GGXRD-R2/Offense

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Normals

Press GGP.png/GGK.png/GGS.png/GGH.png/GGD.png to perform normal attacks. Depending on the current state of your character (standing, crouching, jumping, close to opponent), your character will do different attacks. As a general rule, GGP.png/GGK.png attacks are weak and fast, GGS.png/GGH.png attacks are strong and slow, and GGD.png attacks are overhead and low attacks. Normal Attacks can usually cancel into one another, generally following the order GGP.png > GGK.png > GGS.png > GGH.png > GGD.png. However this is not a steadfast rule. Consult the Gatling section of your character's frame data for exact details.

Command Normals

Everybody gets a workable Anti-Air.

Command normal are performed by pressing a specific direction with a specific button. Every character has both a 6GGP.png and 6GGH.png command normal, and some have command normals with 6GGK.png, 3GGS.png, etc. as well. Learn the different command normals and the properties of each character. Most 6GGP.png command normals are anti-air attacks with upper body invincibility. This makes them great tools to punish opponents who jump at you.

Dust Attack

It may not look like it, but it's an overhead. Every Dust shows red sparks on startup
Each character's standing GGD.png is an overhead attack that launches opponents for a combo.

Hitting a grounded opponent will launch them into the air but hitting an airborne opponent does not let you follow up with a combo. After launching the opponent, either press Up or Forward to chase after them and hit them with a combo.

Homing Jump

Press 8 after a Dust Attack to leap into the air and chase the opponent.

During the first few seconds of the jump, all air normals can cancel into any air normal allowing players to perform combos which would normally be impossible.

Homing Dash

Press 6 after a Dust Attack to run after the opponent.

For a short period of time, all normals can cancel into each other freely and force the opponent into a tumble state on hit. The opponent will wall stick if they reach the corner of the stage after which the next few attacks will wall stick the opponent allowing for corner combos. If you let the opponent fall all the way to the ground after a wallstick they will be in a crouching state allowing for re-stand combos.

Sweep

GGXRD Sweep.png
Press 2GGD.png to perform a sweep.

A sweep is a normal attack that knocks down the opponent, but each character's sweep enables different okizeme and combos, so 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.

Throws

Universal reversal. With the right timing you can throw opponents during their moves
Throws are short ranged, instant attacks that can not be blocked nor combo'ed into (with the exception of opponents in stagger).

Normal Ground Throw

To perform a normal ground throw, press either 6GGH.png or 4GGH.png while next to the opponent.

Throws have absolutely no startup at all, so the instant you input the throw is the instant it happens. Keep in mind though that if you miss, you will get a 6GGH.png or 4GGH.png instead, which is often not good at all. Because ground normal throws have no startup, it is possible to perform a wake up throw, even if the opponent already has an attack out! To counter this, attackers need to be far away enough so that they will be out of the range of an opponent's throw on wakeup. Throws cannot be performed while running/dashing, nor can they be performed with the diagonals (1GGH.png, 3GGH.png, etc.). Players often run > Dash Brake > throw to get around the no-throwing-while-running limitation.

Normal Air Throw

Air throws follow the same rules as ground throws; when near an opponent that is not in block-stun or hit-stun, press 6GGH.png or 4GGH.png to air throw.

Air throws cannot be performed while air dashing, nor can they be performed with the diagonals (1GGH.png, 3GGH.png, etc.). 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. Typically if you are above the other person, you will not be able to throw before they do. Thus air throws are often used as an anti-air as well as an air-to-air tool when slightly below the opponent. 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.

Throw Option Selects

Because of Guilty Gear's button priority (Throw and GGD.png > GGP.png > GGK.png > GGS.png > GGH.png), it's possible to make some of your throw attempts safer by inputting multiple buttons. For example, if  Sol does 6GGK.png+GGH.png, and if the opponent is close enough, he will throw them. If the opponent is too far or is airborne, he'll do 5GGK.png instead, which is a much faster and safer than 6GGH.png. You can do the same with air throws as well.

Command Throw

Command throws are attacks similar to throws that have startup/whiffing animations, and are input with a motion.

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 from normal attacks 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 they usually can't be used on reversal safely like regular throws can be.

Throw Invincibility

Opponents can not 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 the attack, 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.
  • During the opponent's jump startup.
  • Ground throws will miss versus airborne opponents and vice versa.
    • Because of a quirk in the landing mechanics, ground throws can connect with opponents the frame before they land (see Landing Recovery section).
  • Some attacks are throw invincible, such as  Leo's Byrnhildr Stance KGGXRD Leo btK.pngGuardLowStartup5Recovery7Advantage+2. 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 6KGGXRD Slayer 6K.pngGuardHigh / AirStartup20Recovery4+4 After Landing[Total 32]Advantage+1. These moves can't be ground thrown, but CAN be air thrown.

Priority of Strike vs Throw vs Command Throw

When two strikes hit each other on the same frame, 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: Both throws whiff for that frame. Meaning a command throw with more active frames will win in the end (though most command throws only have 1 active frame).


Special Attacks

GGXRD Special Attack.png
Special attacks are attacks that require a more elaborate command input, and have unique effects and properties.

These range from projectiles ( Ky's Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10) to fast invincible attacks ( Sol's Volcanic ViperGGXRD Sol VolcanicViper.pngGuardMidStartup5Recovery29+8 after landingAdvantage-41) to command throws ( Potemkin's Potemkin BusterGGXRD Potemkin PotemkinBuster.pngGuardGround Throw: 308000Startup3RecoveryTotal 40Advantage+62). Most special attacks can be canceled into from normal attacks, but there are exceptions such as  Sol's FafnirGGXRD Sol Fafnir.pngGuardMidStartup18Recovery12Advantage+2. 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.

Taunts and Respects

Have some meter. Loser.
Although 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 6R (or 6Start). 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 by 10% (affected by their Tension Pulse and Tension Gain penalty). 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.


Overdrives

Sol getting ready to Tyrant Rave
Overdrives (commonly referred to as supers) are attacks that are even more powerful than special attacks, cost 50% Tension, and often have even more elaborate inputs compared to Special Attacks.

Some Overdrives are useful as reversals like  Ky's Ride the LightningGGXRD Ky RideTheLightning.pngGuardMidStartup10+1Recovery18Advantage-22, while others power up the character like  Millia's Chroming RoseGGXRD Millia ChromingRose.pngGuardStartup23+0RecoveryAdvantage-. On startup, Overdrives freeze the game temporarily to show the character doing a fancy pose or an animated cut-in before attacking. This is commonly referred to as "super flash" or "super freeze". Most Overdrives have startup both before and after super flash, allowing the defender to easily react to the attack. However, some Overdrives do not have startup after the super flash, meaning that if you didn't already have a defensive measure in place prior to the super flash, you are guaranteed to get hit afterwards.

Overdrive Properties:

  • Can not be Bursted on hit.
  • Can not be Blitz Shielded.
  • Deal 20% minimum damage.
  • Deal 20% more damage during Hellfire.
  • Overdrives that power up the character like  Sol's Dragon InstallGGXRD Sol DragonInstall1.pngGuardStartupRecoveryActivation: Total 19
    (Super Freeze on 19F)
    Deactivation: Total 62F
    Advantage-
    do not get the benefits listed, but last longer during Hellfire.
  • Most Overdrives, unlike other forms of spending Tension, don't inflict a Tension Gain penalty (this has exceptions).


Burst Overdrives

Powered up Overdrive. Notice the Burst Icon during the cinematic

Burst Overdrives are a powered up Overdrive that cost both 50% Tension and the entire Burst Gauge.

  • Only one Overdrive per character can be used as a Burst Overdrive, specifically their cinematic Overdrive.
  • Performed by doing the motion for the Overdrive and pressing GGD.png (ex: 632146GGH.png becomes 632146GGD.png).
  • Burst Overdrives have fully invulnerable startup and deal 25% more damage than their regular counterparts.
  • Minimum damage is also increased, but the percentage varies on a case-by-case basis.
  • Some Burst Overdrives have additional benefits specific to the Overdrive in question.
  • Successfully landing a Burst Overdrive restores a third of your Burst Gauge.


Instant Kill

Is the opponent dizzy? If you notice quickly enough, go right ahead and do it.
Instant Kills are attacks that instantly win the round.

While this sounds game-breakingly powerful in theory, the restrictions in place usually relegate it to a rarely-seen spectacle.

To perform an Instant Kill:

  1. Activate Instant Kill Mode by pressing GGP.png+GGK.png+GGS.png+GGH.png while in a neutral state on the ground.
  2. While in Instant Kill Mode, execute 236236GGH.png.

Entering Instant Kill Mode changes your Tension Gauge into a timer and disables your ability to perform all Tension-related actions like Overdrive Attacks, Dead Angle Attacks, Roman Cancels, Blitz Shield, and Faultless Defense. 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 as if you were poisoned! This will continue until you either perform the Instant Kill or deactivate Instant Kill Mode (GGP.png+GGK.png+GGS.png+GGH.png again while in a neutral state on the ground). You cannot kill yourself in this manner, but it will leave you with next to no health, and the next hit or any chip damage will finish you off. Should you perform an Instant Kill and it is blocked or it whiffs, your Tension Gauge will disappear entirely and you will remain unable to perform any Tension-related actions for the rest of the round. You will also be unable to perform another Instant Kill.

Manually deactivating Instant Kill Mode will revert the Instant Kill Timer back to an empty Tension Gauge.

Comboing into Instant Kills

The Tension Gauge will pulse gold when you can combo into Instant Kills

Under normal circumstances, players can't combo into Instant Kills, but you can change their properties when the following conditions are met:

  • You are 1 round away from winning.
  • The opponent's remaining life starts flashing, either by returning to neutral with <20% life, or by being combo'd below 10% of their life.
  • You have 50% Tension or more.

During these conditions, Instant Kill Mode activation becomes significantly faster and the Instant Kill attack itself is also sped up. This is often referred to as "IK Mode (Gold)" or just "Gold IK," because your Tension Bar will begin flashing a golden color when these conditions have been met, as well as changing the color of the activation VFX to gold. Despite the speed boost, comboing into Instant Kills still requires specific combos and is still rarely seen since more practical combos that can kill the opponent are more easily available. Most characters can combo into Instant Kill with 50% Tension with the same combo route: 5D6 > P+K+S+H (Gold), 236236H. Some characters (like  Millia) need to be closer to the corner due to the size of their Instant Kill hitboxes.  Ramlethal,  Baiken,  Zato,  Johnny and  Leo can't do this combo due to the length of their Instant Kill animations, but Johnny doesn't need itGGXRD Johnny MidMistFiner-lv3.pngGuardAllStartup4+4Recovery29Advantage-7.

Hellfire

When a character has about 20% of their Life Gauge remaining and leaves hitstun or blockstun, the announcer will proclaim "It's not over yet!", meaning the character has entered Hellfire state. In this state, the character can use Overdrives with 20% more damage.

Advanced Techniques

YRC Option Select

Provided that you have 25% or more Tension but less than 50% Tension and are actively pressuring the opponent, you can utilize an option select involving Yellow Roman Cancel to automatically bait Dead Angle Attacks and other options from your opponent.

When performing a blockstring, attempt to input a Roman Cancel during every attack. If the opponent initiates a Dead Angle Attack, they leave blockstun, and you automatically perform a YRC. If the opponent does nothing and you attempt a RC, you won't have the Tension necessary to perform a RRC, so nothing will happen, and you can continue the next attack in the string. This technique can also allow you to stop yourself from committing to an attack's recovery and defend when certain opponents attempt invincible reversals on wake-up, react to and easily punish an opponent's backstep, and call out Blitz Shield attempts out of reject state.

Unlike a Dead Angle Attack, a Blue Burst treats the opponent as if they're in stun for the duration, meaning that you won't get a YRC if you attempt this option select against a Blue Burst. Certain moves that cannot be YRC'd when failing to connect, such as  Sol's Ground ViperGGXRD Sol GrandViper1.pngGuardLowx2~6,
Midx3
Startup17Recovery37+10 after landingAdvantage-56
, also cannot use this option select. That being said, if you have 50% Tension, you can RC at frequent Burst points to call out Bursts, even with attacks that cannot be YRC'd.

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