GGXRD/Damage: Difference between revisions

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The amount of stun each attack deals is dictated by the attack's [[Attack Attributes (GGXRD)#Attack Level|Attack Level]]. This will be listed in the frame data. However some attack do different amounts of stun than their Attack Level would suggest, and these exceptions will be listed in the frame data as well.
The amount of stun each attack deals is dictated by the attack's [[Attack Attributes (GGXRD)#Attack Level|Attack Level]]. This will be listed in the frame data. However some attack do different amounts of stun than their Attack Level would suggest, and these exceptions will be listed in the frame data as well.
===Crouching Opponent===
Hitting a crouching opponent adds 1 frame of hitstun, allowing for certain crouching-only combos.


==Hitstun/Untechable Time Scaling==
==Hitstun/Untechable Time Scaling==

Revision as of 17:41, 23 September 2014

Understanding Damage Scaling

There are 3 standard factors when assigning damage: Defense Modifier, Guts Rating, and RISC Gauge. When combined, they determine how much damage your character will take at every point in the health meter and RISC 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 RISC Gauge scaling can take place at the same time. For example. Sol (Guts 1, Defense x1.00) is at 15% life remaining. According to the chart, if Sol gets hit by a 100 damage move, it will inflict 72 damage. However, if the RISC Gauge is lower than half full, then the damage scaling will also be taken into account.

Read each individual section below to understand how they work.

RISC Gauge

GGXRD RISC Gauge.png

The RISC Gauge is located directly underneath your character's health meter and it directly affects damage scaling.

The RISC Gauge will rise each time an attack is blocked using basic block or Instant Block. Using Faultless Defense or Blitz Shield will prevent the RISC Gauge from increasing.

Getting hit will lower the RISC Gauge. Once empty, damage scaling starts to take effect.

When Partially Filled
Normal Damage scaling does not come into effect until the gauge is empty. The RISC Gauge will slowly fall back to the midpoint while the character is in a neutral state. Forced Proration and Initial Proration are still applied.
When Over Half Full (Flashing)
Normal damage scaling does not come into effect and all hits will be considered Counter Hits - even throws and mid-combo attacks! The RISC Gauge will slowly empty while the character is in a neutral state. Forced Proration and Initial Proration are still applied.
When Empty
Normal damage scaling starts to take effect. Forced Proration and Initial Proration are still applied.

Initial Proration and Forced Proration

Initial proration and forced proration are another part of Guilty Gear's engine to reduce the damage of certain combos for the sake of game balance.

Initial Proration is factored in only if your first attack of a combo is done with a prorated move. For example, ___.

Forced Proration is a more harsher version of initial proration: it prorates subsequent attacks in a combo no matter what! For example, ___.

Guts and Defense Ratings

All characters have 420 health. 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 RISC Gauge; both affect damage scaling at the same time.

Guts

Each character has a Guts rating. As you can see, the lower the Guts rating, the less damage scaling a character will gain during the match.

NOTE THIS TABLE IS FROM AC+R AND WILL BE UDATED WHEN XRD DATA BECOMES AVAIALBLE

Guts Table
Health > 56% > 41% > 31% > 21% > 16% > 11% > 6% > 0% Characters
Guts Rating 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 Faust, Zato-1
Guts Rating 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 Axl, I-No, Sol, Venom
Guts Rating 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 Ky, Slayer
Guts Rating 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 May, Millia
Guts Rating 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 Chipp, Potemkin
  • Unknown for Bedman and Ramlethal

Character Defense

Guilty Gear has character specific defense ratings. 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 94 on Potemkin (x 0.94).

Defense Modifier Table
Modifer Character(s)
x1.30 Chipp
x1.22 Millia
x1.09 Zato-1
x1.15 Dizzy
x1.06 Axl, I-No, May, Ramlethal, Venom
x1.03 Ky
x1.00 Faust, Sol
x0.96 Slayer
x0.94 Bedman, Potemkin

Hitstun/Untechable Time and Gravity

Guilty Gear combos have a lot of freedom, but they also include various ways to prevent infinite combos. The designers have various safeguards in place that make longer combos much more difficult to do and prevent loops. This requires players to gain a deeper understanding of the combo system in order to maximize their damage.

Roman Cancel Slowdown

When you RC an attack, the opponent experiences about double the amount of hitstun/untechable time. One frame of stun is used to execute the RC, the rest is doubled. For example when hitting an opponent with 9F hitstun and RCing immediately would inflict 16F slowdown:

(9F - 1F) * 2 = 16F


The amount of stun each attack deals is dictated by the attack's Attack Level. This will be listed in the frame data. However some attack do different amounts of stun than their Attack Level would suggest, and these exceptions will be listed in the frame data as well.

Crouching Opponent

Hitting a crouching opponent adds 1 frame of hitstun, allowing for certain crouching-only combos.

Hitstun/Untechable Time Scaling

The untechable time of attacks decreases as the number of hits in a combo increases. This aspect of GG's combo system has not been researched in detail and we are unable to provide much more information here.

Hitting a standing/crouching opponent will not suffer from hitstun scaling.

Gravity

Another interesting feature of the combo system is gravity effects. The more hits a character takes, the lower the character will be launched. This can prove to be helpful or detrimental to a combo 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 from a lower launch.

Because gravity increases with the number of hits, this greatly curbs the ability to perform the dreaded infinite combos. Since combos constantly add hits, any relaunches will float the opponent less and less until certain combinations become impossible.

Pushback Increase

Similar to Gravity, the amount of pushback increases as the number of hits in a combo increases. This is yet another way Guilty Gear attempts to remove loops and infinites from the combo ecosystem.

Valid vs. Invalid Combos

a valid 5 hit combo (left) and an invalid 2 hit combo (rlght)

Because players can choose to delay their techs while airborne, this leads to combos that only worked because the opponent did not tech (often to avoid resets). These are called invalid combos (or Black Beat combos).

The combo counter will turn dark and the invalid hit will appear in small numbers below the word BEAT.


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc