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.
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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.
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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.
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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).
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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.
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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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