Guilty Gear XX Accent Core (stylized as Guilty Gear XX Λ Core) is a 2D sci-fi fantasy fighting game developed and released by Arc System Works for arcades (using Dreamcast-based Sega NAOMI hardware) in Japan on December 20, 2006.
The third revision of the Guilty Gear series' third main installment (after Guilty Gear XX Slash), XX Accent Core features numerous aesthetic changes (including a completely re-designed character select screen and HUD and a new intro sequence) along with updated character movelists and new gameplay mechanics (including new EX Special Moves, known as "Force Breaks"). All characters have received new voiceovers (some with different voice actors), and all stages received a second appearance change. It was later succeeded by the fourth and final revision Guilty Gear XX Accent Core Plus R.
A console version was later released for the PlayStation 2 in both Japan (by Arc System Works on May 31, 2007) and North America (by Aksys Games on September 11, 2007). It is notable for removing some content from previous versions (including Story and Mission modes and hidden characters Kliff and Justice), and for its Japanese release including various bugs. It was also released for the Wii in both Japan (by Arc System Works on July 26, 2007) and North America (by Aksys Games on October 15, 2007), and Europe (by 505 Games on February 29, 2008). An enhanced console version was later released as Guilty Gear XX Accent Core Plus.
Much of the gameplay from the three previous Guilty Gear XX games are retained in this game, with some key additions:
- The game introduces a new type of attack, known as Force Breaks, that enhance certain special moves for each character. Similar in function to EX Special Moves in other fighting games, these attacks use a similar command (using the Dust button instead of other attack buttons) use up 25% of the Tension gauge.
- Players can now perform a type of parry, known as Slashback. Performed by pressing both Slash buttons while blocking (b/db + S + HS), this technique is similar to an Instant Block in that it negates an attack's damage and reduces blockstun (with an even greater reduction than Instant Blocks). It costs a slight amount of the Tension Gauge to perform and if it fails to guard an attack, it leaves the character unable to guard or attack for a short amount of time.
- When both characters perform a throw at the same time, a Throw Break now occurs and both of them are knocked back.
- Techniques that cause opponents to bounce off the wall can instead cause them to "stick" to the wall when it is at the edge of the stage. This leaves the opponent in a more punishable state, with less time to perform recovery commands.
- Some techniques now cause opponents to slide along the ground, knocking them farther while allowing the attacker to follow-up.