- Walking is the most basic of all movement options. It is also the least effective. Walking can be useful to move short distances in the place of a dash or run. Walking forward also gives your character a small amount of tension!
- Running is an often used movement option within Guilty Gear and is available to a majority of the cast. Running can be used to cover a lot of distance in a short amount of time. This can be useful for punishing whiffed moves and getting close to opponents after knocking them down.
- To perform a run, double tap forward and hold the second input. In general, the longer the character runs, the faster he or she will become. You even gain tension while running forward!
- Take special note that a forward dash can be canceled at any point into any ground attack or jump.
- Slayer does not have a run. Instead he teleports forward a preset distance, allowing him to easily cross up the opponent.
- I-No's run is unique in that it puts her airborne, allowing her to attack from to air very quickly.
- Potemkin does not have a run at all, but can use Hammer Fall -> Break as a pseudo run instead.
- Runs have a sliding recovery animation during which you can not normal block, but can cancel into jumps and attacks. However, if you just want to advance quickly for position without attacking or jumping, the other option is to Dash Brake.
- Dash Brake
- Dash Brake is an important technique to immediately cancel a run into a blocking state. It is performed by doing a Faultless Defense (FD) while running to instantly stop a ground dash, skip the vulnerable sliding animation, and put your character into a blocking state immediately.
- In addition to being a very useful movement tool, dash brake can be used to quickly run up and throw an opponent. Characters can not throw while running, but by dash braking, you can stop running immediately and then throw!
- Backdashes have startup invincibility and can be used to evade enemy attacks. Backdashes usually have a lot of recovery in the latter half of the move, meaning that an opponent can use a fast attack, recover, then punish the vulnerable portion of your backdash.
- Backdashes are a powerful tool to escape defensive situations and can even be used on wakeup to escape your opponent's okizeme!
- Air Option
- Air movement in Guilty Gear (and most Arc System Works titles) work on a either/or system - you can either double jump or air dash, but not both. Doing either is called using an air option, and most characters only have one air option. Air options are regained once the character touches the ground.
- Some characters have additional movement options like Chipp and Millia. However it's best to think of this on a case-by-case basis, as these characters are rare and often have other restrictions. For example, Millia can air dash twice in the air, but not triple jump. While Chipp can triple jump, but not air dash twice.
- Jumping is an important movement option in Guilty Gear. All characters can double jump, and Chipp can even triple jump! Jumping can be performed in any upwards direction by simply pressing , , or . Press any of the upward direction again to double jump (and triple jump if you are using Chipp).
- Some air attacks are jump cancelable, allowing players to cancel an air attack into a double / triple jump and air dash options. Each character is unique so it's important to know which moves prohibit further air options.
- Ground jumps have a few frames of startup where you are still considered on the ground, are invincible to throws, can not block, and can cancel the jump startup into ground Special Attacks. Each character has different amounts of jump startup and is listed in the frame data.
- Keep in mind momentum is conserved: a running will move much farther than simply at neutral.
- Super Jump
- In addition to the standard jump, there are also Super Jumps (also known as High Jumps). A Super Jump is performed by first going to neutral, quickly pressing any downward direction, then quickly pressing an upwards direction. The upwards direction will determine which way your super jump is aimed.
- If you use a super jump, your character will not be able to use double / triple jump options. However, you can super jump > air dash. This can be a key tactic to get out of a rough corner trap or away from an overly aggressive opponent.
- Super jumps have startup and momentum that behave just like normal jumps.
- Air Dashing
- Air dashes have much different properties than ground dashes. After the start up frames of the air dash/backdash, characters can cancel into any air attack except air throw. If a dash is used after a Jump or Super Jump, your character will be unable to double jump (unless you are using Chipp, who can triple jump). If a double jump is used, then your character will be unable to air dash (unless you are Millia or Dizzy, who have 2 air dashes).
- Bedman is unique in that he has an 8 way air dash.
- Raven has a unique airdash that goes downwards before gliding along just above the ground; it also has a hitbox even if you don't input any attacks!
- Potemkin does not have an airdash.
- Regaining Air Options
- Characters usually regain air options after landing, but there are a few others worth mentioning.
- You regain your options after an Air Tech
- Another way is to successfully air block an attack! This is even more useful after an air Instant Block as it will allow you to recover faster and input a double jump or air dash. Similarly, Air Blitz Shield restores your air options.
Tech, also known as "Ukemi", is the act of returning to an airborne neutral state after getting hit while airborne. To perform a tech, press any button after getting hit while airborne. Note that you will not be able to tech immediately after getting hit; each attack has a minimal amount of "untechable time" associated with it. As a general rule, the stronger the attack, the more untechable time it inflicts.
After a tech, double/triple jump and air dash options are reset. This means that it is possible to double jump or air dash, get hit out of the air, then tech, then perform another double jump or air dash again.
Players can choose the direction of an air tech by holding forward/backward/neutral. This can help players get out of traps and reposition characters for a better angle of attack. Forward and backward techs, while good for altering your position relative to the opponent, pop the character up into the air a bit (unlike a neutral tech), which can render you more vulnerable to pursuit - especially against characters who have great air-to-air attacks.
Air techs have a small amount of invincibility on startup (see GGXRD/System Data for exact values). By timing techs, you can tech "through" the opponent's attack, giving you a great opportunity to counter attack. Keep in mind that you must wait for the tech to complete before you can perform any followup actions.
Because techs are only strike invincible before they can move again, a very observant player can predict a tech, then air throw their opponent while they are teching! Make sure you know when and where each type of tech is useful; the opponent might be waiting for you with a specific tech punish!
- Gatling Combination
- Games like Guilty Gear have a freeform system of canceling one normal attack into another. Each character has a different set of Gatling Combinations available to them, but it generally progresses: > > > . There are many exceptions, but this is a good general rule when starting out.
- Performing Gatling Combinations is relatively straightforward: press the first button 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 character's Gatling Table which can be found in each character's Frame Data.
- Special Cancel
- A special cancel is when a player cancels a Normal Attack into a Special or Overdrive Attack. To perform the cancel, attack your opponent with a Normal Attack then quickly perform a Special or Overdrive Attack before the first attack finishes. When done correctly, the Normal Attack will hit and then be instantly canceled into the Special or Overdrive Attack.
- In most cases it's best to perform Special Cancels as fast as possible. Beginner players may want to start out by performing them off slow Normal Attacks such as a standing Slash or Heavy Slash. Since the slower attacks usually have a a larger set of hit frames, canceling into Special or Overdrive Attacks will be easier than starting out with the quick attacks. As you become more adept at canceling using this technique, you will find you can cancel almost every Normal Attack in the game. This will greatly open up your combo options.
- Jump Cancel
- Many of a character's normal attacks can be Jump Canceled. Jump Cancels are exactly what they sound like, they cancel an attack into a Jump (which can then be canceled into another attack of course). They can be used to enhance combos and mix up offense / defense options. To perform a jump cancel, hold an upwards direction as a Jump Cancelable move is connecting. After the move connects, your character will cancel into a jump. Jump Cancels still follow the same double / triple jump and air dash rules. While you can Jump Cancel on either guard or hit, you can't jump cancel a move if you whiff it completely, so don't get careless!
The Roman Cancel system in Xrd is unique and offers much more freedom compared to the previous Guilty Gear games. Roman Cancels allow a player to cancel almost any attack at almost any time, allowing players to easily create new blockstrings, combos, and mixups on the fly. Roman Cancels come in multiple colors and are performed by pressing any 3 attack buttons (except ). They cost 25% or 50% Tension depending on the situation.
- Note all startup times occur pre-superflash. There is no recovery after superflash.
- All forms of Roman Cancel are fully invincible 1 frame before and 1 frame after superflash.
- Tension is consumed on frame 1.
- Enemy state is determined on frame 1, so it's possible for situations such as starting a YRC/PRC, the opponent getting hit, then the YRC/PRC executing.
- Slowdown lasts for the listed amount of time or until the either player blocks/gets hit by an attack during slowdown.
During any Roman Cancel, the opponent briefly enters a slowed down state where their movement speed is approximately halved. Thus players might occasionally perform YRCs at neutral as a "pause button" to assess the situation and react accordingly.
This slowdown state even affects hitstun, allowing for otherwise impossible combos like Sol 5H (RC) > Bandit Bringer! Also note that using any Roman Cancel in a combo will inflict 80% additional forced proration if you hit the opponent while they're in slowdown, but that is a small price to pay for the increased comboability of the Roman Cancel system.
- RRC Notes
- Unlike previous games, projectiles can be RC'd.
- YRC Notes
- YRC'ing projectiles can allow the projectile to come out and cancel the recovery for only 25% Tension.
- Attacks can still be YRC'd even after hitting secondary characters (like Zato-1's Eddie) or an opponent with super armor (like Potemkin's Hammer Fall).
- Momentum carries over during all RCs. This means YRCing certain attacks gives a unique movement option for 25% Tension. For example, Potemkin can YRC I.C.P.M in order to gain a faux air dash!
- Most attacks with invincibility like Sol's Volcanic Viper can not be YRC'd.
- PRC Notes
- Attacks can still be PRC'd even after hitting secondary characters (like Zato-1's Eddie) or an opponent with super armor (like Potemkin's Hammer Fall).
- Most attacks with invincibility like Sol's Volcanic Viper can not be PRC'd.
Clashes happen when two opposing hitboxes touch each other. During a clash each character can cancel the attack into:
- Any attack
- If the attack is jump cancelable, then jump
- Ground clashes can cancel into forward run
- Air clashes can cancel into forward air dash
- Canceling air clashes into double jumps and air dashes requires that air option be available.
- For example, you can not cancel an air clash into a double jump if you have already double jumped prior to the clash.
- Faultless Defense
The cancel timing window is very small, so you must be fast to react to it. Thus when clashes happen either the players are unable to react to it because it is unexpected, or they understand how the attacks interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate!
For example, if Potemkin dives at Ky with j.D, and Ky attempts to counter with Vapor Thrust while Potemkin is still high off the ground, most of the time it will clash. At this point, either character can perform another attack and cancel the recovery of the clashed move animation. Perhaps Ky knew the clash was coming and was ready to immediately counter with j.K > j.S > j.H > j.623H. If Potemkin wasn't ready for the clash, he's going to eat some damage!
Triggering a clash will randomly cause the game to go into Danger Time for about 10 seconds! During this time, damage is increased by 20%!
Hitting an opponent with a Roman Cancelable strike during Danger Time causes Mortal Counter, an automatic Counter Hit with bonus hitstop that triggers proration-less slowdown! Additionally, a Mortal Counter can be canceled into anything that a clash could. More details on Mortal Counter are listed here.
Under normal circumstances, players can not double jump after becoming airborne via special moves (such as Chipp's 22H teleport) or after super jumping. Jump Install (JI) is a technique that bypasses this limitation, enabling all air options after these circumstances.
The basic way to Jump Install is:
- Perform an attack that is Jump Cancelable.
- Press up, then press another attack before becoming airborne, continue combo.
- Later in the combo, become airborne via super jumping or via a special move like Chipp's 22H teleport.
- You now have access to all air options.
- Let's look at a few examples in greater detail.
- Combo Jump Install with Chipp
- c.S(JI) > 2H > 22H, j.P > j.P j.K > JC > dj.P > dj.S > JC > tj.P > tj.S > tj.H > tj.623S
- Chipp normally cannot air dash or double / triple jump options after his 22H teleport, limiting his combo options after 2H > 22H. However installing a jump before going airborne allows Chipp to perform a full triple jump air combo.
- Press up after 6P executes, then perform 2H. The visual result should look like c.S > 2H, but because the 2H comes out before the Jump Cancel can take effect, the jump and its subsequent options are stored for later use. Chipp can then recall them after going airborne with a special move (in this case 22H).
- Super Jump Install with Ky
- (vs airborne opponent) 6P > c.S (JI) > 2H > SJC > j.S > JC > dj.S > dj.H > dj.623H
- Using a similar technique to the Combo Jump Install, Ky can double jump even after super jumping!
- Ky performs c.S (which is jump cancelable), presses up, cancel into 2H, then cancels into a super jump. Once airborne, he can now double jump!
- Landing Jump Install
- Landing Jump Install is a technique where you automatically Jump Install after landing from a jump under specific conditions:
- Normal jump without double jumping/air dashing
- Upon landing, do not enter neutral state - immediately attak
- Super Jump via a jump cancel or a perform a special attack that leaves you airborne
- You can now air dash and double jump
- The first step can be generalized as "landing from a jump with all air options", such as after air teching.
- Auto Install
- Some attacks automatically Jump Install themselves! No special input needed, just Jump/Air Dash after the attack!
- Examples include Ky's Greed Sever YRC and I-No Chemical Love YRC
- NOTE: You CANNOT Super Jump Install from neutral! Hitting or similar while standing at neutral will NOT let you double jump after a Super Jump. You must cancel a normal for Super Jump Install to work.
Jump Installing counts as a pseudo jump but you do not actually leave the ground. Besides the desired property of allowing you extra jumps, Jump Install also kills any ground momentum you had. This means that if you started your combo by running, any forward run speed you have left will go away once you Jump Install. Keep this in mind, it can be important!
Oddly enough, it is also possible to force the enemy to jump install. Certain moves when they Counter Hit will cause a floor bounce, but also cause a large amount of stun where they 'stick' to the floor briefly. If you strike the enemy again during this time, they will remain on the ground instead of bouncing. If this happens, they have technically been 'Jump Installed', and can possibly air tech even while standing! There are other variations on the same idea as well that will allow you to 'Jump Install' your enemy. Not that you'd really want to.