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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 -


Description
Possibly the most misunderstood feature of the GGAC engine is the Burst. While initially it is thought of as a "combo breaker", there is actually much more to it. There are basically two different types of Bursts, Blue and Gold. Both have different effects. Understanding how each can be used is crucial to high-level play.



General Notes
To perform either Burst, press D plus any other button when your Burst Gauge is pulsing (example: H+D, P+D etc). Depending on what state your character is in, you will either perform a Gold or a Blue Burst. The differences between each are described below. In some cases you cannot perform either Burst. When you are staggered, thrown, being hit by an Overdrive Attack, or your character is dizzied, a large X will cover the Burst meter. This means that it is not available for use.



Gold Burst
When your character is in a non defensive state, your Burst will be Gold. A Gold Burst is the fastest hitting of the two Bursts and if it connects with an unblocking opponent, your character will instantly gain full Tension (100% meter). If you don't hit your opponent, your character will still be 100% invulnerable to all strikes until he or she lands, at which point you will recover instantly. However, at any point in the air during or after a Burst you can be air-thrown (this includes Potemkin's 236236S, his 623H, and Anjis 623H anti-air command grabs). With perfect timing, Gold Bursts can be air-thrown directly after they start executing. This is the only drawback.

Regardless of whether the Gold Burst hits or misses the opponent, you will still be left with 30% Burst gauge.

Proper use of the Gold Burst can quickly give your character the advantage by knocking the opponent down while simultaneously filling your Tension. Learn to spot certain attacks and patterns that your opponents will throw at you so you can use the Gold Burst to interrupt (for example, against Sol's 214K off the wall).

Gold Burst strikes in 19F.



Blue Burst
When your character is in a defensive state (being hit, being forced to block, being pressured after rising from the ground etc) your Burst will be Blue. The major drawback to Blue Burst is that it can be hit with striking moves at any point after it completes. So, if you Blue Burst out of a combo in mid-air and your opponent anticipates this and guards, they are free to punish you for free as you fall. Your character is completely vulnerable until they land and recover. Blue Bursts can also be air-thrown.

If the Blue Burst hits the opponent, your Burst Gauge will remain 30% full but you won't gain any Tension. However, if you completely miss a Blue Burst (it's blocked or whiffs completely), you will be left with 0% Burst Gauge.

Using the Blue Burst can often save you from taking massive damage, or ultimately receiving that final killer blow. However, if your opponent is good at anticipating when you are basically "forced" to use a Blue Burst, they can choose to "bait" it, then punish you for FREE afterwards (since you won't have another Burst to use).

Blue Burst strikes in 19 frames since Accent Core (23F for older games).



Building Burst
The Burst gauge is 15000 units. Each letter basically represents 3000 units (3000x5 = 15000). There are two ways for the Burst gauge to increase. The first just gradually happens over time, the second revoles around taking damage. Both explanations are below:

- Gradual Burst Increase -


Depending on how much health your character has, they will gradually gain a steady amount of Burst over a period of time. There are three different rates at which your character will gain burst back. The first is when the health is above 50%, the second is above 25%, and the third is when your health is 25% or below. The rates are as follows:

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 your Burst gauge will increase. Keep this in mind when you are low on health and your Burst meter is close to being full. It may prove very useful to play defensive for the last few seconds before you die so your Burst will be ready for the next round (if there is a next round)!

- Taking Damage -> Burst Increase Formula -


Each time a move inflicts damage, it also causes your character to gain a certain amount of Burst back. There is a formula that determines exactly how much Burst you receive for each hit you take. The explanation is as follows:

(100 + Move Damage x 3) x (1.0 + Combo Modifier x .03)

Move Damage - amount of damage the move inflicts
Combo Modifier - number of combo hits (1 being the first hit, 3 being third hit of combo etc)

Example (Solo Hit): - Potemkins 6H (90 damage)
Add the automatic 100 + 90 x 3 (270), and you end up with 370. The second part becomes 1.0 + Combo Modifier x .03 (1 x .03) which ends up as 1.03. Now multiply them together and you get 381.1 (370 x 1.03). Potemkins 6H gives the opponent back 381 Burst if it is the solo hit, or first hit of a combo. Not bad.

If the move was used as the third hit of the combo, the second part of the formula would be (1.0 + 3 x .03), or 1.09. Then the overall formula would be (100 + 90 x 3) x (1.09) = 403.3. 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, Potemkins 6H may do less damage than 90. This would change the overall Burst added, but the formula is still identical. Check the Damage System section for more info on Damage Scaling.



Burst Frame Data
Type Startup Active Recovery Level Invincibility
Blue 19 F 6 F 27+3 F 2 1-?? F
Gold 19 F 6 F 26+3 F 3 All
Recovery frames are listed as "In Air + Landing Recovery".

Invincibility is ONLY to Strikes. Bursts are not throw invincible.


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