The game also received a few graphical upgrades, mainly to its lighting engine. There’s also several new mechanics such as the “Charged Blitz”. The Blitz Shield, a mechanic introduced in the previous incarnation of this game, is essentially the “parry”. For 1/4th of your meter, the player can execute the Blitz Shield to repel one attack of the opponent and leave him open for a counter-attack. You do have to Blitz Shield low and high though (i.e. you have to do a crouching Blitz Shield against low attacks, and a standing Blitz for overheads). Also the opponent can execute his own Blitz Shield during his stagger animation (if he has enough meter) to counter Blitz. The Charged Blitz is sort of an upgrade to the Blitz Shield. Now, the player can “charge up” his Blitz Shield, which will execute a move akin to Street Fighter IV‘s “Focus Attack”. Again, Similar to SFIV‘s Focus Attack, the Charged Blitz (if fully charged) will both repel an opponent’s attack and execute an attack that leaves the opponent in an extremely vulnerable state that allows for extended, unscaled damage combo (in most fighting games, opening a combo with some attacks leads to a lower total damage, this is called “damage scaling”. The Charged Blitz removes this, thus leading to big damage if it connects).
Another new mechanic are the burst supers. Basically, for every character, one super can be enhanced by expending their Burst gauge, doing more damage to the opponent. Also, Revelator re-introduces throw breaks, which for some reason was left out of the previous incarnations of GGXrd. This means that throws are less viable combo starters against experienced players.