GGACR/FAQ/Leverless Input Guide

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This guide is under construction. Please forward all feedback and criticism to ChemicalJade#0733 on discord.

This page is to serve as a guide on how to play +R on a leverless input device, which includes Hitboxes and keyboard. This is prefaced by "How do I play on a leverless device?" in the FAQ. It is also advised you play using the Lenient Inputs option, explained in the FAQ "What's Lenient Input?" section.

This guide will assume you are using Original inputs, as the same input tricks apply to Lenient you just have more room for error. It is advised to use Lenient inputs while playing on a leverless device, although practicing on Original inputs is recommended if you intend to play on PS3, which is standard for large tournaments. Explanation of Lenient vs. Original inputs.

Notation and SOCD

All inputs written assuming the player is facing right.

For the purpose of this guide, the directional buttons on your controller will be noted as such.

  • N = No directions pressed
  • R = Right
  • D = Down
  • L = Left
  • U = Up

X is used to represent any attack button.

Pressing Left, Down, and Right at the same time will be notated as L+D+R. A 236 motion will be notated as D, D+R, R.

Understanding SOCD cleaning is important for using a leverless device. While other controller-level SOCD cleaning methods exist, this guide will assume your SOCD cleaning resolves L+R as Neutral, and D+U as Up.

On keyboard, normally D+U is revolved as Neutral. In Steam, use the launch option "-socdlikehitbox" to gain the SOCD cleaning stated above instead. To enable this, navigate to:

  1. Steam Library
  2. Guilty Gear +R
  3. Options for Guilty Gear +R
  4. Properties
  5. General
  6. Paste "-socdlikehitbox" into Launch Options

Guide to Specific Inputs


While you may dash by double tapping an input, many players find using SOCD to be faster.

Input as: R, R+L, R

  1. Press and hold R.
  2. Tap L.

If you wait too long to tap L after holding R, you will not get a dash. Additionally, +R looks for a fresh 6 input as the first input of a dash, which means inputting a dash as [3]656 will work. This is most helpful for getting quick backdashes from holding 1.

Not all players prefer SOCD dash, using it is personal preference.

Instant Airdash (IAD)

Airdashes may be performed with 656 or 956. For IAD, 956 is advised.

Input as: R+U, R+L, R

  1. Press and hold R+U until you leave the ground.
  2. Release U, tap L.

Characters have different minimum height requirements for IAD, which may warrant a longer delay before tapping L. If on a Hitbox-style control layout, pressing U with your right thumb may be advised.

IAD may also be performed by inputting R+U, N, R, avoiding the use of any SOCD tricks, which may be easier depending on you as a player.

Superjump Instant Airdash (sj.IAD)

Sometimes, sj.IAD may be required in place of normal IAD. Below is recommended input technique to help avoid accidental j.236X inputs.

Numpad: 63956 Input as: R, R+D, R+D+U, R+U, R+L, R

  1. Press and hold R, then add D. You may simply press R+D at once, but if you press D early you risk an accidental j.236X input later.
  2. Add U, release D. Do not release U until after D has been released.
  3. Tap L.

sj.IAD may also be performed by inputting R, R+D, R+D+U, R+U, N, R, avoiding the use of R+L=N SOCD, which may be easier depending on you as a player. These exact steps aren't entirely necessary, only (1/2/3)956 is necessary as inputs. These extra steps help ensure no 236 motion is performed during the input.

SOCD 623X (DP)

Non-SOCD method for a 623X motion is shown below.

Input as: R, D, D+R+X

  1. Press R
  2. Release R and hold D
  3. Add R and X

Below is an alternative, most likely faster, method of inputting the same motion.

Input as: R, L+D+R, D+R+X

  1. Hold R
  2. Add L and D
  3. Release L, press X

This allows you to hold R throughout the entire motion.

41236X Motion (Half Circle Forwards)

Input as: L, L+D, L+D+R, D+R, R+X

  1. Hold L, add D, then add R. This will be read as 412.
  2. Release R, then release D and press X. This will be read as 36+X.

Utilizing SOCD to get the 2 input with L+D+R makes it less likely you will do the input too fast and miss this input. Common issues include.

  • Skipping over the 2 input by pressing L at the same time you release R.
  • Missing a diagonal input by pressing or releasing L+D or R+D at the same time.

632146X Motion (Half Circle Back, Forwards)

Common motion for supers and other moves such as Potemkin Buster.

Input as: R, D+R, L+D+R, L+D, L, R+X

  1. Hold R, add D, then add L. This will be read as 632.
  2. Release R, then release D. This will be read as 14.
  3. Release L, then press R+X. This will be read as 56+X.

This total sequence is the most reliable way of ensuring you get every direction. Common issues include.

  • Skipping over the 2 input by pressing L at the same time you release R.
  • Missing a diagonal input by pressing or releasing L+D or R+D at the same time.
  • Missing the 4 input by releasing L and D at the same time.
  • Missing the final 6 input by not releasing the L input before pressing X.

You may go slow to get this input, however if you go too slow it will not register. Practice in training mode with the inputs on and prioritize getting all the inputs cleanly rather than trying to do it fast. Once you can consistently hit every direction in sequence, try to go faster until the game starts to register the move.

TK j.236X/j.214X (TK Quarter Circles)

Get the lowest j.236X or j.214X input.

Input as: D, D+R, R, R+U or U, (delay) X

  1. Input 236 or 214
  2. Press U, then X after a slight delay. This delay is due to the jump startup of your character.

Because the 6 or 4 is the last input of the motion, it may not be skipped even on Lenient inputs. Some moves may have a minimum height requirement to activate, which would warrant a longer delay. Common issues include.

  • Waiting too long from doing 236/214 to jumping. This will cause the 236 to leave the buffer and your button press won't trigger the note.
  • Missing the 6 or 4 input by inputting D, D+R, D+R+U, (delay) X. Due to SOCD cleaning on Hitbox-style controllers, this would be read as 236X.
    • Depending on timing, 2396X can be read as a valid j.236, since +R does not care about additional directions between expected directions within a motion.
  • Doing the input too early if it is being cancelled into. Due to how jumps can be buffered on hit, and how long the game holds a motion in buffer, it's possible you may get j.X instead of j.236X.
    • Resolve this by delaying slightly after the hit to jump cancel. Waiting until towards the end of hitstop, or after hitstop, will make this act similarly to doing the technique from a normal standing state.

Avoiding Accidental sj.236X (Superjump TK 236X)

Many combos will require a superjump, or superjump IAD (sj.IAD) into a j.X, often after canceling off a normal. Depending on how you input superjump may give you an accidental sj.236X. Ways to avoid this:

  • Input the super jump cancel as 639.
    • When done as a superjump cancel off a normal attack, if your character does not a 6X command normal the grounded normal may be input as 6X to make this input easier.
    • Due to SOCD on Hitbox-style controllers, you may hold R, add D, then add U to get this motion.
    • This trick also helps on arcade sticks.
  • Abusing Hitbox-style SOCD to avoid the 236 input, inputting 239
    • Input as D, D+R, D+R+U. Due to D + U = U, this will be read as 239 which is an invalid quarter circle forwards (236).
      • You must avoid inputting 6 for a short period after doing this, or else you will get 2396 which is a valid quarter circle forwards (236). Hold 9 then hit you j.X to avoid this.

Character Specific Guides


Systems Pages