GGST/Attack Attributes

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Attack Types[edit]

Attacks come in three broad categories in Guilty Gear that define how they can interact with other attacks.
Strike
Strikes are the most common form of attack in the game like punches, kicks, and sword slashes.

Basically any standard, blockable attack is probably a strike. Strikes can clash with other strikes, but not with projectiles and throws. There are a few strikes that can clash with projectiles like Nagoriyuki's Zarameyuki or Giovanna's Trovão.

Projectile
Projectiles are attacks that are entities independent of the attacker, like Ky's Stun Edge.

Each projectile has a durability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will nullify lower level projectiles without losing any hits. Projectiles can not clash with strikes or throws.

Throw
Throws are short ranged unblockable attacks that temporarily turn both characters invincible before dealing damage to the opponent.

Throw interactions are described in more detail here.

Eddie
Zato-1's shadow, Eddie, is in his own unique category: he is technically a projectile (as Jack-O's Shield negates his attacks), but is surrounded by a hurtbox, so he can be hit by strikes and projectiles (but not throws).

Invincibility[edit]

Attribute Invincibility
Some attacks are invulnerable only to certain types.

For example: Bursts are only invulnerable to strikes and projectiles, but not throws. Leo's K attack in Byrnhiildr Stance is throw invincible, but not strike or projectiles. These situations are very simple to describe. The attack is invulnerable to the specified types during the specified times. To beat these attacks hit them with a type they are vulnerable to, or hit them before/after the invincible period.

Hitbox Invincibility
Some attacks shrink the hurtbox of characters, even when it looks like they occupy that space.

Most anti-air 6Ps fall into this category. Because of this, 6Ps can lose to air attacks when the opponent is able to get close enough to touch the character's hurtbox. Thus the same 2 attacks can win or lose depending on their spacing and timing. Players need to learn how their attack will behave in different scenarios, decide if the outcome is favorable, then correctly execute.

Ambox notice.png Hitboxes shown are purely for explanation purposes and are not meant to be exact in-game hitboxes

Example - Successful Anti Air[edit]

Example - Unsuccessful Anti Air[edit]

Example - Low Profile[edit]

The frame data will state that attacks have "above knees invincibility", "above chest invincibility", "low profile", etc. to describe how the hurtboxes of attacks grow and shrink.

Hit Effects[edit]

Counter Hit[edit]

Hitting an opponent out of their attack will net you a Counter Hit (CH).

A Counter Hit increases the damage of the attack by 10% and inflicts more hitstun or other special effects such as wall bounce or ground slide, allowing for stronger combos. In general, the higher level of the attack, the more additional hitstun is inflicted. Hitting an opponent when their R.I.S.C. Level is maxed out results in a Counter Hit even if they were not attacking, and results in a 20% increase in damage instead. Throws can not Counter Hit.

Launch[edit]

Certain attacks will launch the other player into the air, even when they are standing or crouching.

Standing Dust is an obvious example, but also many Sweeps will actually slightly lift the enemy into the air and thus can be used to start air combos.

Float[edit]

Many c.S style normals have a short duration where hitting the opponent will behave like they were hit out of the air. The rest of the hitstun duration behaves like a normal standing hit. This means things like Sol doing c.S > 5H > 214K won't work if done immediately, but will work if 5H is delayed.

Stagger[edit]


Blue Stagger[edit]


Vacuum[edit]

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.

Wall Bounce / Ground Bounce[edit]

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 he will be able to tech out of the wall bounce.

Wall Stick[edit]

File:GGST Wall Stick.png
You can tech off the wall after a certain amount of time.
Wall Stick will cause your opponent to stick in place on the edge of the screen.

If the opponent is left in the wallstick state for a long enough period of time, they will be allowed to recover, similar to air teching in previous Guilty Gear installments. Players can choose the direction of their tech by holding a direction on the joystick, or alternatively tech in place. If the opponent chooses not to or is unable to tech, they will slide down and hit the ground in a crouching hitstun state, allowing players to go for resets or extend combos (the combo will be a Black Beat in most cases, however).

Unblockables[edit]

Certain attacks just can't be blocked at all.

Examples include Potemkin's Heavenly Potemkin Buster. The only way to avoid them is to get out of the way!

Off The Ground Attack[edit]

To Off The Ground (OTG) an opponent means to strike them after they fall to the ground. Attacks that OTG have their hit effects replaced with a slight blowback effect and a soft knockdown, making it very difficult to continue a combo afterwards.


Ground Slide[edit]


Attack Level[edit]

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict. The level for each attack can be found in the individual Character Frame Data sections.

Blockstun
Level Normal / Instant Faultless Defense
Lv. 0 9 11
Lv. 1 11 13
Lv. 2 13 15
Lv. 3 16 18
Lv. 4 18 20

Hitting Two Objects With The Same Attack[edit]

When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as hitstop and can vary in duration, like Sol's 5P compared to his Fafnir (41236H) . Hitstop helps with combo consistency because you can buffer commands like special cancels during hitstop and it will be executed immediately after hitstop ends. Characters with charge moves (like Leo's [4]6S) also have the added benefit of getting more time to charge those attacks.

Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as "objects" for the sake of brevity.

Objects experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when Ky's projectile hits the opponent, Ky does not experience hitstop, only the projectile and the opponent do. From Ky's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun!

Uneven Hitstop

When an attack hits an objects, both usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, or normal vs counter hit.

The most common example of this is counter hit - the defender experiences a few extra frames of hitstop compared to the attacker! These extra frames of hitstop can be thought of as extra hitstun since only the defender experiences them.

Projectiles

As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!

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