GGST/Damage: Difference between revisions

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== Combo System ==
== Combo System ==
=== Gravity ===
=== Combo Decay ===
Characters fall at different rates when being hit in the air. In general, the heavier they are the faster they fall.
----
[[File:GGST_ComboDecay.jpg|thumb|right|320x180px|Versatile combo extenders usually apply more Combo Decay, sacrificing value in longer combos.]]
As a combo progresses, the Combo Decay increases, this affects various properties:
* '''Increases''' the gravity pulling the opponent to the ground.
* '''Increases''' the horizontal speed an attack launches at.
* '''Decreases''' the amount of [[GGST/Gauges#Tension Gauge|Tension]] gained when landing an attack.
* '''Increases''' the amount of Tension the opponent receives when struck by an attack.
* '''Increases''' the amount of [[GGST/Gauges#Burst Gauge|Burst]] the opponent receives when struck by an attack.


<div style="width: 100%; max-width: 250px; margin: 0 auto;"><center><b>Weight Values</b>
; Combo Decay Increase
{{#cargo_query:tables=ggstCharacters
 
|fields=name=Character,weight=Weight
: Most attacks increase the Combo Decay by 5 per hit (multi-hit attacks apply only once).
|where=name <> 'Ky Kiske (Dragon Install)' AND name <> 'Leo Whitefang (Brynhildr Stance)' AND name <> 'Giovanna (50~99% Tension)' AND name <> 'Giovanna (100% Tension)' AND name <> 'Jack-O (Backward Dash)'
 
|format=table
: Some attacks apply additional Combo Decay, including attacks with significant R.I.S.C. Loss, [[GGST/Offense#Throws|throws]], and [[GGST/Offense#Overdrives|Overdrives]]. Unlike other attacks, [[GGST/Movement#Roman Cancels|Red Roman Cancel]] will ''not'' increase Combo Decay. For a comprehensive list, see the notes.
}}</center></div>
 
; Initial Combo Decay
 
: For certain moves, additional Combo Decay is added if it is the first move of the combo, similar to Proration, notably for overheads, lows, [[GGST/Attack Attributes#Projectile|projectiles]], and invincible [[GGST/Defense#Reversal|reversals]]. For a comprehensive list, see the notes.
 
{{StatsForNerds|content=
; Combo Decay Increase
 
* Any move with 2000 R.I.S.C. Loss will add +10 Combo Decay.
* Any throw, hitgrab (e.g. {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|GGST|chara=Potemkin|input=623H|label=Heat Knuckle}}) or parry (e.g. {{Character Label|GGST|Baiken|label=Baiken's}} {{MiniMoveCard|GGST|chara=Baiken|input=236P|label=Hiiragi}}) applies +25 Combo Decay on hit.
** Using Purple Roman Cancel before all hits of a throw connect will result in +15 Combo Decay.
* Any Overdrive applies +25 Combo Decay on hit.
* Red Roman Cancel deals 0 Combo Decay on hit.
 
; Initial Combo Decay
 
* Overheads and lows apply an additional +5, excluding uncharged [[GGST/Offense#Dust Attack|Dust Attack]].
* Projectiles apply an additional +5.
* Any move with 1500 or 2000 R.I.S.C. Loss will apply an additional +5.
* {{Ni|6}}{{Prompt|GGST|P}} attacks apply an additional +20.
* Meterless invincible reversals will apply an additional +20.
* Charged Dust Attack will deal 5 less Combo Decay, for 0 total Combo Decay on initial hit.
}}
 
=== Gravity and Launch Speed ===
----
[[File:GGST_Weight.jpg|thumb|right|320x280px|Heavy characters get launched with less speed, landing sooner, making them harder to combo. They also remain slightly closer.]]
When a character is launched, they get sent with some amount of speed, and the rate they fall increases over time due to gravity. The launch speed and gravity applied depends on the move, some moves may cause an opponent to float in the air, while some will send them quickly into the ground.
 
; Combo Decay
: As Combo Decay increases, the vertical speed of an attack's launch ''decreases'', and the horizontal speed ''increases'', making it harder to sustain a combo as the opponent will either fall out of range or hit the ground. As some moves increase Combo Decay more than others, this makes some moves worsen the combo over time, even with the same general string.
 
: After substantial Combo Decay, it will also begin to increase gravity, making it even harder to sustain a very long combo.
 
; Weight
: The vertical ''and'' horizontal speed of an attack's launch is affected by the character's weight, decreasing on heavy characters, and increasing on light characters. This means heavy characters will fall to the ground faster, but also remain closer, while light characters will be launched higher but go further.
 
: Due to this, combos can be weight-specific, relying on needing certain air time or spacings to work. As a general rule of thumb, heavy characters are harder to combo.
 
{| class="wikitable sortable"
|+ Character Weight Table
|-
! Weight !! Characters
|-
! Light
||{{CLabel|GGST|Bridget}}, {{CLabel|GGST|Baiken}}, {{CLabel|GGST|Giovanna}}, {{CLabel|GGST|I-No}}, {{CLabel|GGST|Jack-O'}}, {{CLabel|GGST|May}}, {{CLabel|GGST|Millia}}, {{CLabel|GGST|Ramlethal}}
|-
! Medium
|| {{CLabel|GGST|Anji}}, {{CLabel|GGST|Axl}}, {{CLabel|GGST|Chipp}}, {{CLabel|GGST|Faust}}, {{CLabel|GGST|Happy Chaos}}, {{CLabel|GGST|Ky}}, {{CLabel|GGST|Sin}}, {{CLabel|GGST|Sol}}, {{CLabel|GGST|Testament}}, {{CLabel|GGST|Zato}}
|-
! Heavy
|| {{CLabel|GGST|Goldlewis}}, {{CLabel|GGST|Potemkin}}, {{CLabel|GGST|Nagoriyuki}}, {{CLabel|GGST|Leo}}
|}
; Same Attack Penalty
: If a move is used more than once in a combo, it may begin to add additional gravity for the rest of the combo. For this reason it is easier to sustain a combo that uses a variety of attacks, instead of repeating the same actions.
 
: For most attacks, this occurs if a move is used '''3 or more times'''. Some moves may differ, applying after more or fewer uses, or applying less gravity increase. See a move's "Stats For Nerds" notes for more details.
 
; Momentum
: The speed the opponent is moving at ''before'' the next hit will carry over slightly into the launch of the next, conserving their momentum slightly. For example, a move that sends an opponent shooting up quickly, will cause the next attack to launch them up slightly faster. Additionally, an opponent already falling to the ground quickly is likely to keep falling, making it harder to combo a fast falling opponent without first hitting them back up.
 
{{StatsForNerds|content=
For scale, most moves inflict a Gravity value between 1 and 3, making Gravity modifiers quite significant.
 
; Combo Decay
* All Combo Decay ''after'' 5 will modify launch speed by Combo Decay ÷ 600, to a limit of 50% ''(e.g. at 15 Combo Decay you recieve a 16.7% modifier)''.
* Horizontal launch ''increases'' to a limit of +50%, while vertical launch ''decreases'' to a limit of -50%.
* All Combo Decay after 75 will add 0.1 Gravity to the entire combo per point of decay ''(e.g. at 90 Combo Decay you receive +1.5 Gravity)''.
* Note some attacks can begin a combo at 0 Combo Decay, meaning the launch speed is ''not'' affected until after the next hit.
 
; Weight:
* Heavy characters decrease launch speed by 5%, while light characters increase launch speed by 5%.
* Gravity is ''not'' affected by a character's weight. Instead this only affects launch speeds, matching real world physics.
 
; Same Attack Penalty
* By default, the Same Attack Penalty adds 1.5 Gravity each occurrence. Most moves that differ add only 0.5 Gravity.
 
; Momentum
* 15% of an opponent's current speed is conserved into the next attack's launch speed.
}}
 
=== Grounded Pushback ===
----
[[File:GGST_Crouching_Pushback.jpg|thumb|right|320x280px|In addition to added hitstun, hitting a crouching opponent will keep them closer, making it easier to combo. This affects block too!]]
Attacks on grounded opponents work similar to in the air. Just like when launching an opponent, attacks send an opponent backwards at a certain speed, which is affected by a few factors.
 
Unlike launch combos: gravity, weight, and momentum are not factors in the pushback. The speed an opponent is sent back is also different to how quickly they get launched in the air.
 
; Pushback
: Pushback is applied as a speed the opponent will move backwards. The speed they're sent at depends on Attack Level and a pushback multiplier of the move. Each move will push an opponent back a different amount. For exact details see the notes.
 
; Combo Decay
: As Combo Decay incrases, the horizontal speed increases, making it harder to sustain a combo as the opponent will fall out of range or hit the ground. As some moves increase Combo Decay more than others, this makes some moves worsen the combo over time, even with the same general string.
 
; Crouching and Standing Friction
: Grounded opponents gradually slow down after being hit. Opponents that are standing will maintain their speed for longer, effectively getting sent farther. Crouching opponents therefore remain closer, and are easier to maintain a combo against.
 
; The Wall
: If the opponent is in contact with the wall, all remaining pushback immediately transfers instead on the attacker, creating the same spacing as would occur outside of the corner. This occurs even if they hit the wall ''after'' being hit.
 
: When the opponent [[GGST/Attack Attributes#Wall Stick / Wall Splat|Wall Sticks]], all pushback immediately cancels.
 
; Recovery
: When an opponent recovers, pushback instantly ends, with no lingering momentum. Moves with longer hitstun can therefore move farther out eventually, including from additional +1 hitstun on crouching opponents.
 
{{StatsForNerds|content=
Pushback metrics affect both Hit and Block.
 
; Pushback
* By default, each attack level sends the opponent back with a certain value, this is transferred as 0.154 times speed.
**  Any modifications to the pushback actually occur on this initial value, accounting for rounding error.
* A move may have a set pushback multiplier, usually within the range of 60% to 150%, this affects both hit and block.


;Gravity Increase
{{{!}} class="wikitable"
:Characters also become "heavier" the more they are hit, making some combos impossible after a while.
! Attack Level !! Pushback Value !! Resulting Initial Speed
:Some attacks launch the opponent less high the more times they're used in a combo.
{{!}}-
:Ex: {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal's}} {{MMC|game=GGST|chara=Ramlethal Valentine|input=623P|label=Dauro}} launches the opponent less with each time it's used in a combo.
{{!}} 0 {{!!}} 1250 {{!!}} 19.25
{{!}}-
{{!}} 1 {{!!}} 1375 {{!!}} 21.175
{{!}}-
{{!}} 2 {{!!}} 1500 {{!!}} 23.1
{{!}}-
{{!}} 3 {{!!}} 1750 {{!!}} 26.95
{{!}}-
{{!}} 4 {{!!}} 2000 {{!!}} 30.8
{{!}}}


=== Pushback ===
; Combo Decay
When being attacked, characters usually get pushed in the opposite direction.
* All Combo Decay ''after'' 5 will modify pushback speed by Combo Decay ÷ 600, to a limit of 50% ''(e.g. at 15 Combo Decay you recieve a 16.7% modifier)''.
:In mid-screen, only the receiver gets pushed back.
* Horizontal pushback ''increases'' to a limit of +50%.
:Once the receiver reaches the corner, the rest of the pushback immediately starts to transfer to the attacker equally.
* Note some attacks can begin a combo at 0 Combo Decay, meaning the lpushback speed is ''not'' affected until after the next hit.
:When being hit in hitstun, the pushback from the new attack stacks with the remaining pushback from the previous attack.
:When the receiver [[GGST/Defense#Psych Burst|Bursts]] or [[GGST/Attack Attributes#Wall Stick / Wall Splat|Wall Sticks]] during [[GGST/Attack Attributes#Hitstop|hitstop]], all pushback immediately cancels on both characters.
:When crouching, pushback is slightly decreased.


;Pushback Increase
;Momentum
:Pushback of attacks increases as time spent in hitstun increases.
* 15% of an opponent's current speed is conserved into the next attack's launch speed.
:Pushback increases in both grounded combos and juggle combos, but the grounded one suffers this effect much more. This means to further extend a combo, it's quite necessary to launch the opponent into the air first.
}}
:Certain moves have higher combo blowback scaling than others, increasing pushback at a higher rate. Some moves may also apply different combo blowback scaling on combos when used as a starter.


=== Increasing Hitstun ===
=== Increasing Hitstun ===
;Crouching Opponents
----
:Crouching opponents take one frame of additional hitstun, meaning there are specific combo routes for crouching characters.
; Crouching Opponents
::Ex: {{Character Label|GGST|Ky Kiske|label=Ky}} can combo {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5K|label={{clr|K|5K}}}} > {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6H|label={{clr|H|6H}}}} on crouching opponents, but not on standing opponents.
: Crouching opponents take one frame of additional hitstun, meaning there are specific combo routes for crouching characters.
:: Ex: {{Character Label|GGST|Ky Kiske|label=Ky}} can combo {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5K|label={{clr|K|5K}}}} > {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6H|label={{clr|H|6H}}}} on crouching opponents, but not on standing opponents.


;Counter Hits
; Counter Hits
:Excluding very small [[GGST/Attack Attributes#Counter Hit|Counter Hits]], all forms of Counter Hit inflict a slowdown on the opponent that persists even if the opponent is hit again throughout its duration, doubling all hitstun during that period. Further details can be found [[GGST/Attack Attributes#Counter Hit Slowdown|here]]. Counter Hits can also alter the properties of moves on hit, enabling follow-ups that are not normally possible.
: Excluding very small [[GGST/Attack Attributes#Counter Hit|Counter Hits]], all forms of Counter Hit inflict a slowdown on the opponent that persists even if the opponent is hit again throughout its duration, doubling all hitstun during that period. Further details can be found [[GGST/Attack Attributes#Counter Hit Slowdown|here]]. Counter Hits can also alter the properties of moves on hit, enabling follow-ups that are not normally possible.


;Roman Cancel Slowdown
; Roman Cancel Slowdown
:All forms of [[GGST/Movement#Roman Cancels|Roman Cancel]] can inflict slowdown on the opponent if they're within the range of the shockwave, doubling all potential hitstun during that period. Blue Roman Cancel inflicts 60 frames of persistent slowdown, Red Roman Cancel inflicts 40 frames of non-persistent slowdown, Purple Roman Cancel inflicts 20 frames of non-persistent slowdown, and Yellow Roman Cancel inflicts 10 frames of slowdown on hit only. [[GGST/Movement#Cancel the Roman Cancel|Canceling the Roman Cancel]] also inflicts slowdown at close range, but for smaller durations.
: All forms of [[GGST/Movement#Roman Cancels|Roman Cancel]] can inflict slowdown on the opponent if they're within the range of the shockwave, doubling all potential hitstun during that period. Blue Roman Cancel inflicts 60 frames of persistent slowdown, Red Roman Cancel inflicts 40 frames of non-persistent slowdown, Purple Roman Cancel inflicts 20 frames of non-persistent slowdown, and Yellow Roman Cancel inflicts 10 frames of slowdown on hit only. [[GGST/Movement#Cancel the Roman Cancel|Canceling the Roman Cancel]] also inflicts slowdown at close range, but for smaller durations.


== The Wall ==
== The Wall ==
Guilty Gear -Strive-'s premier mechanic is the wall. As the opponent takes damage in the corner, the wall will slowly crack. When the wall is one hit away from shattering, the game will freeze, the opponent will stick against the wall, and any hit will break the wall. Breaking the wall will transition the stage and give the attacker [[GGST/Gauges#Positive Bonus|Positive Bonus]].
Guilty Gear -Strive-'s premier mechanic is the wall. As the opponent takes damage in the corner, the wall will slowly crack. When the wall is one hit away from shattering, the game will freeze, the opponent will stick against the wall, and any hit will break the wall. Breaking the wall will transition the stage and give the attacker [[GGST/Gauges#Positive Bonus|Positive Bonus]].


;Wall Damage
; Wall Damage
[[File:GGST_Near_Wall.jpg|thumb|right|320x180px|Everything to the right of Ky here is near the wall. Total wall damage is capped to 50% when the opponent is not located near either wall.]]
: Counterintuitively, Wall Damage is tied to each character rather than the walls themselves. Characters still receive "Wall Damage" even when they are not near a wall. Players familiar with other fighting games can think of it like a stun mechanic.
Counterintuitively, wall damage is tied to each character rather than the walls themselves. Characters still receive "wall damage" even when they are not near a wall. Players familiar with other fighting games can think of it like an invisible stun mechanic.
 
: The wall has a total 3000 health. Each attack deals a certain amount of Wall Damage per hit, typically 300~700 per attack and 1000 for a [[GGST/Offense#Throws|throw]].
 
: Wall Damage will continue to rise while the opponent is in a combo, and naturally decrease over time when they are not. This means even with the same sequence of attacks, doing them slower will damage the wall more, this also counter-intuitively means some moves do more Wall Damage than listed, due to launching opponents before they recover.
 
[[File:GGST_Near_Wall.jpg|thumb|right|320x180px|Everything to the right of Ky here is near the wall. Total Wall Damage is capped to 50% when the opponent is not located near either wall.]]
; Wall Damage Limits
: The total inflicted Wall Damage is limited to 1500 (50%) until the opponent is near the wall, meaning any number of hits can be done in the middle of the arena before reaching the corner without instantly breaking the wall. This is ignored if it is already over 1750, and moves including [[GGST/Offense#Dust Attack|Dust Attacks]] and throws will ignore the limit regardless.


Each attack deals a certain amount of wall damage per hit. Typically 300-700 per attack and 1000 for a [[GGST/Offense#Throws|throw]].
: Recovering from a [[GGST/Movement#Wall Recovery|Wall Stick]] or a [[GGST/Movement#Knockdown Recovery|knockdown]] immediately limits Wall Damage to 2500, while recovering from a Wall Break or a [[GGST/Offense#Homing Jump|Homing Jump]] combo will reset Wall Damage to 0.
* Total wall damage is capped to 1500 (50%) if the opponent is not near a wall at the moment the attack begins.
* Wall damage is uncapped if the total already exceeds 1750. [[GGST/Offense#Dust Attack|Dust Attacks]] and throws also ignore the cap.
* Dust Attacks deals 200 extra wall damage if the opponent is touching a wall.


Wall damage continues to rise at a rate of 5 per frame until the combo ends (e.g. the opponent recovers from hitstun or lands flat on the floor).
: In addition, after 1500 Wall Damage, the opponent stops accumulating Wall Damage over time during a combo unless they are ''touching'' the wall.
* Wall damage also rises at a rate of 5 per frame while in the [[GGST/Defense#Guard Crush|Guard Crush]] state (e.g. blocking {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|game=GGST|chara=Potemkin|input=214H|label=Garuda Impact}}).
* If the opponent has at least 1500 wall damage, they will only receive further time-based wall damage if they are touching a wall.
* Time-based wall damage is paused during [[GGST/Attack Attributes#Hitstop|hitstop]] and throw animations.


When a player is not being hit, wall damage is recovered at a rate of 10 per frame.
; Wall Stick
* This is halved to 5 per frame while the player is touching a wall.
: A Wall Stick occurs when a total 3000 Wall Damage is dealt and a [[GGST/Attack Attributes#Launch|launched]] opponent hits the wall. For a grounded opponent, Wall Stick occurs only when the wall was ''already'' at 3000+ Wall Damage before the hit.
* Blockstun and wake-up animations count as not being hit, so wall damage will continue to be recovered during them.
* Recovery is paused during hitstop.


Recovering from a [[GGST/Movement#Wall Recovery|Wall Stick]] or a [[GGST/Movement#Knockdown Recovery|knockdown]] caps wall damage to 2500. Recovering from a Wall Break or a [[GGST/Offense#Homing Jump|Homing Jump]] combo will reset wall damage to 0.
:Certain attacks will never cause a Wall Stick or Wall Break, including charged Dust Attacks on initial hit, throws, and [[GGST/Movement#Roman Cancels|Red Roman Cancels]].


The current amount of wall damage can be discerned to some extent by the size of the crack in the wall.
; Wall Break
* No crack: Less than 2000 wall damage.
: Regardless of the kind of Wall Break, the defender takes 50 base damage (with a minimum of 37 damage), both characters end up mid-screen and the attacker gains [[GGST/Gauges#Positive Bonus|Positive Bonus]].
* Small crack: At least 2000 wall damage.
* Large crack: At least 2500 wall damage.
* Wall Stick: At least 3000 wall damage.


Note that against a grounded opponent, the wall damage dealt by an attack is not actually counted until you hit the opponent again.
: Breaking the wall with a [[GGST/Offense#Normal Moves|normal]] or [[GGST/Offense#Special Moves|special]] results with both players recovering from the Wall Break at the same time. The position is slightly further apart than round start, and the defender is closer to the wall.


;Wall Stick
: Most [[GGST/Offense#Overdrives|Overdrives]] will break the wall regardless of Wall Damage. Breaking the wall with an Overdrive knocks the opponent down after the Wall Break for +36 frame advantage (and is not affected by weight class), giving the attacker plenty of time to continue their offensive.
:A [[GGST/Attack Attributes#Launch|launched]] opponent will stick to a wall on contact (for 60 frames) if they have at least 3000 wall damage after being hit.
:A grounded opponent will only stick if they already had at least 3000 wall damage before being hit.
:Certain attacks will never cause a Wall Stick, a Wall Break, or both (e.g. a raw, fully charged [[GGST/Offense#Dust Attack|Dust Attack]], [[GGST/Offense#Throws|Throws]], [[GGST/Movement#Roman Cancels|Red Roman Cancel]]).


;Wall Break
[[file:GGST_WallDamageCracks.jpg|thumb|right|320x180px|Cracks form and grow as the wall gets damaged.]]
:Regardless of the kind of Wall Break, the defender takes 50 base damage, both characters end up mid-screen and the attacker gains [[GGST/Gauges#Positive Bonus|Positive Bonus]].
; Wall Cracks
:Wall Breaks deal 74% minimum damage. This damage is not affected by proration, but is affected by defense modifiers and Guts.
: When the opponent hits the wall, cracks may appear, indicating how damaged the wall is. The cracks re-appear if the next threshold is hit, showing the wall is weakening. The cracks are larger based on the amount of Wall Damage so far:
* No crack: Less than 2000 Wall Damage.
* Small crack: At least 2000 Wall Damage.
* Large crack: At least 2500 Wall Damage.
* Wall Stick: At least 3000 Wall Damage.


;Normal Wall Break
{{StatsForNerds|content=
:Breaking the wall with a [[GGST/Offense#Normal Moves|normal]] or [[GGST/Offense#Special Moves|special]] results with both players recovering from the Wall Break at the same time.
; Wall Damage Over Time
:It's functionally the same as a round start, so characters with good round start options will generally be stronger.
* Opponents in a combo state gain +5 Wall Damage per frame (excluding [[GGST/Attack Attributes#Hitstop|hitstop]]).
** Opponents in [[GGST/Defense#Guard Crush|Guard Crush]] are considered in a combo state, meaning Guard Crush will increase Wall Damage.
* Opponents in a non-combo state will lose 10 Wall Damage per frame (excluding hitstop).
** If the opponent is touching the wall, this is lowered to 5 per frame.
** Recovery from a knockdown and blockstun are considered a non-combo state, and will recover some Wall Damage.
; Wall Damage Limit
* An opponent is considered "near" the wall when 750 units away from the centre, or 765 units away from the wall, approximately the outer 25% of the arena.
}}


;Overdrive Wall Break
{{clear|right}}
:Most [[GGST/Offense#Overdrives|Overdrives]] will break the wall regardless of wall damage.
:Breaking the wall with an Overdrive knocks the opponent down after the Wall Break rather than resetting both players to a neutral state.
:The knockdown is about +36, giving the attacker plenty of time to continue their offensive.


== Damage Scaling ==
== Damage Scaling ==
Line 97: Line 222:


=== R.I.S.C. Level ===
=== R.I.S.C. Level ===
----
[[File:GGST_RISC_Gauge.png|thumb|200px|A positive R.I.S.C. Level is denoted by the pink bar filling the gauge. If it fills completely, the bar turns red and a flashing warning sign appears next to the gauge.]]
[[File:GGST_RISC_Gauge.png|thumb|200px|A positive R.I.S.C. Level is denoted by the pink bar filling the gauge. If it fills completely, the bar turns red and a flashing warning sign appears next to the gauge.]]
R.I.S.C. Level is displayed in the [[GGST/Gauges#R.I.S.C. Level Gauge|R.I.S.C. Level Gauge]], located underneath your character's [[GGST/Gauges#Burst Gauge|Burst Gauge]]. It directly affects damage scaling.
R.I.S.C. Level is displayed in the [[GGST/Gauges#R.I.S.C. Level Gauge|R.I.S.C. Level Gauge]], located underneath your character's [[GGST/Gauges#Burst Gauge|Burst Gauge]]. It directly affects damage scaling. The R.I.S.C. level ranges from -12800 to 12800, with any positive amount being shown on the R.I.S.C. Level Gauge, and a negative amount results in combo scaling.
 
Any time you block or are hit, the R.I.S.C. Level changes.
 
; R.I.S.C. Gain
: The R.I.S.C. Level rises each time an attack is blocked normally or with an [[GGST/Defense#Instant Block|Instant Block]]. Using [[GGST/Defense#Faultless Defense|Faultless Defense]] or [[GGST/Defense#Instant Faultless Defense|Instant Faultless Defense]] prevents the R.I.S.C. Level from increasing.
 
: The amount of R.I.S.C. Level gained varies by attack (see the [[GGST/Frame Data#Character Frame Data|character frame data]] for R.I.S.C. Gain on each move), generally attacks with a higher [[GGST/Attack Attributes#Attack Level|Attack Level]] build more R.I.S.C Level, with overheads and lows building less than mids. In addition, characters may have their R.I.S.C. Level increase faster than other characters (See more: [[GGST/Frame Data#Defense Values|Defense Values]]).
 
: R.I.S.C. Gain is largely increased if the opponent blocks in the air, adding +50% for mid attacks, and +100% for overhead and low attacks.


;R.I.S.C. Gain
; R.I.S.C. Depletion
:The R.I.S.C. Level rises each time an attack is blocked normally or with an [[GGST/Defense#Instant Block|Instant Block]]. Using [[GGST/Defense#Faultless Defense|Faultless Defense]] or [[GGST/Defense#Instant Faultless Defense|Instant Faultless Defense]] prevents the R.I.S.C. Level from increasing. Once you stop blocking, or if there is R.I.S.C. left over after taking a hit, the gauge will slowly drain after a short period of time. Attacks with a higher [[GGST/Attack Attributes#Attack Level|Attack Level]] build more R.I.S.C. than attacks with a lower Attack Level, and some characters have their R.I.S.C. Level increase faster than other characters. Each character's gain modifier can be found [[GGST/Frame Data#Defense Values|here]].
: After a player blocks an attack (even with Faultless Defense), the R.I.S.C. Level will begin to gradually lower after 1 second, or 3 seconds if they hit maximum R.I.S.C. Level.
<div style="padding-left: 20px;">
* R.I.S.C. Level maximum value is 12800 for all characters.
* Every blockable move has a R.I.S.C. Gain value. Consult [[GGST/Miscellaneous#Base R.I.S.C. Gain|Base R.I.S.C. Gain]] for how this is calculated and [[GGST/Frame Data#Character Frame Data|character frame data]] for how this applies to each move.
* R.I.S.C. Gain is increased by 50% if a mid is blocked in the air, or by 100% if a low or an overhead is blocked in the air.
* R.I.S.C. Gain is reduced by 50% after an attack is blocked until the R.I.S.C. Level starts depleting. This will apply to all subsequent hits in a multi-hit attack.
* Actual R.I.S.C Gain is calculated as: <code>Base R.I.S.C. Gain × R.I.S.C. Gain Modifier</code>
</div>


;R.I.S.C. Loss
: R.I.S.C. Level depletes at a rate depending on the character. The rate increases by 50% once R.I.S.C. Level reaches 51%, and increases by 100% once R.I.S.C. Level reaches 76%.
:Getting hit lowers the R.I.S.C. Level. When the R.I.S.C. Level empties, the value continues to lower into the negatives (not shown on the gauge) when damage is dealt, and damage scaling will start to take effect, decreasing damage. The amount of scaling [[GGST/Miscellaneous#R.I.S.C._Damage_Reduction|depends]] on the current R.I.S.C. Level value, and the effect is cumulative through the entire combo. Once the combo ends and the opponent leaves hitstun, any negative R.I.S.C. returns to zero and damage scaling is reset.
<div style="padding-left: 20px;">
* R.I.S.C. Level minimum value is -12800 for all characters.
* Every hittable move has a R.I.S.C. Loss value, with 1000 being the standard. Consult [[GGST/Frame Data#Character Frame Data|character frame data]] for how this applies to each move.
* If the current R.I.S.C. Level is positive when attacked, the current value will be reduced by 25% before applying R.I.S.C. Loss.
** This does '''not''' apply to any and all types of [[GGST/Offense#Throws|throw]], which reduce R.I.S.C. Level by a flat value once all damage is dealt.
*** Roman Canceling a throw before all damage is dealt will apply R.I.S.C. Loss like a standard hit.
** This also does '''not''' apply to a [[GGST/Movement#Roman Cancels|Red Roman Cancel]] shockwave, which does not reduce R.I.S.C. Level in any way.
* Multi-hit attacks only lower the R.I.S.C. Level the first time they hit, and any damage scaling caused by this will ''not'' apply to subsequent hits of the same attack.
** Some multi-hit cinematics do calculate specific hits separately. In these instances, scaling will reduce the damage of certain subsequent hits, and while separately calculated hits are treated as having a R.I.S.C. Loss of 0, they still apply the 25% reduction if the R.I.S.C. Level is above 0.
* R.I.S.C. Gain Modifier does '''not''' affect R.I.S.C. Loss.
</div>


;When Empty
: During this period before R.I.S.C. Level depletes, any further blocked attack deals half the R.I.S.C. Gain, this applies even between hits of a multi-hit attack.
[[file:GGST_RISC_Scale.png|thumb|right|380px|Diagram showing the damage scaling applied by negative R.I.S.C. values ([[User:Emo Tarquin#RISC Scale|data samples]]) ([[GGST/Miscellaneous#R.I.S.C. Damage Reduction|math]]).]]
:If R.I.S.C. Level is at zero, R.I.S.C. damage scaling does not come into effect until it enters negative values.
:If R.I.S.C. Level is in negative values (not shown on the gauge), R.I.S.C. Level damage scaling starts to take effect, and will reset to zero once the combo ends.


;When Partially Filled
; R.I.S.C. Loss
:R.I.S.C. Level damage scaling does not come into effect until the R.I.S.C. Level enters negative values.
: Sometimes referred to as combo scaling. Getting hit lowers the R.I.S.C. Level. When the R.I.S.C. Level empties, the value continues to lower into the negatives (not shown on the gauge), and damage scaling will start to take effect, decreasing damage. The amount of scaling [[GGST/Miscellaneous#R.I.S.C. Damage Reduction|depends]] on the current R.I.S.C. Level value, and the effect is cumulative through the entire combo. Once the combo ends and the opponent leaves hitstun, any negative R.I.S.C. returns to zero and damage scaling is reset.


;When Full (Red w/Flashing Warning Sign)
: R.I.S.C. Loss varies by move, with 1000 being the standard (see the [[GGST/Frame Data#Character Frame Data|character frame data]] for R.I.S.C. Loss on each move). This only occurs once for multi-hitting moves, further hits will be scaled according to the first hit.
:R.I.S.C. Level damage scaling does not come into effect, and the next hit is a guaranteed [[GGST/Attack Attributes#Counter Hit|Counter Hit]].
:If the hit is a [[GGST/Attack Attributes#Strike|strike]], it becomes a [[GGST/Attack Attributes#Counter Hit Types|Large]] Counter Hit unless the strike locks the opponent's position or leads into a special cinematic state on hit.
:R.I.S.C. Counter Hits deal 10% additional damage in addition to the standard 10% damage increase of all Counter Hits.


Proration is still applied in combos regardless of R.I.S.C. Level. The R.I.S.C. Level slowly empties while the character is in a neutral state.
: If the R.I.S.C. Level is positive when an attack lands (excluding [[GGST/Offense#Throws|throws]]), the value is reduced by 25% before applying R.I.S.C. Loss, giving progressively less effect for increasing R.I.S.C. Level, but having less penalty on throws which do not benefit from R.I.S.C. Level ''(e.g. at 5000 R.I.S.C., a 1000 R.I.S.C. Loss attack results in losing 2250 R.I.S.C.)''.
<br style="clear:both;">
 
: The R.I.S.C. Gain Modifier of a character does '''not''' affect R.I.S.C. Loss.
 
[[file:GGST_RISCcounter.jpg|thumb|right|380px|100% R.I.S.C. Level forces any strike to deal a Large Counter Hit. For uncharged Dust Attack ({{clr|D|5D}}), this triggers a launch.]]
; Maximum R.I.S.C. Level and R.I.S.C. Counter Hit
: When R.I.S.C. Level is completely full, the gauge will display a flashing yellow '''!''' symbol and the gauge will not deplete for an additional 1 second.
{{#lsth:GGST/Attack Attributes|R.I.S.C. Counter Hits}}
 
{{StatsForNerds|content=
; R.I.S.C. Gain
* See [[GGST/Miscellaneous#Base R.I.S.C. Gain|Base R.I.S.C. Gain]] for how the R.I.S.C. Gain of attacks is calculated. The differing effects on aerial blocks is a result of these calculations.
; R.I.S.C. Depletion
* Standardly, depletion occurs after 60 frames.
* At maximum R.I.S.C. Level, depletion occurs after 119 frames (not 120).
** Due to a bug in the R.I.S.C. depletion programming, if the last blocked attack was a true blockstring with 1 or more frames to spare (e.g. a 12F attack after 13F blockstun), it will instead be 120 frames.
* The exact thresholds of R.I.S.C. depletion increasing occur at ≥6528 (51%) and ≥9728 (76%) R.I.S.C.
** When increasing the rate by 50%, the value is rounded down ''(e.g. 7 increases to 10)''.
; R.I.S.C. Loss
* The 25% R.I.S.C. reduction does not apply to throws, which reduce R.I.S.C. Level by a flat value once all damage is dealt. However, [[GGST/Movement#Roman Cancels|Purple Roman Canceling]] a throw before all damage is dealt will apply R.I.S.C. Loss like a standard hit.
* The 25% R.I.S.C. reduction occurs even on 0 R.I.S.C. hits.
* The 25% R.I.S.C. reduction also does '''not''' apply to a Red Roman Cancel shockwave, which does not reduce R.I.S.C. Level in any way.
* Specific multi-hit attacks may technically spawn multiple entities or projectiles, in such instances scaling will reduce the damage of attacks from other sources, and subsequent hits of R.I.S.C. Loss from other sources calculate as 0 R.I.S.C. Loss which do apply a 25% R.I.S.C. reduction. Check the additional notes ("Stats For Nerds") on moves for more information.
; R.I.S.C. Damage Reduction
* For the exact maths on damage reduction, please see [[GGST/Miscellaneous#R.I.S.C. Damage Reduction|R.I.S.C. Damage Reduction]].
}}
{{clear|right}}


=== Proration ===
=== Proration ===
Proration (also referred to as base combo scaling) is a percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling in order to reduce the damage of certain combos for the sake of game balance. Proration comes in two varieties: Initial proration and forced proration.
----
Proration (otherwise referred to as "base damage scaling") is a percentage-based damage modifier applied to a combo based on the ''first attack'' of the combo, and affects the damage of all attacks of a combo except the first.
 
For example, if a combo of {{ComboText|{{clr|S|2S}} > {{clr|H|5H}} > {{clr|K|236K}}}} is performed, and the {{clr|S|2S}} has 80% proration, then the {{clr|H|5H}} and {{clr|K|236K}} deal 80% damage of the usual damage. The proration of {{clr|H|5H}} and {{clr|K|236K}} have no effect, only the proration of the initial {{clr|S|2S}}.
 
Proration differs depending on the move, varying from 50% to 100%, though some general rules apply, such as {{Ni|2}}{{Prompt|GGST|K}} having 70% proration while close {{Prompt|GGST|S}} has 100%. Check each character's individual [[GGST/Frame Data#Character Frame Data|frame data]] for the proration values of each move.
 
==== Forced Proration ====
A few moves deal a unique kind of proration, which overrides a combo's proration mid-combo if it is lower than the current proration.
 
This applies to all non-Overdrive [[GGST/Offense#Throws|throws]], which can combo from [[GGST/Attack_Attributes#Stagger|stagger]], and hitgrab-type attacks such as {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|GGST|chara=Potemkin|input=623H|label=Heat Knuckle}} and parries like {{Character Label|GGST|Leo Whitefang|label=Leo's}} {{MiniMoveCard|GGST|chara=Leo Whitefang|input=bt.D|label=Kahn-Schild}} or {{Character Label|GGST|Baiken|label=Baiken's}} {{MiniMoveCard|GGST|chara=Baiken|input=236P|label=Hiiragi}}.
This also applies to [[GGST/Defense#Yellow Roman Cancel|Yellow Roman Cancel]], although any circumstances that would lead to a character comboing into it are exceedingly rare.
 
For example, if {{Character Label|GGST|Potemkin}} performs a combo of {{ComboText|{{clr|H|2H}} > {{clr|H|623H}} > RRC, {{clr|H|214H}}}}, the {{MiniMoveCard|GGST|chara=Potemkin|input=623H|label=Heat Knuckle}} ({{clr|H|623H}}) will deal 90% damage due to the {{MiniMoveCard|GGST|chara=Potemkin|input=2H|label= {{clr|H|2H}}}} proration, and then the following {{MiniMoveCard|GGST|chara=Potemkin|input=214H|label=Garuda Impact}} ({{clr|H|214H}}) will deal only 50% damage, as a result of Heat Knuckle's 50% forced proration.


;Initial Proration
{{StatsForNerds| content =
:Factored in only when the first attack of a combo is done with an attack with this property, prorating all subsequent attacks in the combo.
Most moves follow general rules in regards to proration:
:Generally applied to quick attacks that are common as pressure or mix-up (particularly lows), as a way to balance their speed and keep damage reasonable in situations where the opponent's R.I.S.C. Level is likely elevated.
; [[GGST/Offense#Normal Moves|Normals]]
* Most normals: 90%
* {{Ni|5}}{{Prompt|GGST|P}}, {{Ni|2}}{{Prompt|GGST|P}}, overhead normals, [[GGST#Attack Attributes#Projectile|projectile]] normals: 80%
* Low {{Ni|5}}{{Prompt|GGST|K}} normals, {{Ni|2}}{{Prompt|GGST|K}}: 70%
* Close {{Prompt|GGST|S}}, fully charged [[GGST/Offense#Dust Attack|Dust Attacks]]: 100%


;Forced Proration
; [[GGST/Offense#Throws|Throws]]
:A more harsh version of initial proration, prorating all subsequent attacks in a combo no matter what. For example, all normal [[GGST/Offense#Throws|throws]] have forced proration.
* All throws: Forced 50%
* Throws if [[GGST/Movement#Roman Canceled|Roman Canceled]] before all damage is dealt: Forced 75%


Proration does not stack, as lower percentages overwrite higher percentages.
; [[GGST/Offense#Special Moves|Specials]]
* Most specials: 90%
* Projectile specials, overhead specials: 80%
* Invincible [[Reversal|reversals]]: 60%
* Hitgrabs, parries: Forced 50%
 
; [[GGST/Offense#Overdrives|Overdrives]]
* All Overdrives: 100%}}


=== Off The Ground ===
=== Off The Ground ===
Attacks that hit an opponent during [[GGST/Movement#Knockdown Recovery|hard knockdown]] are considered [[GGST/Attack Attributes#Off The Ground|Off The Ground]] (OTG), dealing a percentage of their regular damage determined on a move-by-move basis. Most attacks deal 80% damage OTG, but some will deal either 60% or 100%. Attacks that deal 100% damage OTG are typically attacks that swing downward, towards the ground.
----
Attacks that hit an opponent during [[GGST/Movement#Knockdown Recovery|hard knockdown]] are considered [[GGST/Attack Attributes#Off The Ground|Off The Ground]] (OTG), dealing a percentage of their regular damage determined on a move-by-move basis. Most attacks deal 80% damage OTG, but some will deal 60% or 100%. Attacks that deal 100% damage OTG are typically attacks that swing downward, towards the ground, while attacks that deal 60% damage OTG are typically attacks that launch upwards.


Note that unlike other forms of damage reduction, this modifier only applies to the hit in question, subsequent hits use their own modifier even if the percentage is higher.
Successive hits after an OTG are all considered OTG hits and scale accordingly. However, unlike other forms of damage reduction, this modifier only applies to the hit in question, each hit uses its own modifier.


=== Minimum Damage ===
=== Minimum Damage ===
[[GGST/Offense#Overdrives|Overdrives]] deal 20% minimum damage. Wall Breaks deal 74% minimum damage.  
----
This damage is not affected by proration, but is affected by defense modifiers and Guts.
Some attacks have a minimum possible damage, regardless of Proration or R.I.S.C. Level. However, this damage is affected by Defense and Guts modifiers.
* [[GGST/Offense#Overdrives|Overdrives]] deal 20% minimum damage.
* Wall Break (base 50 damage) deals 75% minimum damage (37 damage).
* All damage dealing attacks deal a minimum of 1 damage per hit regardless of any other damage scaling ''except'' if it hits OTG, in which case it can scale down to 0 damage.


== Guts and Defense Ratings ==
== Guts and Defense Ratings ==
Line 165: Line 329:


=== Guts ===
=== Guts ===
----
Guts acts as a type of damage scaling that gets more intense the lower a character's life. For example, an attack that would do 100 damage to Sol at full life would only do 50 damage when he is at less than 10% life.
Guts acts as a type of damage scaling that gets more intense the lower a character's life. For example, an attack that would do 100 damage to Sol at full life would only do 50 damage when he is at less than 10% life.


Line 181: Line 346:


=== Character Defense ===
=== Character Defense ===
----
Guilty Gear has character-specific defense and Guts. The chart below shows each character's defense modifier and Guts Rating.  
Guilty Gear has character-specific defense and Guts. The chart below shows each character's defense modifier and Guts Rating.  


As you can see, {{Character Label|GGST|Chipp Zanuff|label=Chipp's}} defense modifier is the largest and {{Character Label|GGST|Potemkin|label=Potemkin's}} defense modifier is the smallest (excluding {{Character Label|GGST|Giovanna}} with 100% [[GGST/Gauges#Tension Gauge|Tension]]). This means that an attack that inflicts 100 damage on {{Character Label|GGST|Ky Kiske|label=Ky}} (x1.00) would inflict 126 on {{Character Label|GGST|Chipp Zanuff|label=Chipp}} (x1.26) and only 93 on {{Character Label|GGST|Potemkin}} (x0.93), assuming Guts is not a factor.
As you can see, {{Character Label|GGST|Chipp Zanuff|label=Chipp's}} defense modifier is the largest and {{Character Label|GGST|Potemkin|label=Potemkin's}} defense modifier is the smallest. This means that an attack that inflicts 100 damage on {{Character Label|GGST|Ky Kiske|label=Ky}} would inflict 126 on {{Character Label|GGST|Chipp Zanuff|label=Chipp}} and only 93 on {{Character Label|GGST|Potemkin}}, assuming Guts is not a factor.
 
<div style="width: 100%; max-width: 600px; margin: 0 auto;"><center><b>Defense Modifiers</b>
{{#cargo_query:tables=ggstCharacters
|fields=CONCAT('[[file:', icon, '|24px|link=]] ', name)=Character,ROUND(defense+256)=Defense (X/256),ROUND((defense+256)/256, 4)=Defense (Multiplier),guts=Guts Rating
|where=name <> 'Ky Kiske (Dragon Install)' AND name <> 'Leo Whitefang (Brynhildr Stance)' AND name <> 'Nagoriyuki (1 bar of Blood Gauge)' AND name <> 'Nagoriyuki (2 bars of Blood Gauge)' AND name <> 'Nagoriyuki (Blood Rage)' AND name <> 'Giovanna (50~99% Tension)' AND name <> 'Giovanna (100% Tension)' AND name <> 'Jack-O (Backward Dash)'
|format=table
}}</center></div>
Note: The following characters can experience an increase or decrease in damage taken during a match:
* {{Character Label|GGST|Nagoriyuki}} takes 11% more damage when in Blood Gauge Level 2, and 25% more when in Blood Gauge Level 3 or Blood Rage.
* {{Character Label|GGST|Giovanna}} takes 5% less damage when her Tension is at 50% or above, and 10% less when her Tension is at 100%.
* {{Character Label|GGST|Sin Kiske|label=Sin}} randomly takes 2%, 4%, 6%, 8% or 10% less damage for 2, 3, 4, 5 or 6 seconds after eating lobster.


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
These changes are applied separately to the character's defense modifiers. As a result, damage may vary from the expected value due to truncation during damage calculation. For example, at 100% Tension, {{Character Label|GGST|Giovanna}} takes 92 damage from a 100 base damage attack, but takes 186 damage (93 doubled) from a 200 base damage attack.
|+Defense Modifiers
|-
! Character
! Defense (Truncated)
! Defense (Exact)
! Guts
|-
!Anji
| 1.06 || 272/256 || 5
|-
!Axl
| 1.07 || 276/256 || 1
|-
!Baiken
| 1.11 || 286/256 || 4
|-
!Bridget
| 1.06 || 272/256 || 0
|-
!Chaos
| 1.03 || 266/256 || 1
|-
!Chipp
| 1.26 || 324/256 || 4
|-
!Faust
| 1.01 || 260/256 || 0
|-
!Giovanna
| 1.03 || 264/256 || 1
|-
!Giovanna (50~99% Tension)
| 0.97 || 264/256 -5% ※ || 1
|-
!Giovanna (100% Tension)
| 0.93 || 264/256 -10% ※ || 1
|-
!Goldlewis
| 0.96 || 246/256 || 3
|-
!I-No
| 1.06 || 272/256 || 1
|-
!Jack-O'
| 1.11 || 286/256 || 2
|-
!Ky
| 1.00 || 256/256 || 2
|-
!Leo
| 1.00 || 256/256 || 3
|-
!May
| 1.06 || 272/256 || 4
|-
!Millia
| 1.18 || 304/256 || 2
|-
!Nagoriyuki
| 0.96 || 248/256 || 4
|-
!Potemkin
| 0.93 || 240/256 || 3
|-
!Ramlethal
| 1.06 || 272/256 || 1
|-
!Sol
| 0.98 || 252/256 || 2
|-
!Testament
| 1.04 || 268/256 || 1
|-
!Zato
| 1.07 || 276/256 || 0
|-
|}
※: {{Character Label|GGST|Giovanna|label=Giovanna's}} defense increase is applied separately to her defense modifier. As a result, damage may vary from the expected value due to truncation during damage calculation. For example, at 100% Tension, she takes 92 damage from a 100 base damage attack, but takes 186 damage (93 doubled) from a 200 base damage attack.


=== Effective Health (EHP) ===
=== Effective Health (EHP) ===
Effective Health measures the raw amount of damage a character can take, taking Guts and the defense modifier into account. Values are rounded to the nearest whole number.
----
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
Effective Health measures the raw amount of damage a character can take, taking Guts and the defense modifier into account. This is not a true measure of character defense in practical terms, as Guts does not apply retroactively when taking damage, but this can be used as a guideline for how Guts influences a character's defense. The final Effective Health value is rounded to the nearest whole number.
 
{| class="wikitable sortable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+Effective Health
|+Effective Health
|-
|-
! Character
! Character
! Defense
! Guts
! Effective Health
! Effective Health
! %Median
! %Median
|-
|-
!Anji
! {{Character Label|GGST|Anji Mito|label=Anji}}
| 1.06 || 5 || 553 || {{#expr:553/504*100round0}}%
| 552 || {{#expr:552/501*100round0}}%
|-
|-
!Axl
! {{Character Label|GGST|Axl Low|label=Axl}}
| 1.07 || 1 || 485 || {{#expr:485/504*100round0}}%
| 481 || {{#expr:481/501*100round0}}%
|-
|-
!Baiken
! {{Character Label|GGST|Baiken}}
| 1.11 || 4 || 510 || {{#expr:510/504*100round0}}%
| 507 || {{#expr:507/504*100round0}}%
|-
|-
!Bridget
! {{Character Label|GGST|Bridget}}
| 1.06 || 0 || 477 || {{#expr:477/504*100round0}}%
| 477 || {{#expr:477/501*100round0}}%
|-
|-
!Chaos
! {{Character Label|GGST|Happy Chaos|label=Chaos}}
| 1.03 || 1 || 504 || {{#expr:504/504*100round0}}%
| 499 || {{#expr:499/501*100round0}}%
|-
|-
!Chipp
! {{Character Label|GGST|Chipp Zanuff|label=Chipp}}
| 1.26 || 4 || 449 || {{#expr:449/504*100round0}}%
| 447 || {{#expr:447/501*100round0}}%
|-
|-
!Faust
! {{Character Label|GGST|Faust}}
| 1.01 || 0 || 502 || {{#expr:502/504*100round0}}%
| 499 || {{#expr:499/501*100round0}}%
|-
|-
!Giovanna
! {{Character Label|GGST|Giovanna}}
| 1.03 || 1 || 504 || {{#expr:504/504*100round0}}%
| 503 || {{#expr:503/501*100round0}}%
|-
|-
!Giovanna (50~99% Tension)
! {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}
| 0.97 || 1 || 535 || {{#expr:535/504*100round0}}%
| 570 || {{#expr:570/501*100round0}}%
|-
|-
!Giovanna (100% Tension)
! {{Character Label|GGST|I-No}}
| 0.93 || 1 || 558 || {{#expr:558/504*100round0}}%
| 488 || {{#expr:488/501*100round0}}%
|-
|-
!Goldlewis
! {{Character Label|GGST|Jack-O|label=Jack-O'}}
| 0.96 || 3 || 571 || {{#expr:571/504*100round0}}%
| 477 || {{#expr:477/501*100round0}}%
|-
|-
!I-No
! {{Character Label|GGST|Ky Kiske|label=Ky}}
| 1.06 || 1 || 489 || {{#expr:489/504*100round0}}%
| 533 || {{#expr:533/501*100round0}}%
|-
|-
!Jack-O'
! {{Character Label|GGST|Leo Whitefang|label=Leo}}
| 1.11 || 2 || 480 || {{#expr:480/504*100round0}}%
| 548 || {{#expr:548/501*100round0}}%
|-
|-
!Ky
! {{Character Label|GGST|May}}
| 1.00 || 2 || 533 || {{#expr:533/504*100round0}}%
| 533 || {{#expr:533/501*100round0}}%
|-
|-
!Leo
! {{CLabel|GGST|Millia Rage|label=Millia}}
| 1.00 || 3 || 548 || {{#expr:548/504*100round0}}%
| 449 || {{#expr:449/501*100round0}}%
|-
|-
!May
! {{Character Label|GGST|Nagoriyuki}}
| 1.06 || 4 || 534 || {{#expr:534/504*100round0}}%
| 585 || {{#expr:585/501*100round0}}%
|-
|-
!Millia
! {{Character Label|GGST|Potemkin}}
| 1.18 || 2 || 452 || {{#expr:452/504*100round0}}%
| 585 || {{#expr:585/501*100round0}}%
|-
|-
!Nagoriyuki
! {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}
| 0.96 || 4 || 590 || {{#expr:590/504*100round0}}%
| 488 || {{#expr:488/501*100round0}}%
|-
|-
!Potemkin
! {{Character Label|GGST|Sin Kiske|label=Sin}}
| 0.93 || 3 || 589 || {{#expr:589/504*100round0}}%
| 505 || {{#expr:505/501*100round0}}%
|-
|-
!Ramlethal
! {{Character Label|GGST|Sol Badguy|label=Sol}}
| 1.06 || 1 || 489 || {{#expr:489/504*100round0}}%
| 541 || {{#expr:541/501*100round0}}%
|-
|-
!Sol
! {{Character Label|GGST|Testament}}
| 0.98 || 2 || 544 || {{#expr:544/504*100round0}}%
| 496 || {{#expr:496/501*100round0}}%
|-
|-
!Testament
! {{Character Label|GGST|Zato-1|label=Zato}}
| 1.04 || 1 || 499 || {{#expr:499/504*100round0}}%
| 470 || {{#expr:470/501*100round0}}%
|-
!Zato
| 1.07 || 0 || 474 || {{#expr:474/504*100round0}}%
|-
|-
|}
|}
<!--Cheat Sheet for Calculations
Guts Rating 0: Divide 506.78 by defense
Guts Rating 1: Divide 518.85 by defense
Guts Rating 2: Divide 532.79 by defense
Guts Rating 3: Divide 548.05 by defense
Guts Rating 4: Divide 566.33 by defense
Guts Rating 5: Divide 586.29 by defense-->


== Other Damage ==
== Other Damage ==
;Chip Damage
:When [[GGST/Offense#Special Moves|special moves]] or [[GGST/Offense#Overdrives|Overdrives]] are blocked, they deal a percentage of their base damage as chip damage to the opponent.


Special moves and Overdrives follow these general rules regarding chip damage:
=== Chip Damage ===
----
When [[GGST/Offense#Special Moves|special moves]] or [[GGST/Offense#Overdrives|Overdrives]] are blocked, they deal a percentage of their base damage as chip damage to the opponent.


Contrary to popular belief, chip damage is affected by Defense and Guts, similar to other damage.
Special moves and Overdrives follow these general rules regarding for the amount of chip damage:
* [[GGST/Attack Attributes#Strike|Strike]] specials and Overdrives: 25%
* [[GGST/Attack Attributes#Strike|Strike]] specials and Overdrives: 25%
** Strikes that apply [[GGST/Defense#Guard Crush|Guard Crush]] on block: 50% ※1
* Strike specials and Overdrives that apply [[GGST/Defense#Guard Crush|Guard Crush]] on block: 50%
** {{Character Label|GGST|Ky Kiske|label=Ky's}} strikes during Shock State: 50% ※2
** {{Character Label|GGST|Ky Kiske|label=Ky's}} strikes during {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214214H|label=Dragon Install}}: 75% ※2
::※1: This excludes {{Character Label|GGST|Anji Mito|label=Anji's}} {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}}
::※2: Excludes the first hit of {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236K|label=Stun Dipper}}, which has no special properties in this state
 
* [[GGST/Attack Attributes#Projectile|Projectile]] specials and Overdrives: 12%
* [[GGST/Attack Attributes#Projectile|Projectile]] specials and Overdrives: 12%
** Projectiles that apply Guard Crush on block: 25%
* Projectile specials and Overdrives that apply Guard Crush on block: 25%
** {{Character Label|GGST|Ky Kiske|label=Ky's}} projectiles during Shock State: 25%
** {{Character Label|GGST|Ky Kiske|label=Ky's}} projectiles during {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214214H|label=Dragon Install}}: 37%


In rare cases, there are even [[GGST/Offense#Normal Moves|normal moves]] that can deal chip damage to the opponent:
; Exceptions
 
A lot of characters have moves that differ from standard chip damage rates.
* {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} Blood Gauge normals:
* {{Character Label|GGST|Anji Mito|label=Anji's}} {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label=Kou}} applies Guard Crush, but deals only 25% chip damage.
* {{Character Label|GGST|Ky Kiske|label=Ky's}} attacks affected by Shock State increase to 25% for projectiles and 50% for strikes while Shock State is active.
** While Shock State is active, the final hit of {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge}} applies Guard Crush on block and deals 50% chip damage.
* {{Character Label|GGST|Ky Kiske|label=Ky's}} attacks affected by {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214214H|label=Dragon Install}} increase to 37% for projectiles and 75% for strikes while Dragon Install is active.
** While {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214214H|label=Dragon Install}} is active, the final hit of {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=DI 236236P|label=Sacred Edge}} applies Guard Crush on block and deals 62% chip damage.
* {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} normals using his main sword deal chip damage proportional to the Blood Gauge:
** Level 1: 10%
** Level 1: 10%
** Level 2: 15%
** Level 2: 15%
** Level 3: 20%
** Level 3: 20%
** Blood Rage: 35%
** Blood Rage: 35%
 
* {{Character Label|GGST|Giovanna|label=Giovanna's}} normals deal chip damage with [[GGST/Gauges#Tension Gauge|Tension]]:
* {{Character Label|GGST|Giovanna|label=Giovanna's}} normals with [[GGST/Gauges#Tension Gauge|Tension]]:
** ≥50% Tension: 12%
** 50~99% Tension: 12%
** 100% Tension: 25%
** 100% Tension: 25%
* {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|game=GGST|chara=Potemkin|input=623H|label=Heat Knuckle}} deals 25 chip damage on block, despite no cinematic hit occuring.


Any chip damage that would K.O. a defender with 2 or more life will reduce their life to 1 instead. That means chip damage can only kill someone if they are exactly at 1 life. This also means that special moves and Overdrives that do multiple hits are much more effective at low life scenarios since they can bring a defender to 1 life and immediately deal the fatal hit of chip damage.
; Fatal Chip Damage
<br style="clear:both;">
Any chip damage that would K.O. a defender with 2 or more life will reduce their life to 1 instead. That means chip damage can only defeat someone if they are at exactly 1 life. This also means that special moves and Overdrives that do multiple hits are much more effective at low life scenarios since they can bring a defender to 1 life and immediately deal the fatal hit of chip damage.


;Life Drain
=== Life Drain ===
:{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} life drain during Blood Rage is unaffected by Guts. It also can not K.O. him.
----
:{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} has a life drain during Blood Rage, in which up to 50% of his HP is removed, however his health will not be reduced beyond 1 HP.


== Invalid Combos ==
== Invalid Combos ==
Line 388: Line 493:


During a [[GGST/Attack Attributes#Stagger|stagger]], players can time a button press to be able to block. If players are hit by an attack that connects during the window they could've blocked in after a successful [[GGST/Movement#Stagger Recovery|stagger recovery]], the HUD will show an invalid combo.
During a [[GGST/Attack Attributes#Stagger|stagger]], players can time a button press to be able to block. If players are hit by an attack that connects during the window they could've blocked in after a successful [[GGST/Movement#Stagger Recovery|stagger recovery]], the HUD will show an invalid combo.
Invalid combos have no effect on the damage or combo in any respect, and only indicate that the opponent ''could'' have blocked.
<br style="clear:both;">
<br style="clear:both;">


==Navigation==
==Navigation==
{{#lst:GGST/Navigation}}
{{GGST/Navigation}}

Revision as of 19:22, 24 March 2023

Combo System

Combo Decay


Versatile combo extenders usually apply more Combo Decay, sacrificing value in longer combos.

As a combo progresses, the Combo Decay increases, this affects various properties:

  • Increases the gravity pulling the opponent to the ground.
  • Increases the horizontal speed an attack launches at.
  • Decreases the amount of Tension gained when landing an attack.
  • Increases the amount of Tension the opponent receives when struck by an attack.
  • Increases the amount of Burst the opponent receives when struck by an attack.
Combo Decay Increase
Most attacks increase the Combo Decay by 5 per hit (multi-hit attacks apply only once).
Some attacks apply additional Combo Decay, including attacks with significant R.I.S.C. Loss, throws, and Overdrives. Unlike other attacks, Red Roman Cancel will not increase Combo Decay. For a comprehensive list, see the notes.
Initial Combo Decay
For certain moves, additional Combo Decay is added if it is the first move of the combo, similar to Proration, notably for overheads, lows, projectiles, and invincible reversals. For a comprehensive list, see the notes.
Combo Decay Increase
  • Any move with 2000 R.I.S.C. Loss will add +10 Combo Decay.
  • Any throw, hitgrab (e.g.  Potemkin's Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3) or parry (e.g.  Baiken's HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-) applies +25 Combo Decay on hit.
    • Using Purple Roman Cancel before all hits of a throw connect will result in +15 Combo Decay.
  • Any Overdrive applies +25 Combo Decay on hit.
  • Red Roman Cancel deals 0 Combo Decay on hit.
Initial Combo Decay
  • Overheads and lows apply an additional +5, excluding uncharged Dust Attack.
  • Projectiles apply an additional +5.
  • Any move with 1500 or 2000 R.I.S.C. Loss will apply an additional +5.
  • 6P attacks apply an additional +20.
  • Meterless invincible reversals will apply an additional +20.
  • Charged Dust Attack will deal 5 less Combo Decay, for 0 total Combo Decay on initial hit.

Gravity and Launch Speed


Heavy characters get launched with less speed, landing sooner, making them harder to combo. They also remain slightly closer.

When a character is launched, they get sent with some amount of speed, and the rate they fall increases over time due to gravity. The launch speed and gravity applied depends on the move, some moves may cause an opponent to float in the air, while some will send them quickly into the ground.

Combo Decay
As Combo Decay increases, the vertical speed of an attack's launch decreases, and the horizontal speed increases, making it harder to sustain a combo as the opponent will either fall out of range or hit the ground. As some moves increase Combo Decay more than others, this makes some moves worsen the combo over time, even with the same general string.
After substantial Combo Decay, it will also begin to increase gravity, making it even harder to sustain a very long combo.
Weight
The vertical and horizontal speed of an attack's launch is affected by the character's weight, decreasing on heavy characters, and increasing on light characters. This means heavy characters will fall to the ground faster, but also remain closer, while light characters will be launched higher but go further.
Due to this, combos can be weight-specific, relying on needing certain air time or spacings to work. As a general rule of thumb, heavy characters are harder to combo.
Character Weight Table
Weight Characters
Light  Bridget,  Baiken,  Giovanna,  I-No,  Jack-O',  May,  Millia,  Ramlethal
Medium  Anji,  Axl,  Chipp,  Faust,  Happy Chaos,  Ky,  Sin,  Sol,  Testament,  Zato
Heavy  Goldlewis,  Potemkin,  Nagoriyuki,  Leo
Same Attack Penalty
If a move is used more than once in a combo, it may begin to add additional gravity for the rest of the combo. For this reason it is easier to sustain a combo that uses a variety of attacks, instead of repeating the same actions.
For most attacks, this occurs if a move is used 3 or more times. Some moves may differ, applying after more or fewer uses, or applying less gravity increase. See a move's "Stats For Nerds" notes for more details.
Momentum
The speed the opponent is moving at before the next hit will carry over slightly into the launch of the next, conserving their momentum slightly. For example, a move that sends an opponent shooting up quickly, will cause the next attack to launch them up slightly faster. Additionally, an opponent already falling to the ground quickly is likely to keep falling, making it harder to combo a fast falling opponent without first hitting them back up.

For scale, most moves inflict a Gravity value between 1 and 3, making Gravity modifiers quite significant.

Combo Decay
  • All Combo Decay after 5 will modify launch speed by Combo Decay ÷ 600, to a limit of 50% (e.g. at 15 Combo Decay you recieve a 16.7% modifier).
  • Horizontal launch increases to a limit of +50%, while vertical launch decreases to a limit of -50%.
  • All Combo Decay after 75 will add 0.1 Gravity to the entire combo per point of decay (e.g. at 90 Combo Decay you receive +1.5 Gravity).
  • Note some attacks can begin a combo at 0 Combo Decay, meaning the launch speed is not affected until after the next hit.
Weight
  • Heavy characters decrease launch speed by 5%, while light characters increase launch speed by 5%.
  • Gravity is not affected by a character's weight. Instead this only affects launch speeds, matching real world physics.
Same Attack Penalty
  • By default, the Same Attack Penalty adds 1.5 Gravity each occurrence. Most moves that differ add only 0.5 Gravity.
Momentum
  • 15% of an opponent's current speed is conserved into the next attack's launch speed.

Grounded Pushback


In addition to added hitstun, hitting a crouching opponent will keep them closer, making it easier to combo. This affects block too!

Attacks on grounded opponents work similar to in the air. Just like when launching an opponent, attacks send an opponent backwards at a certain speed, which is affected by a few factors.

Unlike launch combos: gravity, weight, and momentum are not factors in the pushback. The speed an opponent is sent back is also different to how quickly they get launched in the air.

Pushback
Pushback is applied as a speed the opponent will move backwards. The speed they're sent at depends on Attack Level and a pushback multiplier of the move. Each move will push an opponent back a different amount. For exact details see the notes.
Combo Decay
As Combo Decay incrases, the horizontal speed increases, making it harder to sustain a combo as the opponent will fall out of range or hit the ground. As some moves increase Combo Decay more than others, this makes some moves worsen the combo over time, even with the same general string.
Crouching and Standing Friction
Grounded opponents gradually slow down after being hit. Opponents that are standing will maintain their speed for longer, effectively getting sent farther. Crouching opponents therefore remain closer, and are easier to maintain a combo against.
The Wall
If the opponent is in contact with the wall, all remaining pushback immediately transfers instead on the attacker, creating the same spacing as would occur outside of the corner. This occurs even if they hit the wall after being hit.
When the opponent Wall Sticks, all pushback immediately cancels.
Recovery
When an opponent recovers, pushback instantly ends, with no lingering momentum. Moves with longer hitstun can therefore move farther out eventually, including from additional +1 hitstun on crouching opponents.

Pushback metrics affect both Hit and Block.

Pushback
  • By default, each attack level sends the opponent back with a certain value, this is transferred as 0.154 times speed.
    • Any modifications to the pushback actually occur on this initial value, accounting for rounding error.
  • A move may have a set pushback multiplier, usually within the range of 60% to 150%, this affects both hit and block.
Attack Level Pushback Value Resulting Initial Speed
0 1250 19.25
1 1375 21.175
2 1500 23.1
3 1750 26.95
4 2000 30.8
Combo Decay
  • All Combo Decay after 5 will modify pushback speed by Combo Decay ÷ 600, to a limit of 50% (e.g. at 15 Combo Decay you recieve a 16.7% modifier).
  • Horizontal pushback increases to a limit of +50%.
  • Note some attacks can begin a combo at 0 Combo Decay, meaning the lpushback speed is not affected until after the next hit.
Momentum
  • 15% of an opponent's current speed is conserved into the next attack's launch speed.

Increasing Hitstun


Crouching Opponents
Crouching opponents take one frame of additional hitstun, meaning there are specific combo routes for crouching characters.
Ex:  Ky can combo 5KGGST Ky Kiske 5K.pngGuardLowStartup7Recovery6Advantage-2 > 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7 on crouching opponents, but not on standing opponents.
Counter Hits
Excluding very small Counter Hits, all forms of Counter Hit inflict a slowdown on the opponent that persists even if the opponent is hit again throughout its duration, doubling all hitstun during that period. Further details can be found here. Counter Hits can also alter the properties of moves on hit, enabling follow-ups that are not normally possible.
Roman Cancel Slowdown
All forms of Roman Cancel can inflict slowdown on the opponent if they're within the range of the shockwave, doubling all potential hitstun during that period. Blue Roman Cancel inflicts 60 frames of persistent slowdown, Red Roman Cancel inflicts 40 frames of non-persistent slowdown, Purple Roman Cancel inflicts 20 frames of non-persistent slowdown, and Yellow Roman Cancel inflicts 10 frames of slowdown on hit only. Canceling the Roman Cancel also inflicts slowdown at close range, but for smaller durations.

The Wall

Guilty Gear -Strive-'s premier mechanic is the wall. As the opponent takes damage in the corner, the wall will slowly crack. When the wall is one hit away from shattering, the game will freeze, the opponent will stick against the wall, and any hit will break the wall. Breaking the wall will transition the stage and give the attacker Positive Bonus.

Wall Damage
Counterintuitively, Wall Damage is tied to each character rather than the walls themselves. Characters still receive "Wall Damage" even when they are not near a wall. Players familiar with other fighting games can think of it like a stun mechanic.
The wall has a total 3000 health. Each attack deals a certain amount of Wall Damage per hit, typically 300~700 per attack and 1000 for a throw.
Wall Damage will continue to rise while the opponent is in a combo, and naturally decrease over time when they are not. This means even with the same sequence of attacks, doing them slower will damage the wall more, this also counter-intuitively means some moves do more Wall Damage than listed, due to launching opponents before they recover.
Everything to the right of Ky here is near the wall. Total Wall Damage is capped to 50% when the opponent is not located near either wall.
Wall Damage Limits
The total inflicted Wall Damage is limited to 1500 (50%) until the opponent is near the wall, meaning any number of hits can be done in the middle of the arena before reaching the corner without instantly breaking the wall. This is ignored if it is already over 1750, and moves including Dust Attacks and throws will ignore the limit regardless.
Recovering from a Wall Stick or a knockdown immediately limits Wall Damage to 2500, while recovering from a Wall Break or a Homing Jump combo will reset Wall Damage to 0.
In addition, after 1500 Wall Damage, the opponent stops accumulating Wall Damage over time during a combo unless they are touching the wall.
Wall Stick
A Wall Stick occurs when a total 3000 Wall Damage is dealt and a launched opponent hits the wall. For a grounded opponent, Wall Stick occurs only when the wall was already at 3000+ Wall Damage before the hit.
Certain attacks will never cause a Wall Stick or Wall Break, including charged Dust Attacks on initial hit, throws, and Red Roman Cancels.
Wall Break
Regardless of the kind of Wall Break, the defender takes 50 base damage (with a minimum of 37 damage), both characters end up mid-screen and the attacker gains Positive Bonus.
Breaking the wall with a normal or special results with both players recovering from the Wall Break at the same time. The position is slightly further apart than round start, and the defender is closer to the wall.
Most Overdrives will break the wall regardless of Wall Damage. Breaking the wall with an Overdrive knocks the opponent down after the Wall Break for +36 frame advantage (and is not affected by weight class), giving the attacker plenty of time to continue their offensive.
Cracks form and grow as the wall gets damaged.
Wall Cracks
When the opponent hits the wall, cracks may appear, indicating how damaged the wall is. The cracks re-appear if the next threshold is hit, showing the wall is weakening. The cracks are larger based on the amount of Wall Damage so far:
  • No crack: Less than 2000 Wall Damage.
  • Small crack: At least 2000 Wall Damage.
  • Large crack: At least 2500 Wall Damage.
  • Wall Stick: At least 3000 Wall Damage.
Wall Damage Over Time
  • Opponents in a combo state gain +5 Wall Damage per frame (excluding hitstop).
    • Opponents in Guard Crush are considered in a combo state, meaning Guard Crush will increase Wall Damage.
  • Opponents in a non-combo state will lose 10 Wall Damage per frame (excluding hitstop).
    • If the opponent is touching the wall, this is lowered to 5 per frame.
    • Recovery from a knockdown and blockstun are considered a non-combo state, and will recover some Wall Damage.
Wall Damage Limit
  • An opponent is considered "near" the wall when 750 units away from the centre, or 765 units away from the wall, approximately the outer 25% of the arena.

Damage Scaling

There are 3 standard factors when assigning damage: Defense Modifier, Guts Rating and R.I.S.C. Level, as well as 2 non-standard factors assigned on a move-by-move basis: Proration and Off The Ground. When combined, they determine how much damage your character will take at every point in the Life Gauge. It's important to learn how strong/weak/effective your attacks will be at different points of the battle.

Read each individual section below to understand how they work.

R.I.S.C. Level


A positive R.I.S.C. Level is denoted by the pink bar filling the gauge. If it fills completely, the bar turns red and a flashing warning sign appears next to the gauge.

R.I.S.C. Level is displayed in the R.I.S.C. Level Gauge, located underneath your character's Burst Gauge. It directly affects damage scaling. The R.I.S.C. level ranges from -12800 to 12800, with any positive amount being shown on the R.I.S.C. Level Gauge, and a negative amount results in combo scaling.

Any time you block or are hit, the R.I.S.C. Level changes.

R.I.S.C. Gain
The R.I.S.C. Level rises each time an attack is blocked normally or with an Instant Block. Using Faultless Defense or Instant Faultless Defense prevents the R.I.S.C. Level from increasing.
The amount of R.I.S.C. Level gained varies by attack (see the character frame data for R.I.S.C. Gain on each move), generally attacks with a higher Attack Level build more R.I.S.C Level, with overheads and lows building less than mids. In addition, characters may have their R.I.S.C. Level increase faster than other characters (See more: Defense Values).
R.I.S.C. Gain is largely increased if the opponent blocks in the air, adding +50% for mid attacks, and +100% for overhead and low attacks.
R.I.S.C. Depletion
After a player blocks an attack (even with Faultless Defense), the R.I.S.C. Level will begin to gradually lower after 1 second, or 3 seconds if they hit maximum R.I.S.C. Level.
R.I.S.C. Level depletes at a rate depending on the character. The rate increases by 50% once R.I.S.C. Level reaches 51%, and increases by 100% once R.I.S.C. Level reaches 76%.
During this period before R.I.S.C. Level depletes, any further blocked attack deals half the R.I.S.C. Gain, this applies even between hits of a multi-hit attack.
R.I.S.C. Loss
Sometimes referred to as combo scaling. Getting hit lowers the R.I.S.C. Level. When the R.I.S.C. Level empties, the value continues to lower into the negatives (not shown on the gauge), and damage scaling will start to take effect, decreasing damage. The amount of scaling depends on the current R.I.S.C. Level value, and the effect is cumulative through the entire combo. Once the combo ends and the opponent leaves hitstun, any negative R.I.S.C. returns to zero and damage scaling is reset.
R.I.S.C. Loss varies by move, with 1000 being the standard (see the character frame data for R.I.S.C. Loss on each move). This only occurs once for multi-hitting moves, further hits will be scaled according to the first hit.
If the R.I.S.C. Level is positive when an attack lands (excluding throws), the value is reduced by 25% before applying R.I.S.C. Loss, giving progressively less effect for increasing R.I.S.C. Level, but having less penalty on throws which do not benefit from R.I.S.C. Level (e.g. at 5000 R.I.S.C., a 1000 R.I.S.C. Loss attack results in losing 2250 R.I.S.C.).
The R.I.S.C. Gain Modifier of a character does not affect R.I.S.C. Loss.
100% R.I.S.C. Level forces any strike to deal a Large Counter Hit. For uncharged Dust Attack (5D), this triggers a launch.
Maximum R.I.S.C. Level and R.I.S.C. Counter Hit
When R.I.S.C. Level is completely full, the gauge will display a flashing yellow ! symbol and the gauge will not deplete for an additional 1 second.

Hitting an opponent when their R.I.S.C. Level is at 100% is a guaranteed Counter Hit even if they were not attacking or in Counter Hit recovery. If the attack in question is a strike, it becomes a Large Counter Hit even if the attack does not normally cause a Large Counter Hit (unless the strike locks the opponent's position or leads into a special cinematic state on hit, like a raw, fully charged Dust Attack or a hitgrab like  Potemkin's Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3). This also uniquely causes a launch if triggered by an uncharged Dust Attack.

The hit that triggers a R.I.S.C. Counter Hit also deals an extra 20% damage instead of the usual 10% extra caused by other types of Counter Hit.


R.I.S.C. Gain
  • See Base R.I.S.C. Gain for how the R.I.S.C. Gain of attacks is calculated. The differing effects on aerial blocks is a result of these calculations.
R.I.S.C. Depletion
  • Standardly, depletion occurs after 60 frames.
  • At maximum R.I.S.C. Level, depletion occurs after 119 frames (not 120).
    • Due to a bug in the R.I.S.C. depletion programming, if the last blocked attack was a true blockstring with 1 or more frames to spare (e.g. a 12F attack after 13F blockstun), it will instead be 120 frames.
  • The exact thresholds of R.I.S.C. depletion increasing occur at ≥6528 (51%) and ≥9728 (76%) R.I.S.C.
    • When increasing the rate by 50%, the value is rounded down (e.g. 7 increases to 10).
R.I.S.C. Loss
  • The 25% R.I.S.C. reduction does not apply to throws, which reduce R.I.S.C. Level by a flat value once all damage is dealt. However, Purple Roman Canceling a throw before all damage is dealt will apply R.I.S.C. Loss like a standard hit.
  • The 25% R.I.S.C. reduction occurs even on 0 R.I.S.C. hits.
  • The 25% R.I.S.C. reduction also does not apply to a Red Roman Cancel shockwave, which does not reduce R.I.S.C. Level in any way.
  • Specific multi-hit attacks may technically spawn multiple entities or projectiles, in such instances scaling will reduce the damage of attacks from other sources, and subsequent hits of R.I.S.C. Loss from other sources calculate as 0 R.I.S.C. Loss which do apply a 25% R.I.S.C. reduction. Check the additional notes ("Stats For Nerds") on moves for more information.
R.I.S.C. Damage Reduction

Proration


Proration (otherwise referred to as "base damage scaling") is a percentage-based damage modifier applied to a combo based on the first attack of the combo, and affects the damage of all attacks of a combo except the first.

For example, if a combo of 2S > 5H > 236K is performed, and the 2S has 80% proration, then the 5H and 236K deal 80% damage of the usual damage. The proration of 5H and 236K have no effect, only the proration of the initial 2S.

Proration differs depending on the move, varying from 50% to 100%, though some general rules apply, such as 2K having 70% proration while close S has 100%. Check each character's individual frame data for the proration values of each move.

Forced Proration

A few moves deal a unique kind of proration, which overrides a combo's proration mid-combo if it is lower than the current proration.

This applies to all non-Overdrive throws, which can combo from stagger, and hitgrab-type attacks such as  Potemkin's Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 and parries like  Leo's Kahn-SchildGGST Leo Whitefang bt D.pngGuardAllStartup3Recovery18Advantage- or  Baiken's HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-. This also applies to Yellow Roman Cancel, although any circumstances that would lead to a character comboing into it are exceedingly rare.

For example, if  Potemkin performs a combo of 2H > 623H > RRC, 214H, the Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 (623H) will deal 90% damage due to the 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21 proration, and then the following Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 (214H) will deal only 50% damage, as a result of Heat Knuckle's 50% forced proration.

Most moves follow general rules in regards to proration:

Normals
  • Most normals: 90%
  • 5P, 2P, overhead normals, projectile normals: 80%
  • Low 5K normals, 2K: 70%
  • Close S, fully charged Dust Attacks: 100%
Throws
  • All throws: Forced 50%
  • Throws if Roman Canceled before all damage is dealt: Forced 75%
Specials
  • Most specials: 90%
  • Projectile specials, overhead specials: 80%
  • Invincible reversals: 60%
  • Hitgrabs, parries: Forced 50%
Overdrives
  • All Overdrives: 100%

Off The Ground


Attacks that hit an opponent during hard knockdown are considered Off The Ground (OTG), dealing a percentage of their regular damage determined on a move-by-move basis. Most attacks deal 80% damage OTG, but some will deal 60% or 100%. Attacks that deal 100% damage OTG are typically attacks that swing downward, towards the ground, while attacks that deal 60% damage OTG are typically attacks that launch upwards.

Successive hits after an OTG are all considered OTG hits and scale accordingly. However, unlike other forms of damage reduction, this modifier only applies to the hit in question, each hit uses its own modifier.

Minimum Damage


Some attacks have a minimum possible damage, regardless of Proration or R.I.S.C. Level. However, this damage is affected by Defense and Guts modifiers.

  • Overdrives deal 20% minimum damage.
  • Wall Break (base 50 damage) deals 75% minimum damage (37 damage).
  • All damage dealing attacks deal a minimum of 1 damage per hit regardless of any other damage scaling except if it hits OTG, in which case it can scale down to 0 damage.

Guts and Defense Ratings

All characters have 420 life. Depending on how much life a character has left, there are different levels of damage scaling. This damage scaling is different than the type given by the R.I.S.C. Level; both affect damage scaling at the same time.

Guts


Guts acts as a type of damage scaling that gets more intense the lower a character's life. For example, an attack that would do 100 damage to Sol at full life would only do 50 damage when he is at less than 10% life.

This means that the Life Gauge is misleading; a Life Gauge that visually looks like it's 50% full actually has much more than 50% life left.

Each character has a Guts Rating. As you can see, the lower the Guts Rating, the less damage scaling a character will receive at lower life values.

Guts Rating
Guts Rating ≤ 70% Life ≤ 60% Life ≤ 50% Life ≤ 40% Life ≤ 30% Life ≤ 20% Life ≤ 10% Life
0 97% 92% 89% 84% 75% 66% 56%
1 96% 91% 87% 82% 73% 63% 53%
2 95% 90% 85% 80% 70% 60% 50%
3 94% 89% 83% 78% 67% 57% 47%
4 93% 88% 81% 76% 64% 53% 44%
5 92% 87% 79% 74% 60% 50% 41%


The implications of the Guts system also leads to interesting damage optimization choices when the opponent is low on life.

  • Attacks do a minimum of 1 damage per hit, so attacks and combos that do lots of small hits can end up doing more damage than standard combos in low life scenarios.
  • Single hit, big damage attacks can effectively do "more" damage when the opponent is near the life threshold of gaining another defensive boost.
    • Example: Doing a single big hit when an opponent is at 41% health so that they have less life with the <30% life defense bonus.
  • Life gain effects ( Faust's healing items) and life drain effects ( Nagoriyuki during Blood Rage) are also unaffected by Guts.

A list of every character's individual Guts values can be found here.

Character Defense


Guilty Gear has character-specific defense and Guts. The chart below shows each character's defense modifier and Guts Rating.

As you can see,  Chipp's defense modifier is the largest and  Potemkin's defense modifier is the smallest. This means that an attack that inflicts 100 damage on  Ky would inflict 126 on  Chipp and only 93 on  Potemkin, assuming Guts is not a factor.

Defense Modifiers
Character Defense (X/256) Defense (Multiplier) Guts Rating
GGST Bedman Icon.png Bedman 246 0.9609 0
GGST A.B.A Icon.png A.B.A 244 0.9531 2
GGST A.B.A Icon.png A.B.A (Jealous Rage) 244 0.9531 2
GGST Anji Mito Icon.png Anji Mito 272 1.0625 5
GGST Asuka R Icon.png Asuka R 192 0.7500 0
GGST Asuka R Icon.png Asuka R (No Mana) 384 1.5000 0
GGST Axl Low Icon.png Axl Low 276 1.0781 1
GGST Baiken Icon.png Baiken 286 1.1172 4
GGST Bridget Icon.png Bridget 272 1.0625 0
GGST Chipp Zanuff Icon.png Chipp Zanuff 324 1.2656 4
GGST Elphelt Valentine Icon.png Elphelt Valentine 280 1.0938 2
GGST Faust Icon.png Faust 260 1.0156 0
GGST Giovanna Icon.png Giovanna 264 1.0313 1
GGST Goldlewis Dickinson Icon.png Goldlewis Dickinson 246 0.9609 3
GGST Happy Chaos Icon.png Happy Chaos 266 1.0391 1
GGST I-No Icon.png I-No 272 1.0625 1
GGST Jack-O' Icon.png Jack-O 286 1.1172 2
GGST Johnny Icon.png Johnny 252 0.9844 3
GGST Ky Kiske Icon.png Ky Kiske 256 1.0000 2
GGST Leo Whitefang Icon.png Leo Whitefang 256 1.0000 3
GGST May Icon.png May 272 1.0625 4
GGST Millia Rage Icon.png Millia Rage 304 1.1875 2
GGST Nagoriyuki Icon.png Nagoriyuki 248 0.9688 4
GGST Potemkin Icon.png Potemkin 240 0.9375 3
GGST Ramlethal Valentine Icon.png Ramlethal Valentine 272 1.0625 1
GGST Sin Kiske Icon.png Sin Kiske 270 1.0547 2
GGST Sol Badguy Icon.png Sol Badguy 252 0.9844 2
GGST Testament Icon.png Testament 268 1.0469 1
GGST Zato-1 Icon.png Zato-1 276 1.0781 0

Note: The following characters can experience an increase or decrease in damage taken during a match:

  •  Nagoriyuki takes 11% more damage when in Blood Gauge Level 2, and 25% more when in Blood Gauge Level 3 or Blood Rage.
  •  Giovanna takes 5% less damage when her Tension is at 50% or above, and 10% less when her Tension is at 100%.
  •  Sin randomly takes 2%, 4%, 6%, 8% or 10% less damage for 2, 3, 4, 5 or 6 seconds after eating lobster.

These changes are applied separately to the character's defense modifiers. As a result, damage may vary from the expected value due to truncation during damage calculation. For example, at 100% Tension,  Giovanna takes 92 damage from a 100 base damage attack, but takes 186 damage (93 doubled) from a 200 base damage attack.

Effective Health (EHP)


Effective Health measures the raw amount of damage a character can take, taking Guts and the defense modifier into account. This is not a true measure of character defense in practical terms, as Guts does not apply retroactively when taking damage, but this can be used as a guideline for how Guts influences a character's defense. The final Effective Health value is rounded to the nearest whole number.

Effective Health
Character Effective Health %Median
 Anji 552 110%
 Axl 481 96%
 Baiken 507 101%
 Bridget 477 95%
 Chaos 499 100%
 Chipp 447 89%
 Faust 499 100%
 Giovanna 503 100%
 Goldlewis 570 114%
 I-No 488 97%
 Jack-O' 477 95%
 Ky 533 106%
 Leo 548 109%
 May 533 106%
 Millia 449 90%
 Nagoriyuki 585 117%
 Potemkin 585 117%
 Ramlethal 488 97%
 Sin 505 101%
 Sol 541 108%
 Testament 496 99%
 Zato 470 94%

Other Damage

Chip Damage


When special moves or Overdrives are blocked, they deal a percentage of their base damage as chip damage to the opponent.

Contrary to popular belief, chip damage is affected by Defense and Guts, similar to other damage.

Special moves and Overdrives follow these general rules regarding for the amount of chip damage:

  • Strike specials and Overdrives: 25%
  • Strike specials and Overdrives that apply Guard Crush on block: 50%
  • Projectile specials and Overdrives: 12%
  • Projectile specials and Overdrives that apply Guard Crush on block: 25%
Exceptions

A lot of characters have moves that differ from standard chip damage rates.

  •  Anji's KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- applies Guard Crush, but deals only 25% chip damage.
  •  Ky's attacks affected by Shock State increase to 25% for projectiles and 50% for strikes while Shock State is active.
    • While Shock State is active, the final hit of Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26] applies Guard Crush on block and deals 50% chip damage.
  •  Ky's attacks affected by Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4 increase to 37% for projectiles and 75% for strikes while Dragon Install is active.
    • While Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4 is active, the final hit of Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll (Guard Crush)Startup4+3RecoveryTotal 38Advantage+32 applies Guard Crush on block and deals 62% chip damage.
  •  Nagoriyuki's normals using his main sword deal chip damage proportional to the Blood Gauge:
    • Level 1: 10%
    • Level 2: 15%
    • Level 3: 20%
    • Blood Rage: 35%
  •  Giovanna's normals deal chip damage with Tension:
    • ≥50% Tension: 12%
    • 100% Tension: 25%
  •  Potemkin's Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 deals 25 chip damage on block, despite no cinematic hit occuring.
Fatal Chip Damage

Any chip damage that would K.O. a defender with 2 or more life will reduce their life to 1 instead. That means chip damage can only defeat someone if they are at exactly 1 life. This also means that special moves and Overdrives that do multiple hits are much more effective at low life scenarios since they can bring a defender to 1 life and immediately deal the fatal hit of chip damage.

Life Drain


 Nagoriyuki has a life drain during Blood Rage, in which up to 50% of his HP is removed, however his health will not be reduced beyond 1 HP.

Invalid Combos

Top means it was a combo. Bottom means you could have blocked.

During the last few frames of a floating crumple or the entire duration of a Guard Crush, players are stuck in a state where the only actions they can do is block or not block. Getting hit during this time results in an invalid combo.

During a stagger, players can time a button press to be able to block. If players are hit by an attack that connects during the window they could've blocked in after a successful stagger recovery, the HUD will show an invalid combo.

Invalid combos have no effect on the damage or combo in any respect, and only indicate that the opponent could have blocked.

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