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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 -


Guard Gauge Scaling Chart
GG LVL 128 to -1 -16 -32 -48 -64 -80 -96 -112 -128
Basic 100% 78% 59% 44% 31% 18% 12% 6% 3%
Overdrive 100% 69% 50% 38% 31% 18% 12% 6% 3%
The Guard Gauge is 256+1 units (128+, 128-, and 0). The Guard Gauge default is 0. For scaling, the numbers indicate that if the Guard Gauge is at the specified level, the move will do the indicated percentage (approximately). In actuality, the damage scales a little at almost every unit of the Guard Gauge, however, there's no reason to list every single percentage. The chart above is to give you a general idea.



Character Guts Table
Depending on how much health a character has left there are different levels of damage scaling. This damage scaling is different than the type given by the Guard Gauge meter. Both can be in effect at the same time.

Each character has a Guts rating. The left column is the Guts rating. The top column is how much health your character has remaining. The data within the table is the damage modifier. As you can see, the lower the Guts rating, the more damage your character will take during the entire battle.

  Health
> 56% > 41% > 31% > 21% > 16% > 11% > 6% > 0%
0 x 1.00 x 1.00 x 1.00 x 0.92 x 0.76 x 0.60 x 0.50 x 0.40
1 x 1.00 x 1.00 x 0.98 x 0.89 x 0.72 x 0.58 x 0.48 x 0.40
2 x 1.00 x 1.00 x 0.94 x 0.85 x 0.68 x 0.56 x 0.46 x 0.38
3 x 1.00 x 0.98 x 0.91 x 0.82 x 0.66 x 0.54 x 0.44 x 0.38
4 x 1.00 x 0.96 x 0.88 x 0.78 x 0.64 x 0.50 x 0.42 x 0.38
5 x 1.00 x 0.94 x 0.85 x 0.75 x 0.60 x 0.48 x 0.40 x 0.36
Guts Damage Modifier

Guts Rating Chart
Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-No Jam
5 1 5 0 4 1 0 0 1 3
Johnny Ky May Millia Potemkin Slayer Sol Testament Venom Zappa
4 2 3 3 4 2 1 0 1 2
Robo-Ky Holy Order Sol ABA
0 2 0


Character Defense
Since Guilty Gear XX features a very complex damage system, it's no surprise they have implemented character specific defense ratings. There are many different defense ratings. Depending on which rating your character has, damage they receive will be adjusted accordingly. The chart below shows each characters defense modifier.

As you can see, Chipp's defense modifier is the largest, and Potemkin's is the smallest. This means, an attack that inflicts 100 damage on Sol (x 1.00), would inflict 130 on Chipp (x 1.30) and only 87 on Potemkin (x 0.87).

Defense Modifier Chart
Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-No Jam
x 1.06 x 1.06 x 1.18 x 1.06 x 1.30 x 1.15 x 1.06 x 1.00 x 1.06 x 1.06
Johnny Ky May Millia Potemkin Slayer Sol Testament Venom Zappa
x 1.00 x 1.03 x 1.06 x 1.21 x 0.87 x 0.96 x 1.00 x 1.00 x 1.06 x 1.00
Robo-Ky Holy Order Sol ABA
x 0.89 x 0.96 x 0.89


Gravity
Character Weight Chart
Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-No Jam
1.00 1.00 1.10 1.10 1.00 1.05 1.00 1.00 1.05 1.10
Johnny Ky May Millia Potemkin Slayer Sol Testament Venom Zappa
0.98 1.00 1.10 1.05 0.94 1.00 1.00 1.00 1.00 1.00
Robo-Ky Holy Order Sol ABA
0.95 0.98 0.98


Bear Stun
If you are struck repeatedly over short amount of time, your character will become stunned (also known as "dizzied"). During this time, you will be unable to perform any actions such as guarding, attacking, or even teching combos. Different characters can take different amounts of punishment before becoming dizzy.

Bear Stun Resistance Chart
Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-No Jam
65 60 55 55 50 50 60 65 55 65
Johnny Ky May Millia Potemkin Slayer Sol Testament Venom Zappa
70 60 70 55 80 70 60 65 60 60
Robo-Ky Holy Order Sol ABA
80 60 80


Hit Stun Level Chart
Each attack has a Level (LV) rating. Depending on the rating, the attack will inflict a different amount of hit / guard stun (recovery) which relates to how long the opponent will be incapable of moving after the hit / guard stun has been inflicted. Use the chart below to determine how much hit or guard stun an attack will inflict. The level (LV) rating for each attack can be found in the individual Character Analysis sections.

This chart is still being researched for accuracy.

Hit Type L1 L2 L3 L4 L5
Standing Hit 10 F 12 F 14 F 17 F 19 F
Crouching Hit 10 F 13 F 15 F 18 F 20 F
Air Hit 10 F 12 F 14 F 16 F 18 F
Standard Guard 9 F 11 F 13 F 16 F 18 F
Faultless Defense 11 F 13 F 16 F 19 F 21 F
Instant Block 7 F 8 F 10 F 12 F 14 F
Air Standard Guard 10 F 12 F 14 F 17 F 23 F
Air Faultless Defense 12 F 15 F 18 F 24 F 27 F
Air Instant Block 4 F 6 F 8 F 10 F 12 F
Ground Counter Hit +0 F +2 F +4 F +8 F +12 F
Air Counter Hit +6 F +9 F +16 F +18 F +?? F
Note: Ground Counter Hit and Air Counter Hit add the indicated frame amount to the Static Difference. Example, if L3 attack normally has a SD of +3 on Standing Hit, when a Counter Hit is scored, the move will now have a SD of +7 (+3 standing hit added to the +4 Ground Counter Hit).



Hit Pause
When an attack connects in Guilty Gear, the players pause briefly to make moves appear more powerful visually. For the player, this actually gives you an extra large amount of time where you can buffer inputs for moves. In addition, this is extra beneficial for charge characters (May, Venom) because it gives them extra time to charge moves, allowing them to perform some combos that would normally not seem possible.

Hit Pause only effects the people involved in being hit. Projectiles, for instance, cause hit pause only on the projectile and the person being hit by the projectile (not the person who fired it). This also means that if a projectile is active on the screen and then one player hits the other with a melee attack, the projectile continues to move even while the players are in Hit Pause.
Hit Type L1 L2 L3 L4 L5
Hit Pause 11 F 12 F 13 F 14 F 15 F


Burst
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.


Rising From Ground
Depending if your character is knocked face down or face up, they will rise from the ground at a different speed (measured in frames). This chart lists the data for face-up / face-down respectively.

Character Rising Chart (face-up / face-down)
Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-No Jam
36 / 32 36 / 32 36 / 32 36 / 34 41 / 32 36 / 35 36 / 33 36 / 40 35 / 32 39 / 36
Johnny Ky May Millia Potemkin Slayer Sol Testament Venom Zappa
36 / 35 34 / 32 36 / 33 36 / 34 35 / 33 37 / 31 36 / 32 32 / 37 36 / 35 32 / 38


Jumping Data
When jumping, each character requires a certain number of frames before they are actually considered airborne. This chart shows the amount of frames that the character will still be considered grounded before being airborne.

Jump Frame Chart
Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-No Jam
3 4 3 3 3 3 3 4 3 3
Johnny Ky May Millia Potemkin Slayer Sol Testament Venom Zappa
4 3 3 3 6 5 3 4 4 3


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