<< Return to Main Page

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

The combo system within Guilty Gear AC is just as complex as the actual game itself. Understanding how the combo system works in detail can give you a big advantage over an unlearned opponent. By maximizing your combo knowledge, you can learn to take advantage of each combo opportunity and lay down big damage.

Though there is no real need for this explanation, Beat is simply the nickname given to any combo that registers on the combo meter. The combo meter is the blue number that appears after you have comboed two or more hits.

What you may not know is that the word 'BEAT' that appears will darken in color if a combo became techable at any point. This means that you can tell whether or not your combo was solid, even if the other player didn't tech out properly.

Gatling Combination
Every character has the ability to chain basic attacks together. This technique is called Gatling Combination. Each character has a different set of Gatling Combinations available to them, but it generally progresses from Punch to Kick to Slash to Heavy Slash. There are many exceptions, but you can usually find simple Gatling Combinations by following this rule. Performing Gatling Combinations is relatively straightforward. Press the first button in the attack sequence, quickly followed by the next. The first move will hit, and the recovery will be cancelled into the second move. This can be continued as long as you stay within the characters Gatling Combination path.

Special Cancels
The art of the 2-1 ("two in one") is an age old combo technique which has appeared in almost every 2D fighting game to date. It involves cancelling a Basic Attack into a Special or Overdrive Attack. To perform the cancel, attack your opponent with a Normal Attack, then quickly perform a Special or Overdrive Attack before the original attack finishes. If done correctly, the Normal Attack will connect, and then be instantly cancelled into the Special or Overdrive Attack you chose.

In most cases, it's best to perform Special Cancels as fast as possible. Beginning players may want to start out by performing them off slow Basic Attacks such as a standing Slash or Heavy Slash. Since the slower attacks usually have a a larger set of hit frames, cancelling into Special or Overdrive Attacks will be easier than starting out with the quick attacks. As you become more adept at cancelling using this technique, you will find you can cancel almost every Basic Attack in the game. This will greatly open up your combo options.

Jump Cancels
Many of a character's normal attacks can be Jump Cancelled. Jump Cancels are exactly what they sound like, they cancel an attack into a Jump (which can then be canceled into another attack of course). They can be used to enhance combos and mix up offense / defense options. To perform a jump cancel, hold an upwards direction as a Jump Cancelable move is connecting. After the move connects, your character will cancel into a jump. Generally Jump Cancels still follow the same double / triple jump and air dash rules. While you can Jump Cancel on either guard or hit, you can't jump cancel a move if you whiff it completely, so don't get careless!

Off The Ground (OTG)
To Off The Ground (OTG) someone, means to strike them after they hit the ground for additional hits. If you have knocked a character down, and you are close, you can usually follow up with a quick OTG. It's important to know which of your character attacks are best for hitting a downed opponent. OTG attacks only do 25% of their normal damage however, and can be teched out of quickly.

Unlike other games, once a character has hit the ground in GGAC, you cannot OTG them into a relaunch. If you want to relaunch your opponent, you will have to hit them before they touch the ground.

Some special attacks also can still get their effects OTG, such as Johnny's coins or Testament's poison curse.

A link is similar to a Gatling Combination, except it requires special timing to actually combo the attacks involved. To link two moves, means to perform one move, let it completely recover, then perform a second move before the hit stun wears off the opponent. The difference between a link and a Gatling Combination is the fact that links can involve every type of attack, from Basic to Special Attacks, and even Overdrive Attacks, while Gatling Combinations involve Basic Attacks only.

There are many different ways to link moves together, some as easy as simply performing one attack, then another when the first finishes. Other options involve hitting an opponent as they rise with an early attack, then performing the second attack. The reason this is slightly trickier is because the object is to hit the rising opponent with the end of the first attack, so there is less overall recovery. This, in turn, leads to more follow ups.

Another link type can be after Special Attacks or Overdrive Attacks that leave your opponent in a specific state that leaves them vulverable. Moves which stun, sweep, knockback, float, dizzy usually have some form of link option. The reason these types of combos are called links is because they are not programmed into the game like Gatling Combinations. Imagination, creativity, and execution technique are all requirements of good link combos.

If two moves connect at the same time, a trade will result. This means that both attacks connect simultaneously, and both characters are hit. Depending on which attacks trade, certain combo opportunities can open up. If you hit your opponent with a launching move, as they hit you with a basic attack, both attacks will count as a counter hit, and your opponent will ultimately suffer the worst. This is because, in this situation, they will end up being launched while your character recovers in time to follow. Keep an eye out for trades and be sure to know when to follow up for extra damage.

Another interesting feature of the combo system is gravity effects. The more hits used before a float move, the lower the character will be launched. This can prove to be helpful or detrimental to your combos depending on which way you look at it. Some combos may only be possible if the launcher sends the opponent high into the air, while other combos benefit more from a lower launch. Also, because of gravity effects, this greatly curbs the ability to perform the dreaded infinite combos. Since you contantly add hits, any relaunches will float the opponent lower and lower until certain combinations become impossible.

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

<< Return to Main Page