hey guys while they didn't make videos the writers of the series did make written guilty bits guides for all rev 2 characters link: drunkardshade.com/category/guilty-gear/guilty-bits-xrd/
Since I started playing Justice, it has been the most comfortable for me, and the most I can play regular in arcade on manic difficulty. This video has taught me a lot about the character.
This series and the blasted salami's character overviews are really good tutorials. This one is really good as it's easy to understand for beginners and goes into order of the phases of battle. Starting from your good tools from neutral then understanding your best tools for pressure and then your best defensive options a order I find very important to understand in a battle.
Thanks for all your hard work guys!!! they were a tremendous help for a newcommer to the franchise like me. I hope you make more videos in the future :)
I can’t believe they neutered guilty gear): these older games are magic. I mostly play kof but even I can tell that these games were just as good as some of the og KOF’s
These videos aren't about all the situational specifics of the game. I'll run through their uses here for you. 632146S - Imperial Ray. Spinning red laser. Has an FRC point in the middle so you can use to crank up guard bar if you feel like burning 75 tension for something she can already do with f.S xx Ssword. Actualy main uses are for chip kills against close airborne opponents, and scoring a kill if the opponent's on barely any health and their guard bar's hella low. 46463214H - Gamma Ray. Giant laser. Costs 100 tension. Combos off of 6H and 2D if very close to the opponent (5K, 2D xx Gamma Ray works at point-blank as a combo). Initial spark can be FRC'd. If you somehow land a raw 6H and have the meter, this is actually a valid way to spend your meter. The 50% initial prorate on her throw means that Throw -> 6H xx Gamma Ray does much poorer damage, but can still net a win if you know it'll kill. Can also be used for chip kills at full screen if your opponent is an idiot who doesn't think to just run up and hit you before it goes off (or slidehead if it's Pot). 46463214S - Omega Shift. Justice Install. Costs 100 tension. Combos off 6H Brings back gimped versions of her old mobility (run, triple jump, three airdashes) and makes all normals jump cancellable. Would be super great except: 1) You just spent all your meter, so you're not going to really do much damage off the first combo (AC Justice's damage mostly stemmed from doing three reps of j.SHD airdashed into itself 3 times then relaunching and doing it all again, which you can't do due to the changes to her air gatlings. Also the airdashes are much slower in Omega Shift than they used to be). 2) You just spent all your meter, so you're not able to do nuke FRC in order to get a safe mixup attempt after knocking down from that first combo which didn't kill. 3) After 14 seconds the recovery animation is almost as long as being stunned. You also lose all meter gained, and your guard bar is filled to the absolute maximum. That means someone can run up, jab you three times and STILL get the counterhit for an optimal combo. You just spent 100 tension for a gimmick which will cost you the round. Consistency's key to winning with Justice. Use that meter wisely.
Pichy and Pals I really wish Omega Shift was a good move. They should make it only 50% meter, not raise your guard gauge, and reduce the end lag to be like Dragon Install, (Also change the input to 214214S just because the long input would be unnecessary). I'd love to see what an "unnerfed" Justice could do in tournament!
Justice is mine favourite character in GG series. Too bad that when she finally were redesigned to become tournament legal ArcSystem decided to give her Nuke Blasts mechanic which were forcing her to hold so many buttons making her so uncomfortable to play on Arcade Stick and unplayable on Pad.
Funny thing about this game is that I never really found a main among any of the characters. But after watching this one, I feel quite good about maining Justice (even though she has no airdashes or dashes). I'm sad she's not in the next game, but that's ok since I'm planning on Bedman anyway.
I don't know if it's working in AC+R but, I remember in AC+, when I did Superia in the corner after a 5H or 2D (depends on the character), only one hit would touch the opponent, making him wallstick to the corner in front of her, allowing to easy combo afterward (6H for exemple). Is it still working in AC+R ?
@Tab also they way that justice is designed, her lack of mobility is a non factor because she has bombs to replace her need to approach while nago still needs to approach. Nago has to overcome his lack of mobility while justice circumvents it
I know it’s kind of weird to say but these videos are really well made and I enjoy rewatching them a lot
same man
We need guilty bits for revelator characters
hey guys while they didn't make videos the writers of the series did make written guilty bits guides for all rev 2 characters link: drunkardshade.com/category/guilty-gear/guilty-bits-xrd/
Since I started playing Justice, it has been the most comfortable for me, and the most I can play regular in arcade on manic difficulty.
This video has taught me a lot about the character.
This series and the blasted salami's character overviews are really good tutorials. This one is really good as it's easy to understand for beginners and goes into order of the phases of battle. Starting from your good tools from neutral then understanding your best tools for pressure and then your best defensive options a order I find very important to understand in a battle.
thank you for this series! It was a long time ago, but its still helping new players like me =3
This Neon Genesis mech seems pretty sick
Guilty Bits is finally done. Great job. Looking forward for the next video series.
Thank you so much Novril and Specs! I absolutely loved these videos, I can't wait to see what your have prepared next for us.
Thanks for all your hard work guys!!! they were a tremendous help for a newcommer to the franchise like me.
I hope you make more videos in the future :)
Fantastic. This entire series has been very concise and informative. I look forward to enrolling in Airdash Academy.
This is easily one of the best episodes of the series
Fun fact : justice was a completely different character in accent core+
With great mobility ridecules supers and normals
I can’t believe they neutered guilty gear): these older games are magic. I mostly play kof but even I can tell that these games were just as good as some of the og KOF’s
Rollback gang
At last! Justice!
Weird that you excluded 3 of her super moves though. Especially the Imperial Hype Ray.
These videos aren't about all the situational specifics of the game. I'll run through their uses here for you.
632146S - Imperial Ray. Spinning red laser. Has an FRC point in the middle so you can use to crank up guard bar if you feel like burning 75 tension for something she can already do with f.S xx Ssword. Actualy main uses are for chip kills against close airborne opponents, and scoring a kill if the opponent's on barely any health and their guard bar's hella low.
46463214H - Gamma Ray. Giant laser. Costs 100 tension. Combos off of 6H and 2D if very close to the opponent (5K, 2D xx Gamma Ray works at point-blank as a combo). Initial spark can be FRC'd. If you somehow land a raw 6H and have the meter, this is actually a valid way to spend your meter. The 50% initial prorate on her throw means that Throw -> 6H xx Gamma Ray does much poorer damage, but can still net a win if you know it'll kill. Can also be used for chip kills at full screen if your opponent is an idiot who doesn't think to just run up and hit you before it goes off (or slidehead if it's Pot).
46463214S - Omega Shift. Justice Install. Costs 100 tension. Combos off 6H Brings back gimped versions of her old mobility (run, triple jump, three airdashes) and makes all normals jump cancellable. Would be super great except:
1) You just spent all your meter, so you're not going to really do much damage off the first combo (AC Justice's damage mostly stemmed from doing three reps of j.SHD airdashed into itself 3 times then relaunching and doing it all again, which you can't do due to the changes to her air gatlings. Also the airdashes are much slower in Omega Shift than they used to be).
2) You just spent all your meter, so you're not able to do nuke FRC in order to get a safe mixup attempt after knocking down from that first combo which didn't kill.
3) After 14 seconds the recovery animation is almost as long as being stunned. You also lose all meter gained, and your guard bar is filled to the absolute maximum. That means someone can run up, jab you three times and STILL get the counterhit for an optimal combo. You just spent 100 tension for a gimmick which will cost you the round.
Consistency's key to winning with Justice. Use that meter wisely.
Pichy and Pals I really wish Omega Shift was a good move. They should make it only 50% meter, not raise your guard gauge, and reduce the end lag to be like Dragon Install, (Also change the input to 214214S just because the long input would be unnecessary). I'd love to see what an "unnerfed" Justice could do in tournament!
Thank you thank you thank you! I am glad for you giving us Guilty Bits. Can't wait for BlazBlue! (it will happen!)
This was great, thank you
question will there be a guilty bits for GGXRD
Justice is mine favourite character in GG series. Too bad that when she finally were redesigned to become tournament legal ArcSystem decided to give her Nuke Blasts mechanic which were forcing her to hold so many buttons making her so uncomfortable to play on Arcade Stick and unplayable on Pad.
BlazBits?
Hopefully it will happen.
Thank you for Guilty Bits thou!
JUSTICE YESSSSSSs
Y'all forgot 2 of her supers
Funny thing about this game is that I never really found a main among any of the characters. But after watching this one, I feel quite good about maining Justice (even though she has no airdashes or dashes). I'm sad she's not in the next game, but that's ok since I'm planning on Bedman anyway.
I don't know if it's working in AC+R but, I remember in AC+, when I did Superia in the corner after a 5H or 2D (depends on the character), only one hit would touch the opponent, making him wallstick to the corner in front of her, allowing to easy combo afterward (6H for exemple). Is it still working in AC+R ?
0:00 to 0:32, whats the theme in the background?
What's the playing when hes explaining justice (I know it's called meet again but it's version that I've never herd and I can't find it anywhere)
The complete box remaster
th-cam.com/video/0f85WMeK5tY/w-d-xo.html
Wait a minute, didn't Justice used to air dash in GGAC+?
No, only while using omega shift (more like omega shit)
@@dydp1 wrong She did have an air dash I remember playing it on the ps2 dashing around justice was the fastest character
@@BluuDemon yeah, she had 3 air dashes while using her awful install super (Omega shift).
@@BluuDemon I know this is late, but, wasn't she have more movements in both vanilla GG, X+, and XX (Not talking about Accent Core, of course".
What's the Intro Song name, pls? :) i mean the second song that is played just before the "guide song" is played...
XPMB th-cam.com/video/Mowu8AP2owA/w-d-xo.html
novriltataki Yes, i knew it sound was familiar. i love Ensiferum. Many thanks for the super-quick answer. Subbed. :)
wait why is justice so strong in comparison to nagoriyuki?
@Tab in comparison justice has much stronger buttons neutral and oki while nago just has damage over justice
@Tab also they way that justice is designed, her lack of mobility is a non factor because she has bombs to replace her need to approach while nago still needs to approach. Nago has to overcome his lack of mobility while justice circumvents it
@Tab ohh that makes more sense
Is there one of theses for Jack'O?
drunkardshade.com/category/guilty-gear/guilty-bits-xrd/
Thanks.