User:PrivateTarkus/sandbox2

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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 attacks
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. 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]6H
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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 guard. 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 Knuckle
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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 This keyword does not have an entry in the Glossary 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 Break. 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 Knuckle
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, and  Anji's On
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.

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.

Because Bursts are attacks with hitboxes
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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 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

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and  Justice
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have unique Blue Bursts.
  • A.B.A's Blue Burst
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    has 2f faster startup and 3f shorter recovery than normal.
  • Justice's Blue Burst
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    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 a player can combo a character in OTG state, which the burster will be in under these punish conditions.

Gold Burst

Any Attack Button + D While Not In A Hurt State

Gold Bursts
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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 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.

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 Kuckle
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.

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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Landing Recovery

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Recovery

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.

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Slip Recovery

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.

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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 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.

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