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Guilty Gear 201 (Intermediate)
Tension Gauge RC & FRC Burst Combo System
Damage Scaling Dizzies Attack Effects Defensive Effects
- Hit Stun Charts Only -

Counter Hits (CH)
If any striking attack hits the opponent during an attack of their own, it will be considered a Counter Hit (CH). Also, if the Guard Gauge is flashing and a striking attack hits the opponent, regardless of whether or not it interrupts the opponent, it will count as a CH. In general, moves that hit on CH are harder to tech. The stronger the attack that scores a CH, the longer the tech-delay is.

Contrary to popular belief, CH's do not inflict additional damage.

Furthermore for some moves a CH triggers a certain attack effect; for example Axl's f.S normally won’t stagger the opponent, but on CH it does. This applies for some throws as well, but they can only score a CH if the guard gauge is flashing; Robo-Kys regular throw for example gains Floor bounce on CH.

A stagger is a move that renders your opponent helpless for a short period of time. When a character is staggered, a joystick icon will appear underneath their health meter indicating to struggle. To struggle out of a stagger, shake the joystick as fast as you can. Hitting buttons does nothing for you to escape.

An important point to note is that during Stagger, a character can still be thrown. It becomes possible to combo into throws and command throws because of this.

Certain moves will always stagger, and some moves stagger on counter hit (CH) only.

A clash happens when two moves connect with each other at the exact same time. When this happens, a flash of lighting appears where the moves connect. As a special feature of a clash, either character can instantly cancel the move that clashed into any other move, including canceling into a Faultless Defense. For example, if Potemkin dives at Johnny with air D, and Johnny attempts to counter with 6P, most of the time it will clash. At this point, either character can perform another attack and cancel the recovery of the clashed move animation. Perhaps Johnny knew the clash was coming and was ready to immediately counter with stand K-S-H -> 236K. If Potemkin wasn't ready for the clash, he's going to eat some damage!

Basically any time two moves' Active Frames (AC) collide with each other in the same general location, you can expect a clash. Sometimes they happen on accident when two players coincidentally perform moves that will end up clashing. However, sometimes clashes can be used to your advantage if you can read your opponent right. If you know when an opportunity presents itself for a clash to be used, and you have a planned follow-up, go for it. Tons of style points and can lead to free damage if your opponent is not expecting it.

Certain moves will launch the other player into the air, even while he is on the ground. Obvious examples are launcher attacks such as Dust, but also many Sweeps will actually slightly lift the enemy into the air and thus can be used to start air combos with. Other basic examples are Potemkin's 2HS, which cause an abnormal amount of air untechable time against standing enemies. Potemkin's 6HS also technically floats, because it knocks the other player off the ground.

Certain moves now have the property where they will draw the enemy in closer when they hit. These moves can be used to greatly aid combos and perform setups. Examples of these kinds of moves are Ky's 2HS, and all of Axl's far reaching pokes (5P, 2P, 2S, 6K, 2H, etc).

Wall Bounce / Floor Bounce
Many moves have the property of 'bouncing' the enemy when they hit. A Floor bounce causes the enemy to bounce off the ground and back up into the air, thus having a similar effect as a move that Floats. A wall bounce causes the enemy to quickly bounce off the wall and fall toward the ground. Wall bounces can only happen to enemies in the air, however most moves that wall bounce also float, which gives you one less thing to worry about.

Typically with Wall bounces, the farther from the corner the enemy was, the earlier he will be able to tech out of the wall bounce.

Wall Stick
Wall Stick effects are effects that, when reasonably close to the corner, will cause the opponent to stick in place on the edge of the screen. The effect is very similar to a wall bounce, except instead of bouncing off the wall and falling down, there is a period of time where the enemy simply stays stuck to the wall before falling. You can combo off a Wall Stick just as you would a Wall Bounce or anything else that leaves the enemy in the air.

Wall stick is similar to wall bounce in the sense that the farther the opponent is from the corner when the attack was initiated, the sooner he can tech after the wall stick. So if you hit the opponent from nearly all the way on the right of the screen and they wall stick, they may only do so for a few frames. If you hit an opponent with a wall stick effect from a full screen away, they may just fly REALLY far away from you and never stick to the wall.

Floor Slide
Sliding is a new effect where the opponent will slide across the ground if hit with specific moves. There is a certain frame window where the opponent may be combod off the ground WITHOUT triggering OTG effects. It's as if you just caught them in the air. For example, Sol's Bandit Bringer causes slide. Sol can perform a combo such as : 236[K], Dash, 2K c.S 2H, to pick them up off the ground. You can tell sliding apart from normal knockdown from the distinct noise, and the fact that they slide backwards and have dust kicking up from the ground under them.

Forced Air FD
Normally, air moves do not have to be FDed if you are trying to block them in the air. Some moves, however, do not follow this behavior and MUST be blocked with an FD. The primary example of this is Holy Order Sol's Storm Viper, which must always be FDed if you are in the air, regardless of whether the Storm Viper was done in the air or on the ground.

Certain moves just can't be blocked at all. Potemkin's Slide Head is one such example, as is Axl's [4]6H Blue Circle attack. These moves you pretty much just have to get out of the way of, because you certainly aren't going to block them.

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

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