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This game was made for the Xbox 360, and the PC port reflects this with an inability to rebind. Controls will be referred to as if they were on an Xbox controller.

Despite how wildly different this game is compared to other entries in the Guilty Gear series, Numpad Notation is still used. Unlike normal, however, you are always at your character's back, so inputs will always be the same unless some scenario has caused your character and camera to disalign. 8 means to move forward, and 2 is to move backwards. 4 and 6 are to the left and right respectively.

7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3

LT (Hold) - Free-LockLock on in the direction you are facing with no particular target. Useful of manually aiming attacks you would otherwise need to be locked onto a target to do. Also a key part of many of Guilty Gear 2's advanced techniques.

LB - Select Item (Left)

RT (Hold) - Lock-On

RB - Select Item (Right)

Left Stick - Move

L3 - Dash (while Locked On or Strafing), Blast Drive, Modern Cancel

Right Stick - Rotate Camera, Change Target (while locked on)

R3 - Burst

8 (D-Pad) - Order to Push

6 (D-Pad) - Order to Hold

2 (D-Pad) - Order to Retreat

4 (D-Pad) - Organ

Y - Special

X - Attack

A - Step, Jump, Air Dash, Tech (when stunned)

B - Interact/Use

X+A - Overdrive


Hold any direction to jog.

While Locked-On or Strafing, you walk.

Tap A to jump, and tap A again while in the air to air-dash.

Distance covered is set, and airdashing will kill all momentum when it starts.

While Locked-On or Strafing, holding a direction and tapping A will make you step.

Stepping is important to combos. While Locked-On or Strafing, you can only jump by 5A.

Use L3 to activate Blast Drive, an insanely fast sprint. If you impact a wall, you'll be knocked down but can tech before hitting the ground.

4A or 6A to drift, 2A to brake. 5A will cause you to jump, and carry momentum from the Blast Drive.


Lock on vs. Lock off

While locked off, the game resembles something more like Dynasty Warriors. Your basic attack string, 5XXXX, is used for clearing out enemies, and 5Y serves the same purpose. Sequences like 5XXXY can be done for a heavy attack, and generally, all characters have one basic attack string and one unique attack (8, 4, or 6X) while locked off. They also still have access to their Overdrive.


There are not Gatlings in Guilty Gear 2, but instead, characters use Strings (similarly to Mortal Kombat), which are normal attacks that only come out during a certain combination of button presses. All characters have a 5XXX, 2X, 8X, and 4/6X, which form the backbone of all combo structure.

As well, since guarding only requires the opponent to face the attack and not input anything, being in a 1v1 fight removes most risk of possible mix-ups due to the honesty of the lock-on system. Pressure is based on how many hits you can force the enemy to block rather than making them block high or low.

A universal pressure sequence that varies in effectiveness per character, but always does decent guard damage and renders you safe from counterattack.

  • 5XX > Step Cancel Side 5XX > 5Y

An example combo from Sol, in order to demonstrate combo structure.

  • 5XXX > 8 > 8Y (Bandit Revolver)

Down Attacks

Most characters have one to two Specials or Attacks that put the opponent into a very long down state, where they can't tech to get back up until a certain amount of time has passed. These attacks are called Down Attacks. This is how characters guarantee a follow-up attack (OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.") or isolate their opponent from surrounding enemies. A character's down attack is sometimes also their OTG attack.

Special Moves

8Y, 4Y/6Y, 2Y, 5Y, and aerial 5Y are all character's Specials.

  • Specials cannot cancel into other Specials. Most 5Ys are projectiles or advancing attacks.


At max Tension, every character has access to an Overdrive by inputting X+A. They generally fall into two categories:

  • Single-target, extremely potent, such as Tyrant Rave.
  • Crowd-clearing, lower damage, such as Ride the Lightning.



You Guard attacks by facing the direction they're coming from while not performing any other action (walking is fine). While guarding, the color of your Guard determines how much damage it's sustaining. If your GUard becomes a deep red with lightning-like effects, it's only one or two hits away from breaking. When your guard breaks, the opponent's attack lands as intended, and the next time you guard, your guard will be refilled.

  • If your guard flashes blue, an attack is doing minimal to no damage.
  • If it flashes yellow, it's doing meaningful guard damage.
  • If it flashes red, this attack is doing gigantic guard damage.
  • Be wary that some attacks, such as Sol's Lock-off 8X, instantly guard break.

Guard Cancel

After successfully blocking an attack, you can attack, step, or jump. It is not recommended to sidestep unless you know what attack your opponent is going to do next, as sidestepping will leave you vulnerable to eating a full combo every time without guaranteeing your own escape. Knowing when to properly Guard Cancel is the key to escaping a Guard Break.

Cyclone Blast

By spending ~35% of your Tension, you can use Cyclone Blast on R3, which functions similarly to Burst throughout the rest of the series. It has much more wind-up than a normal Burst would, but knocks back everybody in an area rather than one opponent. You can Counter Burst by inputting your own Burst, which can go back and forth until both players are out of Tension. As well, on hit, the Burst can be Modern Cancelled in order to take okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. (in the very limited forms it exists as).

Misc. Mechanics

Modern Cancel

By using L3 while attacking, you can cancel the action you were performing and act immediately, making this strikingly similar to Roman CancelBy spending Tension, you can cancel whatever action you were performing or recovering from, opening up the opponent for follow-ups that would not have previously worked. from GGACR. However, you cannot Modern Cancel on whiff, making this a combo and pressure tool only. Modern Cancel costs about 20% Tension, but allows for combos with much higher damage than spending 20% Tension normally might allow.


As always, Taunt rescinds its role. Bound to the Back button, it serves no purpose aside from the one assigned to it.


The core mechanic of Guilty Gear 2, the Organ Menu is how you command your army and take control of the battle. In it, you can Summon Servants and Convert Items to Mana. As well, you can group together, disperse, and coordinate your summoned Servants.


System Links