GGX/Movement

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< GGX

Ground Movement

Walking

Running

Dash Brake

Backdash

Air Movement

Jumping

Any Upward Direction

Jumping is the most basic way to put one's player character into the air.

Players can jump while on the ground, or while in the air. When a character jumps, they are locked into a fixed arc which is determined by the direction of the jump input combined with any momentum they have at the time of the jump. Each character has their own jump physics. These determine the speed, height, and duration of their jumps. Before the character becomes airborne, there is a short prejump Animation with some limitations, explained in its respective section. After a player jumps, they take on the airborne property, which affects what moves they can use, as well as how they receive incoming hit effects.

Most characters can jump two times before returning to the ground under normal circumstances.

High Jump

Any Downward Direction > Any Upward Direction while on the ground

Also known as super jump, High Jumps are alternative grounded jumps which travel further upwards than a normal jump, but consume the user's air jumps in exchange. Some characters have notably different High Jump arcs, such as  Anji and  Axl.

Homing Jump

A Homing Jump can only be performed after you have connected a Dust Attack. After a Dust Attack successfully launches your opponent high into the air, hold any upwards direction to "home in" after them. This is a prime opportunity for an air combo, especially because for the duration of your homing jump, any air normals you land can be cancelled into the homing jump! Also, the homing jump shares the same double / triple jump and air dash rules as a regular jump. This means you can still utilize double / triple jumps, as well as air dashes after a homing jump depending on the options available to that character during a regular jump.

You can cancel your normals into your homing jump by simply holding up during the homing jump, allowing you to string together several hits in a manner normally not possible.


Both the super jump and homing jump are signified by silhouettes following your character as they leap. While a super jump can be performed in any of the upwards directions, the homing jump will always jump towards your opponent no matter which upwards direction is pressed.

Air Dashing

44 or 66 while on in the air

Air Dashes are the near universal burst movement option while airborne. Most characters can air dash one time before returning to the ground. Other characters cannot air dash at all. For a breakdown of these rules, see the air options explanation. When a character air dashes, they travel at a speed specific to them for a time period specific to them. Each character's air dash has their own startup time. The player character is not actionable for a period of time after the air dash begins.

To air dash as soon as possible from a grounded state, players use a technique known as Instant Air Dash.

Prejump

Each character has an animation which plays before they jump off of the ground. This is known as their prejump animation, or simply prejump for short. The prejump animation also applies to the character's high-jump animation.

If a player is hit during their prejump animation, it counts as if they got hit while standing on the ground. During a character's prejump animation, they are invulnerable to throws. After the player's prejump animation ends, and they have become airborne, they cannot execute normal attacks for 1 frame.

The prejump animation can be canceled into certain actions, such as special moves, and Overdrive The name for Super Moves in the Guilty Gear Series. Overdrives cost 50% tension and perform a variety of functions depending on the characters.

Air Options

Air Options conceptually represent the amount of times a character can jump or dash while in the air without returning to the ground. Certain moves, and states restore a player's Air Options.

Non-Standard Air Options
Character Air Options
 Millia Rage
 Dizzy
Can air dash 2 times
 Chipp
 Dizzy
Can jump 3 times
 Potemkin Cannot air dash

Landing Recovery

Jump Install

Combo Jump Install

Super Jump Install

Teching

Cancels

Gatling Combination

Games like Guilty Gear have a very freeform system of canceling normal attacks into each other. Each character has a different set of Gatling combinations available to them, but it generally progresses from Punch > Kick > Slash > Heavy Slash. There are many exceptions, but you can usually find simple Gatling Combinations by following this rule. Performing Gatling Combinations is relatively straightforward: press the first button in the attack sequence, quickly followed by the next. The first move will hit, and the recovery will be canceled into the second move. This can be continued as long as you stay within the characters Gatling Table which can be found in each character's Frame Data.

Special Cancels

Jump Cancel

Roman Cancel

Any 3 Attack Buttons after an Attack Connects

Pressing any three attack buttons after hitting the opponent with an attack performs a Roman Cancel, canceling the recovery of the attack. This has many uses, with the main one being extending your combos and increasing damage. Almost any non-projectile attack can be Roman Canceled, lending itself to some devastating option. Since not all attacks can be Roman Canceled, it's important to learn which attacks a character has that can and can't be Roman Canceled.

Using a Roman Cancel requires 50% of your Tension gauge.

Faultless Defense Cancel

Most normals can be kara-cancelled A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. into Faultless Defense by inputting the motion within a frame or two.

By itself this isn't immediately useful, outside of a fewGGAC Faust j2K.pngGuardallStartupRecoveryAdvantage- aerialsGGAC Chipp j2K.pngGuardStartupRecoveryAdvantage- that alter air momentum. However, due to an oversight, it is possible to cancel a Sweep into Faultless Defense even if you are in the middle of a combo. If done successfully, most, if not all of the preceding normal's endlag will be reduced, allowing for followups in a manner similar to a Roman Cancel, but at a fraction of the cost.

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