I've had a few people who are new to Guilty Gear ask me who has the most and least health. That's easy - Potemkin and Chipp, respectively - but the rest are not so obvious. Guilty Gear's combination of guts ratings and defense modifiers, as opposed to simply varying a character's flat amount of health, makes it somewhat difficult to easily say just how durable a given character is. So, naturally, I tried to quantify it.
Guilty Gear's health bars are like Persona 4: Arena's in that equal parts of the health bar do not represent equal amounts of health; but, unlike P4A's binary Awakening system, whereby any combos started on a character below 35% health will do reduced damage, Guilty Gear's guts system has multiple intervals and multiple options for each interval. You can read more about guts in its Dustloop Wiki entry.
To calculate health when accounting for guts, I used the formula
Health w/Guts = 420 * [(0.44/G1) + (0.15/G2) + (0.1/G3) + (0.1/G4) + (0.05/G5) + (0.05/G6) + (0.06/G7)],
Where GX is the guts multiplier for a particular interval. Note that this equation is not quite representative of an actual game situation, since (as far as I know) the guts modifier is applied at the start of a combo and does not change mid-combo. Nevertheless, it would be impossible to acquire a useful value any other way. This equation yielded
Health w/Guts Rating 0: 503
Health w/Guts Rating 1: 510
Health w/Guts Rating 2: 522
Health w/Guts Rating 3: 531
Health w/Guts Rating 4: 543
Health w/Guts Rating 5: 558
After ascertaining what each character's health when accounting for guts is, I divided that value by that character's defense modifier, which you can read about on the Wiki.
You can see each character's effective health, as well as values from other steps in the process, in this table.
Naturally, I made a tier list:
(Key: "=" means the characters have the same effective health and the same defense modifier, "&" means the characters have the same effective health but different defense modifiers)
Preeminent Potemkin (600+)
Sturdy Sluggers (550-599)
A.B.A = Robo-Ky
Adamant Assailants (500-549)
Order-Sol = Slayer & Johnny, Anji, Zappa, Sol, Ky, Faust = Testament, Jam = May
Burly Bastards (450-499)
Axl Low = I-No = Venom, Bridget = Eddie, Baiken
Capable Contenders (400-449)
Dizzy, Millia, Chipp
And here's the list for AC+R, to which I have added numbers, and its associated table:
Peerless Potemkin (600+)
Steadfast Strikers (550-599)
A.B.A = Robo-Ky (565)
Athletic Attackers (500-549)
Johnny & Order-Sol (543), Justice (541), Slayer (531), Anji (526), Zappa (522), Sol = Testament (510), Ky (506), Faust (503), Jam (500)
Beefy Brawlers (450-499)
I-No = May (492), Axl Low = Kliff (481), Eddie = Venom (474), Baiken (472), Bridget (470)
Competent Combatants (400-449)
Millia (438), Dizzy (437), Chipp (417)
Some interesting changes from the AC health tiers.
TL;DR: Potemkin tier.
Questions? Comments? Feedback?
Edited by Silmerion, 15 January 2013 - 06:32 AM.