GGXRD/Offense: Difference between revisions

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*Can not be [[Defense (GGXRD)#Burst|Bursted]] on hit
*Can not be [[Defense (GGXRD)#Burst|Bursted]] on hit
*Can not be [[Defense (GGXRD)#Blitz Shield|Blitz Shielded]]
*Can not be [[Defense (GGXRD)#Blitz Shield|Blitz Shielded]]
*Do more damage during [[Hellfire|Hellfire]]
*Do more damage during [[#Hellfire|Hellfire]]
*Overdrives that power up the character like Sol's Dragon Install do not get the benefits listed.
*Overdrives that power up the character like Sol's Dragon Install do not get the benefits listed.
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Revision as of 22:50, 28 July 2014

Normals

Press GGP.png/GGK.png/GGS.png/GGH.png/GGD.png to perform normal attacks. Depending on the current state of your character (standing, crouching, jumping, close to opponent), your character will do different attacks. As a general rule, GGP.png/GGK.png attacks are weak and fast, GGS.png/GGH.png attacks are strong and slow, and GGD.png attacks are overhead and low attacks. Normal Attacks can usually cancel into one another, generally following the order GGP.png > GGK.png > GGS.png > GGH.png > GGD.png. However this is not a steadfast rule. Consult the Gatling section of your character's frame data for exact details.

Command Normals

Everybody gets a workable Anti-Air.

Command normal are performed by pressing a specific direction with a specific button. Every character has both a 6P and 6H command normal, and some have command normals with 6K, 3S, etc. as well. Learn the different command normals and the properties of each character.

Most 6P command normals are anti-air attacks with upper-body invincibility. This makes them great tools to punish opponents who jump at you.

Dust Attack

It may not look like it, but it's an overhead. Every Dust shows red sparks on startup

Everyone's standing Dust is an overhead attack that launches opponents into the air for a flashy combo. Hitting a grounded opponent will launch them into the air; hitting an airborne opponent does not let you followup with a combo. After launching the opponent, either press Up or Forward to chase after them and hit them with a combo!

Up
Press Up after a Dust to leap into the air and chase the opponent. During this jump, all air normals become jump cancelable for a few seconds, allowing players to perform fancy combos.
Forwards
Press Forward after a Dust to run after the opponent. This is primarily used near the corner because if the opponent hits the corner of the stage, they will wall stick, and all subsequent attacks will wall stick for a short period of time, allowing for stylish corner combos.
If you let the opponent fall all the way to the ground after a wallstick, then will be in a crouching state, allowing for re-stand combos (and resets)!


Sweep

GGXRD Sweep.png

Press Template:2GGD.png to perform a sweep. A sweep is a basic attack that knocks down the opponent, but each character's sweep enables different okizeme and combos, so it's important to learn what options are available with your character. Sweep attacks provide a great alternative to Dust Attacks as they must be guarded against low.

Throws

Universal reversal. With the right timing, you'll throw opponents in the middle of their moves!

Throws are short ranged, fast attacks that can not be blocked nor comboed into (with the exception of opponents in Stagger).

Normal Ground Throw
To perform a normal ground throw, press either Template:6GGH.png or Template:4GGH.png while next to the opponent. Throws have absolutely no startup at all, so the instant you input the throw is the instant it happens. Keep in mind though that if you miss, you will get a Template:6GGH.png or Template:4GGH.png instead, which is often not good at all.
Because ground normal throws have no startup, it is possible to perform a wake up throw, even if the opponent already has an attack out! To counter this, attackers need to be far away enough so that they will be out of the range of an opponent's throw on wakeup.
Throws cannot be performed while running, nor can they be performed with the diagonals (Template:1GGH.png, Template:3GGH.png, etc.). Players often run > Dash Brake > throw to get around the no-throwing-while-running limitation.
Normal Air Throw
Air throws follow the same rules as ground throws; when near an opponent that is not in block-stun or hit-stun, press Template:6GGH.png or Template:4GGH.png to air throw. Keep in mind that diagonal directions cannot be used to air throw; it MUST be Template:6 or Template:4.
Air throws often give people trouble because they are not quite as easy to space as ground throws. The ideal way to air throw someone is to be slightly below them and rising up to meet them. Typically if you are above the other person, you will not be able to throw before they do.
Another typical use for air throws is throwing people out of techs or bursts, neither of which are throw invincible. Doing so usually requires you to bait out the escape attempt and punish it.
Throw Option Selects
Because of Guilty Gear's Button Priority (Throw and GGD.png > GGP.png > GGK.png > GGS.png > GGH.png), it's possible to make some of your normal and airthrow attempts safer by inputting multiple buttons. For example, if Sol does Template:6GGK.png+GGH.png, and if the opponent is close enough, he will throw them. If the opponent is too far or is airborne, he'll do Template:5GGK.png instead, which is a much faster and safer than Template:6GGH.png! You can do the same with airthrows as well!
Command Throw
Command throws are similar to basic throws except they require specific joystick and button combinations to perform. On the whole, command throws inflict more damage than basic throws and often have better follow up possibilities. Command throws also have more range than normal throws, and can be canceled into like other special moves. They also can be done while running, so no need to Dash Brake. Command throws however do have startup frames, so usually can't be used on reversal safely like regular throws can be.

Throw Invincibility

Opponents can not always be thrown. Below is a list of situations when the opponent cannot be thrown:

  • While the opponent is in hitstun + 6 frames after. Basically this means that after an attack strikes the opponent, even if you RC the attack, they will be invulnerable to throws for an additional 6 frames from when they left hitstun.
  • While the opponent is in blockstun + 5 frames after blockstun ends
  • While the opponent is knocked down + 7 frames after
  • During the opponent's jump startup
  • Ground throws will miss versus airborne opponents and vice versa
  • Some attacks are throw invincible, such as ___. Attacks like this are often good for Wakeup pressure because they are immune to reversal throws. Some attacks also discretely count as being in the air, such as Slayer's 6K. These moves can't be ground thrown, but CAN be air thrown!

Priority of Strike vs Throw vs Command Throw

When two strikes hit each other, either a clash happens or both characters get hit, but what happens when throws are added to the mix?

  • Throw vs Strike: The throw will always win. This is the reason why wakeup throw works in Guilty Gear. Since throws are instant, a throw can beat an opponent performing a meaty on you!
  • Normal Throw vs. Normal Throw: Neither character will execute a throw, and both players will perform a 6H/4H attack instead.
  • Normal Throw vs. Command Throw: The Command Throw will always win.
  • Command Throw vs. Command Throw: Both throws whiff for that one frame. Meaning a Command Throw with more Active Frames will win in the end.


Special Attacks

GGXRD Special Attack.png

Special attacks are attacks that require a more elaborate command input, and have unique effects and properties. These range from projectiles (Ky's Stun Edge) to fast invincible attacks (Sol's Volcanic Viper) to command throws (Potemkin's Potemkin Buster).

One distinct difference between special and normal attacks is that specials always build some tension, even if they miss completely. Special attacks also deal Chip Damage as well.

Taunts and Respects

Have some meter. Loser.

Though it's not really "attacking", Taunt and Respect do have their uses.

All characters have both a Taunt and a Respect. To perform a Taunt, simply press Start (Arcade) or R (Respect on Console). Taunts can be canceled into into any attack after about half of the animation has played. Respects, on the other hand, can be canceled at any time. Respects are performed by pressing 6R (or 6Start). Both the Taunt and Respect can be used to give a false sense of vulnerability as your opponent may be lured into attacking. Since the Respect can be canceled at any time, it's usually the best choice for a lure attempt.

Performing a Taunt will raise your opponent's Tension Gauge slightly. Note that you can cancel normals into Taunts (but not Respect!).

Performing a Taunt at the end of the match after the opponent is defeated will give the other player 50% tension at the start of the next round! Truly a sign of confidence indeed!

Overdrives

Sol getting ready to Tyrant Rave

Overdrives (commonly referred to as supers) are attacks that are even more powerful than special attacks, cost 50% Tension, and often have even more elaborate inputs compared to Special Attacks. Some Overdrives are useful as Reversals like Ky's Ride the Lightning, while others power up the character like Millia's Chroming Rose.

On startup, Overdrives freeze the game temporarily to show the character doing a fancy pose or an animated cut-in before attacking. This is commonly referred to as "superflash". Most supers have startup both before and after superflash, allowing the defender to easily react to the attack. However, some supers do not have startup after the superflash, meaning if you didn't already have a counter out pre-superflash, you are guaranteed to get hit afterwards!

Additionally, Overdrives have the following properties:

  • Can not be Bursted on hit
  • Can not be Blitz Shielded
  • Do more damage during Hellfire
  • Overdrives that power up the character like Sol's Dragon Install do not get the benefits listed.


Instant Kill

Is the opponent dizzy? If you notice quickly enough, go right ahead and do it.

Instant Kills are attacks that instantly win the round! While this sounds game-breakingly powerful in theory, the restrictions in place usually relegate it to a rarely seen spectacle.

To perform an Instant Kill:

  1. Activate Instant Kill Mode by pressing GGP.png+GGK.png+GGS.png+GGH.png while standing
  2. while in Instant Kill Mode execute Template:236236GGH.png.

Entering Instant Kill Mode changes your Tension Gauge into a Timer. The timer's length is based upon how much Tension you had stored. It will gradually decrease over time and once emptied, your health will gradually decrease as if you were poisoned! This will continue until you either perform the Instant Kill or deactivate Instant Kill Mode (GGP.png+GGK.png+GGS.png+GGH.png while standing). You cannot kill yourself in this manner, but it will leave you with zero health, and the next hit or any chip damage will finish you off.

After performing an Instant Kill, you will automatically lose the Tension Gauge for the rest of the round! This means you lose access to all Tension related actions like: Overdrive Attacks, Dead Angle Attacks, Roman Cancels, Blitz Shield, and Faultless Defense. You will also be unable to perform another Instant Kill.

Manually deactivating Instant Kill Mode will revert the IK Timer back to an EMPTY Tension Gauge.

When the opponent is at low life and you have 50% Tension, activating Instant Kill mode is MUCH faster (and given a super flash), allowing players to combo into Instant Kills at low life scenarios!

Hellfire

When a character has only about 20% life remaining, they enter Hellfire state. During Hellfire state, Overdrives do more damage! However, the enemy's Instant Kill Activation becomes much faster, allowing opponents to combo into Instant Kills!


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc