Command normals are performed by pressing a specific direction (besides 2) with a specific button.
Every character has both a 6P and 6H command normal, and some have command normals with 6K, 3S, etc. as well.
It's up to you to learn the different command normals and the properties of each for your character.
Most 6P command normals are anti-air attacks with upper-body invincibility. This makes them great tools to punish opponents who jump at you.
6H command normals come in all varieties, but tend to be very heavy hitting attacks.
Everyone's standing Dust is an overhead attack that launches opponents into the air for a flashy air combo. Hitting a standing/crouching opponent will launch them into the air.
During this, hold any upwards direction to perform a Homing Jump and follow up after them. From here, it's up to you to slap them up with your best air combo.
After reaching a certain height in the Homing Jump, the background will change from the normal stage graphics, to a burning blue display.
At any time before the background changes colors, ALL of your air normal attacks are cancellable into the homing jump by holding up while you press them. This makes it so that you can perform otherwise impossible combos, such as Ky able to use j.S SIX times in a Dust combo!
Dust Attacks will only launch your opponent if their feet are on the ground. Hitting an airborne or downed opponent will not result in a Dust Attack air combo opportunity.
Impossible Dust(ID) combos are that are impossible to tech. The opponent is launched, struck, rises then falls almost to the ground, and is struck again by a standing player.
ID combos take advantage of the some of the special technicalities of Dust combos to work. Click Expand for an in-depth explanation.
Directly following a Dust launch, there is a 29 frame window where the opponent will be unable to tech. This is approximately the time before the screen begins transitioning to the blue/red background. Any attack during this 29 frame window will be untechable for 48 frames.
The first part of an Impossible Dust is to strike the opponent as close to the 29th frame as possible so the opponent will be unable to tech for an additional 48 frames. 29+48 frames is usually enough time for the opponent to fall back to the ground after a Dust launch. Obviously hitting on the 29th frame is the the most optimal situation, however striking between 25th-29th frame is usually sufficient for most Impossible Dust combos. This 5 frame window is called the "safe-zone".
The second part of an Impossible Dust is to land and get close to the opponent before he can tech. This can be done a few ways: The one is to cancel the homing jump into a Double Jump or Air Dash to stop your ascent and allow you to land, another is to use a special that travels downward quickly, yet another is to use FD to cancel the homing jump, then fall to the ground.
Note: The two parts do not need to be done in order; it is possible to launch the opponent, double jump, then strike the opponent during the "safe-zone".
Double Jump Example with Ky
- D > homing jump > j.S > jc > j.H, land, dash 6H > ...
:Ky performs a Dust and immediately follows with Homing Jump, j.S, double jump, then hits the opponent with a H during the "safe zone". Since Ky was in a double jump as he struck the opponent, he falls as he normally would from a double jump H. However, the opponent is still in the Dust launch which makes them fall much slower. Ky is then able to land, dash, and connect with a 6H. Very stylish!
FD Homing Cancel Example with Johnny
- D > homing jump > FD, > j.D, land, dash ...
Johnny performs a Dust, then shortly into his Homing Jump performs Faultless Defense and perform a j.D. The Faultless Defense is similar to the Double Jump Example in that it cancels the Homing Jump and fall as normal. Essentially, the FD starts moving the player downwards, then the player strikes the enemy during the "safe zone". This pops them up, and puts you down on the ground.
Special Movement Example with Millia
- D > homing jump > j.S > jc > j.S > j.236K, land, dash 2H > ...
Millia performs a Dust, follows with Homing Jump, quickly hits with the (hold up) S-S and cancels into the Turbo Fall. The opponent is unable to tech, and Millia rushes to the ground to meet them as they fall. From here, she hits them with her 2H and goes back into an air combo. The key to this ID combo is the Turbo Fall (j.236K). It brings Millia down while her opponent is still falling. Not all characters have downward movement air options, but those that do can certainly take advantage of them!
Press 2D to perform a sweep. A sweep is a basic attack that knocks down the opponent, but each character's sweep enables different okizeme and combos.
It's important to learn what options are available with your character. Sweep attacks provide a great alternative to Dust Attacks as they must be guarded against low.
Note that Robo-Ky does not have a Sweep with 2D, but his 2S serves the same purpose.
Throws are performed by inputting 4H or 6H while close to an opponent (using diagonals like 1H or 3H won't work). Keep in mind that if you miss, you will get a 6H or 4H instead, which is sometimes not good. Throws are short ranged, instant attacks that cannot be blocked and come out the frame they are pressed. You cannot throw an opponent that is in block-stun or hit-stun, thus you cannot combo into a throw (with the exception of opponents in Stagger).
- Throw Ranges
- The max distance a character can throw from varies. Details here: Link
- Normal Ground Throw
- To perform a normal ground throw, both you and the opponent must be grounded.
- Because normal throws have no startup, it is possible to perform a wakeup throw, even if the opponent already has an attack out! To counter this, attackers need to position far away enough to avoid the range of an opponent's throw on wakeup.
- You cannot throw opponents that are in prejump frames. Holding up is effective at avoiding ground throws. You cannot perform a throw while running. Instead you must first wait a brief moment while sliding to a stop or run > Dash Brake > throw. In practice, Dash Brake throw is slightly faster at close distances, while sliding to a stop into throw can be slightly faster when approaching with a lot of momentum.
- Normal Air Throw
- Air throws follow the same rules as ground throws; while near an opponent press 6H or 4H to air throw them.
- Air throws often give people trouble because they are not quite as easy to space as ground throws. The ideal way to air throw someone is to be slightly below them and rising up to meet them. Since you're only able to airthrow someone that's above you.
- Another typical use for air throws is throwing people out of techs or bursts, neither of which are throw invincible. Doing so usually requires you to bait out the escape attempt and punish it.
If height of P1's bottom pushbox off floor - height of P2's bottom pushbox off floor is within a certain range, you meet the airthrow's Y requirement vertical requirements are -10000 units to +3000 units (or about -100 to 30 pixels, for a total of 130 pixels)
- Throw Option Selects
- Because of Guilty Gear's Button Priority (Throw and D > P > K > S > H), it's possible to make some of your normal and airthrow attempts safer by inputting multiple buttons. For example, if Sol does 6K+H, and if the opponent is close enough, he will throw them. If the opponent is too far or is airborne, he'll do 5K instead, which is a much better normal to get than his 6H! You can do the same with airthrows as well!
- Command Throw
- Command throws are similar to basic throws except they require specific joystick and button combinations to perform. On the whole, command throws inflict more damage than basic throws and often have better follow up possibilities. Command throws also have more range than normal throws, and can be canceled into like other special moves. They also can be done while running, so no need to Dash Brake. Command throws however do have startup frames, so usually can't be used on reversal safely like regular throws can be.
Opponents cannot always be thrown. Below is a list of situations when the opponent cannot be thrown:
- While the opponent is in hitstun + 6 frames after. Basically this means that after an attack strikes the opponent, even if you RC or FRC the move, they will be invulnerable to throws for an additional 6 frames from when they left hitstun.
- While the opponent is in blockstun + 5 frames after blockstun ends.
- While the opponent is knocked down + 9 frames after.
- Ground throws will miss versus airborne opponents and vice versa.
- Some attacks are throw invincible, such as Baiken's 6K. Attacks like this are often good for Wakeup pressure because they are immune to reversal throws. Some attacks also discretely count as being in the air, such as Slayer's 6K. These moves can't be ground thrown, but CAN be air thrown!
Throw Invincibility on Wakeup and Command Throws
Command throws can actually grab you out of your wakeup super if your wakeup super is only strike invincible. It seems that the wakeup protection frames may actually count down during the superflash, so even a character like Bridget who should go active with reversal Loop the Loop on frame 6 can get grabbed out of his reversal super.
Priority of Strike vs Throw vs Command Throw
When two strikes hit each other, either a clash happens or both characters get hit, but what happens when throws are added to the mix?
- Throw vs Strike: The throw will always win. This is the reason why wakeup throw works in Guilty Gear. Since throws are instant, a throw can beat an opponent performing a meaty on you!
- Normal Throw vs. Normal Throw: A Throw Break occurs.
- Normal Throw vs. Command Throw: The Command Throw will always win.
- Command Throw vs. Command Throw: Winner is decided randomly.
Throws will also beat jumps and invincible moves if input on the same frame. This indicates that throws are likely detected based upon the state of the game in the frame before the throw was input.
Special attacks are attacks that require a more elaborate command input, and have unique effects and properties. These range from standard projectiles (Ky's Stun Edge) to fast invincible attacks (Sol's Volcanic Viper) to command throws (Potemkin's Potemkin Buster).
One distinct difference between special and normal attacks is that specials always build some tension, even if they miss completely. Special attacks also deal Chip Damage as well.
Most Special Attacks do not require any additional resources, but some characters have special attacks which change under certain conditions. For example, Johnny is able to power up his Mist Finer attacks by hitting the opponent with coins, and Robo-Ky's specials consume a portion of his Tension Gauge, but gain different properties depending on how much Tension he possesses.
Taunts and Respects
Though it's not really "attacking", Taunt and Respect do have their uses.
All characters have both a Taunt and a Respect. To perform a Taunt, simply press Start (Arcade) or R (Respect on Console). Taunts can be canceled into into any attack after about half of the animation has played. Respects, on the other hand, can be canceled at any time. Respects are performed by pressing 6+R (or 6+Start). Both the Taunt and Respect can be used to give a false sense of vulnerability as your opponent may be lured into attacking. Since the Respect can be canceled at any time, it's usually the best choice for a lure attempt.
Performing a Taunt will raise your opponent's Tension Gauge slightly. Note that you can cancel normals into Taunts (but not Respect!).
Performing a Taunt at the end of the match after the opponent is defeated will give the other player 50% tension at the start of the next round! Truly a sign of confidence indeed!
Instant Kill (IK)
Instant Kills are attacks that instantly win the round! While this sounds game-breakingly powerful in theory, the restrictions in place relegate it to a rarely seen spectacle.
To perform an Instant Kill:
- enter Instant Kill Mode by pressing P+K+S+H while standing
- while in Instant Kill Mode perform your Instant Kill attack. For most characters the command is 236236H.
Entering Instant Kill Mode changes your Tension Gauge into a Timer. The timer's length is based upon how much Tension you had stored. It will gradually decrease over time and once emptied, your health will gradually decrease! This will continue until you either perform the Instant Kill or you exit Instant Kill Mode (P+K+S+H while standing). You cannot kill yourself in this manner, but it will leave you with zero health, and the next hit or guard damage will finish you off.
After performing an Instant Kill, you will lose your Tension Gauge for the rest of the round! This will prevent you from using all Tension related actions like: Overdrive Attacks, Force Break Attacks, Dead Angle Attacks, Roman Cancels, False Roman Cancels, and Faultless Defense. You will also be unable to perform another Instant Kill.
Exiting Instant Kill Mode by pressing P+K+S+H will revert the IK Timer back to an EMPTY Tension Gauge.
Each Instant Kill has different properties and can be used in different situations. It's important to know what your characters Instant Kill looks like, and in what situations it may be useful.
Counter Hits (CH)
- Hitting an opponent out of their attack will net you a Counter Hit (CH). Counter Hits increase hitstun or do special effects to the opponent such as wall bounce or ground slide, allowing for stronger combos. In general, the higher level of the attack, the more additional histun is inflicted.
- EXAMPLE: Sol's 2H will normally only cause a regular hit when it lands normally, but it will launch for a full untechable float on Counter Hit! It's up to you to learn and know how your moves change effects.
- Hitting an opponent when their Guard Gauge is flashing will be a GUARANTEED Counter Hit. You can even get multiple CHs in a row if the Guard Gauge is raised high enough!
- Throws will only be CH if their Guard Gauge is flashing; interrupting an opponent's attack with a throw will not be a CH.
- Contrary to popular belief, CH's do not inflict additional damage.
- Stagger is a hit effect that renders your opponent helpless to both attacks and throws for a short period of time.
- A joystick icon will appear underneath their health meter indicating how much stagger is left. Shake the joystick as fast as you can to escape the stagger sooner. Hitting buttons does not help escape stagger at all.
- Back inputs decrement the slip counter by one, forward inputs decrement the slip counter by 2. This means that forward inputs help you get out of stagger faster. Any of the "forward direction" or "backward direction" inputs count, so 3/6/9 or 1/4/7 will help you recover faster, but you cannot simply input 36963 over and over. You could input 1232123, or 565656, or 1595159. Technically the fastest escape would be 646464 if you could hit those inputs on alternating frames.
- If you do not shake out stagger quickly enough, the opponent may be able to convert to a combo which was otherwise not possible.
As well slip recovery has multiple levels. The level that is more often to be done by humans will be level 2 and maybe 3 but never max unless it's scripted.
- Certain attacks will launch the other player into the air, even when they are standing or crouching. Standing Dust is an obvious example,
- but Sweeps will actually slightly lift the enemy into the air and thus can be used to start air combos.
- Other basic examples include Potemkin's 2H or I-No's f.S.
- Some attacks only float the opponent on Counter Hit like Ky's 6P.
- Most attacks push the opponent away on hit and block, but certain attacks will actually pull the opponent closer. These attacks can be used to greatly aid combos and perform setups. Examples :include Potemkin's 2S and all of Axl's far reaching pokes (5P, 2P, 2S, etc).
Wall Bounce / Ground Bounce
- Some attacks bounce the opponent off the wall/ground when they hit.
- A ground bounce causes the enemy to bounce off the ground and back up into the air, thus having a similar effect as a move that Floats.
- A wall bounce causes the enemy to quickly bounce off the wall and fall toward the ground.
- Wall bounces can only happen to enemies in the air, however most moves that wall bounce also float, which gives you one less thing to worry about.
- Typically with Wall bounces, the farther from the corner the enemy was, the earlier the opponent will be able to tech out of the wall bounce.
- Wall Stick will cause the opponent to stick in place on the edge of the screen.
- The effect is very similar to a wall bounce, except instead of bouncing off the wall, the opponent simply stays stuck to the wall before falling.
- You can combo off a Wall Stick just as you would a Wall Bounce or anything else that leaves the enemy in the air.
- Wall Stick is similar to Wall Bounce in the sense that the farther the opponent is from the corner when the attack was initiated, the sooner they can tech after the wall stick.
- So if you hit the opponent from nearly all the way on the right of the screen and they wall stick, they may only do so for a few frames.
- If you hit an opponent with a wall stick effect from a full screen away, they may just fly REALLY far away from you and never stick to the wall.
- Ground Slides slide the opponent on the ground, where they can be comboed off the ground WITHOUT triggering OTG effects. Hitting a sliding opponent is effectively like hitting an airborne opponent. For example, ABA's Condemnation causes ground slide. This allows ABA to perform "rekka loops" where she loops condemnation over and over.
- Once the opponent stops sliding, they enter normal knockdown state and standard OTG rules apply.
Forced Air FD
- Air attacks can normally be air normal blocked, but some attacks MUST be blocked with an FD.
- Examples include Axl's Kokuu Geki, and Potemkin's Aerial Pot Buster; keep an eye on your tension!
- Certain attacks just can't be blocked at all. Examples include Potemkin's Slide Head (236S) and Axl's Rashou Sen (6H). You pretty much just have to get out of the way of these attacks, because you certainly aren't going to block them!
Off The Ground Attacks (OTGs)
- To Off The Ground (OTG) someone means to strike them after they hit the ground.
- Unlike other games, once a character has hit the ground in GGAC, you cannot OTG them into a relaunch (with few exceptions such as Ky's Lightning Strike and May's Jackhound).
- OTG attacks only do 30% of their normal damage, and can be teched out of quickly. (To be specific, all attacks will have a universal 8 frames of hitstun.) This generally makes OTGs poor tools for adding damage, but still good for pushing the opponent towards the corner at the cost of sacrificing okizeme.
- Some special attacks still gain their effects OTG, such as Johnny's coins or Testament's crow curse.
Each attack has an Attack Level rating. Depending on the rating, the attack will inflict a different amount of hitstun / blockstun. Use the chart below to determine how much hitstun/blockstun an attack will inflict. The level rating for each attack can be found in the individual Character Analysis sections.
This chart is still being researched for accuracy.
|Attack Level||Lv 1||Lv 2||Lv 3||Lv 4||Lv 5|
|Air FD Blockstun||+2||+3||+4||+4||+4|
|Air IB Blockstun||-6||-6||-6||-7||-8|
- Hitstun has one more frame advantage from Normal Blockstun. Hitstun on crouchers has two more frame advantage from Normal Blockstun. For example: Attack Lv 1 moves are +10 on hit and +11 on crouchers.
|Attack Level||Lv 1||Lv 2||Lv 3||Lv 4||Lv 5|
|Untechable Time (Air hit)||10||12||14||16||18|
|Air CH Untechable Time||+10||+12||+14||+16||+18|
- Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
- Level 2,3,4,5 attacks, give +1 advantage on crouching.
- Ground Counter Hit and Air Counter Hit add the indicated amount to Frame Advantage.
- Example: a Lv 3 attack with Frame Adv of +3 on Standing Hit will have a Frame Adv of +7 on Counter Hit (+3 standing hit added to the +4 Ground Counter Hit).
- CH Hitstop applies only to the character getting hit. This in effect, adds to the hitstun/untech time of an attack.
- Example: a Counter Hit Lv 3 attack will have 28F untechable time with a bonus 4F hitstop on the defender. This means that the effective untechable time would be 32F from the attacker's POV.
- When an attack connects in Guilty Gear, both players pause briefly to make moves appear more powerful visually. This actually gives players a bit of extra time to buffer inputs for moves. This is extra beneficial for charge characters (May, Venom) because it gives extra time to charge moves, allowing them to perform some combos that would normally not seem possible.
- Note: While hitstop refers to the stop time on both hit and block, we have begun distinguishing between the two states by dividing them into Hitstop and Blockstop, self-evidently for on hit and on block, respectively.
Level 6 Attacks
- Although there are technically only 5 levels of attack in GGAC, some attacks have special properties that break the rules. These are referred to colloquially as "Level 6" attacks.
- These attacks have extra added blockstun and sometimes extra hitstun aswell, makes a unique sound when blocked, but otherwise behave the same as whatever the attack's level is. Examples include Potemkin's 6H and Ky's 6H.
If you are struck repeatedly over short amount of time, get excessively counter hit, or are tagged by certain moves, your character will become stunned (also known as "dizzied"). You will be unable to perform any actions such as blocking, attacking, or even teching combos while stunned!
Stuns are indicated by angels flying around your character's head. The angels act as a timer and when all the angels are gone, you will regain control of your character. You can speed up the recovery by shaking the joystick in all directions and rapidly pressing buttons. You can begin to do this as early as the first frame the stun occurs, so pay attention to your character portrait (which flashes red when you're close to being stunned) and utilize preemptive mashing if you want to live.
Stunning an opponent mid-combo allows players to land and begin another combo (or an Instant Kill) on a stunned character if their opponent doesn't shake out fast enough! Any followup combo done after the stunned character wakes up still stunned is unscaled damage. This makes it vital to avoid situations where you'd be stunned, and to be able to mash out stun quickly and safely.
Each move contains a different "stun potential". Depending on the stun potential, it will take a different amount of consecutive hits with the move to make the opponent stun. Each character has their own Stun Rating, known "dizzy resistance". The higher the number, the less likely it is they will get stunned.
What determines exactly when a character becomes stunned is still being researched for accuracy, but is currently understood to work as follows:
Every time a move hits an opponent, a stun value determined by the formula below is added to a total. If this total goes above the opponent's Stun Resistance value, the character becomes dizzied (These values are character specific and listed in the table at the bottom). Note: When you get stunned, your "ceiling," as in, the value to stun your character, goes up by 25% with a max of 120 for the rest of that round.
Dizzy Value: ((Move Damage x Combo Hit Modifier x Character State Modifier) - 5) x (random value between 1.0~1.3) x 0.15
- Move Damage: The precise amount of damage done by the current hit. This is affected mainly by scaling.
- Certain moves have individual dizzy modifiers, which applies to move damage.
- Combo Hit Modifiers: the later in a combo the move hits, the less dizzy potential it has (combo hit number / modifier).
- Character State Modifier: state the opponent is in while struck (IK Mode refers to the striking character).
- Normal Hit = 100%, Counterhit = 200%, OTG = 25%, IK Mode = 50%
- Variable amount: randomized amount to prevent most setups from causing a guaranteed stun.
- This variance is important as it generally requires that you react to a stun rather than know it is going to occur.
- Example 1 (Normal Hit) - Potemkin's 6H (90 damage)
- If Potemkin's 6H strikes the opponent on a normal hit, this is how the dizzy potenial is calculated. First the damage is taken into account (90), then the combo hit modifier (say this is the first hit, so 100%), then the state the character is in while struck (normal hit, so again 100%).So far we have 90 x 100% x 100% = 90.
- Next we automatically subract 5. Total is now 85.
- The total is then multiplied by a random number between 1.00, 1.01, 1.02, or 1.03. Let's say in this case it's 1.03 (best case scenario), so we now have a total of 87.55.
- Finally, we multiply the total by .15, and end up with a grand total of 13.1325 (so basically 13 stun is inflicted).
- Example 2 (Counter Hit) - Johnny's 6H (76 damage)
- Using the same formula above, except changing the "Character State Modifier" to 200%, we can attain the total amount of stun inflicted.
- 76 x 200% x 100% (assuming it is a single hit, not combo hit) = 152
- Subtract 5 (147), Multiply by random number between 1.00, 1.01, 1.02, or 1.03 (lets say 1.00 this time) = 147 still.
- Multiply the entire sum by .15 and we get 22.05 (so basically 22 stun is inflicted).
- Now you compare the number against a characters Stun Resistance Rating and you can see how much closer they are to becoming dizzied after your hit strikes. For example, Chipp's Stun Resistance is 50, so subtract the 22 stun inflicted from Johnny's counterhit 6H and you can see Chipp only has 28 stun points left before he is rendered helpless!!!
If you do not take damage, the amount of stun you have received will gradually heal (be subtracted). As long as you are not taking damage, the healing rate is as follows:
- 0.04 per frame (normal state)
- 0.08 per frame (while opponent is in IK Mode)
- 0.10 per frame (while your character is downed)
If you've read the chart carefully, you can see that the system has been designed so it is harder to activate IK Mode and then dizzy the opponent for the Instant Kill. While you are in IK Mode, you will only be inflicting 50% stun, and your opponent's stun will be healing at a rate of 0.08 units per second.
- A character's stun resistance is increased by 25% (with a max value of 120) after a dizzy ends, in order to prevent a character from getting dizzied again afterwards. This only lasts for the current round.
- The increased stun resistance does not gradually return to the character's base stun resistance level, contrary to what was previously written here.
- Negative Penalty reduces your "stun ceiling" by 12.5% (with a minimum of 40 points) and sets your current stun value to a minimum of 90% of your stun ceiling.
|50||Chipp, Dizzy, Kliff|
|55||Baiken, Bridget, I-No, Millia|
|60||Axl, Eddie, Ky, Order-Sol, Sol, Venom, Zappa|
|65||Anji, Faust, Jam, Testament|
|70||Johnny, Justice, May, Slayer|
|80||A.B.A, Potemkin, Robo-Ky|