GBVS/Defense: Difference between revisions

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==Blocking==
Blocking is a key part of staying alive in GBVS. After blocking an attack, your character will be stuck in a state where you can not move, severely limiting your options. The amount of time you are locked into a blocking state called '''blockstun'''. Different attacks deal different amounts of blockstun.  


==Defensive Overview==
=== Ground Blocking ===
: In ''Granblue Fantasy Versus'', the best offense is an excellent defense.
Learning to block is a key factor to helping you win your battles and in this game, there are two featured input styles to block. Knowing how to block moves that the opposing character will throw out and react accordingly will help you immensely in taking games. Some moves will have you blocking longer before others, while others will leave you in a position to begin your assault.
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=== Grounded Blocking ===
[[File:GBVS GroundedBlock.png|thumb|200px|''Lancelot stand blocking Katalina's mid attack on the ground.'']]
[[File:GBVS GroundedBlock.png|thumb|200px|''Lancelot stand blocking Katalina's mid attack on the ground.'']]
[[File:GBVS-WrongBlock.png|thumb|200px|''Lancelot incorrectly blocks low, resulting in being hit by Katalina's overhead attack.'']]
[[File:GBVS-WrongBlock.png|thumb|200px|''Lancelot incorrectly blocks low, resulting in being hit by Katalina's overhead attack.'']]
:While standing, you can either hold back to block, or hold the Block button to guard against attacks deemed '''high''' or '''mid'''.
:Basic ground blocking is the most common defensive option.
If you block incorrectly, you will see an indicator that shows you that the attack was not blocked accordingly. It is always important to note
To guard against high attacks, simply hold back. To guard against mid attacks, hold back or down+back. To guard against low attacks, hold down+back. If you guard incorrectly, a single "!" will appear over your character if you incorrectly block a low, and a "!!" for incorrectly block a high. Remember, you cannot block against throws, and some attacks are unblockable.
that some forms of offense can't be blocked, such as throws or unblockable attacks.
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=== Crouch Blocking ===
: When crouching, holding down and back at the same time (1 for P1's side or 3 for P2's side for numpad notation) or inputting down + Block, will result in a crouch block, allowing you to block low attacks as well as mid-hitting attacks. It is important to keep in mind that crouch blocking leaves you open to high attacks, so pay attention to the moves your opponent uses and mix up your blocks to solidify your defense!
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=== Air Blocking ===
=== Air Blocking ===
[[File:GBVS-AirBlock.png|thumb|200px|''Katalina is blocking in mid-air to successfully guard against Lancelot's incoming attacks.'']]
[[File:GBVS-AirBlock.png|thumb|200px|''Katalina is blocking in mid-air to successfully guard against Lancelot's incoming attacks.'']]
: When in the air, holding backwards depending on the side you're facing or the Block button will allow you defend in mid-air.
: When in the air, holding backwards depending on the side you're facing or the Block button will allow you defend in mid-air.
Keep in mind that there may be some grounded attacks in which you cannot defend against and that air blocking does not have high/low blocking.
:Some attacks are air unblockable. As a rule of thumb, projectiles are air blockable, and all all ground normal attacks are air unblockable.
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=== Instant Blocking ===
=== Instant Blocking ===
[[File:GBVS-InstantBlock.png|thumb|200px|''Charlotta's blocking animation flashes white briefly while performing an instant block against an incoming special attack from Ferry.'']]
[[File:GBVS-InstantBlock.png|thumb|200px|''Charlotta's blocking animation flashes white briefly while performing an instant block against an incoming special attack from Ferry.'']]
: Instant Blocking is a more powerful, yet advanced form of blocking, that comes with its own specific merits aside from simply holding back.
: Instant Blocking is a more powerful, yet advanced form of blocking, that comes with its own specific merits aside from simply holding back.
By holding/pressing back just before the attack lands on you, you will perform an instant block (or IB for short). The indicator for this will be the character flashing white, and the indicator that pops up on the respective blocking player's side of the screen. While blocking, by tapping block or tapping back while blocking before the next attack will allow you to instant block during certain animations, allowing you to act out of blockstun faster. Instant Blocking has the benefit of:
 
:* Reduces pushback, leaving you closer to the opponent.
:One must start blocking right before the opponent's attack touches them within 8 frames before the hit connects. Your character will flash white and the word "Just!" will appear on screen if you IB an attack. If you mistime an instant block you are unable to instant block again for ?? frames, this prevents mashing IB.<br/>
:* Reduces hitstun, allowing you to attack faster.
:'''Instant Blocking has the benefit of:'''
:* Builds more Skybound (SB) Gauge then usually blocking would do.
:* Builds 1% additional Skybound (SB) Gauge then usually blocking would do.
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:* Does not reduce chip damage or block stun
Depending on the character you use, you may have to learn whether you want to use IB or regular blocking in order to safely space yourself and react faster.  
 
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IB does not allow you to make "illegal" blocks: you still must block high/low correctly, and air unblockable attacks are still air unblockable even if you perform an IB.
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==Throw Breaks==
==Throw Breaks==
[[File:GBVS-ThrowTech.png|thumb|200px|'' '''Image #1:''' Ferry attempts to throw Charlotta and misses. Charlotta grabs back in response, resulting in a throw punish.<br>'''Image #2:''' Charlotta attempts to throw Ferry again, and Ferry inputs throw, resulting in a successful throw tech.'']]
[[File:GBVS-ThrowTech.png|thumb|200px|'' '''Image #1:''' Ferry attempts to throw Charlotta and misses. Charlotta grabs back in response, resulting in a throw punish.<br>'''Image #2:''' Charlotta attempts to throw Ferry again, and Ferry inputs throw, resulting in a successful throw tech.'']]
: When you input the throw command the same time window you are getting thrown, you can tech the incoming throw to avoid damage. Important details for breaking throws:
: When you input the throw command the same time window you are getting thrown, you can tech the incoming throw to avoid damage. Ground throw breaks has 22 frames of input window and air throw breaks have a 10 frame window, however the result depends on how fast you input the throw break.
::*Throws can be broken a bit later; however you will receive a bit of damage for breaking the throw late.
{{#lsth:GBVS/Frame_Data|Throw Break}}
::*If you are too late into teching a throw, you cannot break the throw.
::*Command throws cannot be teched.
:It is always important to keep in mind that the timing is always important and depending on what you're attempting to do, throw breaks are necessary!
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=== Evade ===
=== Evade ===
:By pressing '''+ Block''', you trigger an ''Evade''. By using Evade, you are able to avoid damage from all incoming attacks for its duration. It is important to note that evading:
:By pressing '''{{4}} + Block''', you trigger an ''Evade''. By using Evade, you are able to avoid damage from all incoming attacks for its duration. It is important to note that evading still leaves you open to throws, and is not fully invincible through out the animation.
::* still leaves you open to throws.
{{#lsth:GBVS/Frame_Data|Evade}}
::* has a period of time in which the player who used it is prone to being attacked.
 
=== Cross-Over ===
=== Cross-Over ===
: Akin to Evade, pressing '''+ Block''' will trigger a ''Cross-Over''.  
: Akin to Evade, pressing '''{{6}} + Block''' will trigger a ''Cross-Over''.  
Cross-Overs will dodge incoming attacks while moving the character forward; however, it is different from Evade due to the fact that:
Cross-Overs will dodge incoming attacks while moving the character forward; however, the player becomes vulnerable to low attacks in addition to throws while performing this method of defense.
::* The player becomes vulnerable to low-attacks in addition to throws while performing this method of defense.
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:Both methods of this defense can be also done by holding down the Block button, and inputting either direction.
:Both methods of this defense can be also done by holding down the Block button, and inputting either direction.
{{#lsth:GBVS/Frame_Data|Cross-Over}}
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==Punish==
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{{Navbar-GBVS}}
[[Category:Granblue Fantasy Versus]]
[[Category:Granblue Fantasy Versus]]

Revision as of 01:08, 24 February 2020

Blocking

Blocking is a key part of staying alive in GBVS. After blocking an attack, your character will be stuck in a state where you can not move, severely limiting your options. The amount of time you are locked into a blocking state called blockstun. Different attacks deal different amounts of blockstun.

Ground Blocking

Lancelot stand blocking Katalina's mid attack on the ground.
Lancelot incorrectly blocks low, resulting in being hit by Katalina's overhead attack.
Basic ground blocking is the most common defensive option.

To guard against high attacks, simply hold back. To guard against mid attacks, hold back or down+back. To guard against low attacks, hold down+back. If you guard incorrectly, a single "!" will appear over your character if you incorrectly block a low, and a "!!" for incorrectly block a high. Remember, you cannot block against throws, and some attacks are unblockable.

Air Blocking

Katalina is blocking in mid-air to successfully guard against Lancelot's incoming attacks.
When in the air, holding backwards depending on the side you're facing or the Block button will allow you defend in mid-air.
Some attacks are air unblockable. As a rule of thumb, projectiles are air blockable, and all all ground normal attacks are air unblockable.


Instant Blocking

Charlotta's blocking animation flashes white briefly while performing an instant block against an incoming special attack from Ferry.
Instant Blocking is a more powerful, yet advanced form of blocking, that comes with its own specific merits aside from simply holding back.
One must start blocking right before the opponent's attack touches them within 8 frames before the hit connects. Your character will flash white and the word "Just!" will appear on screen if you IB an attack. If you mistime an instant block you are unable to instant block again for ?? frames, this prevents mashing IB.
Instant Blocking has the benefit of:
  • Builds 1% additional Skybound (SB) Gauge then usually blocking would do.
  • Does not reduce chip damage or block stun

IB does not allow you to make "illegal" blocks: you still must block high/low correctly, and air unblockable attacks are still air unblockable even if you perform an IB.

Throw Breaks

Image #1: Ferry attempts to throw Charlotta and misses. Charlotta grabs back in response, resulting in a throw punish.
Image #2: Charlotta attempts to throw Ferry again, and Ferry inputs throw, resulting in a successful throw tech.
When you input the throw command the same time window you are getting thrown, you can tech the incoming throw to avoid damage. Ground throw breaks has 22 frames of input window and air throw breaks have a 10 frame window, however the result depends on how fast you input the throw break.
Throw Break Effects
Throw Break On Attacker Defender
Ground 1F
  • Break Animation: 27F
  • Break Animation: 27F
Ground 2-15F
  • Break Animation: 27F
  • Break Animation: 27F
  • gains 3% Skybound Gauge
Ground 16-22F
  • Break Animation: 27F
  • Break Animation: 51F
  • gains 3% Skybound Gauge
  • takes 500 damage
Air 1F
  • Break Animation: Until L +6F
  • Break Animation: Until L +6F
Air 2-10F
  • Break Animation: Until L +6F
  • Break Animation: Until L +6F
  • gains 3% Skybound Gauge
  • All animations are fully invincible
  • Damage taken is not scaled by Guts and can not KO.


Evasion/Avoiding Damage

Image #1: Gran using the Evade system mechanic.
Image #2: Gran using the Cross Over system mechanic.
Alongside any form of blocking, GBVS allows you to avoid incoming damage with the Evade and Cross-Over mechanics.

Evade

By pressing Template:4 + Block, you trigger an Evade. By using Evade, you are able to avoid damage from all incoming attacks for its duration. It is important to note that evading still leaves you open to throws, and is not fully invincible through out the animation.
  • Total: 29F
  • Strike and Projectile Invul on 1-25F
  • 26F onward in counter hit state

Cross-Over

Akin to Evade, pressing Template:6 + Block will trigger a Cross-Over.

Cross-Overs will dodge incoming attacks while moving the character forward; however, the player becomes vulnerable to low attacks in addition to throws while performing this method of defense.

Both methods of this defense can be also done by holding down the Block button, and inputting either direction.
Everyone Else
  • Total: 29F
  • 1-21F Upper Body Invul from knee up
Ladiva
  • Total: 33F
  • 1-22F Upper Body Invul from knee up


Punish