The second part of Guilty Gear universal mechanics. One more to go!
Some other things to consider that are not in the video, and clarifications:
1) Combo scaling caps at 100% (with the RISC gauge at 50%), so having increased RISC gauge does not cause your attacks to do over 100% of their damage. It just means that the first hits of your combo won't start to lose damage due to damage scaling until the RISC gauge drops below 50%.
2) Hitting the opponent off the ground (OTG) instantly sets your hitstun scaling and damage scaling to their maximum values.
3) Different characters have different resistances to Negative Penalty. Defensive characters like Justice are inclined to play defensively, and so they do not get Negative Penalty as fast as aggressive characters like Milia.
4) Performing Faultless Defense in the air slightly manipulates your jump arc. You're a little bit floatier.
5) Instant Blocking has no risk to it if you time it early. It also has no risk if you try it during block strings, since, if you're late, you still block, since you're still in blockstun.
6) You can't Roman Cancel a projectile attack, even if it hits the opponent as soon as it spawns. You can still FRC it if it has one, such as ABA's.
7) Yes, as I start talking about Instant Kills, and I'm scrolling through the command list, I say "Dead Angles" when I'm actually talking about Force Breaks.
TIMESTAMPS
00:00 --- RISC / Guard Gauge / Combo Scaling
3:07 --- Health Bar / Defense Modifiers / Guts
4:15 --- Tension Gauge / Building Tension
4:53 --- Tension Pulse / Negative Penalty / Tension Penalty
6:10 --- Faultless Defense
8:30 --- Instant Block
9:21 --- Slashback
10:58 --- Force Breaks / Overdrives / Dead Angles
11:51 --- Roman Cancels
12:51 --- Force Roman Cancels
14:24 --- Burst
17:32 --- Instant Kills
19:15 --- Music
27 июн 2024