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GG has much more freedom and a ton of mechanics which might overwhelm you.
GG has less focus on links but more on chains(kinda similar to UMvC3). General execution is harder than SFV, it also depends on the character you are interested in.
However GG is also a much better game than SFV in almost all aspect, gameplay and everything outside of the gameplay.
And yeah..The game is also much smoother compared to SFV. And there are a lot of mechanics that can turn a lose into a victory. Which is pretty fun.
The difficulty will always depend on the character you intend to use, and there is a little FAQ while you play *or in training mode* that explains how the characters usually play.
Though you're gonna notice the difficulty of the character when you play him/her.
You can also learn about the mechanics on the Missions mode. Which also teaches you how to poke and stuff like that.
Essentially, it's as hard as the level you want to play at, but you'll naturally learn how every mechanic works, as well as how they flow into each other, because of how much sense the systems make. Moves combo into each other based on a simple rule: what you press next must be of equal or higher damage than the previous hit. There's a handful of exceptions, and some moves that are new to Xrd/Rev and behave like a cross between normals and specials.
Every GG character is also a superpowered mega warrior, based around a core gimmick. No two characters share gimmicks, but there's overlap in playstyles, to a degree. Ky is a 'check' character. His attacks do less than average damage, but mechanically speaking, they're simply better than what the rest of the cast gets. Played properly, it'll look like he's just barely winning every single supposed trade, but the truth is, he's not trading at all, but reading, and picking the correct level 4 attack to 'check' whatever is thrown at him. Oh no, the enemy has a very fast low attack that leads to big damage. But Ky's crouching slash mechanically beats it every single time if you bait and space properly. Meanwhile, Leo's gimmick is that he embraces UNGA. He wins big, or loses big. No tools, not even a proper run, or proper normals, for that matter, because he's focused on the ability to remove neutral, which leads to incredibly heavy damage if you get away with it, or equally incredibly heavy damage punishes if you're caught.
GG looks like a very fast game, but this is kind of an illusion. Big, ballsy counters, supers, reversals, heavy slash attacks that land from neutral, and level 4s all create huge hitstop, making the game that much more dramatic to watch, and that much easier to play. It's also based entirely around momentum. Whoever has the momentum gets bonus tension, so can do more damage, and in order to survive all the specials and supers in GG land, one of the universal mechanics is a 'perfect' guard, which takes no chip damage, allows you to block in normally unblockable situations (95% of all ground normals cannot be blocked while in the air, unless you use perfect guard), but using it drains your super meter, which also controls your offense, and if you use it for too much, which in Xrd and Rev has now been adjusted to 'at all,' your overall tension gain slows. So you pay tension to survive the opponent's hits, but because he's got you on the defense, he makes a lot more tension, and you make very little to none. Inevitably, someone wins out, or pops their burst, which is a tactical reset if done defensively, but grants full super, knocks the enemy all the way to the corner, resets your guard meter, and effectively hands you the momentum if you use it offensively. GG characters have lots of life points, as well, and gain dramatic durability bonuses as their life decreases. Taking off the first 25% is a heavy slash followed by a special. The last 20%? You'll be at it for awhile. There's a lot of variables introduced by this system. Ky's 6HS is always a very scary move, but it's way more scary if you have a lot of life left, because then it does the full damage. It's at maximum terror effect when you fight him and you're on a threshold. For instance, if he hits you when you're at 31%, he'll be dealing out way more damage than if he hit you at 30%. Damage is also not as important as properties. Ky's neutral slash is very threatening, and yet does very little damage on its own. Johnny's coins do a mere 10 damage each, but power up his mist finers by orders of magnitude, turning what's normally a set of predictable, slow moves into some of the scariest things the game has to offer.
Also, very freeform. Many attacks can be jump canceled, and others work like pseudo-launchers in certain situations. There's the dust system, which looks like a typical launcher, but isn't, because if done correctly, you gain the ability to cancel any normal into any normal while the launch is still in effect. There's 3 distinct roman cancels; a set of bar consuming moves that revert you to neutral, and create varying degrees of hitstop, additional hit stun, and bullet time. Yellow romans are only possible during neutral, but have a ton of uses. Normally, shooting a fireball has the distinct disadvantage of a long recovery phase, but YRCing after the projectile comes out leaves you at neutral, ready to do it like Guile and rushdown with a projectile shield in front. You can jump at someone with superior anti-airs, like Faust or Ky, then yellow cancel before you make contact, which makes them free, and makes you look like a boss. You can fake someone out with a whiff, then cancel the whiff, get them to press a button because they're scared, do a second YRC, then apply something like Ky's 6HS for free, with guaranteed counter properties, and even more time than usual to beat on them. Red romans are only possible if the move you try to RC either caused block or hit stun. RCs let you perform mechanically impossible combos by effectively subverting one of the game's rules, but the cost is steep, at 50% tension, but few people would criticize, say, a Ky player's decision to RC a throw when he's close to the corner, despite the triple penalty of throw proration setting damage to 65%, draining 50% tension, and removing 80% of your tension gain for 6 seconds. The third type is purple, which can only be performed during the very end of attacks that don't connect with the opponent. Primarily, purples are a sort of get out of jail free card, but due to how late you must perform them, there's no way to make purples entirely safe. Like red romans, purples cost 50%, but when employed alongside proper bait, the extensive bullet time grants you immense bonus options, as well as a huge advantage.
I guess that's the short of it.
I would say it comes down to this. Losing to a good GG player is usually just getting knocked down and being mixed up to death. Losing to a good SF player comes down to everything you want to do not working. GG, like MvC and Skullgirls, makes you feel like it's out of your hands. You accept that your mistake was getting hit. And that one mistake can easily lead to death. If you get out of the vortex, great. If not, it happens to everyone and it's a very common occurance in those games. You accept your fate. But SF is slow and painful. You know what you need to do but it's just not working. The other guy just puts up a big stop sign everytime you do something. You know you have options but they're just not working. And it just gets worse as his life lead widens. It's very demoralizing.
Here's where it gets strange. You end up feeling more hopeless against a good player in SF than you do in GG even though you're actually more helpless in GG. SF gives you more chances to turn the match around. But you feel hopeless when your opponent isn't letting you do anything to gain any momentum. You know you have opportunities so it feels worse. But GG only gives you a few chances and the odds are heavily against you once you get hit in GG so you just hold the L.