GUILTY GEAR -STRIVE- Wiki

R.I.S.C. Level Explained

What R.I.S.C. Measures

R.I.S.C. (Risk) Level is the gauge near your health bar tracking defensive risk. Blocking attacks raises R.I.S.C.; getting hit while the gauge is high causes massive counter-hit damage. The system punishes passive blocking without counterplay.

Attacking lowers R.I.S.C. over time. You must periodically mount offense or accept volatile defense. FD prevents R.I.S.C. gain on blocked hits — another reason to use FD intelligently.

Counter-Hit Damage Scaling

High R.I.S.C. counter hits can decide rounds in one combo. Watch the gauge color shift as you block strings. Reset R.I.S.C. by landing attacks or avoiding block situations through movement and throws.

Season 5 balance adjusted some CH damage routes — always verify combo damage in current battle version.

Practical R.I.S.C. Management

Do not infinite block without a plan — burst, FD, jump, or counter. Mash less; recognize when to accept a throw instead of eating CH death. Lab opponent pressure in Training Mode to find interrupt points before R.I.S.C. maxes.

常見問題

Does FD stop R.I.S.C. gain?
Yes on blocked hits while FD is active.
What is negative penalty?
Penalty for not attacking — drains tension and displays a warning.
Can R.I.S.C. decrease while blocking?
Blocking increases it. You must attack or stop blocking to reduce risk.
Is R.I.S.C. shown to opponents?
Yes — experienced players pressure when your gauge is high.
Does burst reset R.I.S.C.?
Burst escapes reset defensive pressure context — gauge behavior follows current patch rules.

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