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#GGXrdRev0 Mod
gear-project · 2 years
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. . .
If I had to review all GG games out of 10:
GG1 > 8/10 GGClub > 4/10 GGXPlus > 8/10 GGPetit (1 and 2) > 7/10 GGX1.5 > 6/10 GGXAdvance > 7/10 GGXX > 8/10 GGXXReload > 7/10 GGIsuka > 8/10 GGDustStrikers > 5/10 GGJudgement > 7/10 GGROA > 4/10 GGSlash > 8/10 GGXXAccentCorePlus > 9/10 GGXXACPlusR > 6/10 GGTangent > 5/10 GG2Overture > 6/10 GGVastEdge > 2/10 GGXrdSign > 9/10 GGXrdRevelator > 8/10 GGXrdRev2 > 8/10 GGStrive > 7/10 (may increase if it improves)
BONUS:
GGXrdRev0 (Mod) > 9/10 (may increase if it improves) GGStrivePlus (Mod) > 8/10 (may increase if it improves)
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gear-project · 3 years
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Rev0 Mod Project and my Thoughts...
It has come to my attention that Rev0 (a fan-made mod) of Guilty Gear Xrd Rev2 is in the works.  Details here.
And, to be honest, I have a wishlist, specifically for "Nightmare Bedman"... as a boss.
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Here's what I want:
---Bedman's old Forward-Heavyslash (6H) crossup from Xrd Sign (he has to have this back... it's what made him scary in the first place).
---And just for good measure, make it so he can Deja-Vu his 6H as well, as a single-hitting Gamma-blade-like Projectile.
---Aerial Deja Vus like his Rev2 incarnation.
---Air/Ground Backdash can "warp" to the other side of the screen when Bedman's near the screen corner/screen edge, like Arakune in BlazBlue.
---Bedman's "Dash Parry" can be done multiple times consecutively without resetting Bedman to neutral standing state (i.e. he can dash at you, warp-parry, if you attack again quickly, he can warp-parry that too without standing startup).  This would be limited up until Bedman parries a special attack (i.e. Volcanic Viper/Stun Edge).
---Deja Vu Seals last longer and have different strength levels, depending on the special move: Level 1: Task A (headtoss), Task B (beyblade spin) Can be dispelled immediately if the seal is attacked, like normal. Level 2: Task A'Prime (slow headwarp), 6H (dash projectile) the seal can be dispelled after two hits. Level 3: Task C (Bedflip/Beddrop), Synusoidal Helios OD (Bedman's only reversal), these seals take 3 hits to be dispelled or the player has to wait until they disappear.
---Synusoidal Helios can NOW be Deja-Vu'd (Deja Vu input is 421+H) and has two versions: the fast version (421+H) (which now requires no Tension), and the enhanced Overdrive Version (632146+H), which is now a SAFE reversal and cannot be thrown/interrupted. ---Deja Vu version of S.Helios (421+H) is a Level 1 Deja Vu when used with the 421 Tensionless input, but is a Level 3 Deja Vu (same input) when 632146+H version is used.  Burst Overdrive version 632146+D has the same effects, just enhanced damage as per usual. ---Worth noting, Fast S.Helios (421+H) can still be thrown on startup but has no Overdrive animation, but can be dash-buffered like other DP reversal attacks.
---Hemi Jack Summon (632146+S) now has an enhanced input 6+S that determines if Hemi Jack will appear in front of Bedman or behind  Bedman's opponent.  Now only costs 50% Tension instead of the full amount. ---Hemi Jack can absorb/super armor three hits for Bedman but won't disappear until the 4th attack, otherwise he will continue to either track the opponent (can still hit them in crouching or standing position), or will track relatively in front of Bedman's position (632146+S, then 6+S). ---If Hemi Jack hits the opponent there is a 50/50 chance that instead of dizzying the opponent, that their controls are completely randomized for a certain amount of time.
---New Nightmare Theater Overdrive: If Bedman has 100 Tension, he can now perform 222+S, 222+H, or 222+D, and he will perform his "screen wipe" animation (from his second winpose) that instantly transports Bedman and his foe into his "Nightmare Realm"!!!  This move can be done regardless of if Bedman is on the ground or in the air.
222+S version will turn the screen grey and will slow his opponent down to a near-crawl (similar to how Roman Cancel effects work), this effect will last until Bedman runs out of Tension, which will slowly deplete in this state.  The opponent can still block if they are currently in guard frames, but can still be thrown/air thrown, and active hitboxes will still "hit" Bedman, but cannot interrupt this state until Bedman runs out of Tension.
222+H version assails the opponent with a series of Deja Vu attacks (similar or equivalent to Jedah's Finale Rosso attack in Vampire Savior), this move acts as a command grab, regardless of whether or not the opponent is standing, crouching, or jumping.  The attack hits for 66 hits.
222+D version is the Burst Overdrive version, which enhances the damage but has the same effect as the 222+H version, only it performs 666 Hits.
---ULTIMATE Deja Vu Overdrive: This move costs Bedman his Psyche Burst and Full Tension to execute: (input is 2363214+H+D).  Once executed, Bedman will perform an enhanced Deja Vu animation that will completely restore his Lifebar (ala Gill's Resurrection).  Can only be done once per Round.
During this state, the opponent cannot move to attack Bedman, or if they have, their attacks cannot interrupt the startup of this move, only push them backwards.  Blocking the move cannot interrupt the pushback/timefreeze.  Bedman can perform this state from Standing, Jumping, or Reversal.  It does no damage to the opponent.
Welp... I posted everything I want to see.... we'll see what they come up with!
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