|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 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.
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 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.