GBVS/Movement: Difference between revisions

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==Air Movement==
==Air Movement==
===Jump===
===Jump===
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 [[GBVS/Defense#Air Blocking|here]] for more details).
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 [[GBVS/Defense#Air Blocking|here]] for more details). After going airborne, you can not block for ??F.


===High Jump===
===High Jump===
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;Special Cancel
;Special Cancel
:Most normal attacks can be canceled into Skills.  
:Most normal attacks can be canceled into Skills on hit or block. The window to cancel is differnt between moves, but the act of canceling is true for all normals.
 
;Auto Combo
===Clash===
:Each character has an auto combo that can be used by pressing L/M/H after the close version of standing L/M/H.
;Clash
[[File:GBVS_Clash.png|thumb|Dramatic Slowdown!]]
[[File:GBVS_Clash.png|thumb|Dramatic Slowdown!]]
A clash happens when:
:A clash happens when:
# Two attacks would trade
# Two attacks would hit each other's attack boxes
# The two attacks have the same [[GBVS/Attack Attributes#Attack Level|Attack Level]]
# The two attacks have the same [[GBVS/Attack Attributes#Priority|Priority]]


During a clash each player can cancel into almost any attack*, Dodge, or Cross-Over, and each player also gains 10% Skybound Gauge!
See [[GBVS/Attack Attributes#Priority|this section]] for more information on Clashing.
*Specifically you can cancel into any attack except itself, but f.L, 2L, and j.L can cancel into themselves.
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Because of the unpredictable nature of clashes, they are often difficult to take advantage of, but some players understand how the attack interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate with their own!
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==Input Buffer==
==Input Buffer==
===Reversal Timing===
===Reversal Timing===
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*Backdash still must be timed perfectly - they can not use the input leniency window
*Backdash still must be timed perfectly - they can not use the input leniency window
*Dodge will have a 3F ONLY if you were guarding by holding back, not by holding the Guard button
*Dodge will have a 3F ONLY if you were guarding by holding back, not by holding the Guard button
===Super Flash Buffer===
===Super Flash===
[[File:GBVS_SuperFlashBuffer.png|thumb|250px|Skybound Arts are easily reactable...]]
[[File:GBVS_SuperFlash.png|thumb|250px|You can react to Skybound Arts...]]
During an opponent's super flash/freeze (when they perform a Skybound Art attack, the screen freezes briefly), you can input commands and they will be executed immediately after the super flash ends. This means that provided you are not in the middle of an attack, it is trivially easy to react to an opponent's super attacks with an attack of your own.
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!
 
This buffer is often used to execute an invincible attack (such as your own Skybound Art or Evasion) that will avoid the opponent's attack! This is because Skybound Arts usually have a bit of startup even AFTER the super flash. If you can have an invincible attack out before the opponent's attack becomes active, then you can avoid the attack!


Skybound Art attacks list their startup values as: ''startup pre-flash'' + ''startup post-flash''.
Skybound Art attacks list their startup values as: ''startup pre-flash'' + ''startup post-flash''.
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;Supers With No Startup After Super Flash
;Supers With No Startup After Super Flash
[[File:GBVS_ZeroFrameSuper.png|thumb|250px|... unless they're active immediately after the super flash!]]
[[File:GBVS_ZeroFrameSuper.png|thumb|250px|... 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 super flash buffer is useless against these supers because the attack will already be active immediately following the super freeze - you can think of the superflash as just a formality, the super has already become active.
: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.


:Ladiva's Super Throw () is a prime example of this; you must already have some way to avoid Ladiva's Super Throw BEFORE the super flash or else it will be too late.
:Ladiva's Super Skybound Art (The Shape of Love) is a prime example of this; you must already have some way to avoid Ladiva's Super Throw BEFORE the super flash or else it will be too late.
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{{Navbar-GBVS}}
{{Navbar-GBVS}}
[[Category:Granblue Fantasy Versus]]
[[Category:Granblue Fantasy Versus]]

Revision as of 07:30, 27 February 2020

Ground Movement

Walking

Good ol' reliable

Walking is the most basic form of movement by holding Template:4 or Template: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

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: Template: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, Dodge, and Cross-Over). Letting go of forward stops your run and puts you into a 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: Template: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!

Evade

(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 Template:4G).

Cross-Over

(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: Template:6G).

Air Movement

Jump

Jump is one of the air movements in Granblue Fantasy Versus and is done by inputting Template:7, Template:8, or Template:9. You can control which direction you jump by using Template:7, Template:8, or Template: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 Template:5, then tapping any downward direction (Template:1Template:2Template:3), then tapping any upward direction (Template:7Template:8Template:9). Pressing Template:7Template:8Template:9 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.

Prejump

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

All characters share a universal 5f landing recovery. If hit during the landing recovery, the character is considered to be in a standing state. 1f before landing the character is considered to be grounded.

Ground and Air Recovery

Press Template:2 or Template:4 and a button when you first touch the ground
Ground Recovery
When knocked down, press Template:2 or Template:4 with a button right before you touch the ground to make your character quickly recovery on their feet. Template:2 will have you recovery in place, while Template: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.
Knockdown
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 Momentumn

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.

Cancel

Canceling 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.

Special Cancel
Most normal attacks can be canceled into Skills on hit or block. The window to cancel is differnt between moves, but the act of canceling is true for all normals.
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.
Clash
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 make 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, Dodge, 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
  • Dodge 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.
Ladiva's Super Skybound Art (The Shape of Love) is a prime example of this; you must already have some way to avoid Ladiva's Super Throw BEFORE the super flash or else it will be too late.