If they were really going to implement "GG Mode"
I've been thinking about this for some time now, and it just bothers me how limited the Accent Core version of GG Mode was. There was so much more about the old Guilty Gear I liked than most people could possibly fathom. Call this a Pining or Whining thread if you will, but it's something I just want to see done and done right.
Re-Implement the "Advanced Dust System" In the original version of the game this was a typo for Dast. Basically it was a kind of move or ability where someone could hit you out of a Dash or Airdash which resulted in being Dusted, even if it was an Airdash. This was awesome in that it made people more wary of being agressive for rushdown, because if you charged in and didn't block, you could get Dusted. Of course, this wasn't even using the Dust Attack to be performed. (i.e. Ky could just do a j.S to stop an Airdasher and follow up with the Homing Jump)
Re-Implement the "Breaker Dash System" You've probably seen this done with EX Order-Sol, but it was a lot more convoluted than what they used. Breaker Dash happened whenever someone had Full Tension and ran at full speed, the Impact with the Opponent was automatic (when given enough momentum, kinda like Robo-Ky's Tension-Dash) and resulted in Free Wall Bounce, it was rediculous, but at the same time it was fun. I can only imagine if Wall Stick were added to this as a possibility.
Air Turns It was subtle, and probably not used often by players, but being able to Turn and Airdash further than normal could lead to some multi-directional cross-ups (especially with Chipp), it was done by pressing Respect in the Air.
Instant Kill Certainly they've revised the way IKs are done in Accent Core, making them random inputs is generally a good idea, but they missed out on the whole original concept of an IK: The ability to Battle it out. In the original IKs when an opponent would hit you, you had two options: Either dodge the attack (214214+Any) or IK before the opponent did (236236+Any) this made these kinds of situations all the more intense if an opponent could turn a situation around and IK before his attacker tried to.
To revise this I think both players should recieve inputs when initiated, if the Input wasn't done correctly or not fast enough, the Player would "Miss" in animation. If both players Missed or Executed within the same window of time, they would get blown back, not unlike the Teching out of Throw. If the first player to initiate "Misses" or does not input in time, the second player could Counter his attempt to Destroy with his own attack if he inputted fast enough.
Charge System While Accent Core's feeble attempt at converting the Tension Gauge into the Charge bar sounds okay on Paper, but it takes all the fun out of the raw power that could happen in a Match. I propose the Charge System become even more advanced than it was in the past, improving character's Moves completely, making Charging and Action Charging part of the system. Characters could also Charge Burst (like Order-Sol's Charge Burst) but this would serve to empty the Burst Gauge (as a result Burst would regenerate faster since it would be used more often to protect someone during Charge)
Here's a list of what I'd like to see implemented in each character's Charge System:
A.B.A.: Charging would increase the number of Super Armor Hits she could take during attack animations as well as damage per Special Attack in Goku Moroha Mode, the higher the charge the more damage. Of course, due to the increase in damage, she also takes more damage per initiated attack, guarded or otherwise.
Anji Mito: Charging for Anji would result in more Auto-Guard Opportunities in his normals, and his Guard-Point attacks would have more hits.
Axl Low: Since Charging was never implemented for Axl previously, it would be interesting to see if his Poke Hit system would have even more reach than before after Charging, more drag effect on Vacuum Hits and his various Rensens would have more hits added to them.
Baiken: Charging up her Tatami Gaeshi was originally her main implementation, but what about charging up her other specials, such as Youzansen (which could be done from the ground)? Youzansen originally had two swipes, one with her sword, the other with the fan, so two hits would be a possibility. Also her Guard Cancels could have a more disabling effect on enemies when fully charged.
Bridget: Simply put, charging would result in improving Roger Time and number of consecutive attacks, also being able to stay in the air longer due to Air Yoyos.
Chipp: Beta Blade originally had two strikes, but being able to have access to his EX Fighting style of Linking Alpha/Beta/Gamma on charge, plus the idea of multi-hit versions of Alpha and Beta Blades, or even an increase in his natural speed, would make good use of Charge.
Dizzy: Charging for Dizzy means more Icefish Inputs, and perhaps the Icefish could take an additional hit before getting destroyed on Level 3 charge, not to mention the Fish Laser could hit more. Bubbles could home in automatically on summon.
Eddie: There is much to be said about Eddie, certainly he had his Invite Hell (3 Drill Specials) when maxed, but that doesn't have to be the end of it. Summon Eddie has a lot of potential with the charge system, being able to take more hits instead of disappearing on a single hit, being able to Transfer (Swap places) with Eddie or Feint if needed, being able to impliment the classic "Climb Darkness" with improved hit properties, or perhaps to change Eddie Summon's attacks altogether on charge Level. Since Eddie summon has his own separate recharging guage this would be possible.
Faust: Originally as Dr. Baldhead, he used Mettagiri to carve into enemies and depending on the charge would determine the number of hits. Now this move has somewhat turned into a command throw of sorts which more or less tones down the impact he had on the opponent. It would be possible that charging would increase the opportunity for "Lucky Items" when What's Coming out Next? is used. Basically more items that hit the enemy or did some kind of Damage. Having access to Instant Oissu, as well as having more hits added to his Scalpel Pogo would certainly make things more interesting.
I-no: What can be said about I-no? Her notes do more damage the longer they are out, so there's potential for charge there. Her aerial move "Comic Reality" could do more damage per poke or per Dash Hit (her H and Versions), there's also potential to change the hit effects of Stroke the Big Tree, and perhaps even create vacuum effects for her Chemical Love. Being able to stay in the air longer or adding more Jump Install opportunities would be a plus too.
Jam: Her moves just BEG to be Charged, back in Guilty Gear X her Hyapposhinshou and Senrishinshou not only had Wall Bounce, but multiple hits, her three Kick attacks always had multi-tiered Hit properties or damage increases per kick card boost. In this GG Mode Kick Cards would be done away with and her hits would all freely link, but their properties would change on Charge, simple as that.
Johnny: While Glistering Gold and Return Jack are useful for normal GG Play, being able to manually Charge up Johnny's Mist Finer would require concentration at the utmost, but in many ways it would take his style back to the root and make Level 3 Mist Finer a more viable option. Things like Killer Joker, Divine Blade, and Ensenga would have more damage potential on Charge as well.
Ky Kiske: Four words: Stun Edge Charge Attack. Ky players have probably forgotten the pressure Ky was under to actually charge up a Stun Edge, Aerial or otherwise and by bringing this back, one realizes it's not so easy to trap opponents by spamming a charged Stun Edge on wake-up. As a plus, Stun Raising would have multiple hits on full charge, Greed Sever would have more damage potential or Hit Stun, and the all-important Lightning Javelin would have better hit properties akin to Sol's Clean hit. As for his Force Breaks, well...GG never did have them, did they? Having access to Needle Spike would be a plus, not to mention Zwei Voltage.
May: May has more or less utilized her Restive Rolling and Parabolic Rolling on Charge, but what about her Dolphin summons? Having more knockback per hit, or possibly more damage would be useful. And who knows what would happen if she was given her classic version of Mist Finer Hurricane.
Millia Rage: Millia certainly was overhauled in her transition from GG to GGX, but was it for the better? Her Living Lancer->Hungry Bee made for an interesting setup for traps and other combinations. Her moves were all about being able to control her hair. Perhaps being able to do Aerial Living Lancer as well would make things more interesting, and being able to charge up hit potential per Lancer or even the Number of Lancers she could have out at any given time, would make her a serious running for Venom (making her old Iron Maiden akin to his Tactic Arch EX OD). Like Chipp, she is also about speed, so improving her movements at Full Charge would be useful.
Order-Sol: Does anything need to be said? He gave me this idea for a more advanced charge system. But it should be said that his Dragon Install SHOULD auto-boost his charge and tension like his Boss Mode did (sans massive damage of course).
Potemkin: Potemkin had one chargeable move: Graviton, a shockwave after falling face forward with several explosions. This was simmered down and converted into Slide Head, but truly it was an awesome move. Sure Pote is slow, but his hits were always precise and to the point in terms of damage. Being able to charge up his Fists Properties would be an added boon. Such things as being able to stun the opponent more on Hit, increase in damage per hit, plus more hits for his Heat Knuckle and Extend or even Nitro Hook when charged, to say nothig of Potemkin Buster and the potential dizzy rating that would garner, would make Potemkin a force to be reckoned with.
Robo-Ky: Robo-Ky's core combat system revolves around how much tension he has, but this could easily be swapped out for a Charge Bar. Of course, this would mean his Overheat potential would go through the roof, seeing as he can charge up easier than build Tension, but then, Overheating was also a plus in some respects to hit properties. The higher the charge, the more damage Robo-Ky can take from Overheating...and perhaps not unlike ABA, literally taking damage from attacking when in Overheat state, to balance things out.
Slayer: You're probably wondering: What's to Charge about Slayer?? How about his hit properties. Many of his hits have massive blowback or wall bounce, take that all away and you have a small-time boxer on your hands. Charge it up and you have Slayer. Charging up would also boost his backstep Dandy so that he stepped back more, and his hits would be heavier either on floor or wall bounce. Mach Punch as charged would evolve into Direct Hit Dandy.
Sol Badguy: Now here's something most Sol players forget: Sol's Volcanic Viper was chargeable! Imagine having access to that monster Dragon-Installed VV anytime you want as long as you charge up for it? Originally VV had about 5 hits or so instead of the current 10-13 but that could be altered. Gunflame could easily be charged, as could Bandit Revolver/Bringer hit properties. Clean Hits could be more frequent on Full Charge as well. Dragon Install was key for Sol as it fully charged his Gauge but not his Tension. That has changed in Slash and Accent Core, but it doesn't have to be Tension that rises.
Testament: In the original Guilty Gear Testament was truly a monster. He had no charge attack to speak of, but all of his moves were designed to trap the opponent. This could easily be changed. Eliminate his Master of Puppets system and you can now use Zeinhest at full charge (Dimension Seize), Exebeast at full charge, Hitomi at full charge (Panzer Centipede), and the hit properties of Grave Digger shift from Grave Digger itself to a full blown Badlands. To top this off Testament could regain his multi-hit Scythe normals at full charge.
Venom: If you've ever played Venom or EX Venom you would know his Balls are chargeable. Changing Hit properties, being able to form "Frozen Formations" without consuming Tension, even more hits added to Mad Struggle, having Full-screen Double-Head Morbid, and even changing the number of hits Dark Angel has would all be potentially beneficial to Venom's Charge system.
Zappa: What's to say about Zappa? Hit properties of each Ghost Summon could change on charge, or even better, the overall usefulness of each Ghost when summoned would improve depending on the charge Level. What this means is, Zappa is forced to charge if he wants effective hits from his Ghosts, Dog, or Sword, not to say they don't normally, but it would be a big part of his game. As for Raou, let's just say he'd be more useful if summoned at Level 3 Charge than Level 1. The trick then, is to summon at full charge. But of course, Zappa can charge up his Ghosts while they're out, he can even have them attack while he's busy charging!
Kliff Undersn: Many have complained about how powerful his Houkou Gaeshi is. But is it really so powerful when restricted to being charged up? The same goes for his Zugaisai (his Drill Dash). Changing the hit properties from Weak to Strong forcing him to charge would definitely balance him out, including his normals and the rediculously Dizzying 6P (in other words 6P only has Dizzy Potential at full Charge, not before).
Justice: Sad to say, but Justice never did get too involved in the Charge System, which is a pity. But she did have something that boggles the minds of most players who fought her as the final boss of GG: Her Imperial Ray was a Special, not an Overdrive! She could spam it out the wazoo and it was always effective. To overhaul her, make the hit properties of Imperial Ray change depending on charge, as well as Michael Sword: Level 1: 1 Hit, Level 2: 2 Hits (Nomal), Level 3: Michael Blade (with Knock up properties). Of course, considering how powerful she was, and how huge her hitboxes are, it might be better if her Charge System were unique. In Sol's case, his Dragon Install gives him full Charge for a limited time, so if Justice were to be given similar treatment, it might be interesting.
Final Comments I'm posting this because I felt it needed to be said, take from that what you will, even if it sounds like a Fanboy's Wishlist. The whole point isn't to try and make Guilty Gear broken in terms of implementation, but to make it "Outrageously Balanced". By that I mean, Guilty Gear has always been over the top in terms of presentation, moves look cool, and they always have a unique aspect to them that makes each character seem incredible to me, but despite this, the moves themselves have always been tweaked to near-perfection in terms of usefulness, it always took skill to put these moves into use in combos, so why should it stop there? The idea then is to make the moves seem over the top yet have just enough balance to be useful and not give the player an absolute advantage. Sure, Guilty Gear Accent Core has come a long way from its predecessor in terms of development. But I think there's something to be said for the original concepts and ideas. Moves were taken out, revised, altered, etc...but I feel something was lost in some cases.
I really hope that even if these ideas in this blog never make it to the ears of the game designers of Arc System Works...that perhaps they'll reach the ears of some would-be game designer who understands the spirit and nature of the ideas originally used, and even if it's not Guilty Gear, maybe someday some game will have something so advanced and unique that nobody will complain about balance but just smile and enjoy the complexity of the game.












