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==Reversal==
== Frame Advantage ==
:Reversals are the act of doing an action immediately after waking up or leaving blockstun.
Frame advantage is the concept of who is free to act first after an interaction.
A common example is {{Character Label|GGXRD-R2|Sol Badguy|label=Sol}} doing a reversal {{MiniMoveCard|chara=Sol Badguy|input=623H|label=Volcanic Viper}} after getting knocked down. When performed correctly, the word "REVERSAL" will appear on the side of the screen, but this doesn't appear for all reversal actions.


'''3F Window:''' Normal, Throw, Special, Forward Dash (only if second 6 input is held), Overdrive, Blitz Shield, Instant Kill, Gold Burst (after unburstable knockdowns)
This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? Frame advantage has the answer! A negative value means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other.
* Ex: Frame Advantage -5 means the defender is free to move 5 frames before the attacker.
* Ex: Frame Advantage +2 means the attacker can move 2 frames before the defender.


'''2F Window:''' Backdash (only if second 4 is held)
Each character's full frame data page shows both the frame advantage when an attack is blocked as well as on hit. Air attacks don't have frame advantage listed since that value is heavily influenced by when the attacker lands after an attack.


'''1F Window:''' Gold Burst (after burstable knockdowns, or from blockstun)
Frame advantage assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.


Note that the game doesn't buffer directions instead it just reads what direction you're holding on the first actionable frame.
For more information on using frame data see [[Using Frame Data|here]].
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== Throw Option Select ==
== Punish ==
Because of Guilty Gear's button priority (Throw and {{D}} > {{P}} > {{K}} > {{S}} > {{H}}), it's possible to make some of your throw attempts safer by inputting multiple buttons. For example, if {{Character Label|GGXRD-R2|Sol Badguy|label=Sol}} does {{clr|K|6K}}+{{clr|H|H}}, and if the opponent is close enough, he will throw them. If the opponent is too far or is airborne, he'll do {{clr|K|5K}} instead, which is a much faster and safer than {{clr|H|6H}}. This technique works for air throws as well.
[[File:GGST_Punish.png|thumb|This means you hit the opponent during their attack's recovery. Good job!]]
[[File:GGST_PunishExample.png|thumb|Dodging the opponent's attack, then punishing them is a common tactic.]]
Sometimes "PUNISH" will appear on the HUD. This means that you hit the opponent during the recovery of their attack.


== Jump Install ==
Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block; this is known as [[GGST/Attack Attributes#Frame Advantage|frame advantage/disadvantage]]. An attack that is -11 on block means that the defender can use an attack that has a start-up of 11 frames or less to punish the opponent. Of course just because an attack is fast enough does not mean it can reach the opponent, so knowledge and practice are still necessary, even when a player knows the numbers. Instant blocking an attack earlier in the blockstring will keep the defender closer to the attacker and make attacks easier to punish.
:Under normal circumstances, players can not double jump after becoming airborne via special moves (such as {{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp}} 's {{MiniMoveCard|chara=Chipp Zanuff|input=22S/H|label={{S}} or {{H}} Tsuyoshishiki Ten'i}}) or after high jumping.
Jump Install (JI) is a technique that bypasses this limitation, enabling all air options after these circumstances.
The basic way to Jump Install is:
#Perform an attack that is jump cancelable.
#Press up, then press another attack before becoming airborne, continue combo.
#Later in the combo, become airborne via high jumping or via a special move like {{Character Label|GGXRD-R2|Chipp Zanuff|label=Chipp}}'s {{MiniMoveCard|chara=Chipp Zanuff|input=22S/H|label={{S}} or {{H}} Tsuyoshishiki Ten'i}}.
#You now have access to all air options.


=== Landing Jump Install ===
While the concept of punishing exists in all fighting games, the HUD indicator is helpful for learning while mid-match. Did you actually punish the opponent's attack or were they just not blocking? Now you can know for sure.
Landing Jump Install is a technique where you automatically Jump Install after landing from a jump under specific conditions:
 
#Normal jump without double jumping/air dashing.
One caveat to this is certain attacks are in [[GGST/Attack Attributes#Counter Hit|Counter Hit]] state during their recovery, such as Ky's Stun Edge. In these cases, the HUD will show COUNTER instead of PUNISH.
#Upon landing, do not enter neutral state - immediately attack.
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#High jump via a jump cancel or a perform a special attack that leaves you airborne.
 
#You can now air dash and double jump.
== Reversal ==
The first step can be generalized as "landing from a jump with all air options", such as after air teching.
[[Reversal]] is a term used to refer to either performing an action on the first possible frame after recovery or actions that would be used in such a context, such as moves with invincibility during start-up. The HUD displays the word "REVERSAL" when performing a [[GGST/Offense#Special Moves|special]] or [[GGST/Offense#Overdrives|Overdrive]] immediately after recovering from blockstun, hitstun or knockdown. This message is useful to tell when an attack is performed as fast as possible. Please note that there are two different reversal messages depending on whether the reversal is performed out of stun or after waking up.
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=== Jump Installing without a Buffer ===
:It is possible to Jump Install without a buffer, but the timing is much stricter.
This is much easier to do with slower attacks, like {{Character Label|GGXRD-R2|Sol Badguy|label=Sol}}'s {{MiniMoveCard|chara=Sol Badguy|input=2H|label={{clr|H|2H}}}}, but any jump cancelable attack can be Jump Installed on its own.
#Perform an attack that is jump cancelable.
#During the startup but before the attack connects, press Up.
#When the attack connects, perform a high jump during the jump cancelable frames.
#You can now air dash and double jump.
While the uses are fairly limited, the applications to Jump Installing without the need of a buffer do exist, for example if you anti-air the opponent but they're too high for you to cancel into another attack to buffer the Jump Install normally.


=== Auto Install ===
== Input Buffer ==
:Some attacks automatically Jump Install themselves. No special input needed, just jump/air dash after the attack.
Whenever you press an attack button, it will automatically be buffered for an additional 4 frames, for a total input window of 5 frames. This means that difficult links are easier to do by pressing the button right at the very end of your recovery.
Examples include {{Character Label|GGXRD-R2|Ky Kiske|label=Ky}}'s {{MiniMoveCard|chara=Ky Kiske|input=214K|label=Greed Sever}} (YRC) and {{Character Label|GGXRD-R2|I-No}}'s {{MiniMoveCard|chara=I-No|input=214K|label=Chemical Love}} (YRC).
Note: You CANNOT High Jump Install from neutral. Hitting {{Ni|8}}{{Ni|2}}{{Ni|8}} or similar while standing at neutral will NOT let you double jump after a high jump. You must cancel a normal for High Jump Install to work.


Jump Installing counts as a pseudo-jump but you do not actually leave the ground. Besides the desired property of allowing you extra jumps, Jump Install also kills any ground momentum you had. This means that if you started your combo by running, any forward run speed you have left will go away once you Jump Install. Keep this in mind, as it can be important.  
Similarly, the same principle can be applied to dashes. If you complete a dash input within 5 frames of recovery, then regardless of any directional inputs after that, you will begin dashing as soon as recovery ends. This can also be done any time while your character can not move, such as during blockstun, on wake-up, etc.


Oddly enough, it is also possible to force the enemy to Jump Install. Certain moves when they Counter Hit will cause a floor bounce, but also cause a large amount of stun where they 'stick' to the floor briefly. If you strike the enemy again during this time, they will remain on the ground instead of bouncing. If this happens, they have technically been 'Jump Installed', and can possibly air tech even while standing! There are other variations on the same idea as well that will allow you to 'Jump Install' your enemy. Not that you'd really want to.
=== Super Freeze Buffer ===
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[[File:GGST_SuperFreezeBuffer.png|thumb|250px|Overdrives are easily reactable...]]
During an opponent's super freeze (such as when the screen darkens during a Roman Cancel or the camera focuses on the attacker during an [[GGST/Offense#Overdrives|Overdrive]]), players can input a [[GGST/Offense#Special Move|special]] or Overdrive and it will be executed immediately after the super freeze ends. This means that provided you are not in the middle of an attack, it is trivially easy to react to an opponent's Overdrive with an attack of your own.


==OTG Burst==
This buffer is often used to execute an invincible attack (such as an Overdrive) that will avoid the opponent's attack. This is because Overdrives usually have a bit of start-up even after the super freeze. If you can have an invincible attack out before the opponent's attack becomes active, then you can avoid the attack.
Blue Bursting while knocked down will leave your character in [[GGXRD-R2/Attack_Attributes#Off The Ground_Attack|OTG state]] during recovery. This means that even if an opponent is able to block your Burst, the opponent will not be able to perform a standard combo since you will be in {{keyword|OTG}} state and will take less damage and be able to tech out very quickly. At best the opponent will be able to air throw the recovery.


The disadvantage of this glitch is that it requires you to Blue Burst while knocked down, which is usually enough time for the opponent to recover and block the Burst and guarantee that the opponent will retain offensive momentum.
Normally, every character can [[Kara Cancel|kara cancel]] the first 3 frames of start-up on their [[GGST/Offense#Normal Moves|normals]] into certain other actions, such as [[GGST/Defense#Faultless Defense|Faultless Defense]]. While Faultless Defense cannot be buffered during super freeze, it can be held, so if you are in those first few frames during a super freeze, then you can cancel your normal into Faultless Defense to save yourself.


There is a way past this shortcoming: if you Blue Burst while getting ground bounced (for example, from Sol's Bandit Bringer), it behaves just like bursting while knocked down. If you know your opponent's combos and want to burst out of the combo, execute your burst exactly when you ground bounce and you can minimize any punishment from the opponent baiting your burst.
Overdrives may list their start-up values as: ''start-up pre-flash'' + ''start-up post-flash'' or ''start-up pre-flash'' + ''(super freeze duration)'' + ''start-up post-flash''.


''*(Note: Getting your OTG Burst thrown reduces the damage of the throw and disables the hard knockdown, letting you get up immediately. This is not a common occurrence but it does exist.)''
Meaning an attack with start-up 5+(90)+5 has 5 frames of start-up, then 90F super freeze, then hits the opponent after 5 more frames for a total of 10 frames of start-up.
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==YRC Option Select==
;Overdrives With No Start-Up After Super Freeze
:Provided that you have 25% or more Tension but less than 50% Tension and are actively pressuring the opponent, you can utilize an option select involving [[GGXRD-R2/Movement#Roman Cancel|Yellow Roman Cancel]] to automatically bait [[GGXRD-R2/Defense#Dead Angle Attack|Dead Angle Attacks]] and other options from your opponent.
[[File:GGST_ZeroFrameSuper.png|thumb|250px|... unless they're active immediately after the super freeze!]]
When performing a blockstring, attempt to input a Roman Cancel during every attack. If the opponent initiates a Dead Angle Attack, they leave blockstun, and you automatically perform a YRC. If the opponent does nothing and you attempt a RC, you won't have the Tension necessary to perform a RRC, so nothing will happen, and you can continue the next attack in the string. This technique can also allow you to stop yourself from committing to an attack's recovery and defend when certain opponents attempt invincible reversals on wake-up, react to and easily punish an opponent's backstep, and call out [[GGXRD-R2/Defense#Blitz Shield|Blitz Shield]] attempts out of reject state.
:Some Overdrives are special: they have no additional start-up after the super freeze. This means that super freeze buffer is useless against these Overdrives because the attack will already be active immediately following the super freeze - you can think of the super freeze as just a formality, the Overdrive has already become active.


Unlike a Dead Angle Attack, a [[GGXRD-R2/Defense#Blue Bursts|Blue Burst]] treats the opponent as if they're in stun for the duration, meaning that you won't get a YRC if you attempt this option select against a Blue Burst. Certain moves that cannot be YRC'd when failing to connect, such as {{Character Label|GGXRD-R2|Sol Badguy|label=Sol}}'s {{MiniMoveCard|chara=Sol Badguy|input=214S|label=Ground Viper}}, also cannot use this option select. That being said, if you have 50% Tension, you can RC at frequent Burst points to call out Bursts, even with attacks that cannot be YRC'd.
:{{Character Label|GGST|I-No|label=I-No's}} {{MiniMoveCard|game=GGST|chara=I-No|input=632146H|label=Megalomania}} is a prime example of this; you must already have some way to avoid it '''before''' the super freeze or else it will be too late. You can identify such attacks in the frame data by looking at their ''start-up post-flash'', which should be 0.
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== Counter Hit Confirm Option Select ==
Large [[GGST/Mechanics#Counter Hit|Counter Hits]] allow players to choose between 2 cancel options afterwards - one that comes out on normal hit or block, and one that comes out on Counter Hit.
During a Large Counter Hit, players can input additional commands during the zoom-in and slowdown effect. These new inputs will override whatever the player inputted previously, letting players input commands that will only come out on a Large Counter Hit.
;Example
* {{Character Label|GGST|Ky Kiske|label=Ky}} performs {{clr|H|5H}} > {{clr|S|236S}} ~ {{clr|K|214K}}
** On normal hit or block, {{Character Label|GGST|Ky Kiske|label=Ky}} will perform {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5H|label={{clr|H|5H}}}} > {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}
** On Counter Hit, {{Character Label|GGST|Ky Kiske|label=Ky}} will perform {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5H|label={{clr|H|5H}}}} > {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214K|label=Foudre Arc}}
This same principle applies to R.I.S.C. Counter Hits.
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==Navigation==
==Navigation==
{{GGXRD-R2/Navigation}}
{{GGST/Navigation}}

Revision as of 18:47, 23 March 2024

Frame Advantage

Frame advantage is the concept of who is free to act first after an interaction.

This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? Frame advantage has the answer! A negative value means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other.

  • Ex: Frame Advantage -5 means the defender is free to move 5 frames before the attacker.
  • Ex: Frame Advantage +2 means the attacker can move 2 frames before the defender.

Each character's full frame data page shows both the frame advantage when an attack is blocked as well as on hit. Air attacks don't have frame advantage listed since that value is heavily influenced by when the attacker lands after an attack.

Frame advantage assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

For more information on using frame data see here.

Punish

This means you hit the opponent during their attack's recovery. Good job!
Dodging the opponent's attack, then punishing them is a common tactic.

Sometimes "PUNISH" will appear on the HUD. This means that you hit the opponent during the recovery of their attack.

Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block; this is known as frame advantage/disadvantage. An attack that is -11 on block means that the defender can use an attack that has a start-up of 11 frames or less to punish the opponent. Of course just because an attack is fast enough does not mean it can reach the opponent, so knowledge and practice are still necessary, even when a player knows the numbers. Instant blocking an attack earlier in the blockstring will keep the defender closer to the attacker and make attacks easier to punish.

While the concept of punishing exists in all fighting games, the HUD indicator is helpful for learning while mid-match. Did you actually punish the opponent's attack or were they just not blocking? Now you can know for sure.

One caveat to this is certain attacks are in Counter Hit state during their recovery, such as Ky's Stun Edge. In these cases, the HUD will show COUNTER instead of PUNISH.

Reversal

Reversal is a term used to refer to either performing an action on the first possible frame after recovery or actions that would be used in such a context, such as moves with invincibility during start-up. The HUD displays the word "REVERSAL" when performing a special or Overdrive immediately after recovering from blockstun, hitstun or knockdown. This message is useful to tell when an attack is performed as fast as possible. Please note that there are two different reversal messages depending on whether the reversal is performed out of stun or after waking up.


Input Buffer

Whenever you press an attack button, it will automatically be buffered for an additional 4 frames, for a total input window of 5 frames. This means that difficult links are easier to do by pressing the button right at the very end of your recovery.

Similarly, the same principle can be applied to dashes. If you complete a dash input within 5 frames of recovery, then regardless of any directional inputs after that, you will begin dashing as soon as recovery ends. This can also be done any time while your character can not move, such as during blockstun, on wake-up, etc.

Super Freeze Buffer

Overdrives are easily reactable...

During an opponent's super freeze (such as when the screen darkens during a Roman Cancel or the camera focuses on the attacker during an Overdrive), players can input a special or Overdrive and it will be executed immediately after the super freeze ends. This means that provided you are not in the middle of an attack, it is trivially easy to react to an opponent's Overdrive with an attack of your own.

This buffer is often used to execute an invincible attack (such as an Overdrive) that will avoid the opponent's attack. This is because Overdrives usually have a bit of start-up even after the super freeze. If you can have an invincible attack out before the opponent's attack becomes active, then you can avoid the attack.

Normally, every character can kara cancel the first 3 frames of start-up on their normals into certain other actions, such as Faultless Defense. While Faultless Defense cannot be buffered during super freeze, it can be held, so if you are in those first few frames during a super freeze, then you can cancel your normal into Faultless Defense to save yourself.

Overdrives may list their start-up values as: start-up pre-flash + start-up post-flash or start-up pre-flash + (super freeze duration) + start-up post-flash.

Meaning an attack with start-up 5+(90)+5 has 5 frames of start-up, then 90F super freeze, then hits the opponent after 5 more frames for a total of 10 frames of start-up.

Overdrives With No Start-Up After Super Freeze
... unless they're active immediately after the super freeze!
Some Overdrives are special: they have no additional start-up after the super freeze. This means that super freeze buffer is useless against these Overdrives because the attack will already be active immediately following the super freeze - you can think of the super freeze as just a formality, the Overdrive has already become active.
I-No's MegalomaniaGGST I-No Megalomania 1.pngGuardGround Throw (All)Startup11+0(41)RecoveryAdvantageN/A (-18) is a prime example of this; you must already have some way to avoid it before the super freeze or else it will be too late. You can identify such attacks in the frame data by looking at their start-up post-flash, which should be 0.


Counter Hit Confirm Option Select

Large Counter Hits allow players to choose between 2 cancel options afterwards - one that comes out on normal hit or block, and one that comes out on Counter Hit.

During a Large Counter Hit, players can input additional commands during the zoom-in and slowdown effect. These new inputs will override whatever the player inputted previously, letting players input commands that will only come out on a Large Counter Hit.

Example
  • Ky performs 5H > 236S ~ 214K
    • On normal hit or block, Ky will perform 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8 > Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
    • On Counter Hit, Ky will perform 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8 > Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12]

This same principle applies to R.I.S.C. Counter Hits.

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