normal CSE oki. -Finally, many of Ky's normals were changed a LOT, or even removed. 6K was much faster, 6H was plus and had a lot of special properties, 3H was massively plus (+15!), and j.D placed a lingering projectile for space control and crossup oki setups that looped, among other changed normals. Yeah, Ky was strangely loaded in +R. His metered options were really varied, from his multiple FRCs, his force breaks, and even his supers (which are much better in +R).
Honestly I'd like more indepth version of this with Normals and Supers in addition, and stuff like what moves were reworked into something else, like the Johnny card super that used to be his IK. This is still good of course and I'm all for more of it.
You should definitely make it into series. Especially because Millia would be right next and in Missing Link Millia was straight up HC but better. She still was a rushdown character who had fast attacks but also had autotracking projectiles on her only super (that build meter on hit AND on block) and could control the direction for another projectile special. Imagine this toolkit for her in strive. That millia guy would finally be happy.
i think this could turn into an awesome series. many gear players (including me) have started with strive, so i think many of us would appreciate learning about all the unique moves in previous games, as well as how many characters used to work
I wonder if you'd be willing to include AC+R's EX character moves in the future. Some of the characters have tons of unique moves, and a bunch of returning/reworked ones. But I like what you've done here. Really interesting stuff!
Man i was really expecting Guilty Gear X to be here, but it's understandable, since mostly the characters only received new moves in the next games, or got some of the old moves changed. For example: Sols Grand Viper in Xrd is actually his Old Guilty Gear X ground viper, which was changed in XX to have a launcher hit at the end It also has one of Sols forgotten moves, the bandit revolver follow up, which you had to imput like bandit bringer, holding down K. It was literally just a fire stamp at the second hit that just did a little more dmg than the regular one. It later got replaced by bandit bringer in XX, but if you have XX (+R of course), you can use Ex sol, do QCB+K and it will do his old Bandit bringer follow up, which is neat :)
I really enjoyed this video. It's cool seeing the evolution of a character through what Arcsys sees as working, not working, or doesn't mesh with the design at all.
Great video! Wanna point out that Axl's guard point counter Hachisubako as well as Sol's Gun Flame Feint got missed. Also know you said you're not covering it but GGX has a few exclusive special moves that didn't get mentioned. Sol has a held version of Bandit Revolver that's an overhead, kinda like a proto Bandit Bringer, and Ky has a different overhead special instead of Greed Sever, that being Crescent Slash. It's functionally very similar but has a really goofy animation.
Sidewinder and Kokuu Geki were first introduced in Slash. Sol's Grand Viper was only a grounded launcher in the Accent Core games. Order-Sol's EX mode has Sol's Dash Kick, although it's a lot different there. Greed Sever is a replacement for Ky's Crescent Slash, an attack he had in GGX. Ky has Needle Spike in his EX moveset, although it looks drastically different to how it did in the first game. He also has Crescent Slash in his EX movelist. Ky got a lot of changes from GGX to AC+R. Even the old Robo-Ky that appears in GGX and GGX2 has animations that Ky doesn't use. May also has Mist Finer in EX mode although, once again, it looks completely different to how it appears in the first game. Shame you didn't mention Eddie. He's had some interesting changes: -Most of his special moves in the first game never returned, other than Drunkard Shade, Break the Law and the Drills. Aerial Drills and Dark Sentinel did come back in EX mode. -Drunkard Shade being able to absorb projectiles and then later fire them back in GG1. -Eddie's little puppet character getting completely changed in AC, then having that moveset added back in +R in addition to having his AC moves. Then Xrd went back to only the pre-AC moves with a few changes. -Megalith Head going from a super in GGX and GGX2, to a special move that would restore his shadow gauge on hit (but having long recovery) in Slash, before getting removed completely in AC and only being available in his EX mode as a forcebreak attack. -Eddie being able to summon drills behind him in Isuka. -Eddie being able to control where he goes during his air dashes in the AC games. -Eddie's sword super being changed to a two-hit attack in Slash, before getting changed back again to its original version in Xrd.
Fantastic idea for a video, its fun to look back, especially with that floating promise of new move for old characters in Strive. It'll be interesting to see if what overlaps there are, or if there's anything reminiscienct. ML Sol dash kick, my beloved.
Yes very much please do more of these. They're really cool, seeing how all of our favorite fighters have evolved since the weird old days. Also would love to see a special episode on EX characters; I've always found them fascinating, and I wish there were more literature/analysis of them. Also, I know this will probably get lost in the pile, but I just wanted to say thank you for the time and effort you put into all this awesome content you make to share with us. There are a select few YT channels that I would happily recommend to anyone purely based on the merits of their positive attitudes married to the quality of their work and you, sir, fall squarely in the middle of those brackets. You have a way of taking what is essentially a foreign language (FGC jargon) and making it intelligible even to a scrub like me. Watching your stuff gets me fired up to go and work on my own videos. Honestly, your content is just downright...inspirational. And I don't know if I can come up with a more sincere compliment than that. All the best, and keep 'em coming! -Bravo
Btw, something a lot of people forget to mention is that the only reason a lot of moves are minus on hit in missing link is that they forgot hard knockdowns. Most of the minus on hit moves are moves that knockdown, but due to the opponent being able to tech the knockdown it ends up minus.
13:48 Not to sound nitpicky, but Rashou Sen is not a command throw, it's a unblockable. Doesn't change much outside of it being able to hit airborn opponents from I know though.
Should have mentioned in guilty gear x sol has a weird move where it tt starts like bandit bringer but the second attack, sol stops in the air and does a high damaging stomp overhead attack
As funny as the bit is, I really like negative on-hit options because of the opportunity for interactions that you wouldn't get if every hit gave you a predictable offensive situation. It's one of the coolest thing about fast Tekken lows imo. It's a lot like chip damage.
Ngl i kinda wish Axl got to keep Sparrow Hawk Stance, it's a pretty unique disadvantage to give to a zoner that simultaneously gives him some SUPER cool options. With some tweaking it could have been a valuable tool for his kit as well as mixing up his gameplay a little
I would love to see a character who's kit is based around a Split Ciel like ability. Place a thing down & if you shoot a thing through it then its stronger. That seems so fun!
“And so to make room for what’s new some attacks have to go.” Meanwhile tekken being perfectly fine giving every character 12 stances with 300 attacks each
You can check out the ex potemkin breakdown video by lucid for some stuff he might have had before acpr Beyond that i think he lost his 6k standing overhead when moving to xrd and replaced it with a dash attack that he still has in strive, he also gained a fire pillar attack and potemkin missile, in xrd they removes the vacuum effect of 2s Transitioning to strive he lost both of those special moves on top of the giganter kai follow up And he gained garuda impact And as of late he gained heat tackle And i think thats all i could think off
actually, the ground viper for sol in xrd is the same as the original X version, i know you said you are only doing the final versions of them but yeah, the ground viper originally switched to a volcanic viper first, then it became an "only on the ground" thing, and then xrd brought it back to it's original form. I believe that version was only ever present in ggx and xrd, i am not entirely sure if it was still around in xx or if it just changed from there on.
im like frieren but instead of spells its sidewinder combos
Wow! The real Noah_JD in my comments section! From the hit video “10 sidewinder combo”
@@eddventure6214 yes its me the real Loveland Frog
I love Noah jd
my goat fr
This is one of the best comments I've seen on youtube thanks Noah very cool
Fun fact! Lightning Javelin does kinda exist in Strive. The Arcade Mode version of Ky (the boss for Bridget and Sin) has a followup on Vapor Thrust that spawns his j.D projectile.
Vapor CROSS?
XD
0:24 Tekken: move set bloat? What's that?
Lei: ...hello! Any echo from the other side of my Movelist?!
@@Ramsey276one "one say we'll be used! When our user accidentally missinputs that is"
@@z1u512 XD
@@z1u512 people like lee use EVERY move because we need it also i think only king lost moves could be wrong
@@Ramsey276one Over half the cast of SCVI with their larger movelists: Cute.
Sidewinder my beloved. It's like my childhood love for Falcon Punch got turned into a practical use whilst staying cool
One of my problems with older gear games is that they have the opposite problem, since goldlewis Dickinson is a new addition to guilty gear strive, arc system works forgot to put him into the older games, hopefully they remember to put him into strive 2 though
They have no excuse for not putting Ariels aka The Universal Will aka Mommy of Ramlethal, Valentine and Elphelt unto the game
@@JohnnyBlake-bu4hl Bro the hell does ariels have to do with goldlewis dickinson I don't want the joker in ggst
@lukeblaker8009 She has a lot more to do with the entire game than dickinson himself. And she's not a clown. She was possessed. She casually fended off KY, Sin, and Sol at the same time. They never showed her go full power. Even Bedman couldn't. At the end, she even protected Sol and Jack O from a blast that would have killed them.
@@JohnnyBlake-bu4hlyou're the clown if she isn't
@shaynehughes6645 Splendid response. I mean, seriously, hats off. It must have taken ages to come up with that quip 👏
No-Chill Axl isn't real. He can't hurt you.
Missing Link Axl:
10:37
A little fun fact is that some of these moves before AC+R still exists in +R itself. EX characters sometimes inherit these moves and several other moves from GG Isuka. For example, EX Order-Sol has Dash Kick, Ky gets his GGX's Crescent Slash, etc. It's a lot of fun to see them still being used in the latest revision of the 2D era of Guilty Gear, as some sort of "last goodbye" (until they return somehow, please I want to use All Guns Blazing).
I kinda get why Sol's Dragon Install air command grab during Dragon Install P.B.B. was not mentioned, since Overdrives/Supers are their own can of worms & its KINDA just a variation on an already existing move.
I would also like if this becomes a long running series you could do the moves from the GG games/versions outside of these 3, since they have some really wonky shit (Potemkin's wake up roll from X 1.5 which costs 25% like a Force Break, but few years before FBs existed is a good example)
Also fun fact: Sol's Break from Xrd & Sin's Dust divekick from Strive both most likely originate from Sin's divekick from GG2 Overture, which is just neat
4:15 KudaKEro??
Right, English language main...
IMO Break is more inspired by Slam rather than Sin's divekick, but that's just splitting hair. Sol has a divekick that's Dragon Install exclusive in Plus R that's pretty decent for pressure and combos.
Sol had divekick in GG2 too
Guilty Gear always excelled qt conveying character through gameplay, and one of the Best example of that was Johnny's coins. It perfectly represent gambling, you have a finite amount of money, and more opportunities to blunder than to cash in. Coins don't increase MF levels on block or whiff, and ön block higher level mist finers only give better frame data. You have one oppurtunity to cash out on big damage, but 2-3 to waste money. It was even more true in older versions, where level 3 was worse than level 2. Sometimes betting more will return less.
He does the same in strive too. MF is the best poke in the game, but so minus that Sol can dash 6H him after blocking and Sol has a lot of trouble punishing characters at range. He also has the fucking cards... Thriw them in neutral and risk getting countered but if you do it, suddenly mist finer is plus 30 frames of advantage as long as the opponent is in the general vicinity of the card, essentially making life hell for the opponent since either they just let you walk at them and corner you or you risk getting hit, or having johnny mae you block c.S or throw you after the gaurd crush, in both cases he has unreactable high/low mix and in case of throw he gets to throw a card and loop the situation. So you're constantly gambling on card throws to get his insane offense started, because without card on screen he's just a mediocre zoner.
Sol is one of the more interesting ones to watch the growth/changes of his special moves because over the games he's gone from this fast mix-up/rush down character into much more of a frametrap/pressure monster type character
Great vid! I will say, there are some places where looking at #Reload specifically might be enlightening -- Xrd's versions of the characters were all built from #Reload as a basis, ignoring additions from slash through AC+R. (iirc, this is due to later versions of XX not being designed by the main guilty gear team) So a lot of the time when a move changes in Xrd from AC+R or loses properties, it's because it's rolling back to #Reload's version of the move -- like with Sol's Ground Viper, Ky losing Lightning Javelin, and Axl losing the Rashosen feint.
That's a cool video concept, I liked it.
Also funny how someone unfamiliar could easily watch the Axl part and conclude that Axl seems way better in Xrd, when in the end, Xrd Axl is pretty bad, and +R Axl is exceptionally good. System mechanics really define him.
Yup, YRC rework in strive really saved him, because YRC in xrd is just absurd
And in +R the system mechanics are actually pretty limited, while he has an exceptional movelist, outside of what edd mentioned, he also has autoguard that leads to a sideswap, axl bomber used to give axl oki in the corner while groundbouncing for FRV conversions while also being a pseudo divekick
Havent finished the vid and i already praying edd makes a sequel to this
Amen 🙏
Same
Cool video.
Quick note about Axl - Rashousen in +R is an unblockable attack that catches jump startup, making it kind of scary and hard to react to in blockstrings coupled with the feint.
Fun Fact: During the original Strive beta, the "Night Raid Vortex" was called: "Ground Viper: Night Raid Vortex"
I see the vision for missing link Axl’s design… pure metal head. Feels like a completely different character (that I’m mourning a little bit)
“Forgotten about entirely”
Mfw +R and Xrd both have massive and Alive communities that keep the games alive.
I feel like xrd is pretty dead in europe but +r is still going strong
R.I.P. to aerial potemkin buster. Never forget what pot has lost.
And nitro hook was a move that existed I guess.
Pot wasn't a real character in GGML, he didn't exist
This video honestly makes me miss xrd may so much. Also its always funny to see people learning about ml axl lol
A bit disappointed that some Force Breaks move weren't shown like Ky's Force Break version of his Charged Stun Edge which was a really cool element of his kit imo.
This is one of my favorite topics in Fighting Games, especially with imagining how older versions of characters would change with the addition of moves from later entries, like if +R Axl had One Vision or the explosion-extension on Rense.
looking forward to you having to make a video just for Baiken alone, where ASW had to figure out "maybe meterless guard cancels and a yosanzen that recovers instantly so she can fly off screen aren't good ideas actually"
Love the vid. Some notes ablut +R Ky:
-Greed Sever is actually an amazing combo extension, IF you know how to route around it. It allows Ky to build enough meter to loop 50/50 oki situations. I don't like it as a mixup or even low crush option, but that's personal preference.
-Javelins can both make Ky's dp safe with FRC. The FRC also allows for really stylish (albeit impractical) combos.
-Lightning Strike's main use is for guts crush combos. After ending a combo with H Javelin, you could do Lightning Strike FRC (which REMOVES OTG STATE FOR SOME REASON), then combo the opponent into several j.Ps which crushes guts. Also allows for combos that should be impossible normally, but don't do much damage.
-Ky also has multiple EX moves, AKA Force Breaks. They are INSANELY powerful if used correctly. Lightning Sphere is a cancel option from Charged Stun Edge (CSE), and it's plus, vaccumes, extends combos, baits burst and defensive options, and even anti airs. Charge Drive is a followup from Lightning Sphere that does a MASSIVE 130 damage on a single hit, and wallsticks in the corner. It's the easiest way to get high damage with Ky, since his average damage is low-ish, and his higher damage routes require knowledge, resources, CH, positioning, or execution. Charge Drive just gives you a 200 dmg combo for 50 meter, even if you can't do the advanced combos.
-Stun Raising (j.214D) is a lingering projectlie that stays on screen for 3 or 4 seconds. Incredible for controlling space, restricting movement and defensive options, locking down the opponent in the corner, and also breaking out of combos and pressure sequences (it doesn't go away on hit or block). Can also be comboed into for style points.
-FB Greed Sever has better low crush properties, and much higher base damage than normal Greed Sever. Only gives a combo on CH, so its main use is calling out certain problem moves, like low profile sweeps. Also, it's quite possibly the best combo extender with flashing risc. Ky cranks risc exceptionally well in +R, and FB Greed Sever has the best damage-to-scaling ratio out of all of his moves (excluding Charge Drive, but that move has a forced 70% proration, which really cuts down on potential damage). This means that extending flashing risc combos with this move can shoot up Ky's damage from around 200 or something damage to 300 or even 400 damage. He can EASILY kill you with this move in the correct situation.
-Ky also had aerial CSE, used for specific crossup setups, controlling space, or against characters who can avoid normal CSE oki.
-Finally, many of Ky's normals were changed a LOT, or even removed. 6K was much faster, 6H was plus and had a lot of special properties, 3H was massively plus (+15!), and j.D placed a lingering projectile for space control and crossup oki setups that looped, among other changed normals.
Yeah, Ky was strangely loaded in +R. His metered options were really varied, from his multiple FRCs, his force breaks, and even his supers (which are much better in +R).
Honestly I'd like more indepth version of this with Normals and Supers in addition, and stuff like what moves were reworked into something else, like the Johnny card super that used to be his IK. This is still good of course and I'm all for more of it.
You should definitely make it into series. Especially because Millia would be right next and in Missing Link Millia was straight up HC but better. She still was a rushdown character who had fast attacks but also had autotracking projectiles on her only super (that build meter on hit AND on block) and could control the direction for another projectile special. Imagine this toolkit for her in strive. That millia guy would finally be happy.
Fun fact! Sol's divekick in Xrd made its debut in Guilty Gear 2 Overture as Sol's aerial special move
good vid. Hope we see some more moves later in strive's patch life, maybe even some of these
I’d love to see more of these.
Would definitely be down to see more of these
i think this could turn into an awesome series. many gear players (including me) have started with strive, so i think many of us would appreciate learning about all the unique moves in previous games, as well as how many characters used to work
This was really interesting as somebody who has only played Strive but watched a lot if Xrd and knows only a bit of GGML and +R ❤
I wonder if you'd be willing to include AC+R's EX character moves in the future. Some of the characters have tons of unique moves, and a bunch of returning/reworked ones.
But I like what you've done here. Really interesting stuff!
finally my favorite special super mario goomba stomp hd will be featured
As a Sol main in Strive, it made me happy how every time I thought "well, there's a basically identical move..." you addressed that.
This is a cool idea for a series and I would be down to watch more
Loved the start of this series! Would love to see more :D
love this video concept, please make more!!
Oh this series is an absolute genious idea. Outside of deep dives into specific character you almost never see anyone talk about removed specials.
Applause for the victim is one of my favorite moves name it's truly funny
Man i was really expecting Guilty Gear X to be here, but it's understandable, since mostly the characters only received new moves in the next games, or got some of the old moves changed.
For example: Sols Grand Viper in Xrd is actually his Old Guilty Gear X ground viper, which was changed in XX to have a launcher hit at the end
It also has one of Sols forgotten moves, the bandit revolver follow up, which you had to imput like bandit bringer, holding down K. It was literally just a fire stamp at the second hit that just did a little more dmg than the regular one. It later got replaced by bandit bringer in XX, but if you have XX (+R of course), you can use Ex sol, do QCB+K and it will do his old Bandit bringer follow up, which is neat :)
great vid ed! i hope this was only round one, keep on rockin
Foudre Arc is not a substitute to Greed Sever at all.
Awesome video, hope we get more, would love to see the Faust section!
I really enjoyed this video. It's cool seeing the evolution of a character through what Arcsys sees as working, not working, or doesn't mesh with the design at all.
Great video! Wanna point out that Axl's guard point counter Hachisubako as well as Sol's Gun Flame Feint got missed. Also know you said you're not covering it but GGX has a few exclusive special moves that didn't get mentioned. Sol has a held version of Bandit Revolver that's an overhead, kinda like a proto Bandit Bringer, and Ky has a different overhead special instead of Greed Sever, that being Crescent Slash. It's functionally very similar but has a really goofy animation.
Isnt gun flame feint in xrd and strive though?
@@jadesapphira4325 for some reason I remembered it not being in Strive 💀
Great video going over these lost moves. Eager for the next one.
Nice vid, it would be nice to se more characters, even forgotten characters in old games
I’d love to see more in this series!
I loved this video & would love to see more, as this was very informative, for i didn't know half of these moves existed.
This was great i would love to see all the other characters!
This is great! It's interesting to see how these characters have evolved and changed over time. I would definitely watch more videos like this.
Sidewinder and Kokuu Geki were first introduced in Slash.
Sol's Grand Viper was only a grounded launcher in the Accent Core games.
Order-Sol's EX mode has Sol's Dash Kick, although it's a lot different there.
Greed Sever is a replacement for Ky's Crescent Slash, an attack he had in GGX. Ky has Needle Spike in his EX moveset, although it looks drastically different to how it did in the first game. He also has Crescent Slash in his EX movelist. Ky got a lot of changes from GGX to AC+R. Even the old Robo-Ky that appears in GGX and GGX2 has animations that Ky doesn't use.
May also has Mist Finer in EX mode although, once again, it looks completely different to how it appears in the first game.
Shame you didn't mention Eddie. He's had some interesting changes:
-Most of his special moves in the first game never returned, other than Drunkard Shade, Break the Law and the Drills. Aerial Drills and Dark Sentinel did come back in EX mode.
-Drunkard Shade being able to absorb projectiles and then later fire them back in GG1.
-Eddie's little puppet character getting completely changed in AC, then having that moveset added back in +R in addition to having his AC moves. Then Xrd went back to only the pre-AC moves with a few changes.
-Megalith Head going from a super in GGX and GGX2, to a special move that would restore his shadow gauge on hit (but having long recovery) in Slash, before getting removed completely in AC and only being available in his EX mode as a forcebreak attack.
-Eddie being able to summon drills behind him in Isuka.
-Eddie being able to control where he goes during his air dashes in the AC games.
-Eddie's sword super being changed to a two-hit attack in Slash, before getting changed back again to its original version in Xrd.
This was awesome, more please
Very creative and fun idea for a video; good job!
Fantastic idea for a video, its fun to look back, especially with that floating promise of new move for old characters in Strive. It'll be interesting to see if what overlaps there are, or if there's anything reminiscienct. ML Sol dash kick, my beloved.
Yes very much please do more of these. They're really cool, seeing how all of our favorite fighters have evolved since the weird old days. Also would love to see a special episode on EX characters; I've always found them fascinating, and I wish there were more literature/analysis of them.
Also, I know this will probably get lost in the pile, but I just wanted to say thank you for the time and effort you put into all this awesome content you make to share with us. There are a select few YT channels that I would happily recommend to anyone purely based on the merits of their positive attitudes married to the quality of their work and you, sir, fall squarely in the middle of those brackets. You have a way of taking what is essentially a foreign language (FGC jargon) and making it intelligible even to a scrub like me. Watching your stuff gets me fired up to go and work on my own videos. Honestly, your content is just downright...inspirational.
And I don't know if I can come up with a more sincere compliment than that.
All the best, and keep 'em coming!
-Bravo
Really cool vid. It'd be neat to talk about some of the characters whose entire game design has changed between games, like Jack-O.
Btw, something a lot of people forget to mention is that the only reason a lot of moves are minus on hit in missing link is that they forgot hard knockdowns. Most of the minus on hit moves are moves that knockdown, but due to the opponent being able to tech the knockdown it ends up minus.
I miss Sol's divekick. That move looked so cool in combos.
Also Bandit Bringer into Fafnir routes.
13:48 Not to sound nitpicky, but Rashou Sen is not a command throw, it's a unblockable. Doesn't change much outside of it being able to hit airborn opponents from I know though.
would love to see millia in the next one of these
Really interesting watch as a strive only player. I'd love to see more ❤❤
Nice vid! Are you able to do a ‘lost normals’ vid as well?
Man, after I played Xrd for the first time I played Strive in comparison and tried to do Riot Stamp, but forgot that he didn't have it XD
I glad that u come back
Ill miss you, Sparrowhawk Stance....
Can't believe they took away Slayer's ability to kick off his sunday shoes 😢
gonna need more of these videos 🫶
Banger video idea Ed
Loved the video mate!! Would love to learn more since I only really play Strive
Should have mentioned in guilty gear x sol has a weird move where it tt starts like bandit bringer but the second attack, sol stops in the air and does a high damaging stomp overhead attack
oh how i miss you funny faust pogo stance
As funny as the bit is, I really like negative on-hit options because of the opportunity for interactions that you wouldn't get if every hit gave you a predictable offensive situation.
It's one of the coolest thing about fast Tekken lows imo. It's a lot like chip damage.
Ngl i kinda wish Axl got to keep Sparrow Hawk Stance, it's a pretty unique disadvantage to give to a zoner that simultaneously gives him some SUPER cool options. With some tweaking it could have been a valuable tool for his kit as well as mixing up his gameplay a little
I would love to see a character who's kit is based around a Split Ciel like ability. Place a thing down & if you shoot a thing through it then its stronger. That seems so fun!
Loved the video dude. Similar video coming for SF6 Ed?
Going through Pot and Zato's movelist evolution would be nice
Excellent video sir.
Definitely would like to see more installations of this if only to get to Baiken‘s changes
streets need the sequels to this video
They never brought back that cool triple slash Johnny did in Accent Core, nor did they bring back that one move Baiken did where she spun the sword.
Can't wait for people to learn about Zato's DP
If Guilty Gear had Tekken’s move philosophy we would have all these in one game 💀
As someone who wasn't into guilty gear until strive, but does enjoy history, I appreciate you giving me this peer into the game's history.
Sol's removed are so cool, as someone who only plays Strive it makes me really sad to see these moves go 😭😔😭
SparrowHawk stance, my beloved
yes! this is terrific! more please🎉
Man, I miss Lars' 1+2... Ah, wrong game. I mean, _Dancing Dual Kick_
Amazing video
No way I always played +r thinking that sol special move was his j.dust but that it was insanely cracked in this game
“And so to make room for what’s new some attacks have to go.” Meanwhile tekken being perfectly fine giving every character 12 stances with 300 attacks each
I know Potemkin wasn't particularly notable in Xrd, but I'm still going to miss YRC ICPM fun times.
I MISS MILLIA HAIRPIN AND SECRET GARDEN SM
I love this video thanks for talking about plus r
As someone that has only recently got strive I would love to see pots removed moves.
You can check out the ex potemkin breakdown video by lucid for some stuff he might have had before acpr
Beyond that i think he lost his 6k standing overhead when moving to xrd and replaced it with a dash attack that he still has in strive, he also gained a fire pillar attack and potemkin missile, in xrd they removes the vacuum effect of 2s
Transitioning to strive he lost both of those special moves on top of the giganter kai follow up
And he gained garuda impact
And as of late he gained heat tackle
And i think thats all i could think off
very well done!
actually, the ground viper for sol in xrd is the same as the original X version, i know you said you are only doing the final versions of them but yeah, the ground viper originally switched to a volcanic viper first, then it became an "only on the ground" thing, and then xrd brought it back to it's original form.
I believe that version was only ever present in ggx and xrd, i am not entirely sure if it was still around in xx or if it just changed from there on.
Interesting video concept
Just liked and subscribed. Now do one with Potemkin in it
Lack of sidewinder is still the main reason I don't play sol