GGXX AC+R/GG series advanced proxemity blocking etc... Read info..
OK probably best to read the info here because theres a lot going on. Wanted to keep channel active GG wise so this came up recently when I randomly played a friend again and since I thought about it, thought maybe I could talk about a sorta advanced yet obscure thing that exists in this game..
OK so first of all like many games proximity blocking exists. Some differences are, SOME.. But not all characters have different block animations that are possible. Whats more, although intuitively one might assume the higher the stun attack would cause the "bigger" block animation/hurt box if you will. This is actually not the case and every character has a set amount of moves that cause this larger hurt box.(if it exists for the character of course.. as we can see for a character like anji this does not)
So here we show how normally a character can avoid certain attacks with their normal block animation, however if you cause their bigger hurt box to come out they will be forced to take the hit where normally they are not.
For FD normally you are set to a strict animation, unless you are in true stun then you will carry out this animation.
However a caveat to this is for air blocking, assuming you were going for a fuzzy guard set up as shown, this is not the case.
Whats more to show a obscure although possible set up using something like this, say we do a big air fireball, we air dash and wiff a jump HS, which forces the character to grow just for a split second forcing them to get hit a little bit earlier, then crossing over forcing them into their smaller guard making the attack not combo, thus forcing them to block in 2 different directions since it is not a true combo when done as such. If we were to just normally dash, or wiff a attack that does not cause a larger guard the attack would hit normally and combo on block thus creating no mix up in that specific regard.
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