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Status effects are a recurring gameplay mechanic in the Guilty Gear series. These conditions affect a character's attributes or actions either positively or negatively.

Overview Edit

Status effects are rather ephemeral in duration, lasting few seconds due to the short time frame of most matches, and are negative in nature. They are usually incurred when hit by an opponent's attack. Some positive status effects can be self-inflicted, however, by using Overdrives that offer temporary power-up states, those being Sol's Dragon Install, Dizzy's Necro Install, Justice's Omega Shift, and Millia's Chroming Rose.

In Guilty Gear 2: Overture, units can afflicted with status effects by several techniques, skills, and items. An icon will be displayed next to a unit's life gauge to indicate its change in condition. An red arrow pointing upwards means the value is increased, and a downward light-blue arrow means it is decreased.

Status effects Edit

Knockdown

A Knockdown (ダウン, Daun?) is a character's downed state that occurs when struck by some attacks. After a character is knocked to the floor, they have a brief vulnerable on-the-ground period, after which they enter a wakeup animation that is fully invincible. The amount of time each character takes to wake up is character-specific and depends on whether they are knocked to the ground face down or face up.

In Guilty Gear, a character can do a Knockdown Evasion (ダウン回避, Daun Kaihi?) by pressing Up plus any attack button to recover faster. If Up is held and the attack button is pressed rapidly, the character won't be able to Air-Dash or Double Jump while still in mid-air. From Guilty Gear X onwards, a Recovery (受け身, Ukemi?) is done while in the air to regain one's balance. Originally it is done by pushing any two attack buttons simultaneously, but in Λ Core it was changed to only one attack button. Also pressing the Left or Right directional buttons moves the character towards that direction upon recovery. The character thus returns to an airborne neutral state, and their Double Jump and Air-Dash options are reset.

Unconscious

Characters become Unconscious (気絶, Kizetsu?, lit. Faint), a state also colloquially called "stun" or "dizzy", and are left temporarily defenseless (i.e. unable to perform any actions such as attacking, guarding, or even recovering) if attacked repeatedly over a short amount of time, get excessively countered or are tagged by certain moves. It is indicated by angels circling around the dizzied fighter's head; these angels act as a timer and when they are all gone, the player regains control of their character. A character's portrait will usually flash red when close to a stun.

In XX, pressing the Left and Right directional buttons repeatedly helps speed up recovery from an unconscious state; in Xrd juggling the joystick and rapidly pressing buttons helps shake the state off. Levels of damage that can cause the unconscious condition, or "stun rates", differ for each character.

Stagger

Since Guilty Gear XX, certain Normal Moves, Special Moves and Overdrives can put characters in a Stagger (よろけ, Yoroke?) state after a hit, which sends them stumbling backwards. A staggered opponent is momentarily helpless to the enemy's attacks and can be hit and thrown. A button icon will appear over the character's head to indicate this status, with a timer gauge below that shows how much longer stagger will last.

In XX, quickly juggling the joystick will speed up recovery from a staggered state; in Xrd, only mashing buttons helps escape Stagger sooner. Each character has several moves that can stagger an opponent.

Wall stick

Some attacks can cause the opponent to bounce (バウンド, Baundo?) off the ground and back up into the air, or if the enemy is in the air, off the wall—that is, the edge of the screen—and fall toward the ground. Since Λ Core, other moves, however, can inflict a Wall Stick (壁張り付き, Kabe Haritsuki?). As the name indicates, it causes a character to get stuck to the wall before sliding down to the ground. The glued character can then be openly attacked, only able to do a Recovery to escape after some time. Of note is that hitting an opponent with a Wall Stick effect from a full screen range can just make them fly far away and never stick to the wall.

Chaos Mode

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Poison

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Hellfire

In the Xrd games, the Hellfire (ヘルファイア, Herufaia?) status occurs when a character has about 20% of their Health Gauge remaining and leaves hitstun or blockstun. The announcer will then proclaim "It's not over yet!", meaning the character has entered this state. In Hellfire, all the character's Overdrives will deal 20% more damage.

Overture statuses
Name Icon Characteristics
Movement Speed ... Indicates the movement speed of a unit.
Attack Speed ... Indicates the attack speed of a unit.
Attack Power ... Indicates the attack power of a unit.
Defense ... Indicates the defense level of a unit.
Melee Resistance ... Indicates the resistance against attacks with melee attributes.
Armored Resistance ... Indicates the resistance against attacks with armored attributes.
Mobile Resistance ... Indicates the resistance against attacks with mobile attributes.
Magic Resistance ... Indicates the resistance against attacks with magic attributes.
Ranged Resistance ... Indicates the resistance against attacks with ranged attributes.
Sealed Shot ... Indicates that the use of skills and items are unavailable.
Recovering ... Indicates that the health of a unit is recovering over time.
Ongoing Damage ... Indicates that the health of a unit is decreasing over time.
Fear ... Indicates that a unit fears his opponents, trying to return to its allied territory.
Ghost Support ... Indicates that the defense of a unit is increased by the influence of a masterghost or ghost.
Curse ... Indicates a condition when a unit can't attack (but can still use items and skills).
Induced Explosion ... Indicates a condition than can induce an explosion due to one of Dr. Paradigm's special moves.

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