This is also why it’s important to learn about your defensive options- some of which cost meter- and when to use them effectively, to deal with oppressive offense and get yourself out of the corner.īecause Millia wasn’t able to block the mixup at 0:30sec successfully, and because she kept using normal block, she built 50% RISC Gauge and took big combo damage with negated scaling (proration.) Having an already small health bar doesn’t help much either. Not only are you gaining less meter, and thus losing resources that will allow you to deal damage later, but you’re also putting yourself in danger of being opened up the longer you block. When keeping these mechanics in mind, it’s easy to recognize that playing defense is usually not where you want to be in Guilty Gear. On the other hand, attacking and simply running forward will increase your Tension Pulse, and fill your meter faster. Backdash too many times and refuse to go in, and your Tension Pulse will be so low that you’ll be hit with Negative Penalty, which will reduce your Tension Gauge to zero. Your Tension Pulse is a hidden metric that increases the more you engage in aggressive behavior and decreases temporarily when you Roman Cancel or when you retreat from your opponent. Once it’s maxed out, any damage you take will be a forced counter hit, and the combo damage will be unscaled until the gauge is empty- in other words, you are literally at higher risk for big damage the more you block. The aggressive offense of Gear is enforced by two major mechanics: the RISC Gauge, and Tension Pulse (often called Tension Balance as well.) The RISC Gauge (the pink meter below your health bar) increases with every attack you block. Characters move forward very quickly around the screen with air dashes and command options- even the slow, lumbering cast members like Potemkin can suddenly be in your face in a split second. Guilty Gear is, by nature, a very aggressive fighting game.
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