![]() 8 and is thus throw invincible during its first hit, but not against strikes or projectiles. Millia becomes airborne partway through the start-up of her 6H Guard: 28 is invulnerable to strikes and projectiles, but not throws. Invincibility Attribute Invincibility Some attacks are invulnerable only to certain types.įor example: The start-up of Sol's Volcanic Viper Guard: Throw interactions are described in more detail here.Įddie's attacks are in their own unique category as strike attacks that can not clash.Įddie is also surrounded by a hurtbox, so he can be hit by strikes and projectiles (but not throws). Throws are short ranged unblockable attacks that temporarily turn both characters invincible before dealing damage to the opponent. These moves clash with other projectiles in basically the same manner as projectiles would but are not in themselves projectiles. +4 have strike clashboxes that determine their interactions with projectiles. Some strikes that are intended to nullify projectiles like Giovanna's Trovão Guard: ![]() 16 is a good example, as it can have as many as five hits, but can only clash up to three times. Secondly, the number of hits a projectile can clash with are not always equal to the number of hits that projectile will have on hit or block. Firstly, sometimes projectiles travel fast enough that they will only clash a few times before moving past each other, and neither will truly "win". If the projectiles are of the same Clash Level, generally the projectile with the greater number of hits will destroy the other, losing as many hits as the opposing projectile had in the process. A higher Clash Level projectile will destroy a lower Clash Level projectile and lose no hits. When two projectiles that are able to clash come into contact, the Clash Level of the projectile and the number of clashable hits determine which will destroy the other. The exception to that rule is that Clash Level 5 projectiles can clash and destroy lower level projectiles but cannot clash with other Clash Level 5 projectiles. If a move has a listed Clash Level in its frame data, then you can assume it will clash. Lastly, not all moves that are projectiles can clash with other projectiles. Additionally, many moves that you would not expect to be projectiles, like Chipp's Alpha Blade Guard: ![]() Some moves that would appear to be projectiles, like Testament's Arbiter Sign Guard: Projectiles often have seemingly strange and inconsistent properties. Projectiles are attacks that are entities independent of the attacker, like Ky's Stun Edge Guard: There are rare attacks that are exceptions to these rules, such as Potemkin's Heat Knuckle Guard: Strikes can clash with other strikes, but not with projectiles and throws. Strikes are the most common form of attack in the game like punches, kicks, and sword slashes.īasically any standard attack is probably a strike. Attacks come in three broad categories in Guilty Gear that define how they can interact with other attacks.
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