GGACR/Mechanics: Difference between revisions

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====Standard Landing Recovery====
====Standard Landing Recovery====
Whenever the player lands from being in the air, they experience 3 frames of landing recovery, which disables actions in "steps".
Whenever the player lands from being in the air, they experience 3 frames of landing recovery, which disables actions in "steps".
* On the first grounded frame after landing, all actions except walking, jumping, and backdashing are possible.
* On the 1st grounded frame after landing, all actions except walking, jumping, and backdashing are possible.
* From the 4th grounded frame onwards, all actions are possible.
* From the 4th grounded frame onwards, all actions are possible.



Revision as of 00:29, 27 November 2022

This page explains the system mechanics in Guilty Gear XX Accent Core +R. Applicable frame data for mechanics can be found on the Frame Data page.

Guard

Guarding, commonly known as Blocking, is the fundamental form of defense in fighting games.

Most special moves also inflict a small percentage of their damage through guard. This is known as chip damage Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.. When a player guards, they are put into a state known as blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. during which their ability to act is mostly taken away. Some abilities can be used during blockstun. Such abilities include Dead Angle, Burst, and character specific options such as  Baiken's guard cancel attacksGGACR Baiken Zakuro.pngGuardAllStartup9Recovery32Advantage-.

Some attacks cannot be guarded against. These generally fall into two categories: throws and unblockables. Throws are proximity based attacks which beat the opponent's guard. Unblockables are special strikes which hit opponents even if they guard. Unblockables, such as  Axl's [4]6HGGAC Axl Rashou.pngGuardUnblockableStartup27Recovery34Advantage-, must be avoided in some way other than guarding.

In +R, the more a player blocks the more their Guard Bar fills. The effects of this bar are explained in the section below.

Grounded Guard

Hold 4 or 1

Most strikes—attacks which are neither throws nor projectiles—are generally blocked in one of three ways: high, mid, and low. High strikes must be guarded while standing. Low strikes must be guarded crouching. Mid strikes can be guarded in either the standing or crouching state. This blocking scheme does not apply to Airborne Guarding.

Deceptive Animations

Some attacks have animations which do not make it immediately obvious how the defending player should guard against them. For moves of this nature, player must simply learn to recognize these abnormal animations and remember how to properly guard against them.

Airborne Guard

Hold Any Backwards Direction

Most grounded moves cannot be blocked while in the air, but if the move can be blocked while airborne then the move will be denoted as all in the move's guard column. Using Faultless Defense in the air will allow most grounded attacks to be guarded against. Only a few moves are except from this rule, such as  Potemkin's Heat KnuckleGGAC Potemkin 623H.pngGuardUnblockable, FD×3Startup14Recovery22Advantage-.

Guard Bar

GGACR System Guard Bar.png

The Guard Bar in +R is a visual indicator of damage scaling. It starts at half full, which conceptually represents 0 Guard Bar. The bar fills whenever the player guards against an attack. The amount that the bar fills is specific to each attack. If a player's bar is more full than the default state, then it will slowly drain back to 0. The rate at which this drains is character specific. If a player's bar is depleted below 0 due to being hit, then the bar will refill back to 0 as soon as the combo ends.

Combo scaling does not take effect until the guard bar drops below 0. The lower the bar goes below 0, the less damage hits in the same combo will inflict. The amount of guard bar depleted is unique for each attack. Because of this, the guard bar can be used to estimate how much damage a combo can deal. The more guard bar, the more pain.

For specific information about character-specific guard bar gain rates, see: Guard Balance. To see how guard bar controls scaling, see this table.

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Instant Block

Any Backwards Direction Within 8 Frames of An Attack Connecting

Also known as Just Defense and IB—Instant block is an alternative type of guard which reduces the blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. the user experiences.

The amount that IB reduces blockstun by is dependent on whether the IB was performed while grouned or airborne, and also what level of attack IB was used against. For specific details on the frame data of IB, see this table.

Instant block has a few other benefits as well. Successuflly performing an IB rewards the player with 0.5% more Tension than standard Guard would. Instant Blocking also increases the user's Tension Pulse, which makes them gain Tension at an increased rate. Because the player character will automatically continue blocking mids so long as a blockstring remains gapless, the defending player can input Instant Block in the middle of the opponent's pressure sequence. Finally, when performed in the air, Instant Block will eliminate the user's momentum, and restore their air options.

If a player misses the timing for IB, then they will be unable to instant block for 30 frames. The other main weakpoint of Instant Block is the effect on Guard Bar. Normally, Guard Bar gain is halved during gapless blockstrings. IB can create gaps in the block string, which can cause the user's Guard Bar to fill more more quickly in practice.

One effect of IB that is contextually positive or negative is that IB reduces the pushback When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system. between the attacker and defender. This can be incredibly beneficial for the defender—allowing them to punish moves which are usually safe using a throw. It can also be a reason to not use Instant Block, because the reduced pushback can let the opponent use their shorter ranged options to continue their offense.

The defending player must intelligently choose between Instant Block, Faultless Defense, and standard Guard.

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Faultless Defense

Any Backwards Direction + Any 2 Attack Buttons Except D—And Cannot Use S+H

FD is an enhanced version of blocking which costs Tension The name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more. to perform. Compared to standard Guard, FD offers a number of advantages. FD increases the pushback When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system. the opponent experiences when landing a non-projectile attack. This enables the user to disrupt the opponent's pressure sequence by pushing them out of range of their attacks. Faultless Defense also allows the user to guard while airborne against most attacks which would normally be air unblockable. FD also allows the user to guard immediately after running, which cannot be done with standard Guard—this is known as FD Brake. Finally, FD prevents the defending player's Guard Bar from filling, and negates Chip Damage Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.. Furthermore, FD causes the user to drop to the ground after blocking an attack more quickly than standard guard. This allows the user to adjust their position using this mechanic. Finally, FD uses a different hurtbox than standard guard, which can be useful for shifting one's hurtbox out of harm's way while airborne.

Faultless Defense is not a strict upgrade, however. FD causes the defending player to experience additional blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.based on the level of the attack. This means that the opponent will have more frame advantage to work with in the case that the increase pushback does not immediately end their sequence. The other drawbacks of FD are as follows:

  • consumes Tension over time.
  • consumes additional Tension when guarding attacks.
  • reduces the user's Tension gain by 80% for 1 second.
  • disables the user's Crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. protection.

As such, players should choose an appropriate time to use FD in order to preserve their meter economy and maximize the positive effects. For further reading on the specific details of how FD consumed tension, reference FD Meter Consumption.

Faultless Defense is also used to perform advanced techniques such as FD Jump, Impossible Dust, and FD Cancel.

Slashback has input input priority over Faultless Defense (FD). Therefore, pressing 4S+H will perform Slashback instead of FD.

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Dead Angle

6 + Any 2 Attack Buttons Except For D

Dead Angles are universal guard cancel An attack which can be performed while the user is in blockstun. attacks which cost 50% of the user's Tension Gauge to use. Although the mechanic itself is universal, the frame data, hitboxes, and animations are character specific. Dead Angles usually have full invulnerability through their startup, and then throw invulnerability through most of their recovery. Dead Angles typically cannot be canceled out of, except through Red Roman Cancel, which costs a further 50% Tension.

Dead Angles can be recognized by the white flash that plays at the start of their animation, and the accomponying audio queue. Because these attacks can only be performed during blockstun, require 50% Tension, and cannot be canceled, attentive players can bait these attacks and punish them for a great return.

Dead Angles generally re-use animations from other attacks. Identify dead angles through their white flash and audio queue.

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Burst

Bursts are special moves which are performed when the Burst Gauge is full. Bursts are invulnerable to strikes and create hitboxes around the user's character which launch the opponent far away if they are hit by the blast. When the move is input, the user lifts up into the air by a small amount, and then falls to the ground after the active frames end.

The Burst Gauge fills in 2 ways:

  • When the character is hit
  • Over Time

The lower the character's health, the faster their Burst Gauge passively refills over time. Similarly, the bigger the combo, the faster the victim's Burst Gauge will refill. For further detail, see the Burst Gauge section.

Despite being vulnerable to Air Throws, Bursts cannot be thrown by command throws such as  Potemkin's Heat KnuckleGGAC Potemkin 623H.pngGuardUnblockable, FD×3Startup14Recovery22Advantage-, and  Anji's OnGGAC Anji On-1.pngGuardUnblockableStartup11Recovery20+6 after landingAdvantage-.

Because Bursts are attacks with hitboxesGGACR ABA Blue Burst-Hitbox.pngGuardAllStartup17Recovery24Advantage-12 they need to hit the opponent in order to successfully free the player from danger. By this same rule, Bursts can be countered by blocking them, making them miss, or by air throwing the bursting character before their startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. completes. If a Blue Burst successfully connects with the opponent, then 30% of the gauge will be refunded. If the Burst misses or is blocked, however, then the gauge will be emptied completely.

Blue Burst

Any Attack Button + D While In A Hurt State or Any Attack Button + D While Guarding

Blue Bursts act as combo-breakers and pressure disruptors. They can be used while being combo'ed, and while guarding attacks. If the Blue Burst connects, then the opponent will be launched away with great speed.

Blue Bursts are disabled under the following circumstances:

  • The character is being thrown
  • The character is being hit by an Overdrive The name for Super Moves in the Guilty Gear Series. Overdrives cost 50% tension and perform a variety of functions depending on the character or Instant Kill attack
  • The character is stun A special hurt state in which the character is left unable to act for a long time which goes away after the next combo performed on them. Can sometimes have the duration shortened via a sort of mini-game.ned

Unique Blue Bursts

 A.B.A GGACR A.B.A Portrait.pngDamage Received:
0.89
Guts Rating:
0
Weight Class:
0.98
Wakeup Time:
32/21
and  Justice GGACR Justice Portrait.pngDamage Received:
1.03
Guts Rating:
5
Weight Class:
1.05
Wakeup Time:
25/20
have unique Blue Bursts.

  • A.B.A's Blue BurstGGACR ABA Blue Burst.pngGuardAllStartup17Recovery24Advantage-12 has 2f faster startup and 3f shorter recovery than normal.
  • Justice's Blue BurstGGACR Justice Blue Burst.pngGuardAllStartup19Recovery27Advantage-15 has 6f more invulnerability than normal.

OTG Burst

If a player uses Blue Burst while in the knocked down state then the Burst will retain the OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." state. This also applies to ground bounce portion of certain attacks.

OTG Burst presents some major advantages over normal Blue Bursts. Firstly, they cannot be thrown. This is because characters cannot be thrown while in the OTG state. Secondly, they are harder to punish than normal Bursts by retaining this state during the recovery period. This is because the OTG state dramatically reduces how effectively an opposing player can combo, because the burster will be in a state that limits options for punishment.

Gold Burst

Any Attack Button + D While Not In A Hurt State

Gold BurstsGGACR ABA Gold Burst.pngGuardAllStartup19Recovery26Advantage-5 act as the offensive counterpart to Blue Burst. They can be used when not in the hitstun, blockstun, or untechable state required by Blue Burst.

If a Gold Burst hits the opponent character, then the user's Tension Gauge will be filled to 100%. Gold burst usually cannot be combo'ed into, but they can be used as combo starters, especially when they land as counter-hits. This is generally not optimal for most characters, however, due to the heavy Proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. Bursts apply. Compared to Blue Bursts, Gold Bursts possess more invulnerability, and are harder to punish. They will also always refund 30% of the Burst Gauge, unlike their Blue counterparts.

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Slashback

Any Backwards Direction + S+H

Slashback is an advanced mechanic. This section will contain a large amount of technical data.

Slashback is a parry An attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. which dramatically reduces the blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. the user experiences.

Performing Slashback

In order to Slashback (SB) an attack, the user must input SB within 2 frames of the attack connecting. Slashback costs 2% Tension up front to input. In order to succeed, Slashback must be performed with the correct direction as if the player were blocking an attack with standard Guard. Slashback is not available for the first 10 frames after a character's wake up The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends. animation.
If the player succeeds in SB'ing an attack, then window for Slashback will be widened to 6 frames for the next 45 frames of time. Slashbacks disable the user's standard Guard whether they are successful or not. After a successful SB, standard Guard is disabled for 15 frames. After a failed SB, standard Guard is disabled for 30 frames.

Slashback has a number of advanced input techniques. They can be found on the tech page.

The Effects Of Slashback

Slashback sets the blockstun experienced by the user to a flat value—1 frame for airborne blockstun, and 3 frames for grounded blockstun. Additionally, a successful Slashback combines several traits of FD and IB.

  • Grants the user a large amount of tension
  • Increases Tension Pulse by 1000
  • Negates chip damage Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
  • Prevents the user's Guard Bar from filling
  • Allows the user to defend out of a run

A successful air Slashback will eliminate the user's air momentum and restore their air options. Furthermore, slashback can be used to defend against attacks which are otherwise completely unblockable, such as  Potemkin's Heat KuckleGGAC Potemkin 623H.pngGuardUnblockable, FD×3Startup14Recovery22Advantage-.

This list of upsides makes Slashback incredibly potent. It is limited primarily by the extreme difficulty of performing it, and the punishment for failure. Use to your own risk.

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Grounded Movement

Walking

[4] or [6] while on the ground

Walking is the most basic form of ground-based movement.
When a character walks, they will move forwards or backwards at a speed specific to them. The character will continue to walk so long as their player holds down the directional input. 1 and 3 are not valid walk inputs. Walking can be canceled into any action immediately.

One of the main advantages to walking is that it provides fine grain control over one's positioning. By contrast, jumps lock the player into a fixed arc, and runs maintain momentum for a time after the player releases their input. Because walks can be canceled immediately, they allow the user to block freely after forwards movement, which running on its own does not allow. Another advantage is that walks are usually silent. Without an associated audio queue, walks can be hard to react to.

Running

6[6] while on the ground

Running is conceptually similar to walking, but faster and with some negative trade-offs.
Akin to walking, each character has their own running speed and acceleration. Some characters—such as  Potemkin—cannot run at all. Other characters have special alternatives to running. A list of these special cases can be found below.

Although running requires two consecutive 6 inputs, the player can shift their forwards input into a 3 input so long as they maintain a constant forwards input. The player character will continue to run so long as a valid run input is held. If the player releases the run input and does not cancel the run into another action, they will perform a run skid animation.
Runs will sometimes maintain momentum when canceled into another action, and other times can have their momentum negated. This varies on a case-by-base basis.

Special Runs
Character Run Type
 Johnny,  Kliff,  A.B.A (Normal Mode) Step Dash
 I-No Hover Dash
 Slayer Teleport Step Dash
 Potemkin Cannot Run
 Justice Cannot Run, except during Omega ShiftGGAC Justice 46463214S.pngGuardStartup5+0RecoveryTotal 5Advantage-

Run Skid

The run skid animation is a state characters enter when their run is ended without canceling into another action. Each character has their own run skid speed.
This state is cancelable into most actions, but has a major restriction. During the run skid animation, the player cannot guard. This limitation can be avoided by using a technique known as FD Break. FD Break cancels the run skid animation by using Faultless Defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. for a short period of time.

Backdash

44 while on the ground

Backdashes are movement options which provide a quick burst of backwards movement with some strike invulnerability.
Each character's backdash has its own frame data and physics. With the exception of  Slayer, all backdash animations are airborne for their entire duration. The strike invulnerability for backdashes begins on the first frame of their animation. This means that backdashes can be used to avoid strikes and projectiles with good timing, but are still vulnerable to air throws.

Backdashes travel a fixed distance at a set speed, are not cancelable—except for  Slayer—and are completely vulnerable for some period in the latter portion of their animation. For these reasons, they are not always preferable to backwards walking.

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Aerial Movement

Jumping

Any Upward Direction

Jumping is the most basic way to put one's player character into the air.
Players can jump while on the ground, or while in the air. When a character jumps, they are locked into a fixed arc which is determined by the direction of the jump input combined with any momentum they have at the time of the jump. Each character has their own jump physics. These determine the speed, height, and duration of their jumps. Before the character becomes airborne, there is a short Prejump Animation with some limitations, explained in its respective section. After a player jumps, they take on the airborne property, which affects what moves they can use, as well as how they receive incoming hit effects.
Most characters can jump two times before returning to the ground under normal circumstances.

High Jump

Any Downward Direction > Any Upward Direction

Also known as super jump, high jumps are alternative grounded jumps which travel further upwards than a normal jump, but consume the user's air jumps in exchange. Some characters have notably different high jump arcs, such as  Anji and  Axl.

Prejump

Each character has an animation which plays before they jump off of the ground. This is known as their prejump animation, or simply prejump for short. The prejump animation also applies to the character's high-jump animation.

If a player is hit during their prejump animation, it counts as if they got hit while standing on the ground. During a character's prejump animation, they are invulnerable to throws. After the player's prejump animation ends, and they have become airborne, they cannot execute normal attacks for 1 frame.

The prejump animation can be canceled into certain actions, such as special moves, and Overdrive The name for Super Moves in the Guilty Gear Series. Overdrives cost 50% tension and perform a variety of functions depending on the characters.

Air Dash

44 or 66 while on in the air

Air Dashes are the near universal burst movement option while airborne. Most characters can air dash one time before returning to the ground. Other characters cannot air dash at all. For a breakdown of these rules, see the air options explanation. When a character air dashes, they travel at a speed specific to them for a time period specific to them. Each character's air dash has their own startup time. The player character is not actionable for a period of time after the air dash begins.

To air dash as soon as possible from a grounded state, players use a technique known as Instant Air Dash.

Air Options

Air Options conceptually represent the amount of times a character can jump or dash while in the air without returning to the ground. Certain moves, and states restore a player's Air Options. Generally speaking, exiting air blockstun and air hitstun restores the victim's Air Options.

Non-Standard Air Options
Character Air Options
 Millia,  Dizzy,  I-No Can air dash 2 times
 Chipp Can jump 3 times
 Potemkin,  Justice* Cannot air dash
 Justice* Can jump and air dash 3 times during Omega ShiftGGAC Justice 46463214S.pngGuardStartup5+0RecoveryTotal 5Advantage-

Landing Recovery

Landing from the air has recovery. This recovery comes in 2 kinds.

Standard Landing Recovery

Whenever the player lands from being in the air, they experience 3 frames of landing recovery, which disables actions in "steps".

  • On the 1st grounded frame after landing, all actions except walking, jumping, and backdashing are possible.
  • From the 4th grounded frame onwards, all actions are possible.

During these landing recovery frames, the player retains their remaining Air Options from when they were airborne. This has the effect of an automatic Jump Install—meaning that they can use their remaining air jumps, and air dashes when they otherwise might not be able to.

Special Landing Recovery

Some airborne moves, such as j.D attacks, have unique, unactionable landing recovery which overrides the standard landing recovery.

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Recovery

Any Direction + Any Attack Button After Leaving Untechable State

Most commonly known as Teching or Ukemi—Recovery is the act of pressing an attack button to escape a combo after the untechable period has ended.

+R uses what is known in the FGC as Mash-to-Tech. This means that the player must press an attack button after the untechable time has elapsed, but before they get hit again. The button cannot be "buffered", meaning that the button cannot be pressed or held in advance. Early presses will result in the player character not teching. Late presses will result in the player character getting hit with an invalid combo (also known as a Black-Beat Combo).

Despite being able to input tech with any direction, the character will only move in one of the following directions: forwards, backwards, and neutralthe type of recovery which moves the least from the starting point..

Teching offers the following bonuses in addition to letting the user avoid fake combos:

  • Techs are fully invulnerable for 6 frames after leaving hitstun.
    • Forward & Neutral tech are Strike invulnerable until 16.
    • Backwards tech is Strike invulnerable until 14.
  • Techs can be canceled into other actions from the 10th frame for most characters.
    • A tech's remaining invulnerability carries over to the action it was canceled with.
  • Teching restores the user's air actions, allowing them to jump or airdash again after being hit.

In order to make teching more consistent and safe, players will usually opt for techniques such as Tech FD and Tech Buttons.

Non-Standard Recovery Cancels

Some characters must wait longer to cancel their air techs than others.

Teching has some quirks which can be learned about on the Esoterica page.

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Slip Recovery

Alternate Between 4 and 6 While In The Staggered State

Also known as Stagger—Slip Recovery is a state in which the afflicted character is left defenseless until it ends, until the player mashes out, or until they are hit by the opposing player.

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Stun

Also known as Dizzy—Stun is a state in which the afflicted character is rendered defenseless until the state ends, the player mashes out, or they are hit by the opposing player.

Stun Recovery

Any Direction And Attack Button Other Than D

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Tension

Tension Pulse

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Throw Break

4H or 6H Within 1 Frame of Being Thrown

Throw Glitch

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Wake-Up Buffer

The game will buffer/repeat actions such as inputting a normal, special, super and even the IK after the preparation, for a extra frame if they are inputted 1 frame before the character wakes up.

There is a few caveats to this though, the game won't buffer inputs such as backdash and forward dashes. The game also doesn't buffer special inputs that are done using negative edge.

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