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== | {{note|<big>This page assumes that you are already familiar with [[Notation|Numpad Notation]].</big>}} | ||
===< | |||
< | ==Guard== | ||
< | Guarding, commonly known as Blocking, is to keep yourself alive. | ||
< | |||
There are many different types of blocking, and each is useful for different situations. Correctly picking the right one for each situation is critical for survivability. | |||
</ | |||
</ | When a player blocks an attack, they are put into a state called '''blockstun''' during which their ability to act is mostly taken away. [[#Yellow Roman Cancel|YRC]], [[#Blue Burst|Blue Burst]], and [[#Deflect Shield|Deflect Shield]] can still be used during blockstun. | ||
< | |||
{| class="wikitable | ;Pushback | ||
{{ | Guarding an attack also pushes the defender back. This phenomenon is called '''pushback'''. The amount of pushback varies by attack, though generally the higher the [[#Attack Level|Attack Level]], the more pushback. Some attacks even pull in the defender instead of pushing them back (known as '''vaccum''')! When the defender guard a strike in the corner, pushback is applied to the attacker instead, making sure that the net pushback both characters experience is the same regardless of corner. This corner effect does not apply to projectiles nor partner characters like Zato-1's Eddie. | ||
;Unblockable Attack | |||
Some attacks cannot be guarded against. These generally fall into two categories: throws and unblockables. Throws are proximity based attacks which cannot be guarded against. Unblockables are special strikes which hit opponents even if they guard. Unblockables, such as Potemkin's {{MMC|game=GGST|chara=Potemkin|input=236236S|label=Heavenly Potemkin Buster}}, must be avoided in some way other than air guarding. | |||
===Grounded Guard=== | |||
{{InputBadge|Hold 4 or 1}} | |||
[[File:GGST_BasicGuard.png|thumb|]] | |||
:Basic ground guarding is the most common defensive option. Also known as blocking. | |||
There are 2 types of ground guard: standing guard and crouching guard. Standing guard will block high and mid attacks, crouching guard will block mid and low attacks. | |||
;Standing vs. Crouching Guard | |||
Standing guard experences more pushback than crouching guard. This means that strategically using standing guard during an attacker's blockstring can push the defender out of range sooner and potentially enabling a [[GGST/Tech#Punish|punish]], especially if the additional pushback makes an attack whiff unexpectedly. | |||
On the other hand, crouching guard can be used to stay closer to the attacker and let the defender use their faster, shorter range buttons at an opprotune time. | |||
<br style="clear:both;"/> | |||
===Airborne Guard=== | |||
{{InputBadge|Hold Any Backwards Direction while Airborne}} | |||
There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. | |||
That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since jumps have a bit of [[#Prejump|vulnerable startup]], it raises the defender's [[GGST/Damage#R.I.S.C. Level|R.I.S.C.]] 50% more than ground guarding, and a guarding strike will force the defender into blockstun until landing, plus 19 frames of additional [[#Landing Recovery|grounded blockstun]]. Landing blockstun is reduced to 5 frames on air [[#Instant Block|IB]] or air [[#Instant Faultless Defense|IFD]]. Air guarding certain attacks such as {{Ni|6}}{{Prompt|GGST|P}} push the defender higher into the air, effectively giving the attacker more [[#GGST/Tech|frame advantage]]. | |||
This makes repeated [[Fuzzy Defense#Fuzzy Jump|fuzzy jump]] very risky since a defender is likely to guard a strike while jumping and fall into another blockstring with more R.I.S.C. and even more blockstun than if they had guarded normally! | |||
Air guarding projectiles or recovering from Guard Crush will not force defenders into blockstun until landing, but if they do land, they will be forced into 5 frames of grounded blockstun. If the defender recovers in the air, then [[#Air Options|air options]] are restored. | |||
<br style="clear:both;"/> | |||
===Cross-up Protection=== | |||
Blocking can be difficult since the opponent can do tricks to swap sides. However, there is slight leniency to give players time to switch blocking direction: the first 3 frames after the opponent swap sides (not necessarily in blockstun), they will still block attacks from the opposite direction even if they are holding forward direction (with respect to opponent)! All other rules for blocking still apply, such as needing to correctly block high/low. | |||
<br style="clear:both;"/> | |||
==Instant Block== | |||
{{InputBadge|Begin Guard Right Before An Attack Connects (2 Frame Window)}} | |||
[[File:GGST_IB.png|thumb|The defender will flash white and the HUD will show "JUST!"]] | |||
Instant Blocking is a more powerful, advanced form of blocking. On successful Instant Block, the defender will flash white. Mistiming an Instant Block locks out IBing subsequent attempts until neutral, up, or any forward direction is input for a cumulative 5 frames. While holding down will not progress the cooldown timer, inputting any backward direction before the timer is complete will reset the cooldown timer. | |||
;Instant Blocking has the benefit of: | |||
* Prevents [[GGST/Damage#Chip Damage|chip damage]] | |||
* Pushback for the defender is reduced to zero | |||
* Gain twice the amount of [[GGST/Gauges#Tension Gauge|Tension]] on block and increase [[GGST/Gauges#Gaining Tension|Tension Balance]] | |||
** Does not grant bonus Tension if blocking an attack that causes Guard Crush | |||
* Instant blocking a [[GGST/Attack Attributes#Strike|strike]] in the air reduces the 19 frame [[#Landing Recovery|landing recovery]] to 5 frames | |||
IB does not allow you to make "illegal" blocks: you still must block high/low correctly, and you still must use air FD versus air unblockable attacks. | |||
While blocking, players can attempt an Instant Block at any point. Think of it as a minigame: time your blocking to the rhythm of the opponent's hits. | |||
Since faster attacks generally have shorter range, Instant blocking an opponent's attack often creates new punish opportunities. Instant blocking might even be required to punish certain attacks that are at [[GGST/Attack Attributes#Frame Advantage|frame disadvantage]] but cause too much pushback to punish under normal circumstances. | |||
<br style="clear:both;"/><section end="Faultless Defense Strategy"/> | |||
[[File:GGST_Defense_Instant_Block_Window.webm|center]] | |||
<br style="clear:both;"/> | |||
==Faultless Defense== | |||
{{InputBadge|While Guarding, hold any 2 attack buttons (except {{clr|D|D}})}} or {{InputBadge|While Guarding, hold FD button}} | |||
[[File:GGST_FD.png|right|thumb|Powerful defensive option, but drains Tension as you use it!]] | |||
Faultless Defense (FD) is an interesting and highly useful technique. It's often used to negate chip damage, but it has other important uses. | |||
Faultless Defense is often used to end an attacker's blockstring sooner by pushing them out of attack range. An advanced strategy is to make the attack miss by pushing them away with FD, then punish while the attacker is still recovering from the whiffed attack! | |||
;Notable aspects of Faultless Defense: | |||
* Consumes Tension while used and on block | |||
** '''Can not Faultless Defense when Tension Gauge is empty''' | |||
* Prevents [[GGST/Damage#Chip Damage|chip damage]] | |||
* Prevents [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] from increasing | |||
* Increased pushback for the defender compared to normal blocking | |||
** Extra pushback increases with [[GGST/Attack Attributes#Attack Level|Attack Level]] | |||
** Projectile pushback is unaffected | |||
* Air FD increases gravity compared to normal blocking, letting the defender land sooner | |||
Just like with Instant Blocking, you still must block high/low attacks correctly when using Faultless Defense. | |||
Keep in mind that while FD has be be active when the attack connects, any extra time before/after is wasted Tension. Ideally players should press the buttons briefly - slightly longer than a tap - just before the attacker's hit connects. With some practice, defenders can save some Tension by tapping Faultless Defense right before each hit of an attacker's blockstring! | |||
{{#lsth:GGST/Frame Data|Faultless Defense}} | |||
<br style="clear:both;"/> | |||
=== Instant Faultless Defense === | |||
{{InputBadge|Instant Block while Holding Faultless Defense}} | |||
[[File:GGST_IFD.png|thumb|right]] | |||
Instant Faultless Defense (IFD) is like a combination of both Instant Block and Faultless Defense, minimizing threats from the opponent and pushing them away without giving up any space yourself. | |||
* Consumes Tension while used and on block | |||
** '''Can not Instant Faultless Defense when you have no Tension''' | |||
* Prevents [[GGST/Damage#Chip Damage|chip damage]] | |||
* Prevents [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] from increasing | |||
* Pushback for the defender is reduced to zero | |||
* Pushback for the attacker is greatly increased, even more so than defender pushback from Faultless Defense | |||
* Air IFD increases gravity compared to normal blocking, letting the defender land sooner | |||
* Air IFDing a [[#Strike|strike]] reduces the standard 19 frame [[#Landing Recovery|landing recovery]] to 5 frames | |||
Defenders can start holding the attack buttons/FD button any amount of time before an IFD attempt, but they must input the directional input with the correct timing (and sufficient [[#Tension Gauge|Tension]]). | |||
<br style="clear:both;"/> | |||
=== Deflect Shield === | |||
{{InputBadge|214D with 50% Burst Gauge (air OK)}} | |||
[[File:GGST_DeflectShield.png|thumb|right|Can be used while in neutral, blockstun or Guard Crush state]] | |||
Deflect Shield is extremely powerful defensive option that works against all guardable attacks (high, low, and guard crush). If an attacker hits the shield -even with a projectile- then they are pushed a large distance away. Since Deflect Shield can be used even during blockstun or guard crush state, it's very useful for two things: escaping any high/low mixups, even mid-blockstring; pushing the opponent away in a blockstring and enabling a punish. | |||
* Deflects all guardable attacks for 29 frames | |||
* Prevents [[GGST/Damage#Chip Damage|chip damage]] | |||
* Prevents [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] from increasing | |||
* Pushback for the defender is reduced to zero | |||
* Pushback for the attacker is greatly increased, even more so than Instant Faultless Defense | |||
* 19 frame recovery, [[#Counter Hit|Counter Hit]] state during recovery | |||
Landing after a successful [[#Deflect Shield|Deflect Shield]] does not alter the landing recovery from the blockstun of the move that was deflected, but landing after a whiffed Deflect Shield is treated as performing an action in the air, overwriting any previous landing recovery. | |||
<br style="clear:both;"/> | |||
=== Guard Crush === | |||
[[File:GGST_GuardCrush.png|right|thumb|250px|You can still block during this, but you can't Yellow Roman Cancel.]] | |||
Guard Crush is a pseudo blockstun state with some major differences. During Guard Crush, defenders can only block, Deflect Shield or Psych Burst, but it is not a blocking animation in and of itself, so you can be hit during it if you release the block input. | |||
Unlike blockstun, there is no 5 frame [[#Throw Invincibility|throw invincibility]] after recovering from a Guard Crush. | |||
Also unlike blockstun, being forced into Guard Crush state in the air does not extend its duration until landing, so it may be possible to recover in the air depending on your trajectory. Similarly, landing after an air Guard Crush does not apply the 19 frame [[#Landing Recovery|landing recovery]] that normal blocks have, instead applying a 5 frame landing recovery. | |||
Getting hit during Guard Crush state results in an [[GGST/Damage#Invalid Combos|invalid combo]]. | |||
<br style="clear:both;"/> | |||
==Grounded Movement== | |||
===Walking=== | |||
{{InputBadge|[4] or [6] while on the ground}} | |||
Walking is the most basic form of movement by holding {{Ni|4}} or {{Ni|6}}. | |||
Characters will continue to walk so long as their player holds down the directional input. 1 and 3 are not valid walk inputs. Each character has a unique walk speed for both forwards and backwards. | |||
One of the main advantages to walking is that it provides fine grain control over one's positioning. By contrast, jumps lock the player into a fixed arc, and runs maintain momentum for a time after the player releases their input. | |||
Because walks can be canceled immediately, they allow the user to block freely after forwards movement, which running on its own does not allow. Another advantage is that walks are usually silent. Without an associated audio cue, walks can be hard to react to. | |||
===Running=== | |||
{{InputBadge|6[6] while on the ground}} or {{InputBadge|5 or 6 + Dash while on the ground}} | |||
Running is conceptually similar to walking, but faster and with some negative trade-offs. | |||
Akin to walking, each character has their own [[GGST/Frame_Data#Movement Values|running speed and acceleration]]. Some characters—such as {{CLabel|GGST|Potemkin}}—cannot run at all. Other characters have special alternatives to running. A list of these special cases can be found below. | |||
Although running requires two consecutive {{MCB|6}} inputs, the player can shift their forwards input into a {{MCB|3}} input so long as they maintain a constant forwards input. The player character will continue to run so long as a valid run input is held. If the player releases the run input and does not cancel the run into another action, they will perform a run skid animation. | |||
{| class="wikitable" style="margin: 0 auto;" | |||
|+ Special Runs | |||
|- | |||
! Character !! Run Type | |||
|- | |||
| {{CLabel|GGST|Giovanna}}, {{CLabel|GGST|Johnny}}, {{CLabel|GGXRD-R2|Leo Whitefang|label=Leo}} || Step Dash | |||
|- | |- | ||
{{ | | {{CLabel|GGST|I-No}} || Hover Dash | ||
|- | |- | ||
| {{CLabel|GGST|Potemkin}}, {{CLabel|GGST|Nagoriyuki}} || Cannot Run | |||
|} | |} | ||
;Run Skid | |||
< | [[File:GGST_System_Run_Skid.png|thumb|]] | ||
< | When ending a run, there is a skidding animation that gives any action done out of it forward momentum how mch. While characters can still block during a skid, they can not walk. Players can choose to stop immediately by spending some meter to immediately cancel a run into [[#Faultless Defense|Faultless Defense]] very briefly, then begin walking for more fine grained movement. This technique is known as [[GGST/Tech#FD Brake|FD Brake]]. | ||
<br style="clear:both;"/> | |||
===Backdash=== | |||
</ | {{InputBadge|44 while on the ground}} or {{InputBadge|4 + Dash while on the ground}} | ||
[[File:GGST_BackDash.png|thumb|Some invulnerability on startup]] | |||
< | |||
{| class="wikitable | Backdashes are movement options which provide a quick burst of backwards movement with some invulnerability. | ||
{{ | |||
The exact duration of backdashes and invincibility varies between character and will be listed in each character's [[GGST/Frame Data#Character Frame Data|frame data]]. The invulnerability for backdashes begins on the first frame of their animation, but does not last long, making them useful to avoid attacks with good timing. | |||
Backdashes travel a fixed distance at a set speed, are not cancelable, and are completely vulnerable for some period in the latter portion of their animation. For these reasons, they are not always preferable to backwards [[#Walking|walking]]. | |||
<br style="clear:both;"/> | |||
==Aerial Movement== | |||
===Jumping=== | |||
{{InputBadge|Any Upward Direction while on the ground}} | |||
Jumping is the most basic way to put one's player character into the air.<br> | |||
Players can jump while on the ground, or while in the air. When a character jumps, they are locked into a fixed arc which is determined by the direction of the jump input combined with any momentum they have at the time of the jump. Each character has their own [[GGST/Frame Data#Jump and Air Dash Values|jump physics]]. These determine the speed, height, and duration of their jumps. Before the character becomes airborne, there is a short [[#Prejump|Prejump]] Animation with some limitations, explained in its respective section. After a player jumps, they take on the airborne property, which affects what moves they can use, as well as how they receive incoming hit effects. During the first airborne frame, characters can only guard and not attack. This is only a factor when calculating the fastest input for [[Instant Air Special|Instant Air Specials]].<br> | |||
Most characters can jump two times before returning to the ground unless they regain their [[#Air Options|air options]]. | |||
===High Jump=== | |||
{{InputBadge|Any Downward Direction > Any Upward Direction while on the ground}} | |||
High Jumping (aka super jump) travels higher vertically than standard jumping, but in exchange characters cannot double jump (air dash is still available). | |||
High Jump an be done by going from neutral {{Ni|5}}, then tapping any downward direction ({{Ni|1}}{{Ni|2}}{{Ni|3}}), then tapping any upward direction ({{Ni|7}}{{Ni|8}}{{Ni|9}}). Pressing {{Ni|7}}{{Ni|8}}{{Ni|9}} will change which direction you high jump, just like normal jumping. During a High Jump, characters will automatically turn to face the opponent if you jump over them. | |||
It is always best to mix up the two types of jumps to keep your opponent on their toes depending on the situation. | |||
===Prejump=== | |||
Jumps and High Jumps are not instantaneous - before going airborne, characters will enter a standing state called prejump, where they can not block, but are invincible to throws. If hit during prejump, characters enter standing hitstun. | |||
Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower the character is, the longer the prejump. Most characters have 4 frames of prejump, but exact values can be found in each character's frame data. {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} high jump has a significantly longer prejump duration than his regular jump, at 10 frames. | |||
It is actually possible to cancel prejump into Specials, Overdrives, [[#Psych Burst|Burst]], [[#Deflect Shield|Deflect Shield]], and [[#Wild Assault|Wild Assault]]. The reason for this is that attacks that involve an Up input, such as {{Character Label|GGST|Leo Whitefang|label=Leo's}} {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[2]8S|label=Eisensturm}}) can be used without going through hoops to hide the jump input (such as whiffing moves beforehand). It also allows players to be slightly sloppy with their inputs and still get specials (ex {{clr|S|2369S}} instead of {{clr|S|236S}}). | |||
<br style="clear:both;"/> | |||
===Air Dash=== | |||
{{InputBadge|j.44 or j.66}} or {{InputBadge|Direction + Dash while Airborne}} | |||
[[File:GGST_System_Air_Dash.png|thumb|]] | |||
Air Dashes are the near universal burst movement option while airborne. Most characters can air dash once before landing, while others cannot air dash at all. For a breakdown of these rules, see [[#Air Options|the air options explanation]]. Each character has a unique air dash with different speeds, durations, unactionable startup, etc. Each character's Frame Data page has these values, and there is also a [[GGST/Frame Data#Air Dash Values|comaprison table]]. | |||
To air dash as soon as possible from a grounded state, players use a technique known as [[Instant Air Dash]]. | |||
<br style="clear:both;"/> | |||
===Air Options=== | |||
Air Options conceptually represent the amount of times a character can jump or dash while in the air without returning to the ground. Most characters have 1 air option; exceptions are listed below. | |||
{| class="wikitable" style="margin: 0 auto;" | |||
|+ Non-Standard Air Options | |||
|- | |||
! Character !! Air Options | |||
|- | |||
| {{CLabel|GGST|Millia Rage|label=Millia}} || Can air dash 2 times | |||
|- | |||
| {{CLabel|GGST|Chipp Zanuff|label=Chipp}} || Can jump 3 times | |||
|- | |||
| {{CLabel|GGST|Bedman}} || 8-Way Air Dash instead of Double Jump and Air Dash | |||
|- | |||
| {{CLabel|GGST|Zato-1}} || Flight instead of Double Jump and Air Dash | |||
|- | |- | ||
{{ | | {{CLabel|GGST|Potemkin}} || '''Cannot''' air dash | ||
|- | |- | ||
| | | {{CLabel|GGST|Goldlewis Dickinson}} || '''Cannot''' Double Jump | ||
|- | |- | ||
{{ | | {{CLabel|GGST|Nagoriyuki}} || '''Cannot''' air dash or Double Jump | ||
|- | |- | ||
|} | |} | ||
;Regaining Air Options | |||
Characters regain all their air options after: | |||
* Touching the ground | |||
* [[#Airborne Guard|Air blocking]] an attack and exiting blockstun while airborne | |||
** This is only relevant to air guarding projectiles and Guard Crush attacks | |||
* [[#Throw Escape|Air Throw Escape]] | |||
* [[#Wall Recovery|Wall Recovery]] while airborne | |||
=== Landing Recovery === | |||
Some airborne moves have a set amount of landing recovery like {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge}}. | |||
:This is straightforward; upon landing the character will enter a completely vulnerable landing animation. | |||
What's unique is that even for moves that don't have a specified landing recovery - like most air normals, or just jumping, there is still a unique landing recovery that disables certain actions for limited amounts of time. | |||
* After landing from an empty jump: | |||
:1~6F cannot do any movement options except backdash | |||
:7F onwards all actions possible | |||
* After performing an action in the air (double jumping, air dashing, any air attack without specified landing recovery): | |||
:1~3F after landing is normal recovery (cannot do any action such as blocking, attacking, moving etc...) | |||
:4F onwards all actions possible | |||
Another quirk about landing in this game is that characters regain their grounded collision box and are considered grounded the frame before landing, meaning that they can be [[#Ground Throw|ground thrown]] the frame before landing and getting hit the frame before landing will result in grounded hitstun. If a character is in a state where they can freely act in the air but will enter a punishable recovery state upon landing, blocking an attack on this frame will result in grounded blockstun, effectively bypassing the landing recovery. | |||
<br style="clear:both;"/> | |||
==Ground and Air Recovery== | |||
===Knockdown Recovery=== | |||
Getting knocked down by most attacks causes a '''soft knockdown''', where the character will instantly roll backwards and quickly recover. A soft knockdown lasts for 30 frames and is fully invincible. | |||
Certain attacks cause a '''hard knockdown''', where the character will lie on the ground briefly before getting up in a fully invincible state. As the character lies on the ground, they are considered in an [[#Off The Ground|Off The Ground]] state and if hit will be knocked backwards into a soft knockdown. Thus most players tend to use this time to set up [[Okizeme (General Strategy)|okizeme]] rather than continuing the combo. A hard knockdown lasts for 55 frames. | |||
<br style="clear:both;"/> | |||
===Stagger Recovery=== | |||
{{InputBadge|Any Attack Button During Stagger State}} | |||
[[File:GGST_Stagger_Recovery.png|thumb|Press any button when this bar empties to recover faster]] | |||
When hit by attacks that cause [[GGST/Damage#Stagger|stagger]], players can press any attack button when the Stagger Bar empties to recover sooner. There are three different timings for a successful Stagger Recovery, the faster the timing, the sooner the defender recovers from Stagger. The button icon will glow blue for slow timings, red to orange for normal timings, and gold for fast timings. | |||
There is no penalty to attempting multiple times, and the timing is not very strict, so players usually press a few buttons around when the bar empties and can escape ASAP. | |||
<br style="clear:both;"/> | |||
=== Wall Recovery === | |||
{{InputBadge|Direction During Wall Stick}} | |||
[[File:GGST_Wall_Splat.png|thumb|You can tech off the wall after a certain amount of time.]] | |||
A character in [[#Wall Stick / Wall Splat|Wall Stick]] state will automatically recover after 59 frames if not hit by an attack. This recovery is fully invincible while also allowing the player to perform an attack during this invincibility. | |||
:When stuck to the wall, hold a direction to choose what direction to recover: | |||
:{{Ni|7}}/{{Ni|4}}/{{Ni|1}} recovers straight upwards a significant distance | |||
:{{Ni|8}}/{{Ni|5}}/{{Ni|2}} recovers in place | |||
:{{Ni|9}}/{{Ni|6}}/{{Ni|3}} recovers straight forwards a significant distance | |||
If a character gets stuck to the wall while grounded, without being hit by any launching attacks, they will be unable to recover from the Wall Stick and will instead slump to the ground before standing back up with invincibility similar to a standard [[GGST/Damage#Hard Knockdown|hard knockdown]]. Being hit during this slump will cause a Wall Break. Unlike Wall Recovery, any action you do after will not have any invincibility. | |||
{{StatsForNerds| | |||
content= | |||
During Wall Recovery, the recovering character is invincible during frames 1~24. | |||
* The recovering character has no collision (able to pass through the other player) during frames 1~9. | |||
* The recovering character may perform any attack starting from frame 10, giving a maximum 15 frames of invincibility for the duration of the move. | |||
During Wall Slump, the slumping character is vulnerable during frames 1~27. Hitting them during this window will Wall Break if the attack can Wall Stick. | |||
* If the attack ''cannot'' Wall Stick, it applies its usual properties instead. For standard hitstun, the slumping character is considered crouching. | |||
* The slumping character is invincible during frames 28~42. This behaves standard to other knockdowns. | |||
}} | |||
<br style="clear:both;"/> | |||
==Normal Attacks== | |||
Press {{P}}/{{K}}/{{S}}/{{H}}/{{D}} to perform normal attacks. Depending on the current state of your character (standing, crouching, jumping, close to opponent), your character will do different attacks. As a general rule, {{P}}/{{K}} attacks are weak and fast, {{S}}/{{H}} attacks are strong and slow, and {{D}} attacks are overhead and low attacks. | |||
;Command Normals | |||
[[File:GGST_Command_Normals.png|thumb|Everybody gets a workable anti-air.]] | |||
Command normals are performed by pressing a specific direction with a specific button. Every character has at least two command normals. {{Ni|6|18px}}{{Prompt|GGST|P|18px}} is a universal one, and most also have {{Ni|6|18px}}{{Prompt|GGST|H|18px}}. Many have a command normal with {{Ni|6|18px}}{{Prompt|GGST|K|18px}} or {{Ni|6|18px}}{{Prompt|GGST|S|18px}} as well. | |||
{{Ni|6|18px}}{{Prompt|GGST|P|18px}} / '''<big>{{clr|P|6P}}</big>''' - <section begin="6P"/>Thanks to its frame 1 upper body invulnerability, {{clr|P|6P}} is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as {{Character Label|GGST|Giovanna|label=Giovanna's}} {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Trovão}} and {{Character Label|GGST|May|label=May's}} {{MiniMoveCard|game=GGST|chara=May|input=[4]6H|label={{Prompt|GGST|H|18px}} Mr. Dolphin Horizontal}}, are vulnerable to {{clr|P|6P}}. In addition, many {{Prompt|GGST|S|18px}} attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S Level 1|label={{clr|S|f.S}}}} and {{Character Label|GGST|Leo Whitefang|label=Leo's}} {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}}. If you experiment with {{clr|P|6P}}, you might be surprised at how many attacks can be beaten with it. <section end="6P"/> | |||
In addition, {{clr|P|6P}}s are also good anti-airs. Their upper body invulnerability combined with decent speed and hitbox size make them great tools to punish an opponent who commits to an air approach. Every {{clr|P|6P}} can be canceled into special moves, so make sure to practice your character’s best combos from it. Keep in mind that not all {{clr|P|6P}}s are made equal. Their speed, range and combo opportunities will vary from character to character. For example, {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis'}} {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} has an unusually high hitbox. This makes it a decent anti-air, but weak as a counter poke as it often whiffs above the opponent’s poke. | |||
Other command normals do not have the homogeneity of {{clr|P|6P}}. Take {{clr|H|6H}}, for example. {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} is a risky punishment tool with good speed and range. {{Character Label|GGST|Faust|label=Faust's}} {{MiniMoveCard|game=GGST|chara=Faust|input=6H|label={{clr|H|6H}}}} is a tricky overhead with huge range. {{Character Label|GGST|Giovanna|label=Giovanna's}} {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|H|6H}}}} is a unique, rekka-style normal used for juggle combos and [[GGST/Movement#Roman Cancels|Roman Cancel]] mix-ups. You will have to study each of your character’s command normals to figure out how to use them. | |||
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=== Gatling Combination === | |||
Most normals can cancel into other normals, this is known as a Gatling Combination, or Gatling for short. | |||
There can be character-specific variations, but the general rule is: | |||
;On the ground: | |||
* {{Ni|5}}{{Prompt|GGST|P}} and {{Ni|2}}{{Prompt|GGST|P}} gatling into themselves, each other, and command normals | |||
* {{Ni|5}}{{Prompt|GGST|K}} and {{Ni|2}}{{Prompt|GGST|K}} gatling into {{Prompt|GGST|D}} normals, and command normals | |||
* Close {{Prompt|GGST|S}} gatlings into {{Prompt|GGST|S}} normals, {{Prompt|GGST|H}} normals, {{Prompt|GGST|D}} normals, and command normals | |||
* Far {{Prompt|GGST|S}} and {{Ni|2}}{{Prompt|GGST|S}} gatling into {{Prompt|GGST|H}} normals | |||
;In the air: | |||
* Jumping {{Prompt|GGST|P}} gatlings into itself | |||
* Jumping {{Prompt|GGST|K}} gatlings into jumping {{Prompt|GGST|D}} | |||
* Jumping {{Prompt|GGST|S}} gatlings into jumping {{Prompt|GGST|H}} and jumping {{Prompt|GGST|D}} | |||
* Jumping {{Prompt|GGST|H}} gatlings into jumping {{Prompt|GGST|D}} | |||
It takes some getting used to, but it should feel natural after some practice. Gatlings do not need to be done immediately, players often delay their gatlings to act as a [[Frame Trap#Delayed Gatling|frame trap]] - baiting overeager opponents to retaliate then hitting them out of the start-up of their attacks. Note that while most normals can gatling even during recovery frames, {{Ni|5}}{{Prompt|GGST|K}}, {{Ni|2}}{{Prompt|GGST|K}} and jumping {{Prompt|GGST|K}} can only gatling during active frames. | |||
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=== Dust Attack === | |||
{{InputBadge|{{clr|D|5D}} on the ground (Chargeable)}} | |||
[[File:GGST_Dust_Attack.png|thumb|It may not look like it, but it's an overhead. Every Dust shows red sparks on startup]] | |||
Each character's standing {{Prompt|GGST|D}} is an overhead attack. | |||
* Dust Attack starts up in 20~28 frames, depending on how long the button is held. On ground hit, it puts the opponent in a [[GGST/Damage#Floating Crumple|floating crumple]] state that generally cannot be combo'd from without a [[#Roman Cancels|Roman Cancel]], but is even on hit. On block, the attacker is -15. | |||
* Dust Attack (Hold) (a fully charged Dust Attack) starts up in 28 frames, but is more rewarding. On hit, it [[GGST/Damage#Launch|launches]] the opponent into the air. On a raw hit, it causes [[GGST/Damage#Spinning Blowback|spinning blowback]] and can be canceled into a Homing Jump. On block, the attacker is -10. | |||
Note: A canceled Dust Attack cannot normally trade with enemy strikes. If a character's Dust Attack and their opponent's strike are both active on the same frame, the opponent's strike will win and [[#Counter Hit|Counter Hit]]. | |||
====Homing Jump==== | |||
{{InputBadge|Hold Up after Raw Fully Charged Dust}} | |||
Leap into the air and chase after the opponent following a raw, fully charged Dust Attack. | |||
During a Homing Jump: | |||
* All air normals can [[#Gatling Combination|gatling]] into any air normal | |||
** Canceling an air normal into itself while the opponent is in [[GGST/Miscellaneous#Hitstop|hitstop]] performs a unique Finish Blow attack that spikes the opponent down for a [[GGST/Damage#Hard Knockdown|hard knockdown]] and grants [[#Positive Bonus|Positive Bonus]] | |||
* The attacker gets an extra [[#Jumping|air jump]] or [[#Air Dash|air dash]] | |||
** {{Character Label|GGST|Nagoriyuki}} gains an air jump, but {{Character Label|GGST|Potemkin}} and {{Character Label|GGST|Nagoriyuki}} do not gain an air dash | |||
** {{Character Label|GGST|Bedman|label=Bedman?}} does not gain an air jump, but gains an extra use of their 8-way air dash | |||
* All air normals become [[#Cancels|jump cancelable]] and [[Cancels|air dash cancelable]] if they weren't already (except command normals) | |||
* Homing Jump duration will be shorter the closer the opponent is to the corner | |||
After the Homing Jump, the characters Area Shift and land in the middle of the stage like after a [[GGST/Damage#The Wall|Wall Break]]. | |||
* If Finish Blow is used, the opponent will crash down and the attacker will land on the opposite side with a frame advantage of +23. | |||
* If the opponent leaves the screen without being hit by a Finish Blow, both characters float to the ground, the opponent rolls and both characters recover at the same time | |||
Typically a Homing Jump combo uses the extra jump and ends with the Finish Blow. ex: j.{{Prompt|GGST|H}} > j.{{Prompt|GGST|S}} > jc, j.{{Prompt|GGST|H}} > j.{{Prompt|GGST|S}} > jc, j.{{Prompt|GGST|H}} > j.{{Prompt|GGST|S}} > Finish Blow | |||
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=== Sweep === | |||
{{InputBadge|{{clr|D|2D}} on the ground}} | |||
[[File:GGST_Sweep.png|thumb|]] | |||
Sweeps are attacks that must be blocked low and cause a [[GGST/Damage#Hard Knockdown|hard knockdown]] on hit. | |||
A hard knockdown gives the attacker lots of time to set up [[Okizeme (General Strategy)|okizeme]]. Comboing into a sweep is usually trading damage for okizeme since there are very few ways to combo from it without spending [[#Tension Gauge|Tension]] on a [[#Roman Cancel|Roman Cancel]]. | |||
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==Throws== | |||
Throws are proximity based attacks which the opponent cannot [[#Guard|guard]] against. In order to throw an opponent, a few conditions must be met: | |||
* The players must be in a similar grounded or airborne state. | |||
** To throw a grounded opponent, the attacker must also be grounded. | |||
** To throw an airborne opponent, the attacker must also be airborne. | |||
* The defender must not have throw invulnerability. | |||
** The defender ''can'' be ground thrown while in [[#Stagger Recovery|Stagger]]. | |||
* The defender must be within the throw's range (see below). | |||
If all of the conditions are met, then the attacker can hit the opponent with a throw. | |||
===Normal Throws=== | |||
{{InputBadge|{{clr|H|6D}} or {{clr|H|4D}} (Air OK) Within close proximity of an opponent}} | |||
[[File:GGST_Throw.png|thumb|Comes in ground and air flavors]] | |||
Normal throws start up in 2 frames, inflict a hard knockdown, and are in [[#Counter Hit|Counter Hit]] state on whiff. Normal Throws cannot be performed with diagonal inputs ({{clr|D|1D}}, {{clr|D|3D}}, etc.). | |||
Ground throws used offensively to break though a guarding opponent, while they are used defensively to challenge the opponent's pressure thanks to their fast startup. | |||
Air throws often give people trouble because they are not quite as easy to position 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 opponent, you will not be able to throw before they can. Thus air throws are often used as an anti-air as well as an air-to-air tool when slightly below the opponent. | |||
On top of the usual whiff recovery, air throws also have 10 frames of punishable [[#Landing Recovery|landing recovery]] on whiff, although the user is not in [[#Counter Hit|Counter Hit]] state. | |||
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===Command Throws=== | |||
[[File:GGXRD-R2_CommandThrow.png|thumb|You aren't teching these.]] | |||
Some special moves have the throw property. {{MMC|game=GGST|chara=Potemkin|input=632146P|label=Potemkin's Potemkin Buster}} and {{MMC|game=GGST|chara=Zato-1|input=623S|label=Zato-1's Damned Fang}} are two examples of such throws. | |||
These throws cannot be [[#Throw Clash|thow escaped]] and they typically have other unique properties, such as higher damage, more start-up, and more range. They also have throw invincibilty themselves, and will therefore beat a normal throw attempt. | |||
;Hit Grabs | |||
Technically not throws but are often mistaken for them, these are strikes that go into a throw animation on hit {{MMC|game=GGST|chara=Jack-O|input=632146P|label=Jack-O's Forever Elysion Driver}}. Deflect Shield will work against these attacks since they are technically strikes. | |||
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===Throw Invulnerability=== | |||
Characters cannot always be thrown. Below is a list of situations when a character cannot be thrown: | |||
*During [[#Prejump|prejump]] | |||
*During blockstun plus 5F after | |||
*During hitstun plus 5F after | |||
*During Knockdown plus 5F after | |||
*When they have Throw invulnerability or Full invulnerability | |||
**Common moves with Throw/Full invulnerability include Command Throws, Overdrives, and Burst | |||
**Some ground attacks also discretely count as being in the air, such as {{Character Label|GGST|May}}'s {{MiniMoveCard|chara=May|input=6K|label={{clr|K|6K}}}}. These moves can't be ground thrown, but CAN be air thrown. | |||
===Priority of Strike vs Throw vs Command Throw=== | |||
When two strikes hit each other on the same frame, either a clash happens or both characters get hit, but what happens when throws are added to the mix? | |||
*'''Throw vs Strike:''' The throw will always win. This is the reason why wakeup throw works in XRD. Since throws are instant, a throw can beat an opponent performing a meaty on you. | |||
*'''Normal Throw vs. Normal Throw:''' A [[#Throw Clash|Throw Clash]] occurs. | |||
*'''Normal Throw vs. Command Throw:''' The command throw will always win. | |||
*'''Command Throw vs. Command Throw:''' Both throws whiff for that frame. Meaning a command throw with more active frames will win in the end. | |||
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==Throw Clash== | |||
{{InputBadge|Input Throw While Being Thrown (10 Frame Window)}} | |||
[[File:GGST_ThrowEscape.png|right|thumb|Works for ground and air normal throws.]] | |||
Inputting a normal throw at the same time as an opponent will cancel out the throw and make both characters back off and recover at the same time. This is known as a Throw Clash or Throw Break. | |||
*Only normal throws can be broken; command throws cannot be broken. | |||
* Throw clashes CANNOT be performed if thrown during Faultless Defense. | |||
*Throw clash CANNOT be performed while in Counter Hit state or while recovering from a move, so unsafe attacks are still unsafe. | |||
*The throw clash animation is 31F and fully invincible. | |||
*Air throw clash will restore air options for both characters. | |||
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==Cancels== | |||
There are many types of cancels. A cancel is the act of interrupting the current action and starting a different one. | |||
While most cancels are available on hit/block, some are available on whiff, and a rare few are even only available on block! | |||
;Gatling | |||
:See [[#Gatling Combination|Gatling Combination]] for more details | |||
;Special Cancel | |||
:Most normal attacks can cancel into [[#Specials|specials]], [[#Overdrive|Overdrive]], and [[#Wild Assault|Wild Assault]]. This is generally used to create combos and blockstrings, but can have other applications as well. | |||
:Note that while most normals can be special canceled even during recovery frames, {{Ni|5}}{{Prompt|GGST|K}}, {{Ni|2}}{{Prompt|GGST|K}} and jumping {{Prompt|GGST|K}} can only be special canceled during active frames. | |||
:Most special moves can be canceled into from normals, but there are exceptions, such as {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=41236H|label=Fafnir}}. | |||
;Jump Cancel | |||
:Some normal attacks can cancel into jump and super jump. This is used in combos as well as pressure. | |||
:Air attacks can only be jump canceled when the character has the air option available | |||
:Ky and Jack-O's j.Ds are projectiles and can be jump canceled once the projectile touches the opponent. | |||
;Prejump Cancel | |||
:[[#Prejump|Prejump]] can be canceled into specials, supers, Wild Assault, and Burst. | |||
:This is useful for canceling into Special attacks that can not normally be canceled into such as Night Raid Vortex, by c.S, input Jump, cancel into Night Raid Vortex during prejump. | |||
;Dash Cancel | |||
:Some attacks can cancel into a unique ground dash with a fixed duration that varies by character (see character's [[GGST/Frame_Data|frame data]] for more info). | |||
:Some airborne attacks can cancel into forward air dash. | |||
:Can only dash cancel if the character can run/step dash/air dash (sorry Nagoriyuki and Potemkin). | |||
:Ky and Jack-O's {{clr|D|j.Ds}} are projectiles and can be dash canceled once the projectile touches the opponent. | |||
:Millia is special and can air dash cancel into either forward or backward air dash. | |||
;Roman Cancel | |||
:See [[#Roman Cancel|Roman Cancel]] for more details | |||
;[[Kara Cancel]] | |||
:Normals and Ground Dash Cancels can kara cancel into Special moves, Overdrives, [[#Wild Assault|Wild Assault]], [[#Faultless Defense|Faultless Defense]], [[#Deflect Shield|Deflect Shield]] or [[#Psych Burst|Psych Burst]] during their first 3 frames of start-up. [[#Taunts and Respects|Taunts]] are considered a special move. | |||
:Special moves can be kara canceled into Overdrives during their first 3 frames of start-up. | |||
;Clash | |||
:See [[#Clash|Clash]] for more details | |||
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==Roman Cancel== | |||
{{InputBadge|Any 3 attack buttons (except {{clr|D|D}}) with 50% Tension}} | |||
Roman Cancel is a mechanic that allows you to cancel actions that are not normally cancelable at the cost of [[#Tension Gauge|Tension]]. The Roman Cancel system in Guilty Gear -Strive- is designed to be multifaceted and comes in various colors. Each color of Roman Cancel releases a shockwave in a circle around your character with different properties and uses. | |||
{| class="wikitable stripe" style="margin: 1em auto 1em auto;" | |||
|+Roman Cancel Values | |||
! Color !! Tension !! Startup !! Recovery !! On-Block !! Slowdown !! Cancel !! Situation | |||
|- | |||
! [[File:GGST_BlueRC.png|140px]]<br/>Blue | |||
|<center>50%</center> | |||
|<center>6(+39)<br>(effect starts super freeze 20F)</center> | |||
|<center>-</center> | |||
|<center>-</center> | |||
|<center>59F</center> | |||
|<center>During super freeze 5~11F</center> | |||
| | |||
* Performed while in neutral or during standard movement. | |||
* Shockwave slows down the opponent but doesn't actually hit them. Used to catch opponents doing something other than block, then punish them while they are slowed. | |||
* Has the longest slowdown timer of all the Roman Cancels. | |||
** Slowdown ends after being hit or blocking. | |||
** Slowdown does not end on opponent's hit or block. This allows for links that aren't normally possible, like {{clr|K|5K}} into {{clr|S|c.S}}. | |||
|- | |- | ||
! [[File:GGST_RedRC.png|140px]]<br/>Red | |||
|<center>50%</center> | |||
|<center>1(+44)<br>(effect starts super freeze 25F)</center> | |||
|<center>-</center> | |||
|<center>+24</center> | |||
|<center>39F</center> | |||
|<center>During super freeze 7~13F</center> | |||
| | |||
* Performed during the [[#Hitstop|hitstop]] of a [[#Strike|strike]] or right as a [[#Throws|throw]] deals damage. | |||
** Window is extended during Mid or Large [[#Counter Hit|Counter Hits]], irrespective of the current action (excluding movement). | |||
* Shockwave [[GGST/Damage#Launch|launches]] the opponent on hit, causes [[GGST/Damage#Hard Knockdown|hard knockdown]]. Used to extend combos for more damage and/or better okizeme. | |||
* Slowdown ends on hit or block of either player. | |||
** Hitstop: 0F, Blockstun: 12F | |||
|- | |||
! [[File:GGST_PurpleRC.png|140px]]<br/>Purple | |||
|<center>50%</center> | |||
|<center>6(+39)<br>(effect starts super freeze 20F)</center> | |||
|<center>-</center> | |||
|<center>-</center> | |||
|<center>19F</center> | |||
|<center>During super freeze 8~14F</center> | |||
| | |||
* Performed during a move outside of the Red Roman Cancel window. | |||
* Shockwave slows down the opponent but doesn't actually hit them. Used to stay safe when using committal attacks. | |||
* Certain invincible [[#Special Moves|specials]] cannot be Purple Roman Canceled unless the opponent is in hitstun or blockstun. | |||
* Slowdown ends on hit or block of either player. | |||
|- | |- | ||
! [[File:GGST_YellowRC.png|140px]]<br/>Yellow | |||
|<center>50%</center> | |||
|<center>14(+28)<br>(effect starts super freeze 12F)</center> | |||
|<center>33</center> | |||
|<center>-16</center> | |||
|<center>9F</center> | |||
|<center>-</center> | |||
| | |||
* Performed while in blockstun. | |||
* Invincible until end of super freeze. | |||
* Counter Hit state during recovery. | |||
* Shockwave puts the opponent into [[#Guard Crush|Guard Crush]] state on hit, but deals no damage. Used as a defensive "get off me" tool. | |||
** Hitstop: 0F, Blockstun: 17F | |||
** Guard Crush: 43F (including slowdown) | |||
** Applies 50% forced proration and 15 [[GGST/Damage#Combo Decay|Combo Decay]] on hit. | |||
* Not available when in a Guard Crush state. | |||
* See [[#Yellow Roman Cancel|Yellow Roman Cancel]] for more information. | |||
|} | |} | ||
= | <br style="clear:both;"/> | ||
=== Dash Input Roman Cancel === | |||
[[File:GGST_RomanCancelDrift.png|thumb|right|Sike, I wasn't actually there!]] | |||
Sometimes also referred to as "Drift Roman Cancel". | |||
* Available for any Roman Cancel except [[#Yellow Roman Cancel|Yellow]]. | |||
* Input a dash just before Roman Canceling to move in that direction during the Roman Cancel's activation. | |||
** Can input dashes up, down, left or right to drift in that direction. Diagonal inputs are ignored. | |||
** Red Roman Cancel shockwaves will [[GGST/Damage#Launch|launch]] the opponent differently on hit depending on the dash input chosen. | |||
*** The opponent launches up and away if you don't drift, lower and much farther away if you drift forward, higher and much closer if you drift backwards, much lower and closer if you drift downward, and much higher and closer if you drift upward. | |||
*** Launch duration on a standing opponent: Up (68F) > Back (62F) > Neutral (55F) > Forward (48F) > Down (42F). | |||
<br style="clear:both;"/> | |||
=== Cancel the Roman Cancel === | |||
Sometimes also referred to as "Fast Roman Cancel" or "Quick Roman Cancel". It is referred to as "Roman Cancel Cancel" in the game tutorials. | |||
[[File:GGST_RomanCancelFastCancel.png|thumb|right|Go straight into the next attack of your choice!]] | |||
* Available for any Roman Cancel except [[#Yellow Roman Cancel|Yellow]]. | |||
* Inputting a move during a specific window of the Roman Cancel's super freeze (when the initial effects from a Roman Cancel disappear but before the shockwave occurs) cancels the super freeze directly into the inputted move. | |||
** All types of Roman Cancel except Yellow rapidly drain [[#Tension Gauge|Tension]] during super freeze at a rate of 2% per frame. By canceling the Roman Cancel, it is possible to retain a portion of the required Tension. Depending on which frame you cancel, the Roman Cancel will spend between 36% and 48% Tension. | |||
** Input buffer does not apply to this window. | |||
* Canceled Roman Cancels still apply a reduced amount of slowdown at close range, even without the shockwave. | |||
* During a Roman Cancel Cancel, you can perform charge inputs without charging, as long as the charge direction is input before the Roman Cancel begins (or before hitstop ends). For example, {{Character Label|GGST|May|label=May}} can {{clr|H|46H}} instead of {{clr|H|[4]6H}}. | |||
* Preserves momentum from before the Roman Cancel. | |||
* Combined with the dash input version to move slightly in a direction before canceling. | |||
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Roman Cancel Slowdown Values | |||
|- | |||
! Color | |||
! Slowdown (No Cancel) !! Slowdown (Cancel Frame 1) !! Slowdown (Cancel Frames 2~7) | |||
|- | |||
! Blue | |||
| 59F || 33F || 31F | |||
|- | |||
! Red | |||
| 39F || 23F || 21F | |||
|- | |- | ||
! Purple | |||
| | | 19F || 13F || 11F | ||
|- | |- | ||
|} | |} | ||
==== = | Note: Consult the Roman Cancel Values table above for each color's cancel window. | ||
<br style="clear:both;"/> | |||
== Yellow Roman Cancel == | |||
{{InputBadge|Any 3 attack buttons (except {{clr|D|D}}) with 50% Tension during Blockstun}} | |||
[[File:GGST_YellowRC.png|thumb|right|Turn the tables with this powerful defensive option!]] | |||
*On hit, Yellow Roman Cancel slows down the opponent for 10 frames and puts them in Guard Crush state for 43 frames including slowdown, granting the user a frame advantage of +10 on ground hit. | |||
**In the extremely rare case that a Yellow Roman Cancel is combo'd into, it will [[GGST/Damage#Launch|launch]] the opponent instead. | |||
**Yellow Roman Cancel applies 50% [[GGST/Damage#Proration|forced proration]] on hit, so even if the opponent doesn't block in Guard Crush state, the damage is greatly reduced. | |||
*On block, Yellow Roman Cancel is punishable at -16 and leaves the user in [[#Counter Hit|Counter Hit]] state during their recovery. | |||
*Hits opponents when [[#Invincibility|invincible]]. | |||
**Hits based on a proximity check to an opponent's collision box, similar to a [[#Throws|throws]]. This means it ''cannot hit extended hurtboxes'' from long range attacks. | |||
Yellow Roman Cancels is used to stop an attacking opponent and resetting the momentum of the match. Yellow Roman Cancels can not be performed during Guard Crush state. Upon activation, your character creates a shockwave that forces the opponent into a Guard Crush state, granting your character massive frame advantage. Yellow Roman Cancel is a useful tool for challenging an opponent’s pressure, especially for characters that are lacking in character-specific tools. | |||
However, since YRC is -16 on block and leaves the defender in Counter Hit state, astute attackers can block YRC on prediction and punish it heavily. Practice utilizing all of defensive options available so as to not end up over relying on Yellow Roman Cancel and burning Tension too quickly. | |||
<br style="clear:both;"/> | |||
==Special Attack== | |||
{{InputBadge|Motion Input + Button}} | |||
[[File:GGST_Special_Attack.png|thumb|]] | |||
Special attacks are fancier attacks that have special properties such as invincibility or unique movement. | |||
Each character's special attacks are unique and are explained in more detail in each character's page. | |||
There are two main categories of special move inputs: | |||
*Command-type inputs: Requires the player to input directions in a specific order, then input a specific attack button. | |||
*Charge-type inputs: Requires the player to hold {{Ni|4}} or {{Ni|2}} for 30 frames, then input the opposite direction ({{Ni|6}} and {{Ni|8}} respectively) plus a specific attack button. | |||
There are a few common qualities that special moves share: | |||
*They do 5% of their base damage as [[GGST/Damage#Chip Damage|chip damage]] on block unless the defender uses [[#Faultless Defense|Faultless Defense]] or [[#Instant Block|Instant Block]]. | |||
*They build a little bit of [[#Tension Gauge|Tension]] immediately when inputted. | |||
*They can be [[Kara Cancel|kara canceled]] into [[#Overdrives | |||
|Overdrives]] during the first 3 frames of the animation | |||
<br style="clear:both;"> | |||
| | |||
| | |||
== Wild Assault == | |||
{{InputBadge|{{clr|D|236D}} with 50% Burst (Chargeable)}} | |||
[[File:GGST_Sol_Badguy_236D.png|thumb|right|]] | |||
Wild Assaults are fast, forward-moving attacks that can be canceled into from any special cancelable move. They drain 7.14% of the opponent's Burst Gauge on hit or block. A fully charged Wild Assault [[GGST/Damage#Launch|launches]] grounded opponents on hit. | |||
There are three different types of Wild Assault, each with different properties. Each character has a specific type as follows: | |||
{| class='wikitable sortable' style="text-align: center; margin: 1em auto 1em auto;" | |||
|+Wild Assault Chart | |||
|- | |- | ||
! Color !! Characters !! Damage !! Startup !! Active !! Recovery !! On-Block !! Cancel !! Invuln | |||
|- | |- | ||
{{ | | {{clr|D|Orange}} | ||
{{ | || {{Character Label|GGST|Sol Badguy|label=Sol}}, {{Character Label|GGST|Ky Kiske|label=Ky}}, {{Character Label|GGST|May}}, {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Chipp Zanuff|label=Chipp}}, {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}, {{Character Label|GGST|Leo Whitefang|label=Leo}}, {{Character Label|GGST|Giovanna}}, {{Character Label|GGST|Anji Mito|label=Anji}}, {{Character Label|GGST|I-No}}, {{Character Label|GGST|Testament}}, {{Character Label|GGST|Sin Kiske|label=Sin}}, {{Character Label|GGST|Johnny}} | ||
|| 30 [50] | |||
|| 16~28 [29] | |||
|| 3 | |||
|| 20 | |||
|| -4 | |||
|| Yes | |||
|| | |||
|- | |- | ||
|} | | {{clr|K|Blue}} | ||
= | || {{Character Label|GGST|Faust}}, {{Character Label|GGST|Millia Rage|label=Millia}}, {{Character Label|GGST|Zato-1|label=Zato}}, {{Character Label|GGST|Jack-O|label=Jack-O'}}, {{Character Label|GGST|Happy Chaos|label=Chaos}}, {{Character Label|GGST|Baiken}}, {{Character Label|GGST|Bridget}}, {{Character Label|GGST|Asuka R|label=Asuka}}, {{Character Label|GGST|Elphelt Valentine|label=Elphelt}} | ||
|| 30 [50] | |||
|| 20~31 [32] | |||
|| 3 | |||
-- | || 20 | ||
|| +13 [+17] | |||
|| Yes | |||
|| | |||
|- | |- | ||
{{ | | White | ||
{{ | || {{Character Label|GGST|Potemkin}}, {{Character Label|GGST|Nagoriyuki}}, {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}, {{Character Label|GGST|Bedman|label=Bedman?}} | ||
|| 30 [50] | |||
|| 20~31 [32] | |||
|| 3 | |||
|| 20 | |||
|| +7 [+12] | |||
|| No | |||
|| 9~22F [9~34F] Strike/Projectile | |||
|} | |} | ||
* '''Orange''' Wild Assaults start up faster, making them excellent combo extenders, and charged hits launch more horizontally. | |||
* '''Blue''' Wild Assaults inflict [[GGST/Damage#Stagger|stagger]] on an uncharged ground hit and [[#Guard Crush|Guard Crush]] on block, creating advantageous situations. | |||
{{ | * '''White''' Wild Assaults gain [[#Invincibility|strike invincibility]] from frame 9 onwards, knock the opponent away on hit when uncharged, and inflict Guard Crush on block. | ||
{{# | |||
|} | Both Orange and Blue Wild Assaults can be canceled into either normals, specials, [[#Jumping|jumps]], or [[#Backdash|backdash]] on hit or block. Doing so also grants forward momentum for any action that doesn't move backward, enabling certain combo conversions that would be otherwise impossible. Orange Wild Assaults grant a massive amount of momentum, while Blue Wild Assaults grant a small amount. | ||
==== ==== | |||
* | When used to [[GGST/Damage#The Wall|break the wall]], opponents are in a [[#Knockdown Recovery|hard knockdown]] state after the Area Shift, similar to when being wall broken by Overdrives. | ||
* | <br style="clear:both;"/> | ||
==Psych Burst== | |||
{{InputBadge|Any Attack + {{clr|D|D}} with full Burst Gauge}} | |||
While at first glance, Bursts merely look like a "combo breaker", there is actually much more to them. There are two different types of Bursts: Blue and Gold. Both have different effects, and understanding how each can be used is crucial to high-level play. | |||
The Burst will be blue or gold depending on what the character's current state. The differences between each are described below. | |||
{{#lsth:GGXRD-R2/Frame Data|Psych Burst}} | |||
<br style="clear:both;"> | |||
The Burst Gauge starts the match 100% filled and it is carried over between rounds; using your Burst at the end of one round will make it unavailable at the start of the next. | |||
===Gold Burst=== | |||
{{InputBadge|Burst during Neutral State (Air OK)}} | |||
[[File:GGXRD-R2_Gold_Psyche_Burst.png|thumb|Full meter on hit! Can't combo into this]] | |||
Hitting the opponent with a Gold Burst will instantly max out your Tension Gauge, ignoring any Tension Penalty. It is not possible to combo into a Gold Burst, however. Regardless of whether the Gold Burst hits or misses the opponent, the Burst Gauge will be refunded 33%. | |||
Gold Bursts are invulnerable to strikes the entire duration. However, they can be air thrown at any point (Note: Potemkin's Heavenly Potemkin Buster and Heat Knuckle technically aren't throws). With perfect timing, Gold Bursts can be air thrown out of start-up. This is the only drawback. | |||
Proper use of the Gold Burst can quickly give a player the advantage by knocking the opponent down while simultaneously gaining full Tension. Discover what attacks and patterns opponents commonly perform so that they can be interrupted by a Gold Burst (for example, against Potemkin's j.D). | |||
<br style="clear:both;"> | |||
===Blue Burst=== | |||
{{InputBadge|Burst during Blockstun or Hitstun (Air OK)}} | |||
[[File:GGXRD-R2_Blue_Psyche_Burst.png|thumb|]] | |||
Bursting while at in a defensive state (being hit, while blocking, while knocked down, etc.) will make it blue. If the Blue Burst hits the opponent, the Burst Gauge will be refunded 33%. | |||
The major drawback to Blue Burst is that unlike Gold Bursts, the recovery is completely vulnerable, which makes them much more punishable than Gold Bursts. Blue Bursts can also be air thrown at any point - even on startup. | |||
Using a Blue Burst can often save a player from taking massive damage, or ultimately receiving the round-ending blow. However, an astute opponent can anticipate when you are basically "forced" to use a Blue Burst, bait it, then punish you for FREE afterward (since you won't have another Burst to use). | |||
<br style="clear:both;"> | |||
====Disabling Blue Burst==== | |||
[[File:GGXRD-R2_Burst_Disabled.png|150px|thumb|The X means that you cannot burst]] | |||
Blue Bursts can be temporarily disabled even with a full Burst Gauge. A red X will cover the Burst Gauge during this time. | |||
Blue Bursts will be disabled while: | |||
*Being thrown. | |||
*Being hit by an Overdrive Attack or an Instant Kill Attack. | |||
*Getting hit by attacks that force throw-like states such as as Axl's Spindle Spinner and Leo's Siegesparade. | |||
<br style="clear:both;"> | |||
== Overdrives == | |||
{{InputBadge|Motion Input + Button with 50% Tension}} | |||
[[File:GGST_Overdrive_Attack.png|thumb|Sol getting ready to Tyrant Rave]] | |||
Overdrives (commonly referred to as supers) are attacks that are even more powerful than special attacks. | |||
Some Overdrives are useful as [[Reversal|reversals]] like {{Character Label|GGST|Ky Kiske|label=Ky}}'s {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=632146H|label=Ride the Lightning}}, while others power up the character like {{Character Label|GGST|Ky Kiske}}'s {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214214H|label=Dragon Install}}. On start-up, Overdrives freeze the game temporarily to show the character doing a fancy pose or an animated cut-in before attacking. This is commonly referred to as "super flash" or "super freeze". Super freeze also has a special [[GGST/Tech#Super Flash Buffer|input buffer]] making these attacks not a good "surpise" attack since they easily reactable during neutral. | |||
Overdrives that hit the opponent will [[GGST/Damage#The Wall|Wall Break]] on the last hit if the opponent collides with the wall regardless of [[GGST/Damage#Wall Stick and Wall Slump|Wall Stick]] (with the opponent in a [[#Knockdown Recovery|hard knockdown]] state after the Area Shift), although it's worth noting that not all hitstun states collide with the wall for their entire duration, even if the character in question physically touches the wall. Distinct from the last hit, any other hit is fixed to not Wall Break, even if they hit an opponent in Wall Stick state. | |||
<br style="clear:both;"/> | |||
| | |||
==Tension Gauge== | |||
Tension is a highly important resource in Guilty Gear. Knowing each of the features and subtleties of the Tension Gauge system is a definite requirement for high-level play since it directly affects many of your attack options. The Tension Gauge starts every round empty, so don't be afraid to use it all each round. | |||
[[File:GGXRD_Tension_Gauge.png|thumb]] | |||
;Gaining Tension | |||
Perform some type of offensive action to gain Tension. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the faster the Tension Gauge will fill up. Performing these kinds of actions increase Tension Balance, which in turn dictates the amount of Tension gained. | |||
Normal Attacks have a base Tension Gain on hit or block. Special Attacks have a base Tension both on input, and upon the attack touching the opponent (hit or block). | |||
Ground backdashing, backward airdashing, walking backward, standing still etc. will contribute towards Negative Penalty and the Tension Balance will slow down. Experiment and notice that if you sit still or backdash a few times your Tension Gain off of movement, random hits, and blocked normals go down drastically. | |||
;Spending Tension | |||
*Faultless Defense: 0.25% per frame (green), on block (blue) it costs ((damage of the attack × 0.25)+2.5)% | |||
*Dead Angle Attack: 50% | |||
*Red Roman Cancel: 50% | |||
*Yellow Roman Cancel: 25% | |||
*Purple Roman Cancel: 50% | |||
*Blitz Shield: 25% | |||
*Overdrives: 50% | |||
*Burst Overdrives: 50% + 100% of Burst Gauge | |||
*Negative Penalty: 100% | |||
;Tension Pulse | |||
Tension Pulse is a modifier used to determine the final tension gain modifier - the more offensive actions you take, the more Tension you will gain. You can vaguely tell your current Tension Pulse by the white pulse that goes through your Tension Gauge. The faster the pulse, the higher your Tension Pulse. See the [[GGXRD-R2/Frame Data#Tension Pulse|frame data page]] for more details. | |||
;Tension Pulse Penalty | |||
Tension Pulse Penalty is a way of affecting Tension Pulse, thus indirectly affecting Tension gain. This value is separate from Negative Penalty. | |||
Confusingly, Tension Pulse itself also affects Tension Pulse Penalty. The lower the Tension Pulse, the higher the Penalty. See the [[GGXRD-R2/Frame Data#Tension Pulse Penalty|frame data page]] for more details. | |||
===Tension Cooldown=== | |||
The amount of Tension gained is severely reduced after most actions that cost Tension. | |||
{| class="wikitable | {| class="wikitable" border="1" style="text-align: center" | ||
| | |- | ||
! Action !! Penalty !! Duration | |||
|- | |- | ||
| Faultless Defense || 20% of normal || 60F | |||
|- | |- | ||
| | | Dead Angle Attack || 20% of normal || 240F | ||
| | |- | ||
| | | Roman Cancel || 20% of normal || 360F | ||
|- | |||
| Negative Penalty || 20% of normal || 600F | |||
|} | |} | ||
*Overdrives and Blitz Shield have no effect on Tension Gain. | |||
*Penalties do no stack, but if a new penalty is incurred, then the penalty timer is reset to the larger value. | |||
==Positive Bonus== | |||
[[File:GGST_Positive.png|thumb|Temporarily build extra Tension and Burst. Make good use of it!]] | |||
By [[GGST/Damage#The Wall|breaking the wall]], hitting the opponent with a [[#Homing Jump|Finish Blow]] or [[#Gold Bursts|Gold Burst]], or maxing out Tension Balance, characters enter Positive Bonus state. The HUD will show "POSITIVE" in the corner of the screen next to your character's portrait, and the character will have the following buffs for 5 seconds (300 frames): | |||
* Automatically gain Tension over time, at 8.4% Tension per second | |||
** Increases even during move hitstop | |||
* Tension Gain Rate increased by 50% | |||
* Tension Gain Penalty duration decreased by 90% | |||
* Damage for all attacks increased by 10% | |||
* Damage taken from all attacks decreased by 10% | |||
* Automatically gain Burst over time, at 4.8% Burst per second | |||
Needless to say, this is an extremely powerful state, allowing the player to build a huge amount of Tension and spend it all without fear of Tension Gain penalties. This creates situations where players can conceivably pressure the opponent and then buil up enough Tension to [[#Roman Cancels|Roman Cancel]] or Overdrive to extend that pressure, or open the opponent up and still have Tension to spare on converting the hit into a full combo. Even if you are put on defense, the enormous Tension Gain and reduced damage taken makes it much easier to escape pressure and avoid being defeated. | |||
<br style="clear:both;"> | |||
== Negative Penalty == | |||
[[File:GGST_Negative.png|thumb|Uh oh...]] | |||
By continually performing actions that lower your Tension Balance, you enter Negative Penalty state. | |||
If a player consistently attempts to walk back, [[#Backdash|backdash]], or [[#Air Dashing|air dash]] backward at range from the opponent (or sits in one place and does nothing), "DANGER" will appear in the corner of the screen next to your character's portrait. If the player still keeps avoiding all types of contact, "NEGATIVE" will appear, denoting Negative Penalty, and the player will have the following debuffs: | |||
* Immediately lose all stored Tension and Burst | |||
* Enter Tension Gain Penalty for 10 seconds (600 frames) | |||
Keep-away or run-away tactics will not incur Negative Penalty if the player is actively using some form of offense. Even if it's passive, it's more than enough to not get penalized. For example, if an Axl player remains full screen and tries to keep the opponent away from him using long-range attacks, he will not get penalized. | |||
<br style="clear:both;"> | |||
==Burst Gauge== | |||
[[File:GGXRD_Burst_Gauge.png|thumb|Burst is only available when the meter is full (top)]] | |||
The Burst Gauge is needed for two options: [[#Overdrive|Overdrive]] and [[#Burst|Burst]]. Both cost a full Burst Gauge. | |||
Characters start the match with a full Burst Gauge and its status carries over between rounds, so Bursting at the end of a round means starting the next round with an empty Burst Gauge. | |||
The Burst Gauge grows over time, and when taking damage. The exact formula for this is unknown, however, it is likely very close to how the Burst Gauge works in the XX series. | |||
The Burst Gauge is 15000 units. There are two ways for the Burst gauge to increase: over time, and when taking damage. Expanded explanations for each are below: | |||
;Building Burst Over Time | |||
The Burst Gauge will gradually fill at a rate that depends on how much health a character has. There are three different rates at which a character will gain Burst back: | |||
* 100%-51% health = 600 Burst per 10 seconds | |||
* 50%-26% health = 1200 Burst per 10 seconds | |||
* 25%-0% health = 1800 Burst per 10 seconds | |||
As you can see, the less health you have, the faster the Burst Gauge will increase. Keep this in mind when you are low on health and your Burst Gauge is nearly filled. It may be beneficial to play defensively for a few extra seconds so your Burst will be ready for the next round (if there is a next round)! | |||
;Building Burst While Taking Damage | |||
Whenever a player takes damage, the player will also gain some Burst. The formula that determines exactly how much Burst gained is: | |||
(100 + Move Damage × 3) × (1.0 + Combo Count × 0.03) | |||
* Move Damage - amount of damage the move does in the combo | |||
* Combo Count - number of hits in the current combo (1 being the first hit, 3 being third hit of combo etc) | |||
;Example: | |||
<div class=" mw-collapsible mw-collapsed" > | |||
<br> | |||
Potemkin 6H (80 damage, solo hit) | |||
The Move Damage section is 100 + 80 × 3 (240) = 340. The second part becomes 1 × 1 × 0.03 = 1.03. Now multiply them together: 340 × 1.03 = 350.2. Potemkin's 6H gives the opponent back 350 Burst if it is a solo hit or the first hit of a combo. Not bad. | |||
If Potemkin's 6H was the third hit of the combo, the second part of the formula would be 1.0 + 3 × 0.03 = 1.09. Then the total would be (100 + 80 × 3) × (1.09) = 370.6. However, one thing you can't overlook is the fact that there is still damage scaling to take into account. Depending on the damage scaling effects, Potemkin's 6H may do less damage than 80. This would change the overall Burst added, but the formula is still identical. Check the [[GGXRD-R2/Damage#Damage Scaling|Damage Scaling section]] for more info. | |||
</div> | |||
<br style="clear:both;"/> | |||
==R.I.S.C Level== | |||
[[File:GGXRD-R2_RISC_Gauge.png|thumb|Standard damage scaling doesn't kick in until R.I.S.C is emptied. It will start flashing when half full, any ANY hit will be Counter Hit!]] | |||
R.I.S.C. Level affects damage scaling and is located directly underneath each character's Life Gauge. | |||
It rises each time an attack is blocked using [[#Guard|basic block]] or [[#Instant Block|Instant Block]]. Using [[#Faultless Defense|Faultless Defense]] or [[##Blitz Shield|Blitz Shield]] will prevent the R.I.S.C. Level from increasing. | |||
[[GGXRD-R2/Damage#R.I.S.C. Level|R.I.S.C damage scaling]] does not take effect until R.I.S.C Level is emptied. The amount of scaling differs from move to move and the effect is cumulative through the entire combo. Once the combo ends and the opponent returns to a neutral state, damage scaling is reset. To make high R.I.S.C even scarier, when the gauge is flashing (aka over half full), then ANY attack will be considered Counter Hits - even throws and mid-combo attacks! | |||
Each attack raises and lowers R.I.S.C Level on block and hit. For example an attack with R.I.S.C. -10/+5 would lower R.I.S.C. by 10 on hit and raise it by 5 on block. These are known as R.I.S.C- and R.I.S.C+ respectively. | |||
:During blockstun, R.I.S.C+ incurred is reduced by half. This explains why players may notice that [[#Instant Block|IBing]] all attacks in a blockstring raises their R.I.S.C higher than normal blocking - they are exiting blockstun thanks to IB, and taking the full R.I.S.C+ of multiple attacks! | |||
:Getting hit not only drops R.I.S.C by the attack's R.I.S.C- value, but also drops R.I.S.C by about 10% of the any remaining positive R.I.S.C afterwards. This also happens for attacks with R.I.S.C- value of zero. | |||
<br style="clear:both;"/> | |||
==Attack Level== | |||
== | Each attack has an Attack Level. Most attacks in the game deal standardized amounts of hitstun, blockstun, etc. based on their Attack Level. Some moves override these standard values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc. | ||
{{#lsth:GGXRD-R2/Frame_Data|Attack Level}} | |||
{{# | |||
== | ==Counter Hit== | ||
[[File:GGXRD-R2_Counter.png|thumb|Characters flash red when they are Counter Hit]] | |||
A counter hit (CH) occurs when hitting the opponent when they are in Counter Hit state. The opponent will flash red, the HUD will show "Counter" and the announcer will say "Counter". On Counter Hit, the opponent suffers more hitstun, air untechable time, and hitstop giving more time to hit confirm, as well as allowing CH specific combos. Additionally some attacks gain new properties on a counter hit like Wallbounce or Hard Knockdown. | |||
All attacks are in CH state during an attack's startup and active time. Most attacks are not in counter hit state during recovery, but there are exceptions: | |||
*Dead Angle Attacks | |||
*Blitz Shield and Blitz Attack | |||
*Some other moves, noted in frame data. | |||
When the [[#R.I.S.C Level|R.I.S.C Level]] is flashing, ANY hit will be a Counter Hit, even mid-combo strikes and throws! | |||
<br style="clear:both;"/> | |||
==Invincibility== | |||
===Attribute Invincibility=== | |||
Some attacks are invulnerable only to certain types. | |||
For example: Bursts are only invulnerable to strikes and projectiles, but not throws. {{Character Label|GGXRD-R2|Leo Whitefang|label=Leo}}'s {{MiniMoveCard|chara=Leo Whitefang|input=Stance K|label=Byrnhildr Stance {{clr|K|K}}}} is throw invincible, but not strike or projectiles. These situations are very simple to describe. The attack is invulnerable to the specified types during the specified times. To beat these attacks hit them with a type they are vulnerable to, or hit them before/after the invincible period. | |||
{| | |||
}} | |||
}} | |||
===Hurtbox Invincibility=== | |||
Some attacks shrink the hurtbox of characters, even when it looks like they occupy that space. | |||
Most anti-air {{clr|P|6P}} attacks fall into this category. Because of this, they can lose to air attacks when the opponent is able to get close enough to touch the character's hurtbox. Thus the same 2 attacks can win or lose depending on their spacing and timing. Players need to learn how their attack will behave in different scenarios, decide if the outcome is favorable, then correctly execute. | |||
{{notice|Hitboxes shown are purely for explanation purposes and are not meant to be exact in-game hitboxes.}} | |||
<gallery | ;Example - Successful Anti Air | ||
<gallery widths=200px heights=200px> | |||
File:GGXRD_antiAir1.png|Sol jumps toward Ky. | |||
File:GGXRD_antiAir2.png|Both players attack. Ky's {{clr|P|6P}} is upper body invincible during startup, Sol's attack misses. | |||
File:GGXRD_antiAir3.png|Ky's {{clr|P|6P}} becomes active and above knees invincible. Sol's attack continues to miss as he falls into Ky's attack and gets hit. | |||
</gallery> | </gallery> | ||
;Example - Unsuccessful Anti Air | |||
== | <gallery widths=200px heights=200px> | ||
File:GGXRD_antiAir1.png|Sol jumps toward Ky. | |||
File:GGXRD_antiAir4.png|Both delay attacking, Sol is closer to Ky and the ground compared to the above example. | |||
| | File:GGXRD_antiAir5.png|Sol's {{clr|S|j.S}} is now low enough to the ground to hit Ky out of the startup of his {{clr|P|6P}}. | ||
</gallery> | |||
<gallery | ;Example - Low Profile | ||
<gallery widths=200px heights=200px> | |||
File:GGXRD_lowProfile1.png|Sol sweep can low profile under Ky's {{clr|P|2P}}. | |||
File:GGXRD_lowProfile2.png|Sol using upper body invincible of his {{clr|P|6P}} to go through Ky's {{clr|S|f.S}}. | |||
</gallery> | </gallery> | ||
The frame data will state that attacks have "above knees invincibility", "above chest invincibility", "low profile", etc. to describe how the hurtboxes of attacks grow and shrink. | |||
==Clash== | |||
[[File:GGXRD-R2_Clash.png|thumb|]] | |||
===Strike Clash=== | |||
A clash happens when you and your opponent's attacks hit each other in a way that both attacks are nullified. | |||
:There are two ways strike clashes happen: | |||
* Disjointed hitboxes hit each other ([[Hitboxes#Clash|see here for a more detailed visual example]]). | |||
* Two of the following normals hit each other even if the hitboxes are not disjointed: {{Ni|5}}{{Prompt|GGST|P}}, {{Ni|2}}{{Prompt|GGST|P}}, jumping {{Prompt|GGST|P}} or jumping {{Prompt|GGST|K}}. {{Character Label|GGST|Axl Low|label=Axl's}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{Ni|5}}{{Prompt|GGST|P}}}}, {{MiniMoveCard|game=GGST|chara=Axl Low|input=2P|label={{Ni|2}}{{Prompt|GGST|P}}}}, and {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label=jumping {{Prompt|GGST|P}}}} are exceptions to this rule. | |||
During a strike clash, that hit is nullified, characters are in hitstop for 17 frames, gain 10% [[#Tension Gauge|Tension]], and can cancel into: | |||
*Any attack | |||
*If the attack is jump cancelable, then jump. | |||
*Ground clashes can cancel into forward run and air clashes can cancel into forward air dash. | |||
**Canceling air clashes into double jumps and air dashes requires that air option be available. | |||
**For example, you can not cancel an air clash into a double jump if you have already double jumped prior to the clash. | |||
*Faultless Defense | |||
When clashes happen either the players are unable to react to the clash because it is unexpected, or they understand how the attacks interact well enough to intentionally cause the clash to cancel out the opponent's attack, then retaliate with their own! | |||
===Projectile Clash=== | |||
Each projectile has a '''clash level'''. When two projectiles of equal level clash, each projectile will lose one hit (i.e. a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits. | |||
::Especially fast projectiles can | |||
:Asuka's cube projectiles are | |||
:Strikes with the Projectile attribute are generally able to clash with projectiles and are Clash Level 1. | |||
<br style="clear:both;"/> | |||
== Taunts and Respects == | |||
{{InputBadge|Taunt button for Taunt}} {{InputBadge|6 + Taunt button for Respect}} | |||
[[File:GGST_Taunt.png|thumb|right|250x250px]] | |||
Both Taunts and Respects can be canceled into any action besides movement and proximity blocking ([[#Faultless Defense|Faultless Defense]] and [[#Instant Faultless Defense|Instant Faultless Defense]] are still possible), starting from 1 second into the animation for Respects and 2 seconds into the animation for Taunts. They can be used to give a false sense of vulnerability as your opponent may be lured into attacking. | |||
Performing a Taunt will raise the opponent's [[#Tension Gauge|Tension Gauge]] by 10%. | |||
<br style="clear:both;"/> | |||
==Navigation== | |||
{{GGST/Navigation}} | |||
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Latest revision as of 06:49, 26 March 2024
Guard
Guarding, commonly known as Blocking, is to keep yourself alive.
There are many different types of blocking, and each is useful for different situations. Correctly picking the right one for each situation is critical for survivability.
When a player blocks an attack, they are put into a state called blockstun during which their ability to act is mostly taken away. YRC, Blue Burst, and Deflect Shield can still be used during blockstun.
- Pushback
Guarding an attack also pushes the defender back. This phenomenon is called pushback. The amount of pushback varies by attack, though generally the higher the Attack Level, the more pushback. Some attacks even pull in the defender instead of pushing them back (known as vaccum)! When the defender guard a strike in the corner, pushback is applied to the attacker instead, making sure that the net pushback both characters experience is the same regardless of corner. This corner effect does not apply to projectiles nor partner characters like Zato-1's Eddie.
- Unblockable Attack
Some attacks cannot be guarded against. These generally fall into two categories: throws and unblockables. Throws are proximity based attacks which cannot be guarded against. Unblockables are special strikes which hit opponents even if they guard. Unblockables, such as Potemkin's Heavenly Potemkin BusterGuardAir ThrowStartup12+0Recovery16AdvantageN/A, must be avoided in some way other than air guarding.
Grounded Guard
Hold 4 or 1
- Basic ground guarding is the most common defensive option. Also known as blocking.
There are 2 types of ground guard: standing guard and crouching guard. Standing guard will block high and mid attacks, crouching guard will block mid and low attacks.
- Standing vs. Crouching Guard
Standing guard experences more pushback than crouching guard. This means that strategically using standing guard during an attacker's blockstring can push the defender out of range sooner and potentially enabling a punish, especially if the additional pushback makes an attack whiff unexpectedly.
On the other hand, crouching guard can be used to stay closer to the attacker and let the defender use their faster, shorter range buttons at an opprotune time.
Airborne Guard
Hold Any Backwards Direction while Airborne
There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup.
That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since jumps have a bit of vulnerable startup, it raises the defender's R.I.S.C. 50% more than ground guarding, and a guarding strike will force the defender into blockstun until landing, plus 19 frames of additional grounded blockstun. Landing blockstun is reduced to 5 frames on air IB or air IFD. Air guarding certain attacks such as push the defender higher into the air, effectively giving the attacker more frame advantage.
This makes repeated fuzzy jump very risky since a defender is likely to guard a strike while jumping and fall into another blockstring with more R.I.S.C. and even more blockstun than if they had guarded normally!
Air guarding projectiles or recovering from Guard Crush will not force defenders into blockstun until landing, but if they do land, they will be forced into 5 frames of grounded blockstun. If the defender recovers in the air, then air options are restored.
Cross-up Protection
Blocking can be difficult since the opponent can do tricks to swap sides. However, there is slight leniency to give players time to switch blocking direction: the first 3 frames after the opponent swap sides (not necessarily in blockstun), they will still block attacks from the opposite direction even if they are holding forward direction (with respect to opponent)! All other rules for blocking still apply, such as needing to correctly block high/low.
Instant Block
Begin Guard Right Before An Attack Connects (2 Frame Window)
Instant Blocking is a more powerful, advanced form of blocking. On successful Instant Block, the defender will flash white. Mistiming an Instant Block locks out IBing subsequent attempts until neutral, up, or any forward direction is input for a cumulative 5 frames. While holding down will not progress the cooldown timer, inputting any backward direction before the timer is complete will reset the cooldown timer.
- Instant Blocking has the benefit of
- Prevents chip damage
- Pushback for the defender is reduced to zero
- Gain twice the amount of Tension on block and increase Tension Balance
- Does not grant bonus Tension if blocking an attack that causes Guard Crush
- Instant blocking a strike in the air reduces the 19 frame landing recovery to 5 frames
IB does not allow you to make "illegal" blocks: you still must block high/low correctly, and you still must use air FD versus air unblockable attacks.
While blocking, players can attempt an Instant Block at any point. Think of it as a minigame: time your blocking to the rhythm of the opponent's hits.
Since faster attacks generally have shorter range, Instant blocking an opponent's attack often creates new punish opportunities. Instant blocking might even be required to punish certain attacks that are at frame disadvantage but cause too much pushback to punish under normal circumstances.
Faultless Defense
While Guarding, hold any 2 attack buttons (except D) or While Guarding, hold FD button
Faultless Defense (FD) is an interesting and highly useful technique. It's often used to negate chip damage, but it has other important uses.
Faultless Defense is often used to end an attacker's blockstring sooner by pushing them out of attack range. An advanced strategy is to make the attack miss by pushing them away with FD, then punish while the attacker is still recovering from the whiffed attack!
- Notable aspects of Faultless Defense
- Consumes Tension while used and on block
- Can not Faultless Defense when Tension Gauge is empty
- Prevents chip damage
- Prevents R.I.S.C. Level from increasing
- Increased pushback for the defender compared to normal blocking
- Extra pushback increases with Attack Level
- Projectile pushback is unaffected
- Air FD increases gravity compared to normal blocking, letting the defender land sooner
Just like with Instant Blocking, you still must block high/low attacks correctly when using Faultless Defense.
Keep in mind that while FD has be be active when the attack connects, any extra time before/after is wasted Tension. Ideally players should press the buttons briefly - slightly longer than a tap - just before the attacker's hit connects. With some practice, defenders can save some Tension by tapping Faultless Defense right before each hit of an attacker's blockstring!
Level | Gauge Consumption (Strikes) | Gauge Consumption (Projectiles) |
---|---|---|
Lv.0 | 250 | 62 |
Lv.1 | 300 | 75 |
Lv.2 | 350 | 87 |
Lv.3 | 400 | 100 |
Lv.4 | 450 | 112 |
- Tension Gauge maximum value is 10000.
- Holding ground Faultless Defense takes 400 frames to empty the gauge from max, air Faultless Defense takes 200 frames.
- (Holding Faultless Defense in the air consumes twice as much Tension as holding Faultless Defense on the ground.)
- During Instant Faultless Defense, Tension is reduced by the normal amount for Faultless Defense and then increased by the bonus amount for Instant Block.
Instant Faultless Defense
Instant Block while Holding Faultless Defense
Instant Faultless Defense (IFD) is like a combination of both Instant Block and Faultless Defense, minimizing threats from the opponent and pushing them away without giving up any space yourself.
- Consumes Tension while used and on block
- Can not Instant Faultless Defense when you have no Tension
- Prevents chip damage
- Prevents R.I.S.C. Level from increasing
- Pushback for the defender is reduced to zero
- Pushback for the attacker is greatly increased, even more so than defender pushback from Faultless Defense
- Air IFD increases gravity compared to normal blocking, letting the defender land sooner
- Air IFDing a strike reduces the standard 19 frame landing recovery to 5 frames
Defenders can start holding the attack buttons/FD button any amount of time before an IFD attempt, but they must input the directional input with the correct timing (and sufficient Tension).
Deflect Shield
214D with 50% Burst Gauge (air OK)
Deflect Shield is extremely powerful defensive option that works against all guardable attacks (high, low, and guard crush). If an attacker hits the shield -even with a projectile- then they are pushed a large distance away. Since Deflect Shield can be used even during blockstun or guard crush state, it's very useful for two things: escaping any high/low mixups, even mid-blockstring; pushing the opponent away in a blockstring and enabling a punish.
- Deflects all guardable attacks for 29 frames
- Prevents chip damage
- Prevents R.I.S.C. Level from increasing
- Pushback for the defender is reduced to zero
- Pushback for the attacker is greatly increased, even more so than Instant Faultless Defense
- 19 frame recovery, Counter Hit state during recovery
Landing after a successful Deflect Shield does not alter the landing recovery from the blockstun of the move that was deflected, but landing after a whiffed Deflect Shield is treated as performing an action in the air, overwriting any previous landing recovery.
Guard Crush
Guard Crush is a pseudo blockstun state with some major differences. During Guard Crush, defenders can only block, Deflect Shield or Psych Burst, but it is not a blocking animation in and of itself, so you can be hit during it if you release the block input.
Unlike blockstun, there is no 5 frame throw invincibility after recovering from a Guard Crush.
Also unlike blockstun, being forced into Guard Crush state in the air does not extend its duration until landing, so it may be possible to recover in the air depending on your trajectory. Similarly, landing after an air Guard Crush does not apply the 19 frame landing recovery that normal blocks have, instead applying a 5 frame landing recovery.
Getting hit during Guard Crush state results in an invalid combo.
Grounded Movement
Walking
[4] or [6] while on the ground
Walking is the most basic form of movement by holding or .
Characters will continue to walk so long as their player holds down the directional input. 1 and 3 are not valid walk inputs. Each character has a unique walk speed for both forwards and backwards.
One of the main advantages to walking is that it provides fine grain control over one's positioning. By contrast, jumps lock the player into a fixed arc, and runs maintain momentum for a time after the player releases their input.
Because walks can be canceled immediately, they allow the user to block freely after forwards movement, which running on its own does not allow. Another advantage is that walks are usually silent. Without an associated audio cue, walks can be hard to react to.
Running
6[6] while on the ground or 5 or 6 + Dash while on the ground
Running is conceptually similar to walking, but faster and with some negative trade-offs.
Akin to walking, each character has their own running speed and acceleration. Some characters—such as Potemkin—cannot run at all. Other characters have special alternatives to running. A list of these special cases can be found below.
Although running requires two consecutive 6
inputs, the player can shift their forwards input into a 3
input so long as they maintain a constant forwards input. The player character will continue to run so long as a valid run input is held. If the player releases the run input and does not cancel the run into another action, they will perform a run skid animation.
Character | Run Type |
---|---|
Giovanna, Johnny, Leo | Step Dash |
I-No | Hover Dash |
Potemkin, Nagoriyuki | Cannot Run |
- Run Skid
When ending a run, there is a skidding animation that gives any action done out of it forward momentum how mch. While characters can still block during a skid, they can not walk. Players can choose to stop immediately by spending some meter to immediately cancel a run into Faultless Defense very briefly, then begin walking for more fine grained movement. This technique is known as FD Brake.
Backdash
44 while on the ground or 4 + Dash while on the ground
Backdashes are movement options which provide a quick burst of backwards movement with some invulnerability.
The exact duration of backdashes and invincibility varies between character and will be listed in each character's frame data. The invulnerability for backdashes begins on the first frame of their animation, but does not last long, making them useful to avoid attacks with good timing.
Backdashes travel a fixed distance at a set speed, are not cancelable, and are completely vulnerable for some period in the latter portion of their animation. For these reasons, they are not always preferable to backwards walking.
Aerial Movement
Jumping
Any Upward Direction while on the ground
Jumping is the most basic way to put one's player character into the air.
Players can jump while on the ground, or while in the air. When a character jumps, they are locked into a fixed arc which is determined by the direction of the jump input combined with any momentum they have at the time of the jump. Each character has their own jump physics. These determine the speed, height, and duration of their jumps. Before the character becomes airborne, there is a short Prejump Animation with some limitations, explained in its respective section. After a player jumps, they take on the airborne property, which affects what moves they can use, as well as how they receive incoming hit effects. During the first airborne frame, characters can only guard and not attack. This is only a factor when calculating the fastest input for Instant Air Specials.
Most characters can jump two times before returning to the ground unless they regain their air options.
High Jump
Any Downward Direction > Any Upward Direction while on the ground
High Jumping (aka super jump) travels higher vertically than standard jumping, but in exchange characters cannot double jump (air dash is still available).
High Jump an be done by going from neutral , then tapping any downward direction (), then tapping any upward direction (). Pressing will change which direction you high jump, just like normal jumping. During a High Jump, characters will automatically turn to face the opponent if you jump over them.
It is always best to mix up the two types of jumps to keep your opponent on their toes depending on the situation.
Prejump
Jumps and High Jumps are not instantaneous - before going airborne, characters will enter a standing state called prejump, where they can not block, but are invincible to throws. If hit during prejump, characters enter standing hitstun.
Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower the character is, the longer the prejump. Most characters have 4 frames of prejump, but exact values can be found in each character's frame data. Nagoriyuki's high jump has a significantly longer prejump duration than his regular jump, at 10 frames.
It is actually possible to cancel prejump into Specials, Overdrives, Burst, Deflect Shield, and Wild Assault. The reason for this is that attacks that involve an Up input, such as Leo's EisensturmGuardAllStartup9Recovery33Advantage-28) can be used without going through hoops to hide the jump input (such as whiffing moves beforehand). It also allows players to be slightly sloppy with their inputs and still get specials (ex 2369S instead of 236S).
Air Dash
j.44 or j.66 or Direction + Dash while Airborne
Air Dashes are the near universal burst movement option while airborne. Most characters can air dash once before landing, while others cannot air dash at all. For a breakdown of these rules, see the air options explanation. Each character has a unique air dash with different speeds, durations, unactionable startup, etc. Each character's Frame Data page has these values, and there is also a comaprison table.
To air dash as soon as possible from a grounded state, players use a technique known as Instant Air Dash.
Air Options
Air Options conceptually represent the amount of times a character can jump or dash while in the air without returning to the ground. Most characters have 1 air option; exceptions are listed below.
Character | Air Options |
---|---|
Millia | Can air dash 2 times |
Chipp | Can jump 3 times |
Bedman | 8-Way Air Dash instead of Double Jump and Air Dash |
Zato-1 | Flight instead of Double Jump and Air Dash |
Potemkin | Cannot air dash |
Goldlewis Dickinson | Cannot Double Jump |
Nagoriyuki | Cannot air dash or Double Jump |
- Regaining Air Options
Characters regain all their air options after:
- Touching the ground
- Air blocking an attack and exiting blockstun while airborne
- This is only relevant to air guarding projectiles and Guard Crush attacks
- Air Throw Escape
- Wall Recovery while airborne
Landing Recovery
Some airborne moves have a set amount of landing recovery like Ky's Aerial Stun EdgeGuardAllStartup21RecoveryUntil Landing+10Advantage-.
- This is straightforward; upon landing the character will enter a completely vulnerable landing animation.
What's unique is that even for moves that don't have a specified landing recovery - like most air normals, or just jumping, there is still a unique landing recovery that disables certain actions for limited amounts of time.
- After landing from an empty jump:
- 1~6F cannot do any movement options except backdash
- 7F onwards all actions possible
- After performing an action in the air (double jumping, air dashing, any air attack without specified landing recovery):
- 1~3F after landing is normal recovery (cannot do any action such as blocking, attacking, moving etc...)
- 4F onwards all actions possible
Another quirk about landing in this game is that characters regain their grounded collision box and are considered grounded the frame before landing, meaning that they can be ground thrown the frame before landing and getting hit the frame before landing will result in grounded hitstun. If a character is in a state where they can freely act in the air but will enter a punishable recovery state upon landing, blocking an attack on this frame will result in grounded blockstun, effectively bypassing the landing recovery.
Ground and Air Recovery
Knockdown Recovery
Getting knocked down by most attacks causes a soft knockdown, where the character will instantly roll backwards and quickly recover. A soft knockdown lasts for 30 frames and is fully invincible.
Certain attacks cause a hard knockdown, where the character will lie on the ground briefly before getting up in a fully invincible state. As the character lies on the ground, they are considered in an Off The Ground state and if hit will be knocked backwards into a soft knockdown. Thus most players tend to use this time to set up okizeme rather than continuing the combo. A hard knockdown lasts for 55 frames.
Stagger Recovery
Any Attack Button During Stagger State
When hit by attacks that cause stagger, players can press any attack button when the Stagger Bar empties to recover sooner. There are three different timings for a successful Stagger Recovery, the faster the timing, the sooner the defender recovers from Stagger. The button icon will glow blue for slow timings, red to orange for normal timings, and gold for fast timings.
There is no penalty to attempting multiple times, and the timing is not very strict, so players usually press a few buttons around when the bar empties and can escape ASAP.
Wall Recovery
Direction During Wall Stick
A character in Wall Stick state will automatically recover after 59 frames if not hit by an attack. This recovery is fully invincible while also allowing the player to perform an attack during this invincibility.
- When stuck to the wall, hold a direction to choose what direction to recover:
- // recovers straight upwards a significant distance
- // recovers in place
- // recovers straight forwards a significant distance
If a character gets stuck to the wall while grounded, without being hit by any launching attacks, they will be unable to recover from the Wall Stick and will instead slump to the ground before standing back up with invincibility similar to a standard hard knockdown. Being hit during this slump will cause a Wall Break. Unlike Wall Recovery, any action you do after will not have any invincibility.
During Wall Recovery, the recovering character is invincible during frames 1~24.
- The recovering character has no collision (able to pass through the other player) during frames 1~9.
- The recovering character may perform any attack starting from frame 10, giving a maximum 15 frames of invincibility for the duration of the move.
During Wall Slump, the slumping character is vulnerable during frames 1~27. Hitting them during this window will Wall Break if the attack can Wall Stick.
- If the attack cannot Wall Stick, it applies its usual properties instead. For standard hitstun, the slumping character is considered crouching.
- The slumping character is invincible during frames 28~42. This behaves standard to other knockdowns.
Normal Attacks
Press //// to perform normal attacks. Depending on the current state of your character (standing, crouching, jumping, close to opponent), your character will do different attacks. As a general rule, / attacks are weak and fast, / attacks are strong and slow, and attacks are overhead and low attacks.
- Command Normals
Command normals are performed by pressing a specific direction with a specific button. Every character has at least two command normals. is a universal one, and most also have . Many have a command normal with or as well.
/ 6P - Thanks to its frame 1 upper body invulnerability, 6P is useful as a counter poke. It can challenge an opponent's attack in mid or close range. Many forward-lunging, plus on block special moves, such as Giovanna's TrovãoGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] and May's Mr. Dolphin HorizontalGuardAllStartup25Recovery20 (18 OH)Advantage+7, are vulnerable to 6P. In addition, many attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like Nagoriyuki's f.SGuardAllStartup16Recovery28Advantage-17 and Leo's f.SGuardAllStartup12Recovery21Advantage-13. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.
In addition, 6Ps are also good anti-airs. Their upper body invulnerability combined with decent speed and hitbox size make them great tools to punish an opponent who commits to an air approach. Every 6P can be canceled into special moves, so make sure to practice your character’s best combos from it. Keep in mind that not all 6Ps are made equal. Their speed, range and combo opportunities will vary from character to character. For example, Goldlewis' 6PGuardAllStartup12Recovery27Advantage-19 has an unusually high hitbox. This makes it a decent anti-air, but weak as a counter poke as it often whiffs above the opponent’s poke.
Other command normals do not have the homogeneity of 6P. Take 6H, for example. Sol's 6HGuardAllStartup9Recovery43Advantage-27 is a risky punishment tool with good speed and range. Faust's 6HGuardHighStartup25Recovery44Advantage-34 is a tricky overhead with huge range. Giovanna's 6HGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10 is a unique, rekka-style normal used for juggle combos and Roman Cancel mix-ups. You will have to study each of your character’s command normals to figure out how to use them.
Gatling Combination
Most normals can cancel into other normals, this is known as a Gatling Combination, or Gatling for short.
There can be character-specific variations, but the general rule is:
- On the ground
- and gatling into themselves, each other, and command normals
- and gatling into normals, and command normals
- Close gatlings into normals, normals, normals, and command normals
- Far and gatling into normals
- In the air
- Jumping gatlings into itself
- Jumping gatlings into jumping
- Jumping gatlings into jumping and jumping
- Jumping gatlings into jumping
It takes some getting used to, but it should feel natural after some practice. Gatlings do not need to be done immediately, players often delay their gatlings to act as a frame trap - baiting overeager opponents to retaliate then hitting them out of the start-up of their attacks. Note that while most normals can gatling even during recovery frames, , and jumping can only gatling during active frames.
Dust Attack
5D on the ground (Chargeable)
Each character's standing is an overhead attack.
- Dust Attack starts up in 20~28 frames, depending on how long the button is held. On ground hit, it puts the opponent in a floating crumple state that generally cannot be combo'd from without a Roman Cancel, but is even on hit. On block, the attacker is -15.
- Dust Attack (Hold) (a fully charged Dust Attack) starts up in 28 frames, but is more rewarding. On hit, it launches the opponent into the air. On a raw hit, it causes spinning blowback and can be canceled into a Homing Jump. On block, the attacker is -10.
Note: A canceled Dust Attack cannot normally trade with enemy strikes. If a character's Dust Attack and their opponent's strike are both active on the same frame, the opponent's strike will win and Counter Hit.
Homing Jump
Hold Up after Raw Fully Charged Dust
Leap into the air and chase after the opponent following a raw, fully charged Dust Attack.
During a Homing Jump:
- All air normals can gatling into any air normal
- Canceling an air normal into itself while the opponent is in hitstop performs a unique Finish Blow attack that spikes the opponent down for a hard knockdown and grants Positive Bonus
- The attacker gets an extra air jump or air dash
- Nagoriyuki gains an air jump, but Potemkin and Nagoriyuki do not gain an air dash
- Bedman? does not gain an air jump, but gains an extra use of their 8-way air dash
- All air normals become jump cancelable and air dash cancelable if they weren't already (except command normals)
- Homing Jump duration will be shorter the closer the opponent is to the corner
After the Homing Jump, the characters Area Shift and land in the middle of the stage like after a Wall Break.
- If Finish Blow is used, the opponent will crash down and the attacker will land on the opposite side with a frame advantage of +23.
- If the opponent leaves the screen without being hit by a Finish Blow, both characters float to the ground, the opponent rolls and both characters recover at the same time
Typically a Homing Jump combo uses the extra jump and ends with the Finish Blow. ex: j. > j. > jc, j. > j. > jc, j. > j. > Finish Blow
Sweep
2D on the ground
Sweeps are attacks that must be blocked low and cause a hard knockdown on hit.
A hard knockdown gives the attacker lots of time to set up okizeme. Comboing into a sweep is usually trading damage for okizeme since there are very few ways to combo from it without spending Tension on a Roman Cancel.
Throws
Throws are proximity based attacks which the opponent cannot guard against. In order to throw an opponent, a few conditions must be met:
- The players must be in a similar grounded or airborne state.
- To throw a grounded opponent, the attacker must also be grounded.
- To throw an airborne opponent, the attacker must also be airborne.
- The defender must not have throw invulnerability.
- The defender can be ground thrown while in Stagger.
- The defender must be within the throw's range (see below).
If all of the conditions are met, then the attacker can hit the opponent with a throw.
Normal Throws
6D or 4D (Air OK) Within close proximity of an opponent
Normal throws start up in 2 frames, inflict a hard knockdown, and are in Counter Hit state on whiff. Normal Throws cannot be performed with diagonal inputs (1D, 3D, etc.).
Ground throws used offensively to break though a guarding opponent, while they are used defensively to challenge the opponent's pressure thanks to their fast startup.
Air throws often give people trouble because they are not quite as easy to position 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 opponent, you will not be able to throw before they can. Thus air throws are often used as an anti-air as well as an air-to-air tool when slightly below the opponent.
On top of the usual whiff recovery, air throws also have 10 frames of punishable landing recovery on whiff, although the user is not in Counter Hit state.
Command Throws
Some special moves have the throw property. Potemkin's Potemkin BusterGuardGround ThrowStartup5Recovery37Advantage- and Zato-1's Damned FangGuardGround ThrowStartup6Recovery38Advantage- are two examples of such throws.
These throws cannot be thow escaped and they typically have other unique properties, such as higher damage, more start-up, and more range. They also have throw invincibilty themselves, and will therefore beat a normal throw attempt.
- Hit Grabs
Technically not throws but are often mistaken for them, these are strikes that go into a throw animation on hit Jack-O's Forever Elysion DriverGuardAllStartup10+1Recovery58Advantage-41. Deflect Shield will work against these attacks since they are technically strikes.
Throw Invulnerability
Characters cannot always be thrown. Below is a list of situations when a character cannot be thrown:
- During prejump
- During blockstun plus 5F after
- During hitstun plus 5F after
- During Knockdown plus 5F after
- When they have Throw invulnerability or Full invulnerability
- Common moves with Throw/Full invulnerability include Command Throws, Overdrives, and Burst
- Some ground attacks also discretely count as being in the air, such as May's 6KError: Table MoveData_Shtkn not found.. These moves can't be ground thrown, but CAN be air thrown.
Priority of Strike vs Throw vs Command Throw
When two strikes hit each other on the same frame, either a clash happens or both characters get hit, but what happens when throws are added to the mix?
- Throw vs Strike: The throw will always win. This is the reason why wakeup throw works in XRD. Since throws are instant, a throw can beat an opponent performing a meaty on you.
- Normal Throw vs. Normal Throw: A Throw Clash occurs.
- Normal Throw vs. Command Throw: The command throw will always win.
- Command Throw vs. Command Throw: Both throws whiff for that frame. Meaning a command throw with more active frames will win in the end.
Throw Clash
Input Throw While Being Thrown (10 Frame Window)
Inputting a normal throw at the same time as an opponent will cancel out the throw and make both characters back off and recover at the same time. This is known as a Throw Clash or Throw Break.
- Only normal throws can be broken; command throws cannot be broken.
- Throw clashes CANNOT be performed if thrown during Faultless Defense.
- Throw clash CANNOT be performed while in Counter Hit state or while recovering from a move, so unsafe attacks are still unsafe.
- The throw clash animation is 31F and fully invincible.
- Air throw clash will restore air options for both characters.
Cancels
There are many types of cancels. A cancel is the act of interrupting the current action and starting a different one.
While most cancels are available on hit/block, some are available on whiff, and a rare few are even only available on block!
- Gatling
- See Gatling Combination for more details
- Special Cancel
- Most normal attacks can cancel into specials, Overdrive, and Wild Assault. This is generally used to create combos and blockstrings, but can have other applications as well.
- Note that while most normals can be special canceled even during recovery frames, , and jumping can only be special canceled during active frames.
- Most special moves can be canceled into from normals, but there are exceptions, such as Sol's Night Raid VortexGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 and FafnirGuardAll (Guard Crush)Startup24Recovery16Advantage+11.
- Jump Cancel
- Some normal attacks can cancel into jump and super jump. This is used in combos as well as pressure.
- Air attacks can only be jump canceled when the character has the air option available
- Ky and Jack-O's j.Ds are projectiles and can be jump canceled once the projectile touches the opponent.
- Prejump Cancel
- Prejump can be canceled into specials, supers, Wild Assault, and Burst.
- This is useful for canceling into Special attacks that can not normally be canceled into such as Night Raid Vortex, by c.S, input Jump, cancel into Night Raid Vortex during prejump.
- Dash Cancel
- Some attacks can cancel into a unique ground dash with a fixed duration that varies by character (see character's frame data for more info).
- Some airborne attacks can cancel into forward air dash.
- Can only dash cancel if the character can run/step dash/air dash (sorry Nagoriyuki and Potemkin).
- Ky and Jack-O's j.Ds are projectiles and can be dash canceled once the projectile touches the opponent.
- Millia is special and can air dash cancel into either forward or backward air dash.
- Roman Cancel
- See Roman Cancel for more details
- Kara Cancel
- Normals and Ground Dash Cancels can kara cancel into Special moves, Overdrives, Wild Assault, Faultless Defense, Deflect Shield or Psych Burst during their first 3 frames of start-up. Taunts are considered a special move.
- Special moves can be kara canceled into Overdrives during their first 3 frames of start-up.
- Clash
- See Clash for more details
Roman Cancel
Any 3 attack buttons (except D) with 50% Tension
Roman Cancel is a mechanic that allows you to cancel actions that are not normally cancelable at the cost of Tension. The Roman Cancel system in Guilty Gear -Strive- is designed to be multifaceted and comes in various colors. Each color of Roman Cancel releases a shockwave in a circle around your character with different properties and uses.
Color | Tension | Startup | Recovery | On-Block | Slowdown | Cancel | Situation |
---|---|---|---|---|---|---|---|
Blue |
(effect starts super freeze 20F) |
| |||||
Red |
(effect starts super freeze 25F) |
| |||||
Purple |
(effect starts super freeze 20F) |
| |||||
Yellow |
(effect starts super freeze 12F) |
|
Dash Input Roman Cancel
Sometimes also referred to as "Drift Roman Cancel".
- Available for any Roman Cancel except Yellow.
- Input a dash just before Roman Canceling to move in that direction during the Roman Cancel's activation.
- Can input dashes up, down, left or right to drift in that direction. Diagonal inputs are ignored.
- Red Roman Cancel shockwaves will launch the opponent differently on hit depending on the dash input chosen.
- The opponent launches up and away if you don't drift, lower and much farther away if you drift forward, higher and much closer if you drift backwards, much lower and closer if you drift downward, and much higher and closer if you drift upward.
- Launch duration on a standing opponent: Up (68F) > Back (62F) > Neutral (55F) > Forward (48F) > Down (42F).
Cancel the Roman Cancel
Sometimes also referred to as "Fast Roman Cancel" or "Quick Roman Cancel". It is referred to as "Roman Cancel Cancel" in the game tutorials.
- Available for any Roman Cancel except Yellow.
- Inputting a move during a specific window of the Roman Cancel's super freeze (when the initial effects from a Roman Cancel disappear but before the shockwave occurs) cancels the super freeze directly into the inputted move.
- All types of Roman Cancel except Yellow rapidly drain Tension during super freeze at a rate of 2% per frame. By canceling the Roman Cancel, it is possible to retain a portion of the required Tension. Depending on which frame you cancel, the Roman Cancel will spend between 36% and 48% Tension.
- Input buffer does not apply to this window.
- Canceled Roman Cancels still apply a reduced amount of slowdown at close range, even without the shockwave.
- During a Roman Cancel Cancel, you can perform charge inputs without charging, as long as the charge direction is input before the Roman Cancel begins (or before hitstop ends). For example, May can 46H instead of [4]6H.
- Preserves momentum from before the Roman Cancel.
- Combined with the dash input version to move slightly in a direction before canceling.
Color | Slowdown (No Cancel) | Slowdown (Cancel Frame 1) | Slowdown (Cancel Frames 2~7) |
---|---|---|---|
Blue | 59F | 33F | 31F |
Red | 39F | 23F | 21F |
Purple | 19F | 13F | 11F |
Note: Consult the Roman Cancel Values table above for each color's cancel window.
Yellow Roman Cancel
Any 3 attack buttons (except D) with 50% Tension during Blockstun
- On hit, Yellow Roman Cancel slows down the opponent for 10 frames and puts them in Guard Crush state for 43 frames including slowdown, granting the user a frame advantage of +10 on ground hit.
- In the extremely rare case that a Yellow Roman Cancel is combo'd into, it will launch the opponent instead.
- Yellow Roman Cancel applies 50% forced proration on hit, so even if the opponent doesn't block in Guard Crush state, the damage is greatly reduced.
- On block, Yellow Roman Cancel is punishable at -16 and leaves the user in Counter Hit state during their recovery.
- Hits opponents when invincible.
- Hits based on a proximity check to an opponent's collision box, similar to a throws. This means it cannot hit extended hurtboxes from long range attacks.
Yellow Roman Cancels is used to stop an attacking opponent and resetting the momentum of the match. Yellow Roman Cancels can not be performed during Guard Crush state. Upon activation, your character creates a shockwave that forces the opponent into a Guard Crush state, granting your character massive frame advantage. Yellow Roman Cancel is a useful tool for challenging an opponent’s pressure, especially for characters that are lacking in character-specific tools.
However, since YRC is -16 on block and leaves the defender in Counter Hit state, astute attackers can block YRC on prediction and punish it heavily. Practice utilizing all of defensive options available so as to not end up over relying on Yellow Roman Cancel and burning Tension too quickly.
Special Attack
Motion Input + Button
Special attacks are fancier attacks that have special properties such as invincibility or unique movement.
Each character's special attacks are unique and are explained in more detail in each character's page.
There are two main categories of special move inputs:
- Command-type inputs: Requires the player to input directions in a specific order, then input a specific attack button.
- Charge-type inputs: Requires the player to hold or for 30 frames, then input the opposite direction ( and respectively) plus a specific attack button.
There are a few common qualities that special moves share:
- They do 5% of their base damage as chip damage on block unless the defender uses Faultless Defense or Instant Block.
- They build a little bit of Tension immediately when inputted.
- They can be kara canceled into [[#Overdrives
|Overdrives]] during the first 3 frames of the animation
Wild Assault
236D with 50% Burst (Chargeable)
Wild Assaults are fast, forward-moving attacks that can be canceled into from any special cancelable move. They drain 7.14% of the opponent's Burst Gauge on hit or block. A fully charged Wild Assault launches grounded opponents on hit.
There are three different types of Wild Assault, each with different properties. Each character has a specific type as follows:
Color | Characters | Damage | Startup | Active | Recovery | On-Block | Cancel | Invuln |
---|---|---|---|---|---|---|---|---|
Orange | Sol, Ky, May, Axl, Chipp, Ramlethal, Leo, Giovanna, Anji, I-No, Testament, Sin, Johnny | 30 [50] | 16~28 [29] | 3 | 20 | -4 | Yes | |
Blue | Faust, Millia, Zato, Jack-O', Chaos, Baiken, Bridget, Asuka, Elphelt | 30 [50] | 20~31 [32] | 3 | 20 | +13 [+17] | Yes | |
White | Potemkin, Nagoriyuki, Goldlewis, Bedman? | 30 [50] | 20~31 [32] | 3 | 20 | +7 [+12] | No | 9~22F [9~34F] Strike/Projectile |
- Orange Wild Assaults start up faster, making them excellent combo extenders, and charged hits launch more horizontally.
- Blue Wild Assaults inflict stagger on an uncharged ground hit and Guard Crush on block, creating advantageous situations.
- White Wild Assaults gain strike invincibility from frame 9 onwards, knock the opponent away on hit when uncharged, and inflict Guard Crush on block.
Both Orange and Blue Wild Assaults can be canceled into either normals, specials, jumps, or backdash on hit or block. Doing so also grants forward momentum for any action that doesn't move backward, enabling certain combo conversions that would be otherwise impossible. Orange Wild Assaults grant a massive amount of momentum, while Blue Wild Assaults grant a small amount.
When used to break the wall, opponents are in a hard knockdown state after the Area Shift, similar to when being wall broken by Overdrives.
Psych Burst
Any Attack + D with full Burst Gauge
While at first glance, Bursts merely look like a "combo breaker", there is actually much more to them. There are two different types of Bursts: Blue and Gold. Both have different effects, and understanding how each can be used is crucial to high-level play.
The Burst will be blue or gold depending on what the character's current state. The differences between each are described below.
Type | Startup | Active | Recovery | Blockstun | Invincibility |
---|---|---|---|---|---|
Blue Burst | 18F | 6F | Total: 54F + 3F after landing | 11F | 1~23F |
Gold Burst | 18F | 6F | Total: 50F | 13F | 1~End |
- Bursts become airborne on frame 1.
- Invincibility ONLY applies to strikes and projectiles; Bursts can be air thrown at any point, even during startup.
- Landing recovery can be canceled into non-movement options.
The Burst Gauge starts the match 100% filled and it is carried over between rounds; using your Burst at the end of one round will make it unavailable at the start of the next.
Gold Burst
Burst during Neutral State (Air OK)
Hitting the opponent with a Gold Burst will instantly max out your Tension Gauge, ignoring any Tension Penalty. It is not possible to combo into a Gold Burst, however. Regardless of whether the Gold Burst hits or misses the opponent, the Burst Gauge will be refunded 33%.
Gold Bursts are invulnerable to strikes the entire duration. However, they can be air thrown at any point (Note: Potemkin's Heavenly Potemkin Buster and Heat Knuckle technically aren't throws). With perfect timing, Gold Bursts can be air thrown out of start-up. This is the only drawback.
Proper use of the Gold Burst can quickly give a player the advantage by knocking the opponent down while simultaneously gaining full Tension. Discover what attacks and patterns opponents commonly perform so that they can be interrupted by a Gold Burst (for example, against Potemkin's j.D).
Blue Burst
Burst during Blockstun or Hitstun (Air OK)
Bursting while at in a defensive state (being hit, while blocking, while knocked down, etc.) will make it blue. If the Blue Burst hits the opponent, the Burst Gauge will be refunded 33%.
The major drawback to Blue Burst is that unlike Gold Bursts, the recovery is completely vulnerable, which makes them much more punishable than Gold Bursts. Blue Bursts can also be air thrown at any point - even on startup.
Using a Blue Burst can often save a player from taking massive damage, or ultimately receiving the round-ending blow. However, an astute opponent can anticipate when you are basically "forced" to use a Blue Burst, bait it, then punish you for FREE afterward (since you won't have another Burst to use).
Disabling Blue Burst
Blue Bursts can be temporarily disabled even with a full Burst Gauge. A red X will cover the Burst Gauge during this time.
Blue Bursts will be disabled while:
- Being thrown.
- Being hit by an Overdrive Attack or an Instant Kill Attack.
- Getting hit by attacks that force throw-like states such as as Axl's Spindle Spinner and Leo's Siegesparade.
Overdrives
Motion Input + Button with 50% Tension
Overdrives (commonly referred to as supers) are attacks that are even more powerful than special attacks.
Some Overdrives are useful as reversals like Ky's Ride the LightningGuardAllStartup8+1Recovery99Advantage-82, while others power up the character like Ky Kiske's Dragon InstallGuardAllStartup11+1Recovery25Advantage+4. On start-up, Overdrives freeze the game temporarily to show the character doing a fancy pose or an animated cut-in before attacking. This is commonly referred to as "super flash" or "super freeze". Super freeze also has a special input buffer making these attacks not a good "surpise" attack since they easily reactable during neutral.
Overdrives that hit the opponent will Wall Break on the last hit if the opponent collides with the wall regardless of Wall Stick (with the opponent in a hard knockdown state after the Area Shift), although it's worth noting that not all hitstun states collide with the wall for their entire duration, even if the character in question physically touches the wall. Distinct from the last hit, any other hit is fixed to not Wall Break, even if they hit an opponent in Wall Stick state.
Tension Gauge
Tension is a highly important resource in Guilty Gear. Knowing each of the features and subtleties of the Tension Gauge system is a definite requirement for high-level play since it directly affects many of your attack options. The Tension Gauge starts every round empty, so don't be afraid to use it all each round.
- Gaining Tension
Perform some type of offensive action to gain Tension. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the faster the Tension Gauge will fill up. Performing these kinds of actions increase Tension Balance, which in turn dictates the amount of Tension gained.
Normal Attacks have a base Tension Gain on hit or block. Special Attacks have a base Tension both on input, and upon the attack touching the opponent (hit or block).
Ground backdashing, backward airdashing, walking backward, standing still etc. will contribute towards Negative Penalty and the Tension Balance will slow down. Experiment and notice that if you sit still or backdash a few times your Tension Gain off of movement, random hits, and blocked normals go down drastically.
- Spending Tension
- Faultless Defense: 0.25% per frame (green), on block (blue) it costs ((damage of the attack × 0.25)+2.5)%
- Dead Angle Attack: 50%
- Red Roman Cancel: 50%
- Yellow Roman Cancel: 25%
- Purple Roman Cancel: 50%
- Blitz Shield: 25%
- Overdrives: 50%
- Burst Overdrives: 50% + 100% of Burst Gauge
- Negative Penalty: 100%
- Tension Pulse
Tension Pulse is a modifier used to determine the final tension gain modifier - the more offensive actions you take, the more Tension you will gain. You can vaguely tell your current Tension Pulse by the white pulse that goes through your Tension Gauge. The faster the pulse, the higher your Tension Pulse. See the frame data page for more details.
- Tension Pulse Penalty
Tension Pulse Penalty is a way of affecting Tension Pulse, thus indirectly affecting Tension gain. This value is separate from Negative Penalty. Confusingly, Tension Pulse itself also affects Tension Pulse Penalty. The lower the Tension Pulse, the higher the Penalty. See the frame data page for more details.
Tension Cooldown
The amount of Tension gained is severely reduced after most actions that cost Tension.
Action | Penalty | Duration |
---|---|---|
Faultless Defense | 20% of normal | 60F |
Dead Angle Attack | 20% of normal | 240F |
Roman Cancel | 20% of normal | 360F |
Negative Penalty | 20% of normal | 600F |
- Overdrives and Blitz Shield have no effect on Tension Gain.
- Penalties do no stack, but if a new penalty is incurred, then the penalty timer is reset to the larger value.
Positive Bonus
By breaking the wall, hitting the opponent with a Finish Blow or Gold Burst, or maxing out Tension Balance, characters enter Positive Bonus state. The HUD will show "POSITIVE" in the corner of the screen next to your character's portrait, and the character will have the following buffs for 5 seconds (300 frames):
- Automatically gain Tension over time, at 8.4% Tension per second
- Increases even during move hitstop
- Tension Gain Rate increased by 50%
- Tension Gain Penalty duration decreased by 90%
- Damage for all attacks increased by 10%
- Damage taken from all attacks decreased by 10%
- Automatically gain Burst over time, at 4.8% Burst per second
Needless to say, this is an extremely powerful state, allowing the player to build a huge amount of Tension and spend it all without fear of Tension Gain penalties. This creates situations where players can conceivably pressure the opponent and then buil up enough Tension to Roman Cancel or Overdrive to extend that pressure, or open the opponent up and still have Tension to spare on converting the hit into a full combo. Even if you are put on defense, the enormous Tension Gain and reduced damage taken makes it much easier to escape pressure and avoid being defeated.
Negative Penalty
By continually performing actions that lower your Tension Balance, you enter Negative Penalty state.
If a player consistently attempts to walk back, backdash, or air dash backward at range from the opponent (or sits in one place and does nothing), "DANGER" will appear in the corner of the screen next to your character's portrait. If the player still keeps avoiding all types of contact, "NEGATIVE" will appear, denoting Negative Penalty, and the player will have the following debuffs:
- Immediately lose all stored Tension and Burst
- Enter Tension Gain Penalty for 10 seconds (600 frames)
Keep-away or run-away tactics will not incur Negative Penalty if the player is actively using some form of offense. Even if it's passive, it's more than enough to not get penalized. For example, if an Axl player remains full screen and tries to keep the opponent away from him using long-range attacks, he will not get penalized.
Burst Gauge
The Burst Gauge is needed for two options: Overdrive and Burst. Both cost a full Burst Gauge.
Characters start the match with a full Burst Gauge and its status carries over between rounds, so Bursting at the end of a round means starting the next round with an empty Burst Gauge.
The Burst Gauge grows over time, and when taking damage. The exact formula for this is unknown, however, it is likely very close to how the Burst Gauge works in the XX series.
The Burst Gauge is 15000 units. There are two ways for the Burst gauge to increase: over time, and when taking damage. Expanded explanations for each are below:
- Building Burst Over Time
The Burst Gauge will gradually fill at a rate that depends on how much health a character has. There are three different rates at which a character will gain Burst back:
- 100%-51% health = 600 Burst per 10 seconds
- 50%-26% health = 1200 Burst per 10 seconds
- 25%-0% health = 1800 Burst per 10 seconds
As you can see, the less health you have, the faster the Burst Gauge will increase. Keep this in mind when you are low on health and your Burst Gauge is nearly filled. It may be beneficial to play defensively for a few extra seconds so your Burst will be ready for the next round (if there is a next round)!
- Building Burst While Taking Damage
Whenever a player takes damage, the player will also gain some Burst. The formula that determines exactly how much Burst gained is:
(100 + Move Damage × 3) × (1.0 + Combo Count × 0.03)
- Move Damage - amount of damage the move does in the combo
- Combo Count - number of hits in the current combo (1 being the first hit, 3 being third hit of combo etc)
- Example
Potemkin 6H (80 damage, solo hit)
The Move Damage section is 100 + 80 × 3 (240) = 340. The second part becomes 1 × 1 × 0.03 = 1.03. Now multiply them together: 340 × 1.03 = 350.2. Potemkin's 6H gives the opponent back 350 Burst if it is a solo hit or the first hit of a combo. Not bad.
If Potemkin's 6H was the third hit of the combo, the second part of the formula would be 1.0 + 3 × 0.03 = 1.09. Then the total would be (100 + 80 × 3) × (1.09) = 370.6. However, one thing you can't overlook is the fact that there is still damage scaling to take into account. Depending on the damage scaling effects, Potemkin's 6H may do less damage than 80. This would change the overall Burst added, but the formula is still identical. Check the Damage Scaling section for more info.
R.I.S.C Level
R.I.S.C. Level affects damage scaling and is located directly underneath each character's Life Gauge.
It rises each time an attack is blocked using basic block or Instant Block. Using Faultless Defense or Blitz Shield will prevent the R.I.S.C. Level from increasing.
R.I.S.C damage scaling does not take effect until R.I.S.C Level is emptied. The amount of scaling differs from move to move and the effect is cumulative through the entire combo. Once the combo ends and the opponent returns to a neutral state, damage scaling is reset. To make high R.I.S.C even scarier, when the gauge is flashing (aka over half full), then ANY attack will be considered Counter Hits - even throws and mid-combo attacks!
Each attack raises and lowers R.I.S.C Level on block and hit. For example an attack with R.I.S.C. -10/+5 would lower R.I.S.C. by 10 on hit and raise it by 5 on block. These are known as R.I.S.C- and R.I.S.C+ respectively.
- During blockstun, R.I.S.C+ incurred is reduced by half. This explains why players may notice that IBing all attacks in a blockstring raises their R.I.S.C higher than normal blocking - they are exiting blockstun thanks to IB, and taking the full R.I.S.C+ of multiple attacks!
- Getting hit not only drops R.I.S.C by the attack's R.I.S.C- value, but also drops R.I.S.C by about 10% of the any remaining positive R.I.S.C afterwards. This also happens for attacks with R.I.S.C- value of zero.
Attack Level
Each attack has an Attack Level. Most attacks in the game deal standardized amounts of hitstun, blockstun, etc. based on their Attack Level. Some moves override these standard values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc.
Attack Level | Hitstop ※1 | Counter Hitstop ※1 | Standing Hitstun | Crouching Hitstun | Air Untechable Time ※2 | Ground Regular Block | Ground Instant Block | Ground FD ※3 | Air Regular Block | Air Instant Block | Air FD ※3 |
---|---|---|---|---|---|---|---|---|---|---|---|
Lv0 | 11 | +0 | 10 | +0 | 10 | 9 | -2 | +2 | 9 | -6 | +2 |
Lv1 | 12 | +2 | 12 | +1 | 12 | 11 | -3 | +2 | 11 | -6 | +3 |
Lv2 | 13 | +4 | 14 | +1 | 14 | 13 | -3 | +2 | 13 | -6 | +4 |
Lv3 | 14 | +8 | 17 | +1 | 16 | 16 | -4 | +2 | 16 | -7 | +4 |
Lv4 | 15 | +12 | 19 | +1 | 18 | 18 | -4 | +2 | 19 | -8 | +4 |
※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.
Counter Hit
A counter hit (CH) occurs when hitting the opponent when they are in Counter Hit state. The opponent will flash red, the HUD will show "Counter" and the announcer will say "Counter". On Counter Hit, the opponent suffers more hitstun, air untechable time, and hitstop giving more time to hit confirm, as well as allowing CH specific combos. Additionally some attacks gain new properties on a counter hit like Wallbounce or Hard Knockdown.
All attacks are in CH state during an attack's startup and active time. Most attacks are not in counter hit state during recovery, but there are exceptions:
- Dead Angle Attacks
- Blitz Shield and Blitz Attack
- Some other moves, noted in frame data.
When the R.I.S.C Level is flashing, ANY hit will be a Counter Hit, even mid-combo strikes and throws!
Invincibility
Attribute Invincibility
Some attacks are invulnerable only to certain types.
For example: Bursts are only invulnerable to strikes and projectiles, but not throws. Leo's
Byrnhildr Stance Kis throw invincible, but not strike or projectiles. These situations are very simple to describe. The attack is invulnerable to the specified types during the specified times. To beat these attacks hit them with a type they are vulnerable to, or hit them before/after the invincible period.
Hurtbox Invincibility
Some attacks shrink the hurtbox of characters, even when it looks like they occupy that space.
Most anti-air 6P attacks fall into this category. Because of this, they can lose to air attacks when the opponent is able to get close enough to touch the character's hurtbox. Thus the same 2 attacks can win or lose depending on their spacing and timing. Players need to learn how their attack will behave in different scenarios, decide if the outcome is favorable, then correctly execute.
- Example - Successful Anti Air
- Example - Unsuccessful Anti Air
- Example - Low Profile
The frame data will state that attacks have "above knees invincibility", "above chest invincibility", "low profile", etc. to describe how the hurtboxes of attacks grow and shrink.
Clash
Strike Clash
A clash happens when you and your opponent's attacks hit each other in a way that both attacks are nullified.
- There are two ways strike clashes happen:
- Disjointed hitboxes hit each other (see here for a more detailed visual example).
- Two of the following normals hit each other even if the hitboxes are not disjointed: , , jumping or jumping . Axl's GuardAllStartup7Recovery19Advantage-11 [-3], GuardLowStartup10Recovery14Advantage-6, and jumping GuardHighStartup9Recovery23Advantage- are exceptions to this rule.
During a strike clash, that hit is nullified, characters are in hitstop for 17 frames, gain 10% Tension, and can cancel into:
- Any attack
- If the attack is jump cancelable, then jump.
- Ground clashes can cancel into forward run and air clashes can cancel into forward air dash.
- Canceling air clashes into double jumps and air dashes requires that air option be available.
- For example, you can not cancel an air clash into a double jump if you have already double jumped prior to the clash.
- Faultless Defense
When clashes happen either the players are unable to react to the clash because it is unexpected, or they understand how the attacks interact well enough to intentionally cause the clash to cancel out the opponent's attack, then retaliate with their own!
Projectile Clash
Each projectile has a clash level. When two projectiles of equal level clash, each projectile will lose one hit (i.e. a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits.
- Especially fast projectiles can
- Asuka's cube projectiles are
- Strikes with the Projectile attribute are generally able to clash with projectiles and are Clash Level 1.
Taunts and Respects
Taunt button for Taunt 6 + Taunt button for Respect
Both Taunts and Respects can be canceled into any action besides movement and proximity blocking (Faultless Defense and Instant Faultless Defense are still possible), starting from 1 second into the animation for Respects and 2 seconds into the animation for Taunts. They can be used to give a false sense of vulnerability as your opponent may be lured into attacking.
Performing a Taunt will raise the opponent's Tension Gauge by 10%.