With "Mortal!" appearing on-screen, it triggers Counter Hit effects but also more hitstop, time slow, and enables cancelling into anything that a clash can cancel into.Ĭontrols - Movement - Guard - Offense - Combo - Stage - Special Attack - Overdrive Attack - Instant Kill - Tension - Roman Cancel - Psych Burst - Force Break - Status effect - Enemy - Masterghost - Servant - Skill - Item - Badge - Achievements - Fishing - Glossary In addition, Mortal Counters ( モータルカウンターヒット, Mōtaru Kauntā Hitto ?) become available. Both players are given 25% Tension, and after a three-second countdown, a temporary period starts in which all hits will inflict 20% more damage. In Xrd, when a clash occurs, there is a random chance that the game will enter Danger Time ( デンジャータイム, Denjā Taimu ?). The cancel timing window is very small, however. During a clash both characters can cancel their attack into: any attack, a jump if the attack is jump cancellable, forward runs on ground, forward Air-Dashes or Double Jump in mid-air if air options are available, a Faultless Defense, or-in the Xrd games-a Blitz Shield. Counters do not inflict additional bonus damage, but they usually enable stronger combos.Ĭlashes ( 相殺, Sōsai ?) happen when two opposing hitboxes touch each other while avoiding each other's hurtboxes. Level is flashing will be a guaranteed Counter Hit. In general, the higher Attack Level, the more additional off-balance time is inflicted. They increase hitstun or cause special effects such as wall bounces or ground slides. Since Guilty Gear X, a Counter Hit ( カウンターヒット, Kauntā Hitto ?) occurs when hitting an opponent out of their move, signalled by a "Counter!" on screen. Some attacks are invulnerable (or invincible) only to certain types. "Throws" are short-ranged unblockable attacks. a 3-hit projectile becomes a 2-hit one, a 1-hit projectile disappears), while higher level projectiles will nullify lower level ones without losing any hits. Each projectile has a durability level: When two projectiles of equal level clash, each will lose one hit (i.e. "Projectiles" become entities independent of the attacker, like Ky's Stun Edge. "Strikes" are the most common and are basically any standard, blockable attack. However, a number of factors will determine whether an attack is effective or not.Īttacks come in three broad categories-strikes, projectiles, throws-that define how they interact with other attacks generally, attacks of the same category will clash. At a basic level, hitting an opponent's hurtbox will cause damage.
Like all fighting games, these and more advanced commands can be used in sequence as a " combo" for a cohesive series of hits.
There are five basic Normal Attacks that can be used to damage the enemy.