Guilty Gear X ver 1.5 Arcade
Many character's command lists are combined with their Guilty Gear XX versions:
Sol: Fafnir, Gun-Flame Feint added. Can hold Kick during Bandit Revolver as a prototype Bandit Bringer.
Ky: Standing Heavy Slash and Right + Heavy Slash changed to XX versions. Greed Sever added DownDown-LeftLeft + Heavy Slash. Sacred Edge added with Ride the Lighting sound.
Potemkin: F.D.B. added, alongside Right + Kick and Right + Heavy Slash from XX.
Chipp: Air Taunt, and aerial Down + Kick added.
Johnny: Esenga added.
Anji: Tenjinashi added.
Testament: His boss normal attacks are changed to those from XX, as is his Grave Digger move.
Dizzy: Aerial Down + Heavy Slash added, and can no longer Triple Jump, only Double Jump.
During Arcade Mode, Testament and Dizzy have a special graphic introduction, but they lose their intro songs ("Keep the Faith" and "Grief", respectively).
The game retains the majority of features from its predecessor, while adding and removing others. Movement commands are the same; the four basic attacks and Respect Respect are retained, but not Taunt. Throws and launcher attacks are performed in the same way, but Slash + Heavy Slash in mid-air now results in a character-specific attack. By pressing those buttons while crouching, characters can do a Sweep; if standing, they perform a Dust Attack, which breaks crouching guards.
The Chaos Gauge is replaced by the Tension Gauge and Chaos Attacks are renamed Overdrives, which cost only 50% Tension. The Chaos Mode is removed, and almost no character retains their chargeable attack save for Ky. Instant Kills are toned down: the player enters Instant Kill Mode by pressing all four attack buttons simultaneously, changing the Tension Gauge into the Instant Kill Gauge that will continuously deplete until the Kill is performed; when empty, it depletes health instead. The attack cannot be blocked as before, but the player can miss.
The Guard Gauge is introduced. Located below the health bar, this gauge increases when the player successully guards against attacks and decreases when hit by the opponent. When it is at a certain level, any oncoming attack is unconditionally treated as a counterattack. Faultless Defense (formerly Perfect Guard) is now performed by blocking plus Punch + Kick simultaneously and drains the Tension Gauge with each hit. Dead Angle Attacks are now done with Punch + Kick + Right and use up 50% Tension. An entirely new addition are Roman Cancels which enable a player to cancel their attack in order to do combos. They are done by pressing any three attack buttons simultaneously, consuming 50% of the Tension Gauge.
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