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Guilty Gear Strive

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Understand Guilty Gear Strive's damage system, including attack ranges (High, Mid, Low, Overhead, Unblockable), Guard Gauge, and Counter Hits.

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Understand Guilty Gear Strive's damage system, including attack ranges (High, Mid, Low, Overhead, Unblockable), Guard Gauge, and Counter Hits.

Attack Ranges: Attacks in Guilty Gear Strive are categorized into four basic hit ranges: High (h), Mid (m), Low (l), and Overhead (o). To guard against high attacks, hold back or crouch. For mid attacks, hold back or down+back. Low attacks require holding down+back. Overhead attacks are guarded by holding back. Defending with back or down+back is known as "standard guard". Most high attacks will hit Potemkin while he is crouching due to his size. An additional property is Unblockable (!), meaning the attack cannot be blocked using standard guarding techniques.

Guard Damage: This is damage taken while using standard guard. Most Special Attacks and Overdrive Attacks inflict guard damage when blocked normally. Your character can die from guard damage, so employ alternative defensive tactics if your life is low.

Guard Gauge: Located beneath your character's health meter, the Guard Gauge starts half full. Attacks do normal damage when the gauge is at half. If the gauge goes above half full, you receive more damage; if it goes below half full, you receive less damage. Blocking an attack with standard guard or Instant Block (a defensive technique) raises the Guard Gauge. If you continuously block attacks, the gauge will flash, and during this period, all hits except basic Punch, Kick, and Dust Attacks will be considered Counter Hits. This includes standing, crouching, and jumping Punch/Kicks. Using Faultless Defense (a defensive option) does not increase the Guard Gauge. If you are not blocking, the gauge slowly depletes to its half-full state. Getting hit lowers the Guard Gauge; if there's no combo follow-up, it resets to half. During a combo, it continues to decrease, reducing damage taken. When empty, all hits do one point of damage.

Counter Hits: A counter hit occurs if your character is struck while initiating an attack or if the Guard Meter is flashing. Counter hits have a greater effect, making attacks that knock the opponent down untechable and increasing hit stun, offering greater combo potential. Counter hits do not inflict more damage than normal attacks. Similar to the flashing Guard Gauge, only attacks other than basic Punch, Kick, and Dust Attacks can score a counter hit.

Character Defense: Guilty Gear Strive features character-specific defense ratings that adjust damage received. The defense modifiers are as follows:

  • Anji: x1.06
  • Axl: x1.00
  • Baiken: x1.18
  • Chipp: x1.31
  • Dizzy: x1.06
  • Faust: x1.00
  • Jam: x1.06
  • Johnny: x1.00
  • Ky: x1.03
  • May: x1.06
  • Millia: x1.21
  • Potemkin: x.875
  • Sol: x1.00
  • Testament: x1.00
  • Venom: x1.00
  • Zato: x1.06

Chipp has the largest defense modifier (x1.31), meaning he takes the most damage, while Potemkin has the smallest (x.875), taking the least. For example, an attack dealing 100 damage to Sol (x1.00) would deal 131 damage to Chipp and 88 damage to Potemkin.

Damage Scaling: This refers to the strengthening and weakening of hits based on the situation. There are two types: Health Meter scaling and Guard Gauge scaling.

  • Health Meter Scaling: Based on remaining health. Attacks inflict a specific percentage of normal damage depending on hidden sections of the Health Meter.
  • Guard Gauge Scaling: Based on the Guard Gauge's fill level. A fuller gauge means more damage received; a less full gauge means less damage. This gauge does not rise until a combo finishes.

When combined, damage scaling causes combos to do less damage towards the end of a round, encouraging faster, more efficient combos. Since double damage scaling begins at the halfway mark of the Health Meter, a single large combo is unlikely to finish an opponent, emphasizing strategy.

The Damage Scaling Chart shows damage modifiers based on remaining health (Guts rating). The lower the Guts rating (health remaining), the more damage a character takes.

Damage Scaling Chart:

  • Health Remaining: ~56%, ~42%, ~31%, ~21%, ~15%, ~9%, ~4%, ~0
  • Guts Rating 0: x1.00, x1.00, x1.00, x0.91, x0.75, x0.58, x0.48, x0.39
  • Guts Rating 1: x1.00, x1.00, x0.94, x0.88, x0.69, x0.56, x0.47, x0.39
  • Guts Rating 2: x1.00, x1.00, x0.91, x0.81, x0.66, x0.55, x0.45, x0.38
  • Guts Rating 3: x1.00, x0.94, ... (chart incomplete in source)
Tips
  • Understand the four basic attack ranges (High, Mid, Low, Overhead) and how to guard against each.
  • Be aware that your character can die from guard damage; use alternative defenses when low on health.
  • Monitor your Guard Gauge; a full gauge increases damage taken, while an empty gauge minimizes it.
  • Recognize that Counter Hits increase combo potential but do not inherently deal more damage than normal hits.
  • Consider character defense modifiers when planning offensive and defensive strategies.
  • Note that damage scaling reduces combo effectiveness as health depletes or the Guard Gauge fills, requiring strategic combo execution.

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