A-Ragna Report post Posted June 11, 2010 Ok cools thanks rtl42. Share this post Link to post Share on other sites
smooshman Report post Posted June 11, 2010 Yeah cheers for the reply. Guts is something i can get my head round fairly easily its pretty much similar to the way HP/Defense ratings work in other 2D fighters. As far as weight classes goes this is in other games as well but might not be visually obvious and a list like the one on the encyclopedia is really useful. So with the gravity is it the lower the rating the easier/longer they can be juggled for? So pot for example ive seen really simple SW combos done on him and that due to his low gravity rating? Sorry to keep asking questions just the gravity chart doesnt have an explanation. EDIT: yes it does, just need to look at it from a different screen. Pot can have some easy combos done to him do to his hitbox, but his gravity is heavy, so he's hard to are combo since he falls fast (he makes Ky players cry T_T); where as Dizzy is really light, so she floats, good for extending air combos and stuff..... but if you try to do VT loop she'll be able to tech out before you can complete it since she foats so long. Share this post Link to post Share on other sites
RedDraken Report post Posted June 11, 2010 so does that mean there is no guard breaking in guilty gear. BTW thanks for the answer man. Share this post Link to post Share on other sites
rtl42 Report post Posted June 11, 2010 whoa whoa whoa, read the Guide, guys! damage does not increase with higher guard bar, it only decreases with lower guard bar. (also read what i edited in, above.) so yes, there is no guard breaking in GG like in BB. (but there are unblockables!) Share this post Link to post Share on other sites
A-Ragna Report post Posted June 11, 2010 @RedDraken look at the link ELC1837 provided at the top of this page got informaiton on the entire system including the Guard bar, when its full all specials become counterhit. Share this post Link to post Share on other sites
smooshman Report post Posted June 11, 2010 whoa whoa whoa, read the Guide, guys! damage does not increase with higher guard bar, it only decreases with lower guard bar. (also read what i edited in, above.) are you sure?.... because I went in to training and decided to set the guard bar to max, and doing a combo I know does 200~ damage on a character, I pulled 300~ damage.... though maybe I was in some kind of hazy dream... I'll go check right now. EDIT: okay so Ky's orb combo on Sol for 187 on regular guard guage, and on super high guard guage it did 307. Double check edit: okay so it looks like each hit does the same damage but the proration I guess goes down.... Share this post Link to post Share on other sites
rtl42 Report post Posted June 11, 2010 everything becomes counter hit when the guard bar is flashing -- it doesn't even have to be full. i think the flashing point is around 64 guard; if you have a copy of the game at home, go into training mode, and try setting the guard guage (either yours or the computer's) to 64 to verify when it starts flashing. smooshman: what you have to factor in is that it does 200 damage starting from a guard bar value of 0. if you start at max guard bar, then yeah, the OVERALL combo will do more damage, because EVERY hit will do its full damage until you get below 64 guard bar (or whatever the exact value is). but strictly speaking, just like the guide says, an attack does NOT do more damage with higher guard bar. (also RedDraken and A-Ragna please try to avoid double-posting) Share this post Link to post Share on other sites
RedDraken Posted June 11, 2010 · Hidden Hidden @A-Ragna What link are you talking about Share this post Link to post
A-Ragna Report post Posted June 11, 2010 Hold on sorry rtl42 i just read the guard bit on the encyclopedia and your right it doesnt say anything about taking 'more' damage if its higher but i saw something to that effect on a tutorial video http://www.youtube.com/watch?v=XC2O1-vDitQ&playnext_from=TL&videos=tO7gKvSL2Z8 @ the 5 minute mark the video goes on about gaurd bare and how a character takes more damage when its fuller. What do you reckon? EDIT: ok i get what your saying attacks just do full damage as they are counterhit and not subject to proration rather than the damage going up or the characters defense going down. Sorry bout the Double posting. Share this post Link to post Share on other sites
4r5 Report post Posted June 11, 2010 Guts is something i can get my head round fairly easily its pretty much similar to the way HP/Defense ratings work in other 2D fighters. While guts does play a role in the total amount of damage a character can take, I think it's main purpose is more to control when and how many bursts a character gets. http://s3.photobucket.com/albums/y52/rtl42/AC%20Clean%20Hit%20Hitboxes/ Axl, watch out! so does that mean there is no guard breaking in guilty gear Block as much as you want, just don't get hit. Share this post Link to post Share on other sites
RedDraken Report post Posted June 11, 2010 Got what I needed really appreciated everyone. Share this post Link to post Share on other sites
A-Ragna Report post Posted June 11, 2010 Lol at Axl's clean hit(box) Thanks for the contribution 4r5, so re the guts and the burst bar is it the higher yr guts the quicker you build burst? Share this post Link to post Share on other sites
4r5 Report post Posted June 11, 2010 Basicly, the lower your health is, the faster you build burst. So chars with high guts tend to stay in the lower health margins longer. So a char like Potemkin, it might be worth it to burst early. Since he has such high defensive, and guts, and can slow the pace of the match, he can gain back the majority of his burst meter, or maybe even all of it, before the next round. Share this post Link to post Share on other sites
rtl42 Report post Posted June 11, 2010 A-Ragna: break it down attack-by-attack and keep track of the guard bar. if the initial guard bar value is GB_init, and you hit with attack X, then the guard bar will decrease from GB_init by whatever the GB- value is of attack X. for example, if GB_init = 0 (default value), and you hit with Ky's c.S, which does 28 damage and has a GB- of 6, then the guard bar will decrease to -6. Although the chart doesn't show it explicitly, the scaling damages at each guard bar value below 0, at this point, the next hit in your combo (say, 5H) will do 42 x (a number slightly less than 1.00) ~= 39, 40 damage; moreover, 5H will also decrease the guard bar by 6, bringing the guard bar value to -12 by now. so the point is, if the guard bar starts REALLY high (say, at max value), then for the next several hits, all attacks will do full damage, in contrast to the same combo which was performed from a default guard bar value. like i said above, it's not that individual attacks do "more" damage with higher guard bar (Ky's c.S does 28 damage at default and at max guard bar!), it's that they don't do less damage! and i know that "intuitively", this appears the same, but if you calculate it step-by-step, you'll see the difference in the perspective. Share this post Link to post Share on other sites
A-Ragna Report post Posted June 11, 2010 @ 4r5: ok i get what yr saying high guts alone doesnt effect the burst bar just the fact that you can take more damage in the loewe HP range, cheers. rtl42: i understand the concept now youve explained it cheers. Share this post Link to post Share on other sites
drunkenchicken Report post Posted June 23, 2010 everything becomes counter hit when the guard bar is flashing -- it doesn't even have to be full. i think the flashing point is around 64 guard; if you have a copy of the game at home, go into training mode, and try setting the guard guage (either yours or the computer's) to 64 to verify when it starts flashing. smooshman: what you have to factor in is that it does 200 damage starting from a guard bar value of 0. if you start at max guard bar, then yeah, the OVERALL combo will do more damage, because EVERY hit will do its full damage until you get below 64 guard bar (or whatever the exact value is). but strictly speaking, just like the guide says, an attack does NOT do more damage with higher guard bar. ) Individual attacks dont do more damage but combos do. Even if the guard bar is slightly jacked, not flashing just slightly jacked, a combo will do more damage then if it was at 0. Also if ur guard bar is slightly jacked throws DO do more damage Share this post Link to post Share on other sites
rtl42 Report post Posted June 24, 2010 that's interesting, i hadn't noticed that throws do more damage with higher guard gauge. thanks for posting that! Share this post Link to post Share on other sites
4r5 Report post Posted June 24, 2010 It's different for every throw. Some do more damage, or gain counterhit, from more guardbar, others don't. Share this post Link to post Share on other sites
drunkenchicken Report post Posted June 24, 2010 that's interesting, i hadn't noticed that throws do more damage with higher guard gauge. thanks for posting that! Yeah i just found that out the other day, however i only tested with faust and testament. For 4r5 i meant without the guardbar flashing so that the throw is counterhit, i meant like if u do a block string that raises guardbar just a little bit your throw will do more damage (if your testament or faust i should really check with other characters to confirm this). Share this post Link to post Share on other sites
4r5 Report post Posted June 24, 2010 I was talking about more damage, also. Venom's throw doesn't do more damage with more guardbar. Though, it will do less with less guardbar. Share this post Link to post Share on other sites
M.Song Report post Posted June 25, 2010 wow that is sweet thanks for the info. roboky's throw does about 5 more damage with guard bar. ppl that use him probably know this, but when guard bar is flashing for him, his grab counterhits and he can combo off of it without having to cancel it Share this post Link to post Share on other sites
Wirya Report post Posted June 26, 2010 AFAIK, throws do more damage (full damage, actually) with guard bar above 0, because the initial grab animation of a throw is considered an attack (meaning that it decreases the opponent's guard bar). Share this post Link to post Share on other sites
Wirya Report post Posted June 26, 2010 Dang, I couldn't edit my post for some stupid reason. Yeah, that. The initial grab animation is considered an attack, so it decreases guard bar eventhough it doesn't really do any damage. Strange system. Share this post Link to post Share on other sites
bucklemyshoe Report post Posted July 2, 2010 FYI. everything counterhits on flashing guard bar. full flashing guard bar can net you up to 4 counter hits in a row. Share this post Link to post Share on other sites