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Ground Movement


Good ol' reliable

Walking is the most basic form of movement by holding 4 or 6. While to the untrained eye, walking seems so basic that it's boring, it's actually very useful in GBVS. You can immediately cancel walking into any other action, thus giving you the most flexibility to immediately react to the opponent's actions. Players often use walk to safely reposition themselves slight distances in order to maintain optimal range for their attacks.

Each character has different walk speeds, and different speeds between forwards and backwards. You will also slowly build meter by walking forward, good in a pinch if you're almost at 100% SB Gauge.


Running is fast, but limits certain actions (i.e. no guard), all other actions available.

There's always three key parts to basic movement, and running is the second and can be done by either double tapping and holding forward (ex: 66). Running is faster than walking, but comes with certain drawbacks - specifically you can not cancel running into guard. You can still cancel run into all other actions (including Jump, Evade, and Cross-Over). Letting go of forward stops your run and puts you into a ??F stopping animation when you slightly slide towards the opponent before coming to a full stop. This stopping animation has the same properties as when you are running (i.e. no guard, all other actions available).

Running is a medium risk/reward option - you can quickly advance on your opponent, but you will need to compensate for the inability to guard.

Just like walking, each character has different run speeds.

Back Dash

Quick retreat, no invincibility

The tertiary form of movement and is catered to more of a defensive retreat, back dash is inputted by doing either double tapping back (ie: 44). Back Dash is often used for quick retreats and has a slight amount of invincibility on startup, allowing you to escape the opponent's block strings if you can time it correctly.

Be warned that unlike most other ASW games, backdashes in this game don't have any invincibility, though they are considered airborne during the first part of the move, thus making them naturally invulnerable to ground throws. The rest is completely vulnerable to attack, and can easily be punished!


(See: Evade for detailed explanation on Evade.)

Evade is one of two key evasive defense options that have been introduced to Granblue Fantasy Versus and can be done by using the Guard button + the direction away from the opponent (ex 4G).


(See: Cross-Over for detailed explanation for Cross-Over.)

The secondary form of defensive evasion introduced into GBVS. Roll can be inputted by using the Guard button + the direction towards the opponent (ex: 6G).

Air Movement


Jump is one of the air movements in Granblue Fantasy Versus and is done by inputting 7, 8, or 9. You can control which direction you jump by using 7, 8, or 9. Jumps are generally the highest risk/reward movement option, since your options are the most limited - you are in a set jump trajectory, and you can not guard certain attacks (See here for more details). After going airborne, you can not block for ??F.

High Jump

High Jumping is one of the secondary means of getting around from ground to air movement in GBVS and can be done by going from neutral 5, then tapping any downward direction (123), then tapping any upward direction (789). Pressing 789 will change which direction you high jump, just like normal jumping.

It is always best to mix up the two types of jumps to keep your opponent on their toes depending on the situation.


Jumps and High Jumps are not instantaneous - before going airborne, your character will enter a state called prejump, where you can not block, but are invincible to throws. If you are hit during prejump, you will enter crouching hitstun.

Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower your character is, the longer the prejump. Exact values for prejump can be found in each character's frame data.

It is actually possible to cancel prejump into Skills and Skybound Arts, though for most characters is not used very often. The reason for this is that Skills that involve an Up input, such as Charlotta's Holy Ladder ([2]8X) or Ladiva's Jewel Resort Screwdriver (360X) can be used without going through hoops to hide the jump input (such as whiffing moves beforehand).

Landing Recovery

Some moves that go airborne have landing recovery like Gran's Rising Sword. This is straightforward; upon landing you will enter a landing animation where you are completely vulnerable for the specified amount of time.
What's unique is that even for moves that don't have a specified landing recovery - like most air normals, or just jumping, there is still a unique 5F landing recovery that disables certain actions for limited amounts of time.
1F after landing you can cancel into all actions except forward/backward walk, all jumps, and backdash
5F after landing all actions are possible

Another quirk about landing is that the frame before landing, you are considered grounded meaning you can be hit by ground throw during the last frame of jumping and getting hit on the last frame will result in ground hitstun.

Ground and Air Recovery

Press 2 or 4 and a button when you first touch the ground
Ground Recovery
When knocked down, press 4, 1, 2 or 3 with L/M/H/U right before you touch the ground to make your character quickly recovery on their feet. 3 and 2 will have you recovery in place, while 1 and 4 will have you shift back before recovering. Both take ??F and are invincible the entire time.
If you chose to not do a Recovery, then you will transition to a Knockdown state.
Knockdowns take longer to get back on your feet compared to ground recovery - ??F to be exact.
Certain attacks disable ground recovery, and the opponent will be forced into a knockdown state afterwards. Players commonly refer to this as Hard Knockdown. As a rule of thumb: Sweeps (2U), EX Skills, all Normal Throws (ground and air), and Skybound Arts all cause Hard Knockdown. Thus after these attacks you can usually go for more complex okizeme options since you have more time to prepare.
You'll see the HUD say "Down!" when you hit the opponent with one of these Hard Knockdown moves.

Automatic and fully invincible until you touch the ground
Air Recovery
Air recoveries are automatic and take ??F. You are fully invincible until landing and are invincible to throws until landing + 9F.
If you touch the ground before you can air recovery - common during Counter Hit, then you can do a ground recovery unless you are hit by a Hard Knockdown.

Running Momentum

Momentum gained from running in GBVS (and all Arc System Works games) carries over into most other actions.

This means running then forward jump will travel further than a normal forward jump, and a running f.L will have more range than a regular f.L.

Momentum can open up new punish and combo opportunities.


Cancelling is the act of performing one move, then going into a second attack even before the first one ends. This is generally used to extend or finish combos, but can have other applications as well, such as in blockstrings.

Evade Cancel
Normal attacks can be cancelled into Evade on block or hit.
Self Cancel
Close version of 5L (c.L) and 2L can be canceled into themselves on whiff, block or hit. c.L can be self cancelled indefinitely, while 2L can only be cancelled for a max total of 3 times.
During clashes, f.L and j.L can also self cancel. Some characters can self cancel f.L even on whiff.
Auto Combo
Each character has an auto combo that can be used by pressing L/M/H after the close version of standing L/M/H.
Auto Combo is prioritized over self cancel in the case of c.L. Though since the cancel window for Auto Combo is shorter, you can still do c.L > c.L on block/hit with a slight delay.
Unique Action Cancel
Most characters have the ability to cancel all normals except 2U into their Unique Action on block or hit. Please consult your character's wiki page to find out more.
Special Cancel
Normal attacks can be cancelled into Overhead and Skills on block or hit. The window to cancel is different between moves, but the act of cancelling is true for all normals.
Rush Cancel

(See Rush for detailed explanation on Rush)

Normal attacks can be cancelled into Rush for 50% Skybound Gauge. Cancelling into Rush allows for combos that might not have been possible otherwise, as well as granting a lot of corner carry. This Rush can then be special cancelled at the end.
Note: Only a Rush that is performed from a cancelled normal attack can be special cancelled.
Super Cancel
Instead of cancelling a normal attack into a Skill, you can cancel it into a Skybound Art or Super Skybound Art instead for the cost of 100% of your Skybound Gauge. Since Skybound Arts typically have long recovery and/or knock the opponent away, this is usually used as combo ender.
Dramatic Slowdown!
A clash happens when:
  1. Two attacks would hit each other's attack boxes
  2. The two attacks have the same Priority

See this section for more information on Clashing.

Input Buffer

Reversal Timing

Players often want to input an action immediately after guarding or after getting knocked down. GBVS has an input leniency window that makes these types of inputs easier. If you enter your input 3 frames before you return to neutral, then the attack will come out as soon as possible.

Normal Attacks, Evade, Guard, Skills, Skybound Arts and Super Skybound Arts can all benefit from this.

There are a few caveats to this:

  • Backdash still must be timed perfectly - they can not use the input leniency window
  • Evade will have a 3F ONLY if you were guarding by holding back, not by holding the Guard button

Super Flash

You can react to Skybound Arts...

During an opponent's Skybound Art, the screen freezes briefly. This is known as a super flash or super freeze. Most supers have startup even after the super freeze, which means that provided you're not in the middle of an action and your timing is good, you can react to these attacks with an Evade, or a super of your own!

Skybound Art attacks list their startup values as: startup pre-flash + startup post-flash.

Meaning an attack with startup 5+5 has 5 frames of startup, then the super flash, then hits the opponent after 5 more frames for a total of 10 frames of startup.

Supers With No Startup After Super Flash
... unless they're active immediately after the super flash!
Some supers are special: they have no additional startup after the super flash. This means that you can not time a counter attack after these supers - you can think of the superflash as just a formality, the super has already become active. These supers most often come in the form of powerful command grabs.
 Ladiva's Super Skybound Art is a prime example of this; you must already have some way to avoid The Shape of Love BEFORE the super flash or else it will be too late.


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