Controls
- Sengoku Basara X CROSS (SBX) uses a notation known as Numpad Notation.
Think of your controller's analog stick or D-Pad as if it were the num pad on a computer keyboard. When none of the buttons are being pressed/the stick is not being tilted then the controller is in state 5. This simply means you aren't inputting a direction. The 4 cardinal buttons on a D-Pad are represented with the numbers 4-Left, 6-Right, 8-Up, 2-Down. The diagonals are represented with the numbers 7-Up-Left, 9-Up-Right, 1-Down-Left, 3-Down-Right.
Below is a table showing the layout visually.
7 ![]() |
8 ![]() |
9 ![]() |
4 ![]() |
5 ![]() |
6 ![]() |
1 ![]() |
2 ![]() |
3 ![]() |
Attack Buttons
Because SBX is only available in Japanese, and most tech is recorded in Japanese, it's important to establish parity between the English Community, Japanese Community, and In-Game Notation. Below is a table breaking down the correlation.
Notation | English | Japanese | Command-List Icon |
---|---|---|---|
A | Light Attack | 弱Short For "弱攻撃" | ![]() |
B | Medium Attack | 中Short For "中攻撃" | ![]() |
C | Heavy Attack | 強Short For "強攻撃" | ![]() |
E | Reinforcements | 援軍Engun | ![]() |
NOTE: While the names of attack directly correlate to using LMH for names to keep it inline with Japanese resources Dustloop will use ABC for move names
Movement
= Dash (or Step)
- Dashes move the character forward at a greater speed than walking. Hold
after starting a dash to run.
= Backdash
- Backdashes move the character a preset distance and have some amount of invincibility.
= Super Jump
- After a Super Jump, you can not double jump, but you can air dash. Pressing
or
will have you super jump diagonally in the specified direction. You can use any downward direction for the
input - doing
will still give you a Super Jump.
(In Air) or
= Air Dash
- Dash in the specified direction in mid-air. Air dashes quickly cover a lot space, but you can not block during the first few frames of air dashing.
(In Air) = Double Jump
- Jump again while in the air. Alternatively you can press
or
to double jump in the specified direction.
or
= Instant Air Dash (IAD)
- IAD is a way to perform an Air Dash as soon as possible after a jump.
Offense
Normals
Normals require nothing more than a single press of a button, and are your main means of attacking. There is a different variation for each when done standing, crouching, or jumping.
They can also cancel into one another, usually in ascending order of strength, i.e. L > M > H. This is known as a Gatling.
Light Attacks
Medium Attacks
Heavy Attacks
Reinforcements
Command Normals
A command normal is performed by pressing a specific direction with a specific button.
Every character has a 6M attack which hits overhead, launches, and is special cancelable.
Blow Back Attack
Aerial Attack
Aerial Spike
Throw and Air Throw
Throws are a strong tool in Guilty Gear to knock the opponent down, giving you the chance to set up a mixup. To throw hold left or right while pressing H. Throws in Guilty Gear start up in 0 frames and in cases of a throw vs strike trade scenarios, the throw always wins!
Note that holding the diagonals will not work when attempting a throw, it MUST be straight left or right.
Defense
Blocking
Hold back or down-back to block high or low. Hold any backward direction to block while in midair.
- High block will not block lows
- Low block will not block overheads
- Air block will not block standing attacks
Perfect Guard
Hold any two attack buttons besides reinforcements
- Perfect Guard quickly drains your Basara guage (notably more then other arc system works titles)
- Perfect Guard pushes the opponent further away while blocking as well as negating chip damage
- Air Perfect Guard allows you to block grounded attacks.
- Basara guage spent increases based on how you block (standing < crouching < air)
- IMPORTANT: you can use Perfect Guard and Instant Block together
Instant Block
Begin blocking just before an attack hits you to perform an Instant Block.
- IBs reduce both blockstun and pushback, allowing you more opportunities to counter attack.
- IB does not negate chip damage, nor does it allow you to block "incorrectly". You must still high block overheads, and low block low attacks.
- IMPORTANT: you can use Perfect Guard and Instant Block together
Guard Cancel
Pressing 6MH in conjunction with blocking an opponents attack makes you perform a counter attack
- Consumes half of your guard gauge and 1 Basara Gauge
Teching
Pressing a button in conjunction with a direction after being attacked and left in the air allows you to perform a tech to regain control
- Teching gives a small bit of invincibility right as it is pressed.
Wakeup Timing
While knockdowned pressing 8 allows you to get up earlier then usual, while holding 2 allows you to get up faster then usual.