Mechanics

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The Guilty Gear series is home to a large selection of mechanics through out the series. This page uses Numpad Notations to describe some gameplay mechanics, so if you are unfamiliar with those read this page on Dustloop first https://www.dustloop.com/w/Notation.

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Tension Meter

Being originally called Chaos Gauge in Guilty Gear -The Missing Link-, gaining its more famous name Tension in Guilty Gear X -By Your Side "G.Gear"- is the main resource used in the Guilty Gear series. Most often mechanics cost 25%, 50% or 100% of this meter.

Movement

In the Guilty Gear series the main movement options the characters have on the ground are walking (press forward or backwards), running (double tap forward and hold the button down or press and hold its own button Guilty Gear -Strive- Only), Backdash (double tab back), jumping (press up) and High Jumping (press down, then up right after) both jumps being able to be angled up, forward and back.

After jumping you are in the air which gives you access to unique attacks and two movement mechanics. The first one is Double Jump (press up) can be done only after a normal jump, allowing you to stay in the air longer, change the direction you are moving or gain access to new combo options. The second one is the Airdash (double tap forward or backwards or press its own button Guilty Gear -Strive- Only) which allows you to move forward or back in the air rapidly.

Some characters have specific options or changes to this system like Potemkin who cannot run and cannot Airdash, Leo Whitefang who instead of a run has a grounded dash or Millia Rage who has 2 Airdashes.

Offense

Gatlings

The Gatling system is the core of combos for most characters in the Guilty Gear series. The Gatling system from Guilty Gear -The Missing Link- until Guilty Gear Xrd Rev 2 worked on the idea of chaining attacks in the order of weakest to strongest, with the ability to also do moves of the same strength (Punch -> Kick -> Slash -> Heavy Slash -> Dust) or 5P -> 2P).

In Guilty Gear -Strive- this system was majorly reworked, now making it so that moves instead combo into Command Normals (5P -> 6P) or specific Gatlings (Slash -> Heavy Slash).

In addition to the general Gatling system the games have, some characters have Gatlings unique to them or don't use the system like Slayer, whose combos mostly are based on Links.

Special Moves

Special Moves are additional moves characters have done by inputting more complex commands. For most of the cast these moves define their gameplay.

In Guilty Gear XX Λ Core a variation of Special Moves called 'Force Breaks' was introduced which cost 25% of the Tension meter. These work similar to EX moves found in other fighting games acting as powered-up versions of other special moves, however some are completely new moves.

Overdrive

In Guilty Gear the super or ultimate moves of characters are known as Overdrives which cost 50% of the Tension meter & give access to usually the characters most powerful moves.

Instant Kill

An Instant Kill is a move unique to each character found in the Guilty Gear series from Guilty Gear -The Missing Link- until Guilty Gear Xrd Rev 2 which ended the round or whole match in the case of Guilty Gear -The Missing Link-.

Throws

Defence

Blocking

Blitz

Dead Angle

Slashback


Phych Burst

https://guiltygear.wiki.gg/wiki/Psych_Burst

Wild Assault

Deflect Shield

Roman Cancel

https://guiltygear.wiki.gg/wiki/Roman_Cancel