Attacks come in three broad categories in Guilty Gear that define how they can interact with other attacks.
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 Ky's 5D or Johnny's Mist Finer.
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.
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's shadow, Little Eddie, is in his own unique category: he is technically a projectile but is surrounded by a hurtbox, so he can be hit by strikes and projectiles (but not throws).
Some attacks are invulnerable only to certain types. For example: Bursts are only invulnerable to strikes and projectiles, but not throws. 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.
Hurtbox Based 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.
|Hitboxes shown are purely for explanation purposes and are not meant to be exact in-game hitboxes|
Example - Successful Anti Air
Example - Unsuccessful Anti Air
Example - Low Profile
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.
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 hitstun is inflicted. Contrary to popular belief, CH's do not inflict additional bonus damage, but they usually enable stronger combos thereby increasing damage dealt.
Stagger is a hit effect that renders your opponent helpless to both attacks and throws for a short period of time. A button icon will appear over the character's head to indicate stagger. Mash buttons as fast as you can to escape the stagger sooner.
Below the stagger icon is a timer bar to help player gauge how much longer stagger will last.
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. Other basic examples include Millia's and Potemkin's 2H.
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 Ky's 2H on air hit.
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 he 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, then slide down afterwards. Once the opponent reaches the ground, they will be in a crouching state (and still in hitstun), allowing players to go for re-stand combos (or resets)! Interestingly, if an opponent is wall stuck very close to the ground, he will be guaranteed to go through the slump animation, which gives additional hitstun and opens up many combo opportunities. Hitting an opponent with a wall stick effect from a full screen away may just throw them REALLY far away and never stick to the wall.
Certain attacks just can't be blocked at all. Examples include Potemkin's Slide Head (236S).
Off The Ground Attack
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, you cannot OTG them into a relaunch. OTG attacks only do 30% of their normal damage, and can be teched very quickly. This generally makes OTGs poor tools for adding damage, but good for pushing the opponent towards the corner at the cost of sacrificing okizeme. When the opponent is very low on life, some players OTG to tack on extra damage after a knockdown to try and K.O. the opponent.
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.
|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.
If you are struck repeatedly over short amount of time, 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 the buttons.
Stunning an opponent mid-combo will 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.
Character's stun resistence values can be found in the System Data section.
Hitting Two Objects With The Same Attack
One attack can interact with multiple targets when they occupy the same space - like Eddie with Little Eddie.
Zato + Little Eddie, Dizzy + Fish, Etc.
- Eddie will absorb the strike, allowing Zato to move/attack freely. The attack counts as striking an opponent, so attackers can still perform gatlings, special cancels, or jump cancels.
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 Venom's 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.
- Armor and Parry Stances
Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beat safe jumps; they force the attacker into enough uneven hitstop that the defender can attack before the attacker can reach the ground and guard!
Baiken's Guard Cancel Attacks are an example of this.
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!
- Miscellaneous Hitstop Notes
- Amount of Hitstop
- The amount of hitstop an attack deals depends on its attack level, but certain attacks can override these default values.
- Getting Hit While in Hitstop
- Hitstop does not confer any invincibility - your state carries over from what you were doing before. If you were invincible/hitstun/blockstun before hitstop, then you will still be in that state during hitstop. If you are hit while in hitstop, then the previous hitstop ends and the new hitstop begins.
- Hitting Assist Characters
- Both you and the Assist experience hitstop.
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
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Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Misc •
• Training Mode • Patch Notes • Tier Lists •
- Attack Level
- Bear Stun (Dizzy)
- Dead Angle Attack (DAA)
- Faultless Defense (FD)
- FD Jump
- Forced Proration
- Force Break (FB)
- Force Roman Cancel (FRC)
- Guard Gauge
- Initial Proration
- Instant Block (IB)
- Instant Kill (IK)
- Jump Install (JI)
- Negative Penalty
- Overdrive (Super Attack)
- Roman Cancel (RC)
- Slashback (SB)
- Special Attacks
- Tension Gauge
- Tension Pulse
- Ukemi (Teching)