Annon-Guy: Time Over - I know that if one player has more HP than the other player, they win. But, what does it mean for the Playable roster in terms of lore or stpry telling? They usually either get upset, sad, exgushted, or pass out. Like Sol stomps the ground, May throws a tantrum, Dizzy smiles in relief and Faust tumbles over for examples.
Characters have their own "Chikangire" (Time Up) animations for the sake of progression.
In an actual story fight, usually Time itself isn't a factor, except in rare cases (like with Slayer versus Bedman, where Slayer would've been at a disadvantage the more he fought with Bedman).
In general, Time Up only ever happens when certain regulation rules are in place. Like 30 seconds or 60 seconds per duel.
Did I mention Guilty Gear characters love to break said rules?
I DIDN'T?
Depending on the situation, some characters like Zappa can actually use the in-game clock to their advantage, depending on precisely when Zappa summons a ghost.
Other factors, like Yellow or Purple Roman Cancel, can slow down in-game time, meaning a skilled player can manage their Tension in such a way as to prevent any progression whatsoever... this is especially annoying at higher levels of gameplay where every bit of damage counts.
In fact, Zato=ONE himself had a unique ability that has been spoken of throughout the series called "Slow Starter" (it later got transferred to BlazBlue games in certain game modes). The way it works is that the longer a battle plays out, the stronger Zato is "supposedly" eventually going to get.
There are of course, pro-level players, who perpetuate the legend behind this concept with highly defensive and evasive gameplay tactics (Hazama players in BlazBlue are notorious for this, but Axl Low players are known for it as well... and depending on the matchup, Sol players will rarely do so as well).
And of course you have the ever-looming and "dangerous" NEGATIVE PENALTY.
Strangely enough Negative Penalty has had a weird effect on certain characters.
With Sol, depending on which version of the game you play, Negative Penalty is the near-after effect of Dragon Install... while some might argue that's too much for all the buffs you get during Dragon Install, certain skilled players have been known to use Sol's Dragon Install during very tense situations (early versions of the technique also permitted use of a "Re-Install" to perpetuate the buff).
With Raven, the opposite seems to be in play: if he's in his Masochistic stance to absorb hits, no matter how many times you hit him, it won't count towards an actual beneficial point of aggression (with exception to Tension). If you keep hitting him in the stance, and he has life remaining, you might end up getting hit by Negative Penalty if you've been playing non-aggressively for too long (even IF you've ACTUALLY been HITTING Raven!)
Another factor that is influenced by the passage of time is Psyche Burst. Even if a match is slowly paced, even from a purely "empty" Burst tank... EVENTUALLY the Burst gauge will fill back up again. The Burst gauge actually fills at different rates depending on how much Health a character has remaining:
The Burst Gauge is Maxed out at 15,000 Units (sometimes factoring roughly 30% gain off a Blue Burst that lands, and any damage that also occurs between times from empty to filled Burst).
(Normally after a Blue Burst, you start at 4,500 or 30% fill, not factoring damage which is calculated as
(100 + Move Damage x 3) + (1.0 + Combo Count x 0.03) [This factor varies from game to game, so Xrd's math is different]... but if you were to ignore damage as a factor:
--600 units per 10 Seconds at 100%-51% Health (250 Seconds empty refill, 180 Seconds off Blue refill) --1200 units per 10 Seconds at 50%-26% Health (125 Seconds empty refill, 90 Seconds off Blue refill) --1800 units per 10 Seconds at 25%-0%. Health (83 Seconds empty refill, 50 Seconds off Blue refill)
Well, even if you WEREN'T paying much attention to the game clock, you and your opponent's Burst gauge will fill up on their own eventually!
Did I mention that some moves STOP TIME altogether?
Well, while perhaps not evident in Guilty Gear... in other games like BlazBlue and Samurai Shodown, if an Overdrive Mechanic, or even a Rage Explosion were activated, the game clock stops completely until the gauge has been emptied.
I wouldn't be surprised if certain GG characters had a similar gimmick/mechanic in the future!
And who knows? Perhaps Axl Low can use a power similar to Izanami's Time Stop one day... ZA WORUDO, TOKI WO TOMARE...! [THE WORLD: TIME NOW STOPS...!]
. . . . . . . . . .
SOSHITE TOKI WA UGOKIDASU... [AND NOW TIME CAN MOVE ONCE MORE...]
(ROAD ROLLA DA.....wryyyyyyyyyyyYYYYYYYYYYYYYYYYYYYY!!! MUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDAMUDA)














