GGXRD/Gauges: Difference between revisions

From Dustloop Wiki
mNo edit summary
Line 1: Line 1:
=Tension Gauge=
==Tension Gauge==
[[File:GGXRD_Tension_Gauge.png|thumb|186px]]
[[File:GGXRD_Tension_Gauge.png|thumb|186px]]
Tension is a highly important resource in Guilty Gear. It's located at the bottom of the screen and directly effects many of your attack options. Perfect utilization of the Tension Gauge can often be the deciding factor of a win or loss. Knowing each of the features and subtleties of the Tension Gauge System is a definite requirement for high level play.
Tension is a highly important resource in Guilty Gear. It's located at the bottom of the screen and directly effects many of your attack options. Perfect utilization of the Tension Gauge can often be the deciding factor of a win or loss. Knowing each of the features and subtleties of the Tension Gauge System is a definite requirement for high level play.
Line 7: Line 7:
The Tension Gauge is emptied at the start of every round, so it's best to use all your Tension by round's end!
The Tension Gauge is emptied at the start of every round, so it's best to use all your Tension by round's end!
<br clear=all/>
<br clear=all/>
==Gaining Tension==
===Gaining Tension===
To increase the Tension Gauge, perform some type of offensive action. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the faster the Tension Gauge will fill up.
To increase the Tension Gauge, perform some type of offensive action. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the faster the Tension Gauge will fill up.




Special Attacks gain Tension both on startup, and upon touching the opponent (hit or block)!
Special Attacks gain Tension both on startup, and upon touching the opponent (hit or block)!
==Tension Gain Penalties ==
===Tension Gain Penalties ===
The amount of Tension you gain after performing most actions that cost Tension for a period of time.
The amount of Tension you gain after performing most actions that cost Tension for a period of time.


Line 20: Line 20:
*Performing Overdrives has NO effect on Tension gain.
*Performing Overdrives has NO effect on Tension gain.


== Negative Penalty ==
=== Negative Penalty ===
[[File:GGXRD_Negative_Penalty.png|thumb|250px]]
[[File:GGXRD_Negative_Penalty.png|thumb|250px]]
Negative Penalty is basically a feature designed to keep gameplay interesting. While the common misconception is that it actually stops people from turtling, it really just deters players from avoiding any type of contact for a prolonged period of time. If a character consistently attempts to backdash, jump back, and air backdash (or sits in one place and does nothing... which most opponents won't allow) a warning will appear over the Tension Gauge. If the player still keeps avoiding all types of contact "Negative Penalty" will appear, and that player will lose all stored Tension.
Negative Penalty is basically a feature designed to keep gameplay interesting. While the common misconception is that it actually stops people from turtling, it really just deters players from avoiding any type of contact for a prolonged period of time. If a character consistently attempts to backdash, jump back, and air backdash (or sits in one place and does nothing... which most opponents won't allow) a warning will appear over the Tension Gauge. If the player still keeps avoiding all types of contact "Negative Penalty" will appear, and that player will lose all stored Tension.
Line 29: Line 29:
<br clear=all/>
<br clear=all/>


=Bursts=
==Bursts==
[[File:GGXRD_BurstMeter.png|thumb|150px|Burst is only available when the meter is full (top)]]
[[File:GGXRD_BurstMeter.png|thumb|150px|Burst is only available when the meter is full (top)]]
Possibly the most misunderstood feature of the GGAC engine is the Burst. While at first glance, it it merely a "combo breaker", there is actually much more to it. There are two different types of Bursts: Blue and Gold. Both have different effects, and understanding how each can be used is crucial to high-level play.
Possibly the most misunderstood feature of the GGAC engine is the Burst. While at first glance, it it merely a "combo breaker", there is actually much more to it. There are two different types of Bursts: Blue and Gold. Both have different effects, and understanding how each can be used is crucial to high-level play.
Line 66: Line 66:
The Burst Gauge starts the match 100% filled and its is carried over between rounds; if you use your Burst at the end of one round, you will be waiting a while before you can use it again!
The Burst Gauge starts the match 100% filled and its is carried over between rounds; if you use your Burst at the end of one round, you will be waiting a while before you can use it again!
<br clear=all/>
<br clear=all/>
==Gold Burst==
===Gold Burst===
[[File:GGXRD_Gold_Burst.png|thumb|250px]]
[[File:GGXRD_Gold_Burst.png|thumb|250px]]
Bursting while at neutral will make it gold. Hitting an opponent with a Gold Burst will instantly give your character full Tension, ignoring any Tension Gain penalty. It is not possible to combo into a Gold Burst, so don't even think about RCing an attack > Gold Burst!
Bursting while at neutral will make it gold. Hitting an opponent with a Gold Burst will instantly give your character full Tension, ignoring any Tension Gain penalty. It is not possible to combo into a Gold Burst, so don't even think about RCing an attack > Gold Burst!
Line 77: Line 77:
<br clear=all/>
<br clear=all/>


==Blue Burst==
===Blue Burst===
[[File:GGXRD_Blue_Burst.png|thumb|250px]]
[[File:GGXRD_Blue_Burst.png|thumb|250px]]
Bursting while at in a defensive state (being hit, while blocking, while knocked down, etc.) will make it blue. The major drawback to Blue Burst is that unlike Gold Bursts, the recovery is completely vulnerable. So, if you Blue Burst out of a combo and your opponent anticipates this and blocks the Burst, they are free to punish you for free as you fall. Blue Bursts can also be air thrown at any point - even on startup!
Bursting while at in a defensive state (being hit, while blocking, while knocked down, etc.) will make it blue. The major drawback to Blue Burst is that unlike Gold Bursts, the recovery is completely vulnerable. So, if you Blue Burst out of a combo and your opponent anticipates this and blocks the Burst, they are free to punish you for free as you fall. Blue Bursts can also be air thrown at any point - even on startup!
Line 85: Line 85:
Using a Blue Burst can often save a player from taking massive damage, or ultimately receiving the round-ending blow. However, an astute opponent can anticipate when you are basically "forced" to use a Blue Burst, bait it, then punish you for FREE afterwards (since you won't have another Burst to use).
Using a Blue Burst can often save a player from taking massive damage, or ultimately receiving the round-ending blow. However, an astute opponent can anticipate when you are basically "forced" to use a Blue Burst, bait it, then punish you for FREE afterwards (since you won't have another Burst to use).
<br clear=all/>
<br clear=all/>
===Blue Bursts can be Disabled===
====Blue Bursts can be Disabled====
[[File:GGXRD_Burst_Disabled.png|thumb]]
[[File:GGXRD_Burst_Disabled.png|thumb]]
Blue Bursts can be diabled even with a full Burst Gauge. A red X will cover the Burst Gauge during this time.
Blue Bursts can be diabled even with a full Burst Gauge. A red X will cover the Burst Gauge during this time.
Line 96: Line 96:
<br clear=all/>
<br clear=all/>


==Building Burst==
===Building Burst===
The Burst Gauge grows over time, and when taking damage. The formula for this is
The Burst Gauge grows over time, and when taking damage. The formula for this is


----
----
{{Navbar-GGXRD}}
{{Navbar-GGXRD}}

Revision as of 22:21, 22 August 2014

Tension Gauge

GGXRD Tension Gauge.png

Tension is a highly important resource in Guilty Gear. It's located at the bottom of the screen and directly effects many of your attack options. Perfect utilization of the Tension Gauge can often be the deciding factor of a win or loss. Knowing each of the features and subtleties of the Tension Gauge System is a definite requirement for high level play.

The Tension Gauge is divided into four sections, each representing 25% Tension. The gauge also changes colors to quickly show how much Tension is available at any given time.

The Tension Gauge is emptied at the start of every round, so it's best to use all your Tension by round's end!

Gaining Tension

To increase the Tension Gauge, perform some type of offensive action. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the faster the Tension Gauge will fill up.


Special Attacks gain Tension both on startup, and upon touching the opponent (hit or block)!

Tension Gain Penalties

The amount of Tension you gain after performing most actions that cost Tension for a period of time.

  • After using FD, Tension gain is decreased by 80% for 1 full second after the FD stops.
  • Tension gain is decreased by 80% for 4 seconds after using Roman Cancels, Blitz Shield, or Dead Angle Attack.
  • When Negative Penalty is incurred, Tension gain is decreased by 80% for a full 10 seconds.
  • Performing Overdrives has NO effect on Tension gain.

Negative Penalty

GGXRD Negative Penalty.png

Negative Penalty is basically a feature designed to keep gameplay interesting. While the common misconception is that it actually stops people from turtling, it really just deters players from avoiding any type of contact for a prolonged period of time. If a character consistently attempts to backdash, jump back, and air backdash (or sits in one place and does nothing... which most opponents won't allow) a warning will appear over the Tension Gauge. If the player still keeps avoiding all types of contact "Negative Penalty" will appear, and that player will lose all stored Tension.

Keep-away or run-away tactics will not incur Negative Penalty if the player is actively using some form of offense. Even if it's passive, it's more than enough to not get penalized. For example, if an Axl player remains full screen and tries to keep the opponent away from him using long-range attacks, he will not get penalized.

As mentioned in the above section, when Negative Penalty is incurred, Tension gain is decreased by 80% for a full 10 seconds. Don't turtle sucka!

Bursts

File:GGXRD BurstMeter.png
Burst is only available when the meter is full (top)

Possibly the most misunderstood feature of the GGAC engine is the Burst. While at first glance, it it merely a "combo breaker", there is actually much more to it. There are two different types of Bursts: Blue and Gold. Both have different effects, and understanding how each can be used is crucial to high-level play.

To perform a Burst, press GGD.png plus any other button with a full Burst Gauge (example: GGH.png+GGD.png, GGP.png+GGD.png, etc). The Burst will be Blue or Gold depending on what the character's current state. The differences between each are described below.

NOTE: FRAME DATA FOR BURSTS ARE CURRENTLY UNKNOWN

Burst Frame Data
Type Startup Active Recovery Level Invincibility
Blue Burst ?? ?? ?? ?? ??
Gold Burst ?? ?? ?? ?? ??
  • Bursts become airborne on 1F
  • Invincibility is ONLY to Strikes and Projectiles; Bursts can be air thrown at any point, even during startup!

The Burst Gauge starts the match 100% filled and its is carried over between rounds; if you use your Burst at the end of one round, you will be waiting a while before you can use it again!

Gold Burst

Bursting while at neutral will make it gold. Hitting an opponent with a Gold Burst will instantly give your character full Tension, ignoring any Tension Gain penalty. It is not possible to combo into a Gold Burst, so don't even think about RCing an attack > Gold Burst!

Gold Bursts are invulnerable to strikes. However, at any point in the air during or after a Gold Burst you can be air thrown (Note: Potemkin's Potemkin's Heavenly Potemkin Buster and Heat Knuckle technically aren't throws). With perfect timing, Gold Bursts can be air thrown out of startup. This is the only drawback.

Regardless of whether the Gold Burst hits or misses the opponent, the Burst Gauge will be reduced to 30% full.

Proper use of the Gold Burst can quickly give a player the advantage by knocking the opponent down while simultaneously gaining full Tension. Discover what attacks and patterns opponents commonly perform so that they can be interrupted by a Gold Burst (for example, against Potemkin's j.D).

Blue Burst

Bursting while at in a defensive state (being hit, while blocking, while knocked down, etc.) will make it blue. The major drawback to Blue Burst is that unlike Gold Bursts, the recovery is completely vulnerable. So, if you Blue Burst out of a combo and your opponent anticipates this and blocks the Burst, they are free to punish you for free as you fall. Blue Bursts can also be air thrown at any point - even on startup!

If the Blue Burst hits the opponent, the Burst Gauge will refill to 30% full. However, if the opponent blocks the Blue Burst (or it whiffs completely) then the Burst Gauge will be completely emptied.

Using a Blue Burst can often save a player from taking massive damage, or ultimately receiving the round-ending blow. However, an astute opponent can anticipate when you are basically "forced" to use a Blue Burst, bait it, then punish you for FREE afterwards (since you won't have another Burst to use).

Blue Bursts can be Disabled

GGXRD Burst Disabled.png

Blue Bursts can be diabled even with a full Burst Gauge. A red X will cover the Burst Gauge during this time.

Blue Bursts will be disabled while:

  • Being thrown
  • Getting hit by an Overdrive or Instant Kill
  • Dizzied
  • Getting hit by other certain attacks, such as Axl's Rashou Sen


Building Burst

The Burst Gauge grows over time, and when taking damage. The formula for this is


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc