<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[JCR Comic Arts]]></provider_name><provider_url><![CDATA[https://jcrcomicarts.wordpress.com]]></provider_url><author_name><![CDATA[JCR Comic Arts]]></author_name><author_url><![CDATA[https://jcrcomicarts.wordpress.com/author/jcrcomicarts/]]></author_url><title><![CDATA[Guilty Gear Xrd Revelator Final Test&nbsp;Info]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>We got some info from Guilty Gear Xrd Revelator Final Lock test I have some notes form the players referring to Blitz shield changes as well as Johnny move set and how they have changed as he enters the new battle that is Revelator. Also we have pics at Elephelt new model. If you remember story mode things changed towards the end for a little gun wielding Valentine. The images shows this as she has the opposite color scheme players are use to seeing. We also hearing word that Raven is seen in the background of the cut scene mode which is basically arcade mode. Raven has been asked to be playable buy the community since he was shown fighting in Overture and even before that as we had numerous cut scenes in previous games as That Man right hand man.  We also hearing about a new mode called quest mode which has players answering random challenges that com any time and are different. If you do not like the quest then you can skip it. Sounds a little bit like mission mode with the difference is that they keep giving them to you instead of just a set you play through on the disc. I should point out you do get rewards but we were not told what they were. </p>
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<p>&#8220;Anything italicized is my own comment</p>
<p>@ogawazato</p>
<p>According to Karinchu, Johnny&#8217;s high mistfiner untech time has been extended</p>
<p>horizontal dust (homing dash) untech time has been extended</p>
<p>horizontal dust untech time was extended but it&#8217;s not as long as the previous version&#8217;s</p>
<p>@MENKAICHO</p>
<p>Johnny: f.S&gt;2S added</p>
<p>2K&gt;2D doesn&#8217;t combo</p>
<p>2H was made a little slower, doesn&#8217;t combo from S, harsh</p>
<p>throw&gt;coin&gt;hj.aerial is stable</p>
<p>&#8220;I managed to do no meter bacchus sigh loops&#8221;</p>
<p>Now that he doesn&#8217;t have Jojo Blade (old 2H, was 5f startup, good to abare with), a very useful defensive technique is backdash YRC. puts him at his poke range, feels good</p>
<p>@rokuro01</p>
<p>2nd hit of zweihander is easier to hit (this means enkasu (or whatever it&#8217;s called now) is harder)</p>
<p>@gou4th_fab</p>
<p>regarding blitz: if you hold the input, it catches both highs and lows, but in the beginning you can be mixed up, what happens if you blitz a projectile first is a mystery (i&#8217;m not sure if i got this right tbh but that&#8217;s cause i dont really know how the new blitz really works)</p>
<p>@endolurumame </p>
<p>Blitz followup has different levels depending on how long you hold it. if you charge halfway, it just knocks the opponent away. if you charge full, you flash red, and on ground hit, the opponent is crumpled, on air hit, the opponent is knocked upwards, and in the corner it wallsticks. if you charge to full, as long as the opponent didn&#8217;t try to blitz return, they recover in time to block it. when you are charging, you have guard point (I&#8217;m guessing this is the catches both high and low that FAB talked about), when the followup attack starts you lose the guard point, also it seems like they reduced the amount of burst you get back. once an opponent who has been crumpled by your followup&#8217;s upper body drops to the ground, the opponent is in crouching state, but the proration timer starts once the blitz followup hits, so some combos won&#8217;t work.</p>
<p>@reinashiobu</p>
<p>Let&#8217;s summarize how blitz works:</p>
<p>With 25% you can blitz</p>
<p>-Hold HS to charge up blitz</p>
<p>-When your animation changes, if you let go of the button you do an attack</p>
<p>-You do not lose meter when you let go of the button</p>
<p>-You only use 25% at the beginning of the blitz</p>
<p>-Air blitz cannot be charged</p>
<p>-When charging up blitz, your whole body is a blitz hurtbox (so it looks like it&#8217;s not just guard point, you have blitz counter state)</p>
<p>-When you blitz a projectile you used to get invul but now you blitz a second time for 0 meter (I&#8217;m not sure that I&#8217;m reading this right)</p>
<p>-When you blitz a projectile you don&#8217;t get meter back</p>
<p>Blitz follow-up cannot be RCed except RRC on hit or block</p>
<p>‏@alisatu32 </p>
<p>Johnny&#8217;s lvl2 high mistfiner untech time was not changed. but air lvl2 high mistfiner was like +R</p>
<p>throw&gt;coin&gt;lvl2 high mistfiner&gt;coin&gt;2H&gt;air lvl2 high mistfiner&gt;coin&gt;IAD</p>
<p>5P&gt;5H combos on air hit</p>
<p>c.S&gt;2H combos on crouching, 2H forces standing</p>
<p>corner lvl2 mid mistfiner&gt;6H&gt;RC&gt;IAD j.SHD~</p>
<p>seems there&#8217;s better combos</p>
<p>lvl3 high mistfiner doesn&#8217;t wallstick. weak</p>
<p>6H&gt;RC&gt;66 6H/6K</p>
<p>6K&#8217;s untech time has increased, </p>
<p>6H is strong</p>
<p>presently weak, he doesn&#8217;t have damage and has too few options. has to use meter</p>
<p>but he&#8217;s interesting.</p>
<p>lvl2 mid mistfiner&gt;66 coin works</p>
<p>if you don&#8217;t use lvl2 mid mistfiner in the corner, air lvl2 mid mistfiner seems strong</p>
<p>seems like he gets damage if he uses RC?</p>
<p>but as expected it&#8217;s low damage midscreen</p>
<p>ground hit 2H&gt;air lvl1 mid mistfiner&gt;5K combos in corner</p>
<p>you can extend combos in the corner. midscreen seems to be lvl2 low mistfiner&gt;6k, sad.</p>
<p>Italicised stuff are my own comments</p>
<p>Player Guild&#8217;s Command List</p>
<p>Jack-O moves:<br />
j.D: Kiron no Kusari wo Toku<br />
6D: Elysion Driver<br />
4D: Dopoulos no Ue<br />
2D: Zest<br />
214S/D: Calvados<br />
360P: Forever Elysion Driver<br />
22H: Organ Tenkai<br />
~H: Aegis Field</p>
<p>@CCCC5423</p>
<p>FD OS (proximity os) looks like it&#8217;s been removed</p>
<p>you get rejected if you&#8217;re too close when a projectile is blitzed. low blitz doesn&#8217;t reject mids, same as the last loketest</p>
<p>@souda96</p>
<p>by the way, elphelt&#8217;s win quote against leo hasn&#8217;t changed, perhaps it&#8217;s also unchanged on other characters</p>
<p>Leo&#8217;s hellfire 632146D did about 49% on Ky</p>
<p>Cleared Episode Mode one time and got Jack-O&#8217;s color 17. Looks like there are a lot of colors this time</p>
<p>Colors 1-6 are default, there are 10 DLC colors on player&#8217;s guild, and color 17 is unlocked by clearing episode mode. (color 17 is the ps+/ps4 color)</p>
<p>Jack-O&#8217;s BnB:<br />
2K&gt;c.S&gt;3HS, 3HS is Jack-O&#8217;s sweep, so you get a knockdown this way. In regards to the motion, it looks like May&#8217;s 3K. 3HS cannot be cancelled, but it low profiles and is rather safe, so it&#8217;s a dependable poke.</p>
<p>Jack-O&#8217;s BnB #2:<br />
2K&gt;c.S&gt;5HS&gt;4D. You can land a 4D hit grab to end the combo from 5HS.  After the hit grab, you can send the opponent flying in any 8 lever directions, so please try out different options.  5HS is a handstand capoeira kick with low invul.</p>
<p>Jack-O&#8217;s BnB #3:<br />
2K&gt;c.S&gt;2HS-&gt;cancel into ghost set. You get a knockdown cancelling c.S into 2HS. By cancelling and setting a pumpkin, you can do okizeme with a servant. You can set two pumpkins and still get okizeme. You could also do 2HS&gt;4D to get distance.</p>
<p>Jack-O&#8217;s BnB #4:<br />
2K&gt;c.S&gt;Calvados. Volleyball super has fast start up, so it can combo from c.S (forgive me if I&#8217;m wrong). But it can be stopped before startup, so doesn&#8217;t seem to have invul.</p>
<p>Jack-O Advanced Combo:<br />
2K&gt;c,S&gt;6P&gt;6HS&gt;IAD j.P&gt;j.S&gt;j.4D. Character dependent midscreen, but seems universal near the corner. 6P floats the opponent so 6HS can connect. 6P is also an antiair so it&#8217;s good to remember this.</p>
<p>Jack-O&#8217;s Neutral Game:<br />
Poke with f.S or 3HS, Set ghosts when there is time. 6P or 2S are antiairs. If the opponent is getting close and you&#8217;re in trouble, use 2D, which has invul. Her jump-ins are weak, but j.2D is an anti-antiair and ground bounces, so you can use it. j.S and j.HS can crossup</p>
<p>Jack-O&#8217;s Neutral Game #2:<br />
After setting pumpkins, use Organ~K to strengthen servants. Attack speed goes up and level up speed increases as well(?), so use this first. Organ~H gives projectile invul, so if the opponent is using projectiles, set this and then dash in and do a painful combo.</p>
<p>Jack-O&#8217;s Neutral Game #3:<br />
Organ~S explodes all pumpkins and servants. Jack-O also can be hit so be careful when you use it. Organ~P retrieves and restores all pumpkins, so Organ~s&gt;Organ~P makes only the servants, which are chasing the opponent, explode, or you can just retrieve the pumpkins as well.</p>
<p>Jack-O&#8217;s Neutral Game #4:<br />
2P picks up pumpkins, and you can throw them. You can use PKS to interact with a pumpkin you&#8217;re holding, but I don&#8217;t know the difference. Pumpkins you&#8217;re holding do not level up, but levelling up takes about 14 counts (in game seconds?) so it&#8217;s fine not to pay attention to that.</p>
<p>Jack-O &#8220;this and that&#8221;:<br />
Jack-O&#8217;s 6K is an overhead, but even if the opponent is crouching, it can&#8217;t combo. If the opponent is surrounded by servants, then a servant might attack after you hit them with 6K and you can combo from that.</p>
<p>Jack-O &#8220;this and that&#8221; #2:<br />
60P is a super command throw with invul. It can combo from things like 5HS, but churning while blocking the opponent&#8217;s move then mashing out with the invul is fun. You can rotate clockwise or counter clockwise.</p>
<p>Jack-O &#8220;this and that&#8221; #3:<br />
6D is a slow startup command grab, with considerable damage. j.D is a projectile which changes based on meter (when you don&#8217;t have enough it shoots 1, with meter it shoots 3). It seems fun to let servants control the ground and shoot from above.</p>
<p>additional info on Jack-O BnB #2): 5HS and 2HS are very unsafe on block, so you can cancel into ghost set, or use calvados to continue pressure. 5HS&#8217;s first hit is jump cancellable, so you can jump if you confirm it as well</p>
<p>@hontosumanhossa</p>
<p>Burst Overdrives:<br />
 If you replace the button input with D for some supers, you get a stronger version<br />
*takes 50 meter<br />
*completely consumes burst, but on hit, you get back a fixed amount of burst gauge</p>
<p>@kuma6057</p>
<p>New stage for Leo? Seems like console story mode&#8217;s command room<br />
Jack-O has a stage. Blue skies and the sea on one side and a mysterious stone statue, it&#8217;s a stage that looks very refreshing.<br />
Elphelt is black and white now and has a collar with spikes<br />
Jack-O and Sol&#8217;s episode mode has Raven appear at the end</p>
<p>Slayer: this new voice doesn&#8217;t seem out of place, matches well and is really cool!<br />
Blitz followup: when it hits the opponent it takes away a little of their burst gauge, but was it like that before?<br />
Corner horizontal dust: method of use seems to have changed</p>
<p>Changes to Jack-O from last loketest:<br />
Added voice<br />
Added IK<br />
Ghost level up rate slower<br />
Servants disappear after 12 seconds<br />
CH 6P makes opponent roll (not sure if i&#8217;m right about this one)<br />
D moves meter cost might have gone up</p>
<p>more Jack-O notes:<br />
Same combos have worked since the beginning<br />
The characters that she can land 2 j.2Ds after a super on are unchanged but the damage is lower, went from 70% to 50%</p>
<p>I said that Jack-O&#8217;s servants disappear after 12 seconds, but more concretely, Knights and Lancers disappear after about 6 attacks if they&#8217;re not hit by anything, and I haven&#8217;t done research on Magicians yet Organ&gt;Clock Up increases servant speed and the servants attack about 13 times before disappearing</p>
<p>@reinashiobu</p>
<p>﻿Change to horizontal dust: in the previous loketest, after a few hits the opponent would float, but now you get a knockdown instead</p>
<p>Blitz followup full charge takes away a little of the opponent&#8217;s burst gauge</p>
<p>Zato&#8217;s win quote against Elphelt is different</p>
<p>Seems like Ram&#8217;s win quotes have been completely changed</p>
<p>@mochida_tw</p>
<p>Johnny seems hard (for slayer) his animation when being hit crouching has a msyterious hurtbox and SSSS2K2D doesn&#8217;t combo, his air hurtbox&#8217;s upper region also is unnatural so picking up from mappa seems improbable</p>
<p>@alisatu32 </p>
<p>Johnny combos:<br />
~2D&gt;K&gt;HS&gt;lvl2 high mist finer&gt;coin&gt;2HS&gt;air lvl2 high mist finer&gt;coin&gt;6K&gt;step&gt;enkasu<br />
close to corner: air lvl2 low mist finer&gt;coin&gt;neutral jump j.P&gt;j.D&gt;lvl2 mid mist finer&gt; coin&gt; IAD enkasu</p>
<p>Article:<a href="http://www.dustloop.com/forums/index.php/page/index.html/_/home/xrd-revelator-location-test-3-notes-and-new-e-r499" rel="nofollow">http://www.dustloop.com/forums/index.php/page/index.html/_/home/xrd-revelator-location-test-3-notes-and-new-e-r499</a><br />
Forum:<a href="http://www.dustloop.com/forums/index.php/topic/10056-xrd-news-gameplay-discussion-2-console-is-out/page-118" rel="nofollow">http://www.dustloop.com/forums/index.php/topic/10056-xrd-news-gameplay-discussion-2-console-is-out/page-118</a></p>
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