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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 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, Sol's 5P and 2P both have 80% initial prorate. Though these are good moves to tap out while doing pressure, if you do land a hit off them, the combo that follows will do less damage as a result. Initial Proration is generally applied to quick attacks that are common as pressure or mixup (particularly lows), as a way to balance their speed and keep damage reasonable in situations where the opponent's R.I.S.C. Gauge is likely elevated.
'''Initial Proration''' is factored in only if your first attack of a combo is done with a prorated move. For example, Sol's 5P and 2P both have 80% initial prorate. Though these are good moves to tap out while doing pressure, if you do land a hit off them, the combo that follows will do less damage as a result. Initial Proration is generally applied to quick attacks that are common as pressure or mixup (particularly lows), as a way to balance their speed and keep damage reasonable in situations where the opponent's R.I.S.C. Level is likely elevated.


'''Forced Proration''' is a more harsher version of initial proration: it prorates subsequent attacks in a combo no matter what! For example, if May sets up a combo that lets her hop aboard a charging dolphin, the combo is immediately prorated 70%, reducing the damage of any attacks thereafter. Forced Proration is generally applied to strong attacks that you might not usually land in a combo, as a way to prevent them from being too strong in those situations where they're available.
'''Forced Proration''' is a more harsher version of initial proration: it prorates subsequent attacks in a combo no matter what! For example, if May sets up a combo that lets her hop aboard a charging dolphin, the combo is immediately prorated 70%, reducing the damage of any attacks thereafter. Forced Proration is generally applied to strong attacks that you might not usually land in a combo, as a way to prevent them from being too strong in those situations where they're available.


=== Minimum Damage ===
=== Minimum Damage ===
Overdrive attacks in XRD have minimum damage, though the effect is much more subtle than in BlazBlue and Persona 4 Arena. All Overdrives deal 20% of their base damage at a minimum, but this value is affected by [[#Guts|Guts]] and OTG state.
Overdrive attacks in Guilty Gear have minimum damage, though the effect is much more subtle than in BlazBlue and Persona 4 Arena. All Overdrives deal 20% of their base damage at a minimum, but this value is affected by [[#Guts|Guts]] and OTG state.


  base damage * character defense rating * guts * 20% = Minimum Damage
  Base Damage * Character Defense Modifier * Guts Rating * 20% = Minimum Damage
  If OTG hit, then multiply by 25%
  If OTG hit, then multiply by 25%


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== Guts and Defense Ratings ==
== 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 R.I.S.C. Level; both affect damage scaling at the same time.
All characters have 420 life. Depending on how much life a character has left, there are different levels of damage scaling. This damage scaling is different than the type given by the R.I.S.C. Level; both affect damage scaling at the same time.
 
=== Guts ===
=== Guts ===
Guts acts as a type of damage scaling that gets more intense the lower a character's life. For example, an attack that would do 100 damage to Sol at full life would only do 40 damage when he is at 10% life.
Guts acts as a type of damage scaling that gets more intense the lower a character's life. For example, an attack that would do 100 damage to Sol at full life would only do 40 damage when he is at 10% life.


This means that the health bar is misleading; a health bar that visually looks like it's 50% full actually has much more than 50% health left!
This means that the Life Gauge is misleading; a Life Gauge that visually looks like it's 50% full actually has much more than 50% life left!


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.  
Each character has a Guts rating. As you can see, the lower the Guts rating, the less damage scaling a character will receive at lower life values.  


'''<span style="color:red"></span>'''
'''<span style="color:red"></span>'''
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The implications of the guts system also leads to interesting damage optimization choices when the opponent is low on life.
The implications of the Guts system also leads to interesting damage optimization choices when the opponent is low on life.
*Attacks do a minimum of 1 damage per hit, so attacks and combos that do lots of small hits can end up doing more damage than standard combos in low life scenarios.
*Attacks do a minimum of 1 damage per hit, so attacks and combos that do lots of small hits can end up doing more damage than standard combos in low life scenarios.
**This is why you may see players do combos with multiple {{P}}s when the opponent is close to death instead of standard combos... they're doing more damage this way!
**This is why you may see players do combos with multiple {{P}}s when the opponent is close to death instead of standard combos... they're doing more damage this way!
*Single hit, big damage attacks can effectively do "more" damage when the opponent is near the health threshold of gaining another defensive boost.
*Single hit, big damage attacks can effectively do "more" damage when the opponent is near the life threshold of gaining another defensive boost.
**Ex: doing a single big hit when an opponent is at 41% health so that they have less life with the > 30% health defense bonus.
**Example: Doing a single big hit when an opponent is at 41% health so that they have less life with the > 30% life defense bonus.
**This concept is similar to doing big damage combos when the opponent is near Awakening status in the Persona Arena series.
**This concept is similar to doing big damage combos when the opponent is near Awakening status in the Persona Arena series.
*Poison and IK's life drain effect are unaffected by Guts, meaning they effectively do more damage when life is low!
*Poison and Instant Kill Mode's life drain effect are unaffected by Guts, meaning they effectively do more damage when life is low!
*Life gain effects (Faust's Donut and Chocolate) are also unaffected by Guts!
*Life gain effects (Faust's Donut and Chocolate) are also unaffected by Guts!


=== Character Defense ===
=== Character Defense ===
Guilty Gear has character specific defense ratings. The chart below shows each characters defense modifier.  
Guilty Gear has character specific defense modifiers. 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).  
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 (x1.00), would inflict 130 on Chipp (x1.30) and only 94 on Potemkin (x0.94).  


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When you Roman Cancel an attack, the opponent experiences about double the amount of hitstun/untechable time. One frame of stun is used to execute the Roman Cancel, the rest is doubled. For example: Hitting an opponent with 9F hitstun and RCing immediately would inflict 16F slowdown:
When you Roman Cancel an attack, the opponent experiences about double the amount of hitstun/untechable time. One frame of stun is used to execute the Roman Cancel, the rest is doubled. For example: Hitting an opponent with 9F hitstun and RCing immediately would inflict 16F slowdown:
  (9F - 1F) * 2 = 16F
  (9F - 1F) * 2 = 16F


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.
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===Pushback Increase===
===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.
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==
==Valid vs. Invalid Combos==

Revision as of 03:59, 28 February 2015

Understanding Damage Scaling

There are 3 standard factors when assigning damage: Defense Modifier, Guts Rating, and R.I.S.C. Level. When combined, they determine how much damage your character will take at every point in the Life 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 R.I.S.C. Level 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 R.I.S.C. Level 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.

R.I.S.C. Level

A positive R.I.S.C. Level is denoted by the pink filling the gauge.

The R.I.S.C. Level is located directly underneath your character's Life Gauge and it directly affects damage scaling.

The R.I.S.C. Level will rise each time an attack is blocked using basic block or Instant Block. Using Faultless Defense or Blitz Shield will prevent the R.I.S.C. Level from increasing.

Getting hit will lower the R.I.S.C. Level. Once empty, damage scaling starts to take effect.

Each attack has an associated R.I.S.C. Level rating associated with it listed in the frame data, showing how much it will lower the R.I.S.C Level on hit. Each attack also has a separate rating for how much it increases the R.I.S.C. Level on block, although that is not listed.

When Empty
Normal damage scaling starts to take effect. Initial Proration and Forced Proration are still applied.
When Partially Filled
Normal damage scaling does not come into effect until the gauge is empty. The R.I.S.C. Level will slowly empty while the character is in a neutral state. Initial Proration and Forced 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 R.I.S.C. Level will slowly empty while the character is in a neutral state. Initial Proration and Forced 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, Sol's 5P and 2P both have 80% initial prorate. Though these are good moves to tap out while doing pressure, if you do land a hit off them, the combo that follows will do less damage as a result. Initial Proration is generally applied to quick attacks that are common as pressure or mixup (particularly lows), as a way to balance their speed and keep damage reasonable in situations where the opponent's R.I.S.C. Level is likely elevated.

Forced Proration is a more harsher version of initial proration: it prorates subsequent attacks in a combo no matter what! For example, if May sets up a combo that lets her hop aboard a charging dolphin, the combo is immediately prorated 70%, reducing the damage of any attacks thereafter. Forced Proration is generally applied to strong attacks that you might not usually land in a combo, as a way to prevent them from being too strong in those situations where they're available.

Minimum Damage

Overdrive attacks in Guilty Gear have minimum damage, though the effect is much more subtle than in BlazBlue and Persona 4 Arena. All Overdrives deal 20% of their base damage at a minimum, but this value is affected by Guts and OTG state.

Base Damage * Character Defense Modifier * Guts Rating * 20% = Minimum Damage
If OTG hit, then multiply by 25%

For example, an Overdrive attack with 100 base damage will do at least 20 damage to Sol (1.00 defense modifier, no guts) when he is at over 50% health.

However if Sol has less than 10% health remaining, that same attack would only do 8 damage since guts reduces damage by an additional 40%.

Guts and Defense Ratings

All characters have 420 life. Depending on how much life a character has left, there are different levels of damage scaling. This damage scaling is different than the type given by the R.I.S.C. Level; both affect damage scaling at the same time.

Guts

Guts acts as a type of damage scaling that gets more intense the lower a character's life. For example, an attack that would do 100 damage to Sol at full life would only do 40 damage when he is at 10% life.

This means that the Life Gauge is misleading; a Life Gauge that visually looks like it's 50% full actually has much more than 50% life left!

Each character has a Guts rating. As you can see, the lower the Guts rating, the less damage scaling a character will receive at lower life values.

Guts Rating
Guts Rating <50% Life <40% Life <30% Life <20% Life <10% Life Character
0 90% 76% 60% 50% 40% Bedman, Elphelt, Faust, Zato
1 87% 72% 58% 48% 40% Axl, I-No, Ramlethal, Sin, Slayer, Sol, Venom
2 84% 68% 56% 46% 38% Ky
3 81% 66% 54% 44% 38% Leo, May, Millia, Potemkin
4 78% 64% 50% 42% 38% Chipp

The implications of the Guts system also leads to interesting damage optimization choices when the opponent is low on life.

  • Attacks do a minimum of 1 damage per hit, so attacks and combos that do lots of small hits can end up doing more damage than standard combos in low life scenarios.
    • This is why you may see players do combos with multiple GGP.pngs when the opponent is close to death instead of standard combos... they're doing more damage this way!
  • Single hit, big damage attacks can effectively do "more" damage when the opponent is near the life threshold of gaining another defensive boost.
    • Example: Doing a single big hit when an opponent is at 41% health so that they have less life with the > 30% life defense bonus.
    • This concept is similar to doing big damage combos when the opponent is near Awakening status in the Persona Arena series.
  • Poison and Instant Kill Mode's life drain effect are unaffected by Guts, meaning they effectively do more damage when life is low!
  • Life gain effects (Faust's Donut and Chocolate) are also unaffected by Guts!

Character Defense

Guilty Gear has character specific defense modifiers. 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 (x1.00), would inflict 130 on Chipp (x1.30) and only 94 on Potemkin (x0.94).

Defense Modifier Table
Modifer Character(s)
x1.30 Chipp
x1.22 Millia
x1.09 Zato
x1.06 Axl, I-No, May, Ramlethal
x1.04 Sin
x1.03 Ky, Venom
x1.00 Elphelt, Faust, Leo, 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 Roman Cancel an attack, the opponent experiences about double the amount of hitstun/untechable time. One frame of stun is used to execute the Roman Cancel, the rest is doubled. For example: 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 with Attack Level 1 or higher gain 1F of additional hitstun. Level 0 attacks do not get this bonus.

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 3 hit combo (right) and an invalid 3 hit combo (left)

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