This was the Only “Gift” I could think of to give you guys~
MERRY CHRISTMAS TO ALL, AND TO ALL A GOOD FIGHT~

seen from Türkiye
seen from Canada

seen from United States

seen from United Kingdom
seen from China
seen from Pakistan
seen from China
seen from United States
seen from China
seen from China

seen from Canada

seen from Kazakhstan
seen from United Kingdom

seen from United States
seen from Malaysia
seen from United States
seen from Hong Kong SAR China

seen from Hong Kong SAR China
seen from Hong Kong SAR China
seen from China
This was the Only “Gift” I could think of to give you guys~
MERRY CHRISTMAS TO ALL, AND TO ALL A GOOD FIGHT~
YESS!!! SUCK IT AGAIN OKINA! I finally beat EX Mode
So, no EX mode for Strive, then? It's a shame, I would've loved to see revamped versions of some of the old moves in the series.
It’s not that so much, it’s that it would be a ton of extra work for the battle scriptwriters, as was stated in the interview by Zack Shini.
But actually... (and this is just me being a dork about modding lately)... what with the recent plethora of game mods being added to PC versions of Guilty Gear Xrd and BlazBlue Central Fiction...
If given enough resources in-game, even if said resources are scrapped/not used, it would be possible to mod the characters on our own.
Yeah, it’s a truck-ton of work... and further, work on the part of the fans... no pay, and probably very little reward for the effort, BUT...
Think about it in terms of expanding the lifespan of the game itself!
Figure, if BBCF can add post-game Unlimited Character mods (and very good mods at that, mind you... I’ve tried them and they ARE super FUN)... think of the potential.
Now, while I’ve had misgivings of data-mining and such in the past... because people love to post spoilers and such. That’s not what I’m talking about here.
Just like with Post-game DLC, or Season Passes that expand the experience of the game.... Post-game character modding... just think of it!
In the old days, fans would do a bunch of sprite ripping and put fan-made characters in M.U.G.E.N.
Nowadays, Mugen is no longer the playground... the real sandbox is the game itself once we buy it and get our hands on it for real.
Even if not everything is optimal... with enough resources, modding can make a ton of aspects of the game even more palatable and enjoyable.
Obviously, I’m being super optimistic, here... But as someone who enjoys understanding the inner mechanics of “any” videogame.... it’s a thrilling prospect!
Don't turn your back on Legends when they get lost in the details and revisions.
I was looking a bit into EX Characters and I kinda noticed that EX Ky and EX Sol both seem to take after each other, as in their fighting styles seem to get a lot more inpired on their Rival's one in their moves and attacks, Sol getting some "Use some technique" from Ky's and Ky getting some 'Don't let them damn breath' from Sol's. Does this hold any water or am I just overreaching?
No, you’re right to an extent.
Even the names are derivatives of one another.
Charged Gunflame > Stun Edge Charge AttackFlame Dipper > Stun DipperGrand Vapor Thrust > Grand ViperElegant Slash > Wild ThrowNeedle Spike + Greed Sever II > Bandit Revolver + Bandit BringerRide the Lightning (Orb Type) > Tyrant Rave BetaTyrant Rave Gamma > Ride the Lightning
Though, with all these similarities, Ky has a unique distinction in that he has more moves than Sol in his EX form. Specifically his Forcebreaks and delayed Sacred Edge as well as Aerial Sacred Edge.
Sol, for his part, WOULD have had an aerial Overdrive “Dragon Flame” (he throws a giant ball of fire down at his opponent that creates a trail-wave of fire, similar to Terry Bogard’s Power Geiser, but mid-air), but it was scrapped after GG Isuka.
With all the changes these two have been given, you’d think some of it would have transferred over to Guilty Gear Xrd…
Well, some of it has.
While Ky no longer has an Aerial Sacred Edge, he most certainly has Grinders that can fire off Durandal blades. It’s only a matter of time before they consider giving Ky a mid-air Overdrive again. I also think Ky’s “red eye” might have an effect on his gameplay in the future.
Meanwhile, Sol lost his ability to “Clean Hit” his opponents with Sidewinder and Fafnir, but I think Sol will be evolving in a new direction with Dragon Install, given his aerial PBB grab and highly destructive flame-based enhancements, not to mention is Breakdown “Kudakero” dive kick.
This is all speculation for now, but it is something we should look forward to (and if some changes are made we don’t like… well, let’s be sure to give feedback whenever we can, like during Location Tests and such).
EX Mode/Gold Mode Summary
This is just notes for @d-author
November 9th is CHAOS NEVER DIES! Day (a new GG Holiday we observe)!
To celebrate, I thought I’d generate a little “Chaos” in PlusR! Music is from my old PS2 Music Mod Tribute.
A Brief History of EX Mode
This is for @behemothbear as he requested.
Guilty Gear X ---Appears as "GG Mode", features a "Prototype" of Robo-Ky.
Guilty Gear X Plus ---A button Code must be pressed to select 'variants' of characters, though they are undeveloped. Gold and Darkside Mode were finally playable in this mode after being unlocked.
Guilty Gear X Advance Edition ---Had several unique variants, including classic GG1 move animations. ---GG Petit1+2 had GG1 Millia as well.
Guilty Gear XX ---Revised EX Mode further, and it was now an actual menu toggle in Character Select. This is the last time we see "Prototype Robo-Ky", with old moves.
Guilty Gear XX #Reload ---No immediate changes other than Robo-Ky getting revised and obtaining an EX Mode that was based on his old Prototype variant, but weaker.
Guilty Gear Isuka ---Based off #Reload, so, outside of exclusive characters and "Kakusei Mode" Sol and Ky, no changes. A.B.A. debuted in this game. Justice and Kliff were removed from the game Roster.
Guilty Gear XX Slash ---EX Mode characters seem "relatively unchanged" but because of the new moves added in Slash in to Accent Core, they were still incomplete. Consider these versions a "Prototype" of Accent Core's EX Mode. Features a #Reload Mode so players can play #R characters. EX A.B.A. Had no Instant Kill at this point. EX Order Sol was a prototype and very weak.
Guilty Gear XX Accent Core ---EX Characters are still "weak" and Undeveloped since Slash, and rather than feeling like an EX Mode, they were hybrids between EX and normal characters. Consider this a "Prototype" of the final build. Justice and Kliff are missing.
Guilty Gear XX Accent Core Plus ---FINALLY! Every character's EX Mode gets an overhaul, and are completely restructured! Everything about the changes made to each EX character actually appears "cohesive" and not simply a patchwork of old animations. Justice and Kliff are added, but lack an EX Mode (since they were never given any, not even since GGXPlus) In addition, EX Gold Characters each get an exclusive feature unique to them (for example, Gold EX Jam had an auto-parry). ---It should be noted Anji Mito got the most "changes" because of his diverse Normal Attacks. ---GG Generations Mode and Extra Menu are added. ---Variants of Arcade and M.O.M. could be played either as EX Arcade Mode, Gold Arcade Mode, or Gold EX Arcade Mode/M.O.M. Mode, EX Mission Mode, and Gold Survival Mode (Classic Survival Mode without stat buffs or equips)
Guilty Gear XX Accent Core Plus R ---A few moves from EX mode were added to “Normal” Plus R characters to "buff" them, but they weren't very strong either way. ---Because of the rebalance changes in Plus R, many EX Characters were no longer as "powerful" as they were in previous EX Mode incarnations because of the nerfs and unusual buffs... though these ideas would later be scrapped for Guilty Gear Xrd. ---Justice got the short end of the stick, as even her Gold and Darkside Modes got severely nerfed because of her unusual nerfs, though this should have been adjusted exclusively for her Gold form but wasn't. Her Darkside Mode could still abuse Omega Shift, but it wouldn't be practical, however.
Guilty Gear Xrd: Sign ---Because of a "glitch", it was exposed that Gold and Darkside colors were still in development, though outside of Arcade Boss character Ramlethal, nothing is apparent. The colors were powerless DLC in Revelator, but the Darkside Color was tweaked with Red Glow effects. ---Darkside Elphelt Valentine retained her “appearance” in Story Mode as the “final boss” you never actually fight. ---In M.O.M. Mode, two bosses in the form of Sin Kiske and Elphelt Valentine can be defeated for an exorbitant amount of W$, though they aren't very overpowered, just very strong builds.
Guilty Gear Xrd: Revelator ---Various Arcade Episodes reveal "Boss" versions of other characters besides Ramlethal, though they are only tweaked in terms of Speed, Tension Gain, and one or two enhanced Overdrives. ---At the end of M.O.M. Mode, two ridiculously powerful Level 140 Superbosses of Sol and Ky can be fought for rare abilities called "Mark of the Hero" and "True Mark of the Hero", featuring Permanent Dragon Install, a "Homing Gunflame" that wrecks your defense, Super Auto-Guard, Super Stun, and a "Homing Sacred Edge". I've only seen a few Japanese players beat them using odd methods, but it's unclear what True Mark of the Hero does as an ability. Because M.O.M. Medal costs triple after level 120, it's almost impossible to get decent stats to fight these bosses.
Guilty Gear Xrd: Rev2 ---In M.O.M. Mode Baiken and Answer will be added as opponents, with unique Item Drops of their own. No word yet on details/changes. To Be Continued...