Description
In the realm of fighting games, a 'Guard Point' refers to a specific phase during an attack animation where the character is capable of absorbing an opponent's attack without their own move being interrupted. This mechanic allows players to execute strategies that involve trading hits or countering aggressive opponents. Guard Points are often visually indicated by a change in the character’s stance or a special effect, providing a clear cue for both players. They add depth to the gameplay, offering a mix of offensive and defensive tactics that can shift the momentum of a match. Understanding and utilizing Guard Points effectively can be a game-changer, allowing for more dynamic and engaging combat scenarios.
Examples
- In 'BlazBlue: Central Fiction', Hakumen’s 6D attack has a Guard Point, allowing him to absorb an opponent’s attack without being interrupted and then counter with his own move.
- In 'Samurai Shodown', characters like Ukyo have moves with Guard Points where they can continue their attack even if they get hit during the animation, making them formidable in close combat situations.
Additional Information
- Guard Points can be a double-edged sword; while they protect against interruptions, they don't always negate damage.
- Players often need to learn the specific timing and visual cues for Guard Points to use them effectively in battle.