<< 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 -


Understanding Damage Scaling
There are 3 factors when assigning damage: Defense Modifier (per char), Guts Rating (per char), and Guard Gauge. When combined, they determine how much damage your character will take at every point in the health meter and guard gauge. It's important to learn how strong/weak/effective your attacks will be at different points of the battle.

Both the Guts scaling and Guard Gauge scaling can take place at the same time. For example. Say you are Sol (Guts 1, Defense x1.00) at 15% life remaining. According to the chart, if you are hit by a 100 damage move, it will inflict 72 damage. However, if the Guard Gauge is lower than half full, then the damage scaling will also be taken into account. For example, if the Guard Gauge is at -64 (1/4 full), Sol will only take 31% of whatever the move would have done at the default Guard Gauge setting. So, in this case, 100 dmg move set to inflict 72 dmg (because of his Guts), only inflicts 31% of that because of the Guard Gauge (about 22 dmg).

Read each individual section below to completely understand how they work.



Guard Gauge
The Guard Gauge is located directly underneath your character's health meter and it directly affects damage scaling. It always begins half full, and this is where attacks do normal damage. If the gauge goes above half full, there will be no damage scaling until it dips below 0. If it goes below half full, you will receive less damage.

Each time you block an attack using standard guard or Instant Block, the Guard Gauge will rise. At a certain point, if you have have continuously used standard guard or Instant Block to stop incoming attacks, the Guard Gauge will begin flashing. During the flashing period, all hits except basic Punch, Kick, and Dust Attacks will be considered Counter Hits. This includes standing, crouching, and jumping Punch / Kicks. If Faultless Defense is used to block incoming attacks, your Guard Gauge will not increase. If you are not blocking, your Guard Gauge will slowly deplete to the original, half full state.

If you are hit, your Guard Gauge will lower. If the attack does not have a combo follow up, the Guard Gauge will instantly reset back to the original, IF it is lower than its normal half-full state. During a combo, the Guard Gauge will continue to go down until the combo is finished. The lower it gets, the less damage you will receive. When it is completely empty, the majority of hits will do one point of damage.

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.



Proration
Proration is part of Guilty Gear's engine mainly to reduce the damage of certain combos for the sake of balancing the game. Proration is factored in only if your first attack of a combo is done with a prorated move. For example, Dizzy's 2K prorates 70%, so if you start a combo with 2K, all the attacks that follow afterwards does only 70% of its normal damage. Some moves have a proration of above 100%, which means that all the attacks that follow afterwards will do more damage than usual. There are also Forced Prorated moves that factor in damage reduction regardless of whether it was used as the opening hit.



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


<< Return to Main Page