GGXRD/Attack Attributes: Difference between revisions

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Revision as of 00:37, 27 September 2014

Attack Types

Attacks come in three broad categories in Guilty Gear that define how they can interact with other attacks.

Strike
Strikes are the most common form of attack in the game like punches, kicks, and sword slashes. Basically anything that can be
Strikes can clash with other strikes, but not with projectiles and throws.
Projectile
Projectiles are attacks that are entities independent of the attacker, like Ky's Stun Edge.
Each projectile has a durability level. When two projectiles of equal durability clash, each projectile will lose one hit (so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will nullify lower level projectiles without losing any hits.
Projectiles can not clash with strikes or throws.
Throw
Throws are short ranged unblockable attacks that temporarily turn both characters invincible before dealing damage to the opponent.
Throw interactions are described in more detail here.
Eddie
Zato-1's shadow, Eddie, is in his own unique category: you can't clash with him, but he can also be hit by strikes, he also doesn't count as a projectile.

Invincibility

Attribute Invincibility
Some attacks are invulnerable only to certain types. For example, Bursts are only invulnerable to strikes and projectiles, but not throws. May's 5K is throw invincible, but not strike or projectiles. Ky's Ride The Lightning is invincible to projectiles during the active frames (plus fully invincible on startup). These situations are very simple; the attack is invulnerable to the specified types during the specified times. To beat these attacks hit them with a type they are vulnerable to, or hit them before/after the invincible time.
Hitbox Invincibility
Some attacks shrink the hurtbox of characters from the sprite, even though it looks like they are there.
Most anti-air 6Ps fall into this category. Because of this, 6Ps can lose to air attacks when the opponent is able to get close enough to touch the character's hurtbox.
Thus the same attack can win or lose depending on the each character's position and when each character starts their attack.
Players need to learn how their attack will behave in different scenarios, decide if the outcome is favorable, then correctly execute - often within a quarter of a second!
Example - Successful Anti Air (e.g. at neutral)
Example - Unsuccessful Anti Air (e.g. on wakeup)
Example - Low Profile
NOTE: Hitboxes shown above are purely for explanation purposes and are not meant to be accurate
The frame data will state that attacks have "above knees invincibility", "above chest invincibility", "low profile", etc. to describe how the hurtboxes of attacks grow and shrink.

Hit Effects

Counter Hit
COUNTER! Prepare to bring/feel the pain!
Hitting an opponent out of their attack will net you a Counter Hit (CH). Counter Hits increase hitstun or do special effects to the opponent such as wall bounce or ground slide, allowing for stronger combos. In general, the higher level of the attack, the more additional histun is inflicted.
Hitting an opponent when their RISC Gauge is flashing will be a GUARANTEED Counter Hit. You can even get multiple CHs in a row if the RISC Gauge is raised high enough!
Throws will only be CH if their RISC Gauge is flashing; interrupting an opponent's attack with a throw will not be a CH.
Contrary to popular belief, CH's do not inflict additional bonus damage, but they usually enable stronger combos thereby increasing damage dealt.


Mortal Counter
MORTAL
Mortal Counters occur when a player gets hit during Danger Time. Players will automatically trigger Counter Hit effects as well as more hitstop, more damage, and


Stagger
You can be hit and thrown during stagger.
Stagger is a hit effect that renders your opponent helpless to both attacks and throws for a short period of time.
A button icon will appear over the character's head to indicate stagger. Mash buttons as fast as you can to escape the stagger sooner.
Below the stagger icon is a timer bar to help player gauge how much longer stagger will last.


Float
Certain attacks will launch the other player into the air, even when they are standing or crouching. Standing Dust is an obvious example, but also many Sweeps will actually slightly lift the enemy into the air and thus can be used to start air combos.
Other basic examples include Millia's and Potemkin's Template:2GGH.png.


Vacuum
Most attacks push the opponent away on hit and block, but certain attacks will actually pull the opponent closer. These attacks can be used to greatly aid combos and perform setups. Examples include Ky's Template:2GGH.png on air hit.


Wall Bounce / Ground Bounce
Some attacks bounce the opponent off the wall/ground when they hit. A ground bounce causes the enemy to bounce off the ground and back up into the air, thus having a similar effect as a move that Floats. A wall bounce causes the enemy to quickly bounce off the wall and fall toward the ground.
Wall bounces can only happen to enemies in the air, however most moves that wall bounce also float, which gives you one less thing to worry about.
Typically with Wall bounces, the farther from the corner the enemy was, the earlier he will be able to tech out of the wall bounce.


Wall Stick
Makes opponents fall straight down afterwards into crouching state.
Wall Stick will cause the opponent to stick in place on the edge of the screen, then slide down afterwards. Once the opponent reaches the ground, they will be in a crouching state (and still in hitstun), allowing players to go for re-stand combos (or resets)!
Hitting an opponent with a wall stick effect from a full screen away may just throw them REALLY far away and never stick to the wall.


Ground Slide
File:GGXRD Floor Slide.png
Skid time is usually not very long, so you're probably going to have to dash in to relaunch.
Ground Slides slide the opponent on the ground, where they can be comboed off the ground WITHOUT triggering OTG effects. Hitting a sliding opponent is effectively like hitting an airborne opponent. For example, Sol's Fafnir causes slide and he can use it in combos to push the opponent to the corner.
Once the opponent stops sliding, they enter normal knockdown state and standard OTG rules apply.


Unblockables
Certain attacks just can't be blocked at all. Examples include Potemkin's Slide Head (236S) and Axl's Rashou Sen ([4]6H). You pretty much just have to get out of the way of these attacks, because you certainly aren't going to block them!


Off The Ground Attack
File:GGXRD OTGs.png
Sometimes you can tack on extra damage and manage to kill if their health is low enough.
To Off The Ground (OTG) someone means to strike them after they hit the ground.
Unlike other games, once a character has hit the ground, you cannot OTG them into a relaunch. OTG attacks only do 25% of their normal damage, and can be teched very quickly. This generally makes OTGs poor tools for adding damage, but good for pushing the opponent towards the corner at the cost of sacrificing okizeme.


Attack Level

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun. Use the chart below to determine how much hitstun/blockstun an attack will inflict. The level for each attack can be found in the individual Character Frame Data sections.

This chart is from GGAC+R and is a placeholder until updated data is available. Having said that, the table below is likely very close to the actual values.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +3 +3 +3
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 10 12 14 17 23
Air FD Blockstun +2 +3 +4 +7 +4
Air IB Blockstun -6 -6 -6 -7 -11
Hitstop 11 12 13 14 15
Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun 10 13 15 18 20
Untechable Time (Air hit) 10 12 14 16 18
Air CH Untechable Time +10 +12 +14 +16 +18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Ground Counter Hit and Air Counter Hit add the indicated amount to Frame Advantage.
  • Example: a Lv 3 attack with Frame Adv of +3 on Standing Hit will have a Frame Adv of +7 on Counter Hit (+3 standing hit added to the +4 Ground Counter Hit).
  • CH Hitstop applies only to the character getting hit. This in effect, adds to the hitstun/untech time of an attack.
  • Example: a Counter Hit Lv 3 attack will have 28F untechable time with a bonus 4F hitstop on the defender. This means that the effective untechable time would be 32F from the attacker's POV.
Hitstop
When an attack connects in Guilty Gear, both players pause briefly to make moves appear more powerful visually. This actually gives players a bit of extra time to buffer inputs for moves. This is extra beneficial for charge characters (May, Venom) because it gives extra time to charge moves, allowing them to perform some combos that would normally not seem possible.

Dizzy

File:GGXRD Dizzy.png
Mash, because your life DOES depend on it!

If you are struck repeatedly over short amount of time, your character will become stunned (also known as "dizzied"). You will be unable to perform any actions such as blocking, attacking, or even teching combos while dizzied!

Dizzies are indicated by angels flying around your character's head. The angles act as a timer and when all the angels are gone, you will regain control of your character. You can speed up the recovery by shaking the joystick in all directions and rapidly pressing the buttons.

Dizzying an opponent mid-combo will allows players to land and begin another combo (or an Instant Kill) on a dizzied character if their opponent doesn't shake out fast enough!


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc