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 |
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