GGAC/Offense: Difference between revisions

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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 4.8 units per second. <br />
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 4.8 units per second. <br />


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Revision as of 22:41, 19 December 2012

Command Normals

GGAC Command Normals.png

Command normal are performed by pressing a specific direction 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.

Dust Attack

GGAC Dust Attack.png

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. After that, hold any upwards direction to perform a Homing Jump and follow them up. 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, hold up to make ALL of your normal attacks are cancelable into the homing jump. 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.

Sweep

GGAC Sweep.png

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 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.

Note that Robo-Ky does not have a Sweep with 2D, but his 2S serves the same purpose.

Throw and Air Throw

Throws are a strong tool in Guilty Gear to knock the opponent down, giving you the chance to set up a difficult to defend mixup. To throw hold left or right while pressing H.

Note that holding the diagonals will not work when attempting a throw, it MUST be straight left or right.

Special Attacks

GGAC Special Attack.png

Special attacks are attacks that require a more elaborate command input, and have unique effects and properties. These range from standard proejctiles (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

GGAC Taunt.png

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 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 opponents Tension Gauge slightly.

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)

GGAC IK.png

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:

  1. enter Instant Kill Mode by pressing P+K+S+H while standing
  2. 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.

Hit Effects

Counter Hits (CH)
COUNTER! Prepare to bring/feel the pain!
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.
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 Guarge 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.


Staggers
You can be hit and thrown during stagger.
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 to stagger. Shake the joystick as fast as you can to escape the stagger sooner. Hitting buttons does not help escape stagger at all.


Floats
GGAC Floats.png
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 Potemkin's 2H or I-No's f.S. Some attacks only float the opponent on Counter Hit like Ky's 6P.


Vacuum
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 / Floor Bounce
GGAC Wall Bounce.png
Some attacks bounce the opponent off the wall/floor when they hit. A Floor 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
GGAC Wall Stick.png
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 he 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.


Floor Slide
GGAC Floor Slide.png
Floor 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, Sol's Bandit Bringer causes slide. Sol can perform a combo such as : 236[K], Dash, 2K > c.S > 2H > etc.
Once the opponent stops sliding, they enter normal knockdown state and standard OTG rules apply.


Forced Air FD
GGAC Forced Air FD.png
Air attacks can normally be air normal blocked, but some attacks MUST be blocked with an FD. The primary example of this is Holy Order Sol's Storm Viper, which must always be FDed if you are in the air, regardless of whether the Storm Viper was done in the air or on the ground.


Unblockables
GGAC Unblockables.png
Certain attacks just can't be blocked at all. Examples include Potemkin's Slide Head (236S) and Axl's Rashou Sen ([4]6H). You pretty much just have to get out of the way of these attacks, because you certainly aren't going to block them!


Level 6 Attacks
GGAC Level 6 Attacks.png
Although there are technically only 5 levels of attack in GGAC, some attacks have special properties refered to as "Level 6" attacks. These attacks have extra added blockstun, and make a unique sound when blocked. Examples include Potemkin's 6H, and Ky's 6H.


Throws

GGAC Throws.png

Throws are moves which, after initiated, do a considerable amount of damage to your opponent. The best thing about throws is that they are very quick ways do deal damage. To perform a throw, press either 6H or 4H while next to your opponent. Though the motion is identical between all characters, the actual throw, damage, and combo follow ups are different. Throws have absolutely no startup at all, so the instant you input the throw, the instant it happens. Keep in mind though that if you miss, you will get a 6H or 4H instead, which is often not good at all.

As a side note, you can throw opponents that are staggered. Characters that have stagger-inflicting moves as well as a command throw (such as Potemkin or Slayer), can actually combo their throws!
Frame Info
It's important to know when you can and can't throw the opponent. Depending on the state of hit / block / recovery stun they are in, they may not be able to be grabbed. Below is a list of situations when the opponent cannot be thrown:
While the opponent is being attacked, and 6 frames after the opponent recovers from being hit. 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 hit stun.

While the opponent is being guarded, and for 5 frames after the guard stun ends, your opponent will be invincible to throws.

  • While the opponent is knocked down (This one should be obvious).
  • Many moves have throw invincibility properties as well, such as Baiken's 6K. Moves like this are often good for Wakeup pressure because they are immune to reversal throws. Some moves also discretely count as being in the air, such as Slayer's 6K. These moves can't be thrown on the ground, but CAN be air thrown!


Air Throws

Air throws are also similar to basic throws except they are performed in the air (duh!). When near an opponent that is not in block-stun, hit-stun, simply press 6H or 4H to air throw them. Keep in mind that you cannot air throw someone using diagonal directions. You must press 6 or 4 (forward or backwards).
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.
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.

Command Throws

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 possibilties. 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 Break. Command throws however do have startup frames, so usually can't be used on reversal safely like regular throws can be.
Another important advantage of Command throws is that they will always beat normal throws if both go active on the same frame. In other words, if Sol tries to normal throw Potemkin at the exact frame Potemkin does his Potemkin Buster, the Potemkin Buster will win.

Attack Level

Each attack has a Level (LV) rating. Depending on the rating, the attack will inflict a different amount of hit / guard stun (recovery) which relates to how long the opponent will be incapable of moving after the hit / guard stun has been inflicted. Use the chart below to determine how much hit or guard stun an attack will inflict. The level (LV) rating for each attack can be found in the individual Character Analysis sections.

This chart is still being researched for accuracy.

Attack Level L1 L2 L3 L4 L5
Standing Hit 10 F 12 F 14 F 17 F 19 F
Crouching Hit 10 F 13 F 14 F 18 F 20 F
Air Hit 10 F 12 F 14 F 16 F 18 F
Standing Guard 9 F 11 F 13 F 16 F 18 F
Air Hit 11 F 13 F 16 F 19 F 21 F
Instant Block 7 F 8 F 10 F 12 F 14 F
Air Standard Hit 10 F 12 F 14 F 17 F 23 F
Air Faultless Hit 12 F 15 F 18 F 24 F 27 F
Air Instant Block 4 F 6 F 8 F 10 F 12 F
Ground Counter Hit +0 F +2 F +4 F +8 F +12 F
Air Counter Hit +6 F +9 F +16 F +18 F +?? F

Note: Ground Counter Hit and Air Counter Hit add the indicated frame amount to the Static Difference. Example, if L3 attack normally has a SD of +3 on Standing Hit, when a Counter Hit is scored, the move will now have a SD of +7 (+3 standing hit added to the +4 Ground Counter Hit).


Hit Stop
When an attack connects in Guilty Gear, the players pause briefly to make moves appear more powerful visually. For the player, this actually gives you an extra large amount of time where you can buffer inputs for moves. In addition, this is extra beneficial for charge characters (May, Venom) because it gives them extra time to charge moves, allowing them to perform some combos that would normally not seem possible.

Hit Stop only affects the people involved in being hit. Projectiles, for instance, cause hit stop only on the projectile and the person being hit by the projectile (not the person who fired it). This also means that if a projectile is active on the screen and then one player hits the other with a melee attack, the projectile continues to move even while the players are in Hit Stop.

Attack Level L1 L2 L3 L4 L5
Hit Stop 11 F 12 F 13 F 14 F 15 F

Bear Stun

GGAC Bear Stun.png

If you are struck repeatedly over short amount of time, your character will become stunned (also known as "dizzied"). During this time, you will be unable to perform any actions such as guarding, attacking, or even teching combos. Dizzies are indicated by birds that fly around your character's head. As it wears off, the birds will fly off. When all the birds are gone, you will resume control of your character. You can speed up the recovery by shaking the joystick in all directions and rapidly pressing the buttons.

If a character is dizzied mid-combo they will remain dizzied until the player shakes out, or the dizzy wears off. This allows players to land and begin another combo on a dizzied character if their opponent doesn't shake out.

Each move contains a different "dizzy potential". Depending on the dizzy potential, it will take a different amount of consecutive hits with the move to make the opponent dizzy. Each character has their own Bear Stun Rating which is basically their "dizzy resistance". The higher the number, the less likely it is they will get dizzy.

Bear Stun Formula

(Move Damage x Combo Modifier x Character State Modifier) -> -5 -> x(1.0 - 1.3) -> x0.15

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%

Combo Hit Modifiers - dizzy potential decreases per combo hit. (combo hit number / modifier)

Bear Stun Resistance Chart
1 2 3 4 5 6 7 8 9 10 11 12+
100% 75% 69% 63% 56% 50% 44% 38% 31% 25% 19% 13%


Examples: <toggledisplay> 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!!! </toggledisplay>

Healing Rate

If you do not take damage, the amount of inflicted stun you have received will gradually heal (be subtracted). As long as you are not taking damage, the healing is as follows:

  • 2.4 per second (normal state)
  • 4.8 per second (while opponent is in IK Mode)
  • 6.0 per second (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 4.8 units per second.

Bear Stun Resistance Chart
Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-No Jam
65 60 55 55 50 50 60 65 55 65
Johnny Ky May Millia Potemkin Slayer Sol Testament Venom Zappa
70 60 70 55 80 70 60 65 60 60
Robo-Ky Order Sol ABA
80 60 80

Off The Ground Attacks (OTGs)

GGAC OTGs.png

To Off The Ground (OTG) someone, means to strike them after they hit the ground for additional hits. If you have knocked a character down, and you are close, you can usually follow up with a quick OTG. It's important to know which of your character attacks are best for hitting a downed opponent. OTG attacks only do 25% of their normal damage however, and can be teched out of quickly.

Unlike other games, once a character has hit the ground in GGAC, you cannot OTG them into a relaunch (with few exceptions such as Testament's EXE Beast and May's Jackhound). If you want to relaunch your opponent, you will generally have to hit them before they touch the ground.

Some special attacks also can still get their effects OTG, such as Johnny's coins or Testament's crow curse.