Guilty Gear XrCise - Mobility
The intention of these exercises is to help players new to Guilty Gear learn their character's various mobility options, as well as what normals they can hit against opponents as a result of those options. A lot of mobility options in Guilty Gear require twitch reactions while also maintaining calm. As a result, these exercises are designed to help build the foundations of confidence and emotional flexibility through understanding all of one's options, and the possibilities that arise as a result of mastering them.
These exercises are all under the Match Up section of the Guilty Gear Xrd Rev 2 Missions. These missions can be found by going to Battle > Dojo > Missions, from the Start Menu. Be sure you have selected Match Up missions and not Universal missions, in order to get the correct exercise.
These exercises are a supplement to the Missions content and are not intended to be replacements. If you find yourself confused by some of the terminology used throughout this exercise guide, or if you are new to Guilty Gear, we strongly encourage you take a look at the Universal missions first, before using ours.
While you can attempt these exercises with any character, not all of the advice is applicable to certain characters, due to the high variability of character abilities in Guilty Gear. The most important thing to note in these exercises is just as much when an option cannot work for you, as when it can.
We highly encourage trying the End Goals of the exercise even if they may not utilize the most optimal approaches for your character, as the End Goals are meant to teach a broader concept. Just be sure to note when said approaches are less optimal.
As these exercises are intended to supplement the game's existing tutorial content, not all of them actually require completing the goal given in the Match Up mission. Mastering these exercises is less about completing the mission given by the game, and more about how you approach the situation that the mission presents.
Match Up Exercise 05
No specific character is required for this exercise.
- Starting Goal - Learn all of your character's anti-air options, and possible punishes to May's anchor drop.
- Secondary Goal - Learn all of your character's air-to-air options, and possible punishes to May's anchor drop.
- End Goal - Learn to reliably forward dash and perform a cross-cut forward jump punish to May's anchor drop.
Try to Anti-Air and Air-to-Air May. Start with antiairs and test out your grounded options. Start with your standing, moving backward, and backdashing options then to your moving forward and forward dashing options.
Eventually you may need to learn how to cross cut certain moves depending on your character. In other words you may need to switch which side you are relative to May and then switch your execution according to the new side as you have turned around.
After you get a good idea of what does and does not work for the grounded anti airs, use the same process except jump and figure out what air to air options you may have. The hardest of these and the ultimate goal of this exercise, is to learn how to go under an aerial opponent through either a good walk speed character's walk, or a dash and then try to do a forward jump attack as it usually offers much better options in this type of scenario. This requires the player to be fast and confident in their execution and to be able to cope with a situation where your controls get reversed due to side switching.
This trial involves a lot of trial and error, since the timings are very specific relative to May's attack falling from the sky. We highly encourage giving each angle of approach quite a few tries before moving on to the next due to the difficulty in timing certain options in this scenario. Not all options that are good for a players game plan may fulfill the requirements of the in-game tutorial. To complete this exercise, you will need to have executed the cross cut air to air option reliably and to also have gained the most comfortable option for you that leaves you in a good situation after it executes relative to your own game plan desires. It is just as important to understand the execution in this exercise as it is to understand what situation you set up as a result of that option.
This is mainly an exploration based exercise, meant to show the player what their basic options are, and to help build up muscle memory. Therefore exploring all your different options for approaching the situation is the main goal, with the ultimate goal being learning your air options for the situation. In the case of many characters you may only have one or two good options in the air and ground. In some cases your character may have no good answers in the air or ground even if they are somewhat workable. Take note that you do not get meter (Tension Gauge) in this exercise, which may effect some characters' approaches.
A lot of the ground options depend on your character's walk speed and dash/backdash lengths. Characters like Baiken for example have a back-walk speed that make back-walking and then doing the universal antiair (6P for most characters as it has 'upper body invincibility' property). Baiken style characters still have a good back dash however. Some characters such as Johnny have a long fixed dash instead of a run style dash so have difficulty with the dash forward into forward jump option.
Match Up Exercise 31
No specific character is required for this exercise.
- Starting Goal - Learn all of your character's anti-air options, and possible punishes to Elphelt's Dive Kick.
- Secondary Goal - Learn all of your character's air-to-air options, and possible punishes to Elphelt's Dive Kick.
- End Goal - Learn to reliably forward dash and perform a cross-cut grounded punish on Elphelt's recovery on the ground.
Try to Anti-air Elphelt and eventually learn how to combo her on the ground recovery frames of her diving attack "Bridal Express", if possible on your character. Some characters may instead neutral jump attack in this situation, but like Ex. 05 this is mainly an exploration exercise and so it is encouraged that you check your options from as many different approaches as possible, not just your optimal. It is important to know your limitations.
The main aim of this exercise is to pay attention to Elphelt's movement in the air, and respond to the start up of the diving attack. Guilty Gear involves a lot of this type of awareness, and will often require a player to not react to the fact that the opponent jumped, but rather what they did in the air and what this does to the opponent's timing.
After checking all the options other than dash forward, you should check your options relative to dashing under the diving attack and then comboing her once she reaches the ground, but before she fully recovers from the move. The timing for dashing forward can be quite difficult for certain characters.
To succeed at the forward dash, you need to be mindful of when Elphelt starts the diving attack. If you delay starting your dash until that point (and in some cases even waiting a little longer), you will end up closer to Elphelt once she reaches the ground. To complete this exercise check, for as many combo-starter options as possible, and get to the point where you can consistently dash under Elphelt's dive kick and do a combo against her. Mastery of this exercise would be the ability to adapt to different situations with different combos depending on if you executed your punishes or dash-under at a timing that is less than perfect.
This exercise is about starting from a 'twitchy' reaction to Elphelt's diving attack (dashing under it), then calming yourself enough to properly input the combo, as twitchiness may cause you to do it too early, late, or have trouble with clean inputs. Additionally this trial does not give you any meter (Tension Gauge) so you can use this to check how much of it you gain from certain sequences and mid-range normal options.