- 1 Ground Movement
- 2 Air Movement
- 3 Jump Install
- 4 Combo Jump Install
- 5 Super Jump Install
- 6 Teching
- 7 Cancels
- 8 Roman Cancel
- 9 Clashes
- 10 Navigation
- Walking is the most basic and least committal of all movement options, and can be done forwards or backwards. You can cover short distances while walking, and use it to move in and out of important spaces without worrying about being able to block. You can also cancel your walk into just about anything.
- Most characters will not cover ground quickly while walking, but it can be more precise than a dash or run. Walking forward also gives your character a small amount of tension!
- Running is an excellent movement option within GGAC. Running can be used to cover a lot of distance in a short amount of time. This can be useful for punishing whiffed moves and getting close to opponents as they retreat, or after knocking the them down.
- To perform a run, double tap forward and hold the second input. In general, the longer the character runs, the faster he or she will become. You even gain tension while running forward!
- Take special note that a forward run can be canceled at any point into any ground attack or jump. You cannot block during a dash unless you use Dash Brake.
- Johnny, Slayer, Kliff and ABA (in regular mode) have no run. They instead do a dash forward that goes a preset distance. These cannot be Dash Braked cancelled until later in their animations.
- I-no's forward dash is unique in that it puts her airborne, allowing her to attack from ground to air easily.
- Potemkin and Justice (in regular mode) have no forward dash, only backwards.
- Runs usually have a sliding recovery animation. During the slide, you are completely vulnerable to being hit. However, if you just want to advance quickly for position without throwing out an attack or jumping, the other option is to Dash Break.
- Dash Brake is a very simple but vital technique. It is performed by doing a Faultless Defense (FD) while running to instantly stop a ground dash, skip the vulnerable sliding animation, and put your character into a blocking state immediately. This blocking state can then be quickly canceled into another action, like an attack, or another run > dash brake!
- Dash Braking is a very useful tool to safely maintain your desired spacing versus a moving opponent!
- Important Notes
- Using a dash brake by using crouching FD, or by continuously holding standing FD, will result in your character still moving forward after inputting the FD, even though you are still blocking. This is because your character maintains their momentum.
- If you want to make sure your character stops completely and maintain your spacing, you must tap standing FD and then let go. This is because your character will walk backwards after you let go of FD, overriding the momentum. Note that you will be blocking standing and must quickly switch to low blocking if you must defend against a low.
- The previous point will not apply if you are in range to proximity guard, so take note.
- Dash Brakes takes at least one frame to go active. If you are dashing at an opponent who uses an Overdrive attack (Super) with 1f of startup after the super flash, and you're dashing at them when it starts, FD Brake will not save you and you will get hit!
- Backdashes have startup invincibility and can be used to evade enemy attacks. Backdashes cannot be canceled and must complete animation before you can do anything else. This means that an opponent can use a fast attack, recover, then punish the vulnerable portion of your backdash.
- Backdashes are a powerful tool when mastered because you will be able to evade some attacks that would otherwise force you to block. You can also reversal backdash on wakeup, which allows you to escape some of your opponent's okizeme.
- Most backdashes are airborne during most of their recovery periods, meaning that if somebody is hit out of backdash, they'll be in a launch state, which can generally lead to better punishes.
- Jumping is a key part of GGXX gameplay. All characters can double jump, and one can triple jump (Chipp). Jumping can be performed in any upwards direction by simply pressing up, up+forward, or up+backwards, and each direction is important for establishing what kind of movement you are making, whether it be aggressive, tactically retreating, or as a bait. Every character has unique arcs, speeds, and heights at which they jump.
- Your character can double jump by pressing an upwards direction again. The triple jump works the same way for Chipp. Double jumps can generally only be used while a character is not attacking/being attacked while airborne, but some jumping normals can be cancelled into a double jump. Each character is unique so it's important to know which moves prohibit further air options.
- An additional option to the standard jump is the Super Jump (also known as a High Jump). Super jumps generally reach much higher than even a jump combined with a double jump. A super jump is performed by first going to neutral, pressing any downward direction, then quickly pressing an upwards direction. The upwards direction will determine which way your super jump is aimed. Like with regular jumps, super jumps also have arcs, speeds, and heights unique to each character.
- If you use a super jump, your character will not be able to use double / triple jump options. You can, however, super jump, then perform an air dash. This can be a key tactic to get out of a rough corner trap or away from an overly aggressive opponent.
- A Homing Jump can only be performed after you have connected a Dust Attack. After a Dust Attack successfully launches your opponent high into the air, hold any upwards direction to "home in" after them. This is a prime opportunity for an air combo, especially because for the duration of your homing jump, any air normals you land can be cancelled into the homing jump! Also, the homing jump shares the same double / triple jump and air dash rules as a regular jump. This means you can still utilize double / triple jumps, as well as air dashes after a homing jump depending on the options available to that character during a regular jump.
- You can cancel your normals into your homing jump by simply holding up during the homing jump, allowing you to string together several hits in a manner normally not possible.
- Both the super jump and homing jump are signified by silhouettes following your character as they leap. While a super jump can be performed in any of the upwards directions, the homing jump will always jump towards your opponent no matter which upwards direction is pressed.
- Air dashes have much different properties than ground dashes. After the start up frames of the air dash/backdash, characters can cancel into any air move. If a dash is used after a Jump or Super Jump, your character will be unable to double jump (unless you are using Chipp, who has triple jumps). If a double jump is used, then your character will be unable to air dash (unless you are using Millia, Dizzy or I-no, who have 2 airdashes).
- Air dashes are restricted in that you must be a minimum height from the ground to perform one, usually high enough that you will just barely be unable to clear most character's head if they're standing on the ground
- Instant Air Dashing: a slightly more advanced technique for quickly covering ground, Instant Air Dashing (abbreviated as IAD) is Air Dashing as quickly and as low to the ground as possible after jumping. This usually performed by either very quickly inputting a dash after jumping (Jump, then 2x forward/back, or jump > 66/44), or by hitting forward/backwards jump, neutral, then forward or back in the same way you jumped (956 or 754).
IAD is very useful for making aggressive plays, linking together tight combos, or very quickly retreating, but is an extremely committal option, and can quickly backfire if done predictably.
- 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 standing 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 Specials and Overdrives, though for most characters is not used very often. The reason for this is that attacks that involve an Up input, such as Venom's Carass Raid (8S) can be used without doing tricks to hide the jump input (such as whiffing moves beforehand).
- Some airborne moves have landing recovery like Ky's Aerial Stun Edge.
This is straightforward; upon landing you will enter a landing animation where you are completely vulnerable.
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 4F 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
- 4F after landing all actions are possible
Another quirk about landing in this game 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.
Jump Install (JI) is a very powerful feature that allows you to dash or double / triple jump where you normally can't. This leads to higher damage combo possibilities as well as additional attack options.
There are many types of JI techniques. The common goal shared by all of them is to allow you to have additional air options where you normally wouldn't. Generally this means being able to have an extra jump cancel to extend a combo, but also in some cases to allow you to air dash after moves you normally wouldn't be able to.
Combo Jump Install
- Chipp Example: dash 6P(JI) > 2H > 22H, j.P > j.P j.K > JC > dj.P > dj.S > JC > tj.P > tj.S > tj.H > tj.623S
- Since Chipp normally cannot use air dash or double / triple jump options after his 22H teleport, combo options after 2H > 22H are limited. However installing a jump before going airborne allows Chipp to perform a full triple jump air combo.
- Press up the instant 6P executes, then perform 2H. The visual result should look like 6P > 2H, but because the 2H comes out before the Jump Cancel can take effect, the jump and its subsequent options are stored for later use. Chipp can then recall them after going airborne with a special move (in this case 22H).
Super Jump Install
- Millia Example: 2S > 2H(JI) > SJC > j.S > j.P > j.K > JC > dj.P > dj.K > dj.S > dj.H... etc.
- Using a similar technique to the Combo Jump Install, Millia can install a jump into a jump cancelable move, then quickly cancel it into a super jump. For example, when Millia performs her 2H (which is jump cancelable), buffers the up direction early, then uses a super jump at the point when the move can be cancelled, she will perform a super jump, but still have her double jump available. Normally, after a super jump, characters cannot double jump, but with this jump install, Millia players can do more fancy combos and setups!
- The Jump can be Installed earlier in the sequence too and still use the Super Jump Install.
- Anji Example: Air Throw, land, 5S (JI) > 6S > SJC > j.S > j.P > j.S > JC > dj.S > dj.P > dj.S > dj.D
- NOTE: You CANNOT Super Jump Install from neutral! Hitting 8 2 8 or similar while standing at neutral will NOT let you double jump after a Super Jump. You must cancel a normal for the SJI to work.
Auto Jump Install
- As of Accent Core, many special moves which used to have to be Jump Installed no longer have to be. These moves are said to 'auto-Jump Install' or 'restore air options' now. Sol's Bandit Revolver is one such example. Make sure you check out your character's Frame Data for more information.
Jump Installing counts as a pseudo jump but you do not actually leave the ground. Besides the desired property of allowing you extra jumps, Jump Install also kills any ground momentum you had. This means that if you started your combo by running, any forward run speed you have left will go away once you Jump Install. Keep this in mind, it can be important!
Oddly enough, it is also possible to force the enemy to jump install. Certain moves when they Counter Hit will cause a floor bounce, but also cause a large amount of stun where they 'stick' to the floor briefly. If you strike the enemy again during this time, they will remain on the ground instead of bouncing. If this happens, they have technically been 'Jump Installed', and can possibly air tech even while standing! There are other varations on the same idea as well that will allow you to 'Jump Install' your enemy. Not that you'd really want to.
Tech, also known as "Ukemi", is the act of returning to a neutral state airborne after getting hit while airborne. To perform a tech, press any button after getting hit while airborne. Note that you will not be able to tech immediately after getting hit; each attack has a minimal amount of "untechable time" associated with it. As a general rule, the stronger the attack, the more untechable time it inflicts.
After a tech, your double/triple jump and air dash options are reset. This means that it is possible to double jump or air dash, get hit out of the air, then tech, then perform another double jump or air dash again.
You can actually choose to direct your air tech forward, backward or neutral. This can help get out of traps and allow you to reposition your character for a better angle of attack. Forward and Backward teching is also faster than neutral, however these techs will pop you up into the air a bit (unlike a neutral tech), which can possibly be even less safe, especially against fast characters with a dangerous air game (like Jam). Make sure you know when and where each type of tech is useful; the opponent might be waiting for you with a specific tech punish!
Air techs have a small amount of strike invincibility but not throw invincibility. By timing your techs, you can tech "through" the opponent's attack, giving you a great opportunity to counter attack. Keep in mind that you must wait for the tech to complete before you can perform any followup actions.
Because techs are not throw invincible, a very observant player can predict a tech, then air throw their opponent while they are teching!
Neutral Tech vs. Forward/Backward Tech
Forward and Backward techs are available sooner than Neutral techs (speculated tech time difference is 2 frames). This means that certain combos can be escaped with forward/backwards techs but not Neutral tech. The downside is that Forward and Backward tech will pop you up into the air, meaning you are an easier target for continued attacks.
IMPORTANT: Because of this property of teching, it's important to practice your combos with the enemy set for Forward/Backward tech, as otherwise some combos may seem to work even when they really wont! The 'Beat' indicator will also turn black to help remind you that your combo isn't entirely solid.
- Gatling Combination
- Games like Guilty Gear have a very freeform system of canceling normal attacks to each other. Each character has a different set of Gatling Combinations available to them, but it generally progresses from Punch > Kick > Slash > Heavy Slash. There are many exceptions, but you can usually find simple Gatling Combinations by following this rule.
- Performing Gatling Combinations is relatively straightforward: press the first button in the attack sequence, quickly followed by the next. The first move will hit, and the recovery will be canceled into the second move. This can be continued as long as you stay within the characters Gatling Table which can be found in each character's Frame Data.
- A special cancel is when a player cancels a Normal Attack into a Special or Overdrive Attack. To perform the cancel, attack your opponent with a Normal Attack then quickly perform a Special or Overdrive Attack before the first attack finishes. When done correctly, the Normal Attack will hit and then be instantly canceled into the Special or Overdrive Attack.
- In most cases it's best to perform Special Cancels as fast as possible. Beginning players may want to start out by performing them off slow Normal Attacks such as a standing Slash or Heavy Slash. Since the slower attacks usually have a a larger set of hit frames, canceling into Special or Overdrive Attacks will be easier than starting out with the quick attacks. As you become more adept at canceling using this technique, you will find you can cancel almost every Normal Attack in the game. This will greatly open up your combo options.
- Many of a character's normal attacks can be Jump Canceled. Jump Cancels are exactly what they sound like, they cancel an attack into a Jump (which can then be canceled into another attack of course). They can be used to enhance combos and mix up offense / defense options. To perform a jump cancel, hold an upwards direction as a Jump Cancelable move is connecting. After the move connects, your character will cancel into a jump. Jump Cancels still follow the same double / triple jump and air dash rules. While you can Jump Cancel on either guard or hit, you can't jump cancel a move if you whiff it completely, so don't get careless!
- The Roman Cancel (RC) is one of the GG series' most innovative features. By pressing any three attack buttons (except Dust) simultaneously during an attack that touches the opponent, you can cancel all of the recovery. Roman Cancels have many great uses, the primary being for extending combos and increasing damage. Almost any non-projectile attack can be Roman Canceled which lends itself to some devastating options. Using a Roman Cancel requires 50% of your Tension Gauge. Since not all attacks can be Roman Canceled, it's important to learn what attacks each character has that can and can't be RCed.
- Roman Canceling blocked attacks can be an effective option as well. Though it still takes 50% of your Tension Gauge, it can often get you out of impending trouble, or set up unexpected follow ups. Since your opponent may expect to block your attack and retaliate as you recover, Roman Canceling the recovery can catch them off guard and allow you to continue your attack.
- An important facet of Roman Canceling is that you keep your momentum:
- For example, if an upwards moving attack is Roman Canceled, then your character will continue traveling upwards. This also holds true for forwards, downwards, backwards, and diagonal movement. When a move is RCed, whatever direction and speed your character is traveling will, for the most part, continue. If I-No uses her downward dive attack and RCs, she will continue downward and land. If she RCs and press j.D before landing, she will bounce due to the unique property on her j.D, but I will also retain the forward momentum from the dive. If the bounce from the j.D is enough to cross over her opponent, she will fly toward the wall at high speed.
- Another important property is that the cancel effect will appear and your meter will be taken on the frame you initiate the cancel, but the cancel does not happen until hitstop or blockstop end. You can only cancel the remaining active frames and recovery frames.
Force Roman Cancel
- New to the GGXX series, the Force Roman Cancel (FRC) (or "blue cancel") is very similar to the regular Roman Cancel. However, there are two major differences. The first is that FRC's only require 25% meter to perform. The second is that they can ONLY be done on specific moves, at specific times. Usually the average frame window to FRC is about 2-4 frames (that's 1/30 - 1/15th of a second), but some are only 1 frame, and some are really long.
- A major advantage of FRCs is that they can be done on whiff, and in fact can be done with Projectile attacks as well (unlike RCs). FRCs can be used to make unsafe moves safe, extend combos or pressure, or be used as a fake out to bait bursts or mixup. Make sure you check your character's movelist to learn which moves can be FRC'ed, it's important to understand when and where FRCs can be used, they can dramatically improve your gameplay!
- To find the FRC point of a move, you can go into Training mode and turn on the Display Input. The display bar will flash white where the FRC point is, and fade to blue for a bit afterwards. Yes, these points are very small, so keep practicing.
- Clashes happen when two opposing hitboxes touch each other. During a clash each character can cancel the attack into any other attack (or jump or block!) at no cost, but you must be fast to react to it. Thus when clashes happen either the players are unable to react to it because it is unexpected, or they understand how the attacks interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate with their own!
- For example, if Potemkin dives at Johnny with j.D, and Johnny attempts to counter with 6P, most of the time it will clash. At this point, either character can perform another attack and cancel the recovery of the clashed move animation. Perhaps Johnny knew the clash was coming and was ready to immediately counter with K > S > H > 236K. If Potemkin wasn't ready for the clash, he's going to eat some damage!