BatFan/Defense

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Gatchi Match vs Gatchi Drive

Gatchi Match, otherwise just known as Gatchi, is done simply by pressing the Gatchi button for High hits, or Down + Gatchi for Low hits. Doing this will negate all chip damage and guard stun from a move, and allow you to counter attack instantly and score a G-Counter (see below).

  • Gatchi Match can be done while in the air, and is the only way to block hits while doing so.
  • You can Gatchi multiple times in a row to beat multi-hit moves and supers.
  • After Gatching, you can always block if you need to.
  • Gatching gives you a few Frames to act while the other person is still paused. This allows you to use some moves with small startup that you might not be able to use as a reversal otherwise.

Gatchi Drive is done by pressing Forward + Gatchi for High hits, or Down Forward + Gatchi for Low hits. Gatchi Drive, if it successfully parries a hit, will immediately do a forward rush attack. If this attack connects, it will give you a special Gatchi Drive hit effect and allow you to do special combos.

  • Note that the Gatchi Drive attack is not invincible, and thus will be beaten by fast, or multi-hit attacks. It is also fairly slow, so it can often be blocked or even punished!
  • Gatchi Drive cannot be done in the air at all. High Gatchi Drive and Low Gatchi Drive have different properties on hit. Both have a completely different set of combos to use.
  • During a Gatchi Drive combo, characters can Chain Cancel a lot more Normals.
Gatchi Match Gatchi Drive
Input 5G, 2G 6G, 3G
Handles Multi-hit Moves Yes No
Special Drive Combos No Yes
Extra Normal Cancels No Yes
Safe On Success Yes Maybe
Punishable No Maybe
Builds MP Little Lot
  • Both Gatchi types have a fair amount of recovery on whiff and thus are not very safe to use unless you KNOW what is coming.
  • Both Gatchis are Instant, they have no startup.
  • Both Gatchis are vulnerable to Throws and Command Throws.
  • It is not possible to Gatchi while in a solid block string.

When to use Gatchi Match or Gatchi Drive:

Knowing which Gatchi to use and when is very important. Which to use is based on the situation, and the character involved. Some characters, like Coyori will use regular Gatchi almost exclusively, while Deathbringer will often use Drive almost exclusive.

Some possible things that may determine which type you use are:

  • Move Used - Some moves can't be Drived safely. Some moves recover fast enough that they are Safe against Drives (especially jabs and low jumping normals).
  • Combos - Some characters have very strong Drive combos, some characters have very weak ones. Make sure you know what your options are for your character, and know if it's better for you to go for Drives or stick to Matches.
  • Distance - Some characters have strong G-Counter combos, but some only work when very close. Against certain long range pokes, a character may not be able to punish well with G-Counter and may opt for Drive instead.
  • Enemy Position - If the enemy is in the Air, often you can't get very good G-Counter combos. However, High Gatchi Drive will operate just as normal.
  • Meter - Some character's Drives are much more useful with Super meter (especially Deathbringer). Drive also builds twice as much meter for doing so keep that in mind.

As an example, Urs's G-Counter combos are very strong if he is close enough to use c.C. If he is too far for it though, he does more damage with his High Gatchi Drive. To make matters more complicated, without meter, or from far away, Urs's Low Gatchi Drive will get more damage than his G-Counter. So the decision is also based on if it is a low hit, or high hit. Finally, Urs can't do his G-Counter combos against airborne enemies, so if the enemy is high in the air, he may Gatchi Drive. However if they are low enough to the ground, such to be safe against Drives, then he may be forced to Gatchi Match anyway.

Reaction Gatching Supers, Option Select Gatchi

All supers can be Gatchied on reaction (after the super flash occurs) if the player wasn't in the middle of doing anything (or in guard stun). The timing for this is quite strict though.

Fortunately, you can Option Select your Gatchi to make an attempt a lot safer. To do this, just make sure to hold Back when you attempt to Gatchi the super.

The reason this works is because supers start very, very fast after the super flash. If you Gatchi too early (during the super flash), nothing comes out and you simply get a block. If you Gatchi too late, you will already be blocking and thus be safe.

You can also use this technique to make Gatching Multi-Hit moves much safer. The principal works the same, always hold back when trying to Gatchi multi-hit moves. If you mess up the timing, you will at least get a block.

The exception to this rule is if there is a large gap between hits in a move. In this situation, it is possible to Gatchi early enough that your Gatchi will simply wiff, and you will eat the next hit. An obvious example is Marco's Dyna Rush, which has a long pause between uppercuts. Be aware of moves like this and know how to Gatchi them!

Counter Hit vs Gatchi-Counter

  • Counter Hits happen when one move is interrupted by another move, such as if one poke is beaten by another, or if a move is stuffed by a Dragon Punch. When a Counter Hit happens, the word 'Counter!' appears on screen.
  • Gatchi Counters, otherwise known as G-Counters, happen when a move is Gatchied, then punished. The word 'G-Counter!' appears on screen when this happens, and you and the enemy will flash Yellow.

While these two effects are similar, they are not entirely the same.

Counter Hit Gatchi Counter
Extra Hit Stun Yes Yes
Extra Hit Pause No Yes
Special Hit Properties Yes No
Damage Normal 140%
  • Extra Hit Stun allows you to do combos that would otherwise not be possible. For example, Olivia can link c.C into 2C on either Counter Hit or G-Counter.
  • Special Hit Properties are extra effects that can happen on Counter-Hit ONLY. An example, Freed's [4]6K special will cause Bounce on Counter Hit, but will NOT on G-Counter.
  • Extra Damage from G-Counter applies to the NEXT hit only. Multiple hit moves will have only their first hit enhanced.


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