Base damage correction is a form of damage correction; it is most characteristic of the Guilty Gear series.
Upon making a move set up with this correction the starting move of a combo, the rest of the combo’s damage is affected by that set correction factor. Thus, this system controls the amount of damage.
In most cases, the correction factor is less than 100%, correcting the damage to be lower.
Usually, low-risk pokes and such that are easy to start a combo with, particularly as far as overhead and low moves are concerned, have a correction factor under 100%.
Separate from normal base damage correction, if certain specific moves are used inside a combo, then the rest of the combo takes another damage correction, “forced damage correction”.
This is mostly applied to throws, and obviously, most of these lower the damage.
Due to this system, the Guilty Gear series, compared to most other combo games, makes it difficult to aim for combos with high throughput.
The damage gets changed quite a bit, so it is prudent to know the more advantageous base damage correction values for the characters you play.