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{{#invoke:Tier List Test|drawTierList
{{FP Box
|GGACR
|content=<div class="strategy_toc">{{TOC limit|3}}</div>
|Very Hard;I-No,Zappa,Eddie
This page explains the system mechanics in [[GGACR|Guilty Gear XX Accent Core +R]]. Applicable frame data for mechanics can be found on the [[GGACR/Frame_Data|Frame Data]] page.
|Hard;Baiken,Chipp,Johnny,Millia
|style=max-width: 1500px; margin: 0 auto;
|Middling;Axl,Robo-Ky,Bridget,Slayer,Sol
|Easy;Testament,Anji,Venom,May,Ky,Justice,Order-Sol
|Very Easy;Dizzy,A.B.A,Kliff,Faust,Jam,Potemkin
}}
}}
==Guard==
<div class="66chPanel">
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 {{Keyword|chip damage}}. When a player guards, they are put into a state known as {{keyword|blockstun}} during which their ability to act is mostly taken away. Some abilities can be used during blockstun. Such abilities include [[GGACR/Mechanics#Dead Angle|Dead Angle]], [[GGACR/Mechanics#Burst|Burst]], and character specific options such as {{CLabel|GGACR|Baiken}}'s {{MMC|chara=Baiken|input=Guard > 412P|label=guard cancel attacks}}.
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 {{CLabel|GGACR|Axl}}'s {{MMC|chara=Axl Low|input=[4]6H |label={{clr|H|[4]6H}}}} must be avoided in some way other than guarding.
In +R, the more a player blocks, the more their [[GGACR/Mechanics#Guard Bar|Guard Bar]] fills. The effects of this bar are explained in the section below.
</div>{{clear}}
===Grounded Guard===
<div class="66chPanel">
{{InputBadge|Hold 4 or 1}}
Most strikes—attacks which are neither throws nor projectiles—are generally blocked in one of three ways: {{MockCodeBlock|high}}, {{MockCodeBlock|mid}}, and {{MockCodeBlock|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 [[GGACR/Mechanics#Airborne Guard|Airborne Guarding]].
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGACR_System_High_Guard.png|Ky guarding a high strike
GGACR_System_Low_Guard.png|Ky guarding a low strike
</gallery></div>{{clear}}
====Deceptive Animations====
<div class="66chPanel">
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.
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGACR_System_Deceptive_High_Strike.png|Venom guarding Testament's high {{clr|D|5D}}
GGACR_System_Deceptive_Low_Strike.png|Venom guarding Kliff's low {{clr|H|2H}}
</gallery></div>{{clear}}
===Airborne Guard===
<div class="66chPanel">
{{InputBadge|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 {{MockCodeBlock|all}} guard. Using [[GGACR/Mechanics#Faultless Defense|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 {{CLabel|GGACR|Potemkin}}'s {{MMC|chara=Potemkin|input=623H|label=Heat Knuckle}}.
</div>{{clear}}
===Guard Bar===
<div class="66chPanel">
[[File:GGACR_System Guard Bar.png|100px]]
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: [[GGACR/Damage#Guard Balance|Guard Balance]]. To see how guard bar controls scaling, see [[GGACR/Damage#Guard Bar Damage Scaling|this table]].
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div>{{clear}}
==Instant Block==
<div class="66chPanel">
{{InputBadge|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 {{keyword|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 [[GGACR/Frame Data#Instant Block|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 [[GGACR/Mechanics#Tension Pulse|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 [[GGACR/Mechanics#Guard Bar|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 {{keyword|pushback}} 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, [[GGACR/Mechanics#Faultless Defense|Faultless Defense]], and standard [[GGACR/Mechanics#Guard|Guard]].
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGACR_System_Instant_Block.png|Potemkin Instant Blocking on the ground
GGACR_System_Air_Instant_Block.png|Potemkin Instant Blocking in the air
</gallery></div>{{clear}}
==Faultless Defense==
<div class="66chPanel">
{{InputBadge|Any Backwards Direction + Any 2 Attack Buttons Except {{clr|D|D}}—And Cannot Use {{clr|S|S}}+{{clr|H|H}}}}
FD is an enhanced version of blocking which costs {{Keyword|Tension}} to perform. Compared to standard Guard, FD offers a number of advantages. FD increases the {{Keyword|pushback}} 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 [[GGACR/Tech#FD Break|FD Break]]. Finally, FD prevents the defending player's [[GGACR/Mechanics#Guard Bar|Guard Bar]] from filling, and negates {{Keyword|Chip Damage}}. 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 {{keyword|blockstun}}—[[GGACR/Frame Data#Faultless Defense|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 {{keyword|Crossup}} 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 [[GGACR/Frame_Data#FD Meter Consumption|FD Meter Consumption]].
Faultless Defense is also used to perform advanced techniques such as [[GGACR/Tech#FD Jump|FD Jump]], [[GGACR/Tech#Impossible Dust|Impossible Dust]], and [[GGACR/Tech#FD Cancel|FD Cancel]].
[[GGACR/Mechanics#Slashback|Slashback]] has input input priority over Faultless Defense (FD). Therefore, pressing 4{{clr|S|S}}+{{clr|H|H}} will perform Slashback instead of FD.
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGACR_System_FD.png|Sol's Grounded FD
GGACR_System_Air_FD.png|Sol's Airborne FD
</gallery></div>{{clear}}
==Dead Angle==
<div class="66chPanel">
{{InputBadge|6 + Any 2 Attack Buttons Except For {{clr|D|D}}}}
Dead Angles are universal {{keyword|guard cancel}} attacks which cost 50% of the user's [[GGACR/Mechanics#Tension|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.
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGAC_Venom_5K.png|Venom's Dead Angle re-uses his 5K's animation
GGAC_Baiken_6P.png|Baiken's Dead Angle re-uses her 6P's animation
</gallery></div>{{clear}}
==Burst==
<div class="66chPanel">
Bursts are special moves which are performed when the [[GGACR/System_Data#Burst|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.
<u>The Burst Gauge fills in 2 ways:</u>
* 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 [[GGACR/System_Data#Burst|Burst Gauge]] section.
Despite being vulnerable to Air Throws, Bursts cannot be thrown by command throws such as {{CLabel|GGACR|Potemkin}}'s {{MMC|chara=Potemkin|input=623H|label=Heat Knuckle}}, and {{CLabel|GGACR|Anji}}'s {{MMC|chara=Anji Mito|input=623H|label=On}}.
</div>{{clear}}
===Blue Burst===
<div class="66chPanel">
{{InputBadge|Any Attack Button + {{clr|D|D}} While In A Hurt State\Any Attack Button + {{clr|D|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.
Because Bursts are attacks with {{MMC|chara=A.B.A|input=D+X|label=hitboxes|hitboxMode=true}} 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 {{keyword|startup}} 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.
<u>Blue Bursts are disabled under the following circumstances:</u>
* The character is being thrown
* The character is being hit by an {{Keyword|Overdrive|gameSpecifier=GGACR}} or Instant Kill attack
* The character is {{Keyword|stun}}ned
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGACR_ABA_Blue_Burst.png|
GGACR_Justice_Blue_Burst.png|
</gallery></div>{{clear}}
====Unique Blue Bursts====
<div class="66chPanel">
{{MCC|chara=A.B.A|label={{CLabel|GGACR|A.B.A}}}} and {{MCC|chara=Justice|label={{CLabel|GGACR|Justice}}}} have unique Blue Bursts.
*A.B.A's {{MMC|chara=A.B.A|input=D+X|label=Blue Burst}} has 2f faster startup and 3f shorter recovery than normal.
*Justice's {{MMC|chara=Justice|input=D+X|label=Blue Burst}} has 6f more invulnerability than normal.
</div>{{clear}}
====OTG Burst====
<div class="66chPanel">
If a player uses Blue Burst while in the knocked down state then the Burst will retain the {{Keyword|OTG}} 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 a player can combo a character in OTG state, which the burster will be in under these punish conditions.
</div>{{clear}}
===Gold Burst===
<div class="66chPanel">
{{InputBadge|Any Attack Button + {{clr|D|D}} While Not In A Hurt State}}
{{MMC|chara=A.B.A|input=D+X gold|label=Gold Bursts}} 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 [[GGACR/System_Data#Tension|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 {{Keyword|Proration}} 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.
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGACR_ABA_Gold_Burst.png|
GGACR_Justice_Gold_Burst.png|
</gallery></div>{{clear}}
==Slashback==
<div class="66chPanel">
{{InputBadge|Any Backwards Direction + {{clr|S|S}}+{{clr|H|H}}}}
{{note|Slashback is an advanced mechanic. This section will contain a large amount of technical data.|warn}}
Slashback is a {{keyword|parry}} which dramatically reduces the {{keyword|blockstun}} the user experiences.
</div>{{clear}}
===Performing Slashback===
<div class="66chPanel">
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 [[GGACR/Mechanics#Guard|Guard]]. Slashback is not available for the first 10 frames after a character wakes up from a knockdown.
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 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.
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGACR_System_Slashback.png|A.B.A Slashbacking on the ground
GGACR_System_Air_Slashback.png|A.B.A Slashbacking in the air
</gallery></div>{{clear}}
===The Effects Of Slashback===
<div class="66chPanel">
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 [[GGACR/Mechanics#Faultless Defense|FD]] and [[GGACR/Mechanics#Instant Block|IB]].
* Grants the user a large amount of tension
* Increases [[GGACR/Mechanics#Tension Pulse|Tension Pulse]] by 1000
* Negates {{keyword|chip damage}}
* 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 {{CLabel|GGACR|Potemkin}}'s {{MMC|input=623H|chara=Potemkin|label=Heat Kuckle}}.
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.
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div>{{clear}}
==Landing Recovery==
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
==Recovery==
<div class="66chPanel">
{{InputBadge|Any Direction + Any Attack Button After Leaving Untechable State}}
Also known as Teching or Ukemi—Recovery is the act of pressing an attack button to escape a combo after the untechable period has ended.
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div>{{clear}}
==Slip Recovery==
<div class="66chPanel">
{{InputBadge|Alternate Between 4 or 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.
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div>{{clear}}
==Stun==
<div class="66chPanel">
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.
</div><div style="display: inline-block;"><gallery widths="200px" heights="200px" mode="nolines">
GGACR_System_Stun_Warning.png|Dizzy's Icon on the verge of being stunned
GGACR_System_Stun.png|Dizzy in Stunned state
</gallery></div>{{clear}}
===Stun Recovery===
<div class="66chPanel">
{{InputBadge|Any Direction And Attack Button Other Than {{Clr|D|D}}}}
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div>{{clear}}
==Tension==
===Tension Pulse===
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
==Throw Break==
{{InputBadge|{{Clr|H|4H}} or {{Clr|H|6H}} Within 1 Frame of Being Thrown}}
===Throw Glitch===
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
==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 you wake 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.
<nowiki>[ </nowiki>[[#Top|Return To Top ↑]]<nowiki> ]</nowiki>
</div>{{clear}}
==Navigation==
{{#lst:GGACR/Navigation}}

Latest revision as of 17:13, 3 March 2024

Very Hard
GGACR I-No Icon.pngGGACR Zappa Icon.pngGGACR Eddie Icon.png
Hard
GGACR Baiken Icon.pngGGACR Chipp Icon.pngGGACR Johnny Icon.pngGGACR Millia Icon.png
Middling
GGACR Axl Icon.pngGGACR Robo-Ky Icon.pngGGACR Bridget Icon.pngGGACR Slayer Icon.pngGGACR Sol Icon.png
Easy
GGACR Testament Icon.pngGGACR Anji Icon.pngGGACR Venom Icon.pngGGACR May Icon.pngGGACR Ky Icon.pngGGACR Justice Icon.pngGGACR Order-Sol Icon.png
Very Easy
GGACR Dizzy Icon.pngGGACR A.B.A Icon.pngGGACR Kliff Icon.pngGGACR Faust Icon.pngGGACR Jam Icon.pngGGACR Potemkin Icon.png