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<!> This page is placeholder and is subjected to change in the future.
= Controls =
=Controls=
:As with other 2D fighters, Guilty Gear -Strive- uses [[Notation#Numpad Notation|Numpad Notation]].
:As with other 2D fighters, Guilty Gear -Strive- uses [[Notation#Numpad Notation|Numpad Notation]].


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Button Representations:
Button Representations:
*{{Prompt|GGST|P}} = Punch
* {{Prompt|GGST|P}} = Punch
*{{Prompt|GGST|K}} = Kick
* {{Prompt|GGST|K}} = Kick
*{{Prompt|GGST|S}} = Slash
* {{Prompt|GGST|S}} = Slash
*{{Prompt|GGST|H}} = Heavy Slash
* {{Prompt|GGST|H}} = Heavy Slash
*{{Prompt|GGST|D}} = Dust
* {{Prompt|GGST|D}} = Dust
There is also a button for Taunt and Respect, albeit not having a preset location.
There is also a button for Taunt and Respect, albeit not having a preset location.


Special moves used more then one directional input. For instance, rotating the stick a quarter circle to the right {{Ni|236}} is represented as 236.
Special moves used more then one directional input. For instance, rotating the stick a quarter circle to the right {{Ni|236}} is represented as 236.
*{{Ni|236}}{{Prompt|GGST|P}} = 236P
* {{Ni|236}}{{Prompt|GGST|P}} = 236P
*{{Ni|623}}{{Prompt|GGST|S}} = 623S
* {{Ni|623}}{{Prompt|GGST|S}} = 623S
*{{Ni|41236}}{{Prompt|GGST|H}} = 41236H
* {{Ni|41236}}{{Prompt|GGST|H}} = 41236H
 
* {{Ni|87412}}{{Prompt|GGST|D}} = 87412D
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==Movement==
== [[GGST/Movement|Movement]] ==
Hold {{Ni|6}} or {{Ni|4}} = Walk
Hold {{Ni|6}} or {{Ni|4}} = Walk
:The most basic movement option. The character approaches or retreats from the opponent slowly.  
:The most basic movement option. The character approaches or retreats from the opponent slowly.  
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:Put the character in a crouching position, lowering their hurtboxes. Note that the hurtboxes don't shrink immediately; the character can still be hit by moves normally whiffing on crouchers until they actually crouch.
:Put the character in a crouching position, lowering their hurtboxes. Note that the hurtboxes don't shrink immediately; the character can still be hit by moves normally whiffing on crouchers until they actually crouch.
{{Ni|6}}{{Ni|6}} = Dash (or Step)
{{Ni|6}}{{Ni|6}} = Dash (or Step)
:Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second {{Ni|6}} to do so. Certain characters, however, cannot run; they propel themselves forward for a fixed distance. Potemkin and Nagoriyuki, in particular, cannot even dash. It is impossible to block while dashing, making it somewhat risky, unless [[GGST/Defense#Faultless Defense|FD Break]] is used.
:Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second {{Ni|6}} to do so. Certain characters, however, cannot run; they propel themselves forward for a fixed distance. Potemkin and Nagoriyuki, in particular, cannot even dash.
{{Ni|4}}{{Ni|4}} = Backdash
{{Ni|4}}{{Ni|4}} = Backdash
:Backdashes move the character back for a preset distance. There is a brief period of invincibility starting from the very first frame, making it handy against certain attacks.
:Backdashes move the character back for a preset distance. There is a brief period of invincibility starting from the very first frame, making it handy against certain attacks.
{{Ni|8}} = Jump
{{Ni|8}} = Jump
:Makes the character jump into the air. Pressing {{Ni|7}} or {{Ni|9}} will have them jump backward or forward respectively. There are a few frames during which the character stays on the ground before they actually jump; they are invulnerable to throws at this time, but can still be hit by strikes and projectiles. After a jump, the character has the option to either jump again in the air or air dash (except Potemkin or Nagoriyuki, who can only double jump), or in the case of Chipp and Millia, both.
:Makes the character jump into the air. Pressing {{Ni|7}} or {{Ni|9}} will have them jump backward or forward respectively. There are a few frames during which the character stays on the ground before they actually jump; they are invulnerable to throws at this time, but can still be hit by strikes and projectiles. After a jump, the character has the option to either jump again in the air or air dash (except Potemkin who can only double jump, Goldlewis who can only air dash, Bedman? who can only 8-way air dash, and Nagoriyuki who can do neither), or in the case of Chipp and Millia, both.
{{Ni|2}}{{Ni|8}} = High Jump
{{Ni|2}}{{Ni|8}} = High Jump
:After a High Jump, you can not double jump, but you can air dash. Pressing {{Ni|2}}{{Ni|7}} or {{Ni|2}}{{Ni|9}} will have you High Jump diagonally in the specified direction. You can use any downward direction for the {{Ni|2}} input - doing {{Ni|3}}{{Ni|8}} will still give you a High Jump.
:After a High Jump, you can not double jump, but you can air dash. Pressing {{Ni|2}}{{Ni|7}} or {{Ni|2}}{{Ni|9}} will have you High Jump diagonally in the specified direction. You can use any downward direction for the {{Ni|2}} input - doing {{Ni|3}}{{Ni|8}} will still give you a High Jump.
(In Air) {{Ni|8}} = Double Jump
:Jump again while in the air. Alternatively you can press {{Ni|7}} or {{Ni|9}} to double jump in the specified direction. Chipp can perform a triple jump, while Nagoriyuki, Goldlewis and Bedman? cannot perform a double jump, although Bedman? can dash upward in place of a double jump.
(In Air) {{Ni|6}}{{Ni|6}} or {{Ni|4}}{{Ni|4}} = Air Dash
(In Air) {{Ni|6}}{{Ni|6}} or {{Ni|4}}{{Ni|4}} = Air Dash
:Dash in the specified direction in mid-air. Backward air dash is a moderate option for keeping away from the opponent. In the case of forward air dash, the character pauses in the air briefly before propelling forward; performing any other action during that will cancel the momentum, altering your angle of approach.
:Dash in the specified direction in mid-air. Backward air dash is a moderate option for keeping away from the opponent. In the case of forward air dash, the character pauses in the air briefly before propelling forward; performing any other action during that will cancel the momentum, altering your angle of approach. Millia can perform two air dashes, while Potemkin and Nagoriyuki cannot perform a single air dash. Dashing in mid-air as Bedman? enters a stance that can cancel into an 8-way air dash.
(In Air) {{Ni|8}} = Double Jump
:Jump again while in the air. Alternatively you can press {{Ni|7}} or {{Ni|9}} to double jump in the specified direction.
{{Ni|9}}{{Ni|5}}{{Ni|6}} or {{Ni|7}}{{Ni|5}}{{Ni|4}} = Instant Air Dash (IAD)
{{Ni|9}}{{Ni|5}}{{Ni|6}} or {{Ni|7}}{{Ni|5}}{{Ni|4}} = Instant Air Dash (IAD)
:IAD is a way to perform an Air Dash as soon as possible after a jump.
:Instant Air Dash is a way to perform an air dash as soon as possible after a jump.


==Offense==
== [[GGST/Offense|Offense]] ==
===Normals===
=== Normal Moves ===
====Gatlings====
==== Gatling Combination ====
Gatling combinations follow the following rules:
Gatling combinations follow the following rules:
*{{Prompt|GGST|P}} or {{Ni|2}}{{Prompt|GGST|P}} > {{Prompt|GGST|P}} or {{Ni|2}}{{Prompt|GGST|P}} xN
* {{Prompt|GGST|P}} or {{Ni|2}}{{Prompt|GGST|P}} > {{Prompt|GGST|P}} or {{Ni|2}}{{Prompt|GGST|P}} xN
Useful for tick-throwing and mashing against pressures.
Useful for tick-throwing and mashing against pressures.
*{{Prompt|GGST|P}} or {{Ni|2}}{{Prompt|GGST|P}} > any command normal
* {{Prompt|GGST|P}} or {{Ni|2}}{{Prompt|GGST|P}} > any command normal
A low risk/low reward route, gatling into slow command normals will often result in more pushback at higher risk.
A low risk/low reward route, gatling into slow command normals will often result in more pushback at higher risk.
*{{Prompt|GGST|K}} or {{Ni|2}}{{Prompt|GGST|K}} > {{Prompt|GGST|D}}, {{Ni|2}}{{Prompt|GGST|D}} or any command normal
* {{Prompt|GGST|K}} or {{Ni|2}}{{Prompt|GGST|K}} > {{Prompt|GGST|D}}, {{Ni|2}}{{Prompt|GGST|D}} or any command normal
While less safe than {{Prompt|GGST|P}} starters, the ability to combo into {{Ni|2}}{{Prompt|GGST|D}} for knockdown permits further offensive pressure or a mix-up opportunity.
While less safe than {{Prompt|GGST|P}} starters, the ability to combo into {{Ni|2}}{{Prompt|GGST|D}} for knockdown permits further offensive pressure or a mix-up opportunity.
*c.{{Prompt|GGST|S}} > 2{{Prompt|GGST|S}}, {{Prompt|GGST|D}}, {{Ni|2}}{{Prompt|GGST|D}} or any command normal
* c.{{Prompt|GGST|S}} > {{Ni|2}}{{Prompt|GGST|S}}, {{Prompt|GGST|D}}, {{Ni|2}}{{Prompt|GGST|D}} or any command normal
While less safe than {{Prompt|GGST|K}} starters, c.{{Prompt|GGST|S}} has increased hitstun on hit, allowing for combo routes into command normals not otherwise possible.
While less safe than {{Prompt|GGST|K}} starters, c.{{Prompt|GGST|S}} has increased hitstun on hit, allowing for combo routes into command normals not otherwise possible.
*c.{{Prompt|GGST|S}}, f.{{Prompt|GGST|S}}, or {{Ni|2}}{{Prompt|GGST|S}} > {{Prompt|GGST|H}} or {{Ni|2}}{{Prompt|GGST|H}}
* c.{{Prompt|GGST|S}}, f.{{Prompt|GGST|S}}, or {{Ni|2}}{{Prompt|GGST|S}} > {{Prompt|GGST|H}} or {{Ni|2}}{{Prompt|GGST|H}}
The high risk/high reward route, requires some conditioning.
The high risk/high reward route, requires some conditioning.


==== Command Normals ====
==== Command Normals ====
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[[File:GGST_Command_Normals.png|thumb|left|250px]]
[[File:GGST_Command_Normals.png|thumb|left|250px]]


*Most {{Ni|6}}{{Prompt|GGST|P}} command normals has some form of upper body invulnerability and are useful as anti-air attacks.
* Most {{Ni|6}}{{Prompt|GGST|P}} command normals has some form of upper body invulnerability and are useful as anti-air attacks.
*Most {{Ni|6}}{{Prompt|GGST|H}} command normals are slow, far reaching attacks.
* Most {{Ni|6}}{{Prompt|GGST|H}} command normals are slow, far reaching attacks.
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====Dust Attack====
==== Dust Attack ====
:Dust Attacks are special type of attack performed by pressing the {{Prompt|GGST|D}} button without inputting a direction. It hits overhead, meaning the opponent has to block it high.
:Dust Attacks are a special type of attack performed by pressing the {{Prompt|GGST|D}} button without inputting a direction. It hits overhead, meaning the opponent has to block it high.
[[File:GGST_Dust_Attack.png|thumb|left|250px]]
 
On a regular hit, Dust Attack causes a crumple that causes the opponent to float and then land back on their feet.
On a regular hit, Dust Attack causes a crumple that causes the opponent to float and then land back on their feet.
On a charged hit, a special effect will trigger. During that, press {{Ni|8}} to perform a Homing Jump, chasing your opponent by leaping into the air and give yourself an air combo. Late in the Homing Combo, pressing the same button as that of the current attack will trigger an attack that knock the opponent down and reset both characters back to round start position.
 
[[File:GGST_Dust_Attack.png|Dust Attack]]
On a raw, fully charged hit, press any upward direction to perform a Homing Jump, chasing your opponent into the air for an air combo with no gatling limitations.
 
During a Homing Jump, canceling an air normal with the same input will trigger a Finish Blow, an attack that knocks the opponent down and resets both characters back to round start position in swapped positions.
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==== Sweep ====
==== Sweep ====
Sweeps are the primary knockdown tool of all characters input with {{Ni|2}}{{Prompt|GGST|D}}. It must be blocked low. Note that it will only knock down grounded opponents; it won't knock down airborne ones.
:Sweeps are the primary knockdown tool of all characters input with {{Ni|2}}{{Prompt|GGST|D}}. They must be blocked low.
[[File:GGST_Sweep.png|thumb|left|250px]]
[[File:GGST_Sweep.png|thumb|left|250px]]


Sweeps knock the opponent down on hit, granting the attacker significant advantage to set up okizeme. Note that they only cause a hard knockdown on grounded opponents; they cause a soft knockdown on air hit.
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====Throw and Air Throw====
 
==== Throw and Air Throw ====
:To perform a throw, input {{Ni|4}}{{Prompt|GGST|D}} or {{Ni|6}}{{Prompt|GGST|D}}.
[[File:GGST_Throw.png|thumb|left|250px]]
[[File:GGST_Throw.png|thumb|left|250px]]
[[File:GGST_Throw_Whiff.png|thumb|left|250px]]
[[File:GGST_Throw_Whiff.png|thumb|left|250px]]
:In order to perform a throw, input {{Ni|4}}{{Prompt|GGST|D}} or {{Ni|6}}{{Prompt|GGST|D}}.
Throws are strong tools against the opponent who keeps blocking for too long. You have to mind the distance between your character and the opponent, though, as using it out of range will trigger a vulnerable whiff animation, putting your character in a Counter Hit state. Note that holding the diagonals will not work when attempting a throw, it ''must'' be straight left or right.


Throws are strong tools against the opponent who keeps blocking for too long. You have to mind the distance between your character and the opponent, though, as using it out of range will trigger a vulnerable whiff animation, putting your character in a Counter Hit state. Note that holding diagonals will not work when attempting a throw, it ''must'' be straight left or right.
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===Special Attacks===
 
Special attacks are attacks that require a more elaborate command input, and have unique effects and properties. These range from standard projectiles (Ky's Stun Edge) to invincible attacks (Sol's Volcanic Viper) to command throws (Potemkin's Potemkin Buster). Almost all special attacks are free and not requiring Tension, but some characters have special attacks which change under certain conditions (Ky's Shock State for example).
==== Throw Clash ====
:To perform a throw clash, input {{Ni|4}}{{Prompt|GGST|D}} or {{Ni|6}}{{Prompt|GGST|D}} as the opponent initiates a throw.
[[File:GGST_ThrowEscape.png|thumb|left|250px]]
 
When two characters attempt to throw each other at close to or exactly the same time, a throw clash will occur, pushing both characters away from each other and back into a neutral situation. If you can anticipate the throw but don't have enough time to throw out an attack, this could be a valuable tool to break the opponent's momentum.
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=== Wild Assault ===
[[File:GGST_Sol_Badguy_236D.png|thumb|left|250px]]
'''{{Ni|236}}{{Prompt|GGST|D}} (Hold OK)'''<br/>
''Consumes 50% Burst Gauge''
 
Wild Assaults are fast, forward-moving attacks that can be canceled into from any special cancelable move. They drain 7.14% of the opponent's Burst Gauge on hit or block. A fully charged Wild Assault launches grounded opponents on hit.
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* '''Orange''' Wild Assaults start up faster, making them excellent combo extenders, and charged hits launch more horizontally.
* '''Blue''' Wild Assaults inflict stagger on an uncharged ground hit and Guard Crush on block, creating advantageous situations.
* '''White''' Wild Assaults gain strike invincibility from frame 9 onwards, knock the opponent away on hit when uncharged, and inflict Guard Crush on block.
 
Both Orange and Blue Wild Assaults can be canceled into either normals, specials, jumps, or backdash on hit or block. Doing so also grants forward momentum for any action that doesn't move backward, enabling certain combo conversions that would be otherwise impossible. Orange Wild Assaults grant a massive amount of momentum, while Blue Wild Assaults grant a small amount.
 
When used to break the wall, opponents are in a hard knockdown state after the Area Shift, similar to when being wall broken by Overdrives.
 
=== Special Moves ===
Special moves are moves that require a more elaborate command input, and have unique effects and properties. These range from standard projectiles (Ky's Stun Edge) to invincible attacks (Sol's Volcanic Viper) to command throws (Potemkin's Potemkin Buster). Special moves are free and do not require Tension, but some characters have special moves which change under certain conditions (Ky's Shock State for example).
[[File:GGST_Special_Attack.png|thumb|left|200px]]
[[File:GGST_Special_Attack.png|thumb|left|200px]]


One distinct difference between special and normal attacks is that specials always build some Tension, even if they miss completely. Special attacks also deal chip damage as well.
One distinct difference between normal moves and special moves is that special moves always build some Tension, even if they miss completely. Special moves that deal damage also deal chip damage on block as well.
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=== Overdrives ===
Much like "Super Combos" from other fighting games, Overdrives are moves that usually cost 50% of your Tension Gauge. While most Overdrives are used to deal high amounts of unburstable damage, some may grant an advantage outside of damage. Overdrives that hit the opponent will Wall Break on the last hit if the opponent collides with the wall regardless of Wall Stick (with the opponent in a hard knockdown state after the Area Shift).


Each Overdrive is character specific, and it's up to you to know what your character's variation does and what properties it contains.
[[File:GGST_Overdrive_Attack.png|thumb|left|250px]]
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===Overdrive Attacks===
Much like "Super Combos" from other fighting games, Overdrive Attacks are attacks that usually cost 50% of your Tension Gauge. Most of them will cause Wall Break in the corner (with the opponent knocked down after the stage transition), although certain set-ups can prevent the effect.
Each Overdrive Attack is character specific, and it's up to you to know what your character's variation does and what properties it contains.
[[File:GGST_Overdrive_Attack.png|thumb|left|250px]]


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== [[GGST/Defense|Defense]] ==
==[[GGST-R2/Defense|Defense]]==
=== Blocking ===
===Blocking===
Hold {{Ni|4}} or {{Ni|1}} to block high or low. Hold any backward direction to block while in mid-air.
Hold {{Ni|4}} or {{Ni|1}} to block high or low. Hold any backward direction to block while in mid-air.
*High block will not block lows.
* High block will not block lows.
*Low block will not block overheads.
* Low block will not block overheads.
 
=== Instant Block ===
[[File:GGST_System Instant Block.png|thumb|left|250px]]
'''Press {{Ni|4}} or {{Ni|1}} just before an attack hits you'''<br/>


===Instant Block===
* Negates pushback, allowing you to punish things not normally punishable.
[[File:GGST_IB.png|thumb|left|250px]]
* Grants a small amount of Tension on success.
'''Press {{Ni|4}} or {{Ni|1}} just before an attack hits you)<br/>
* Negates chip damage.
*Negates pushback, allowing you to punish things not normally punishable.
* Does not negate R.I.S.C. Level gain.
*Grants a small amount of Tension on success.
* Your character will flash white if you performed an Instant Block.
*Does not negate chip damage or R.I.S.C. Level gain.
*Your character will flash white if you performed an Instant Block.
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===Faultless Defense===
=== Faultless Defense ===
[[File:GGST_FD.png|thumb|left|250px]]
[[File:GGST_System Faultless Defense.png|thumb|left|250px]]
'''{{Ni|4}} or {{Ni|1}} + any two attack buttons (except {{Prompt|GGST|D}})'''<br/>
'''{{Ni|4}} or {{Ni|1}} + any two attack buttons (except {{Prompt|GGST|D}})'''<br/>
''Continuously consumes Tension while in use''<br/>
''Continuously consumes Tension while in use''
*Pushes the defender far away from the attacker.
 
*Defender is in an additional 2 frames of blockstun.
* Pushes the defender far away from the attacker.
*Negates chip damage and R.I.S.C. Level gain.
* Negates chip damage and R.I.S.C. Level gain.
*Cancels momentum causes by movement.
* Cancels momentum causes by movement.
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===Instant Faultless Defense===
=== Instant Faultless Defense ===
[[File:GGST_IFD.png|thumb|left|250px]]
[[File:GGST_IFD.png|thumb|left|250px]]
'''{{Ni|4}} or {{Ni|1}} + any two attack buttons (except {{Prompt|GGST|D}}) just before an attack hits you'''<br/>
'''{{Ni|4}} or {{Ni|1}} + any two attack buttons (except {{Prompt|GGST|D}}) just before an attack hits you'''<br/>
''Consumes Tension''
''Consumes Tension''
*Pushes the attacker far away from the defender, defender stays still.
 
*Defender is in an additional 2 frames of blockstun.
* Pushes the attacker far away from the defender, defender stays still.
*Negates chip damage and R.I.S.C. Level gain.
* Negates chip damage and R.I.S.C. Level gain.
*Cancels momentum causes by movement.
* Cancels momentum causes by movement.
*Your character will flash white if you performed an Instant Faultless Defense.
* Your character will flash white if you performed an Instant Faultless Defense.
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=== Deflect Shield ===
[[File:GGST_DeflectShield.png|thumb|left|250px]]
'''{{Ni|214}}{{Prompt|GGST|D}} (Air OK)'''<br/>
''Consumes 50% Burst Gauge''
 
* Deflects mids, lows and overheads.
* Pushes the attacker extremely far away from the defender, defender stays still.
* Negates chip damage and R.I.S.C. Level gain.
* Cancels momentum caused by movement.
* Has a vulnerable recovery window with Counter Hit state.
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==Other Mechanics==
== Other Mechanics ==
===Roman Cancel===
=== Roman Cancel ===
'''Press any three attack buttons (except {{Prompt|GGST|D}})'''<br/>
'''Press any three attack buttons (except {{Prompt|GGST|D}})'''<br/>
''Consumes 50% Tension''<br/>
''Consumes 50% Tension''
Roman Cancel is a staple mechanic in Guilty Gear. It cancels everything your character is doing and pauses the screen for a brief moment so that you can seize the situation. The character releases a colored shockwave effect which causes slowdown for the opponent '''only''' if it touches them.<br/>
 
Roman Cancel is a staple mechanic in Guilty Gear. It cancels everything your character is doing and pauses the screen for a brief moment so that you can seize the situation. The character releases a colored shockwave effect which causes slowdown for the opponent '''only''' if it touches them.


There are 4 types of Roman Cancel:
There are 4 types of Roman Cancel:
*'''Red''' during the hitstop of an attack. The shockwave serves as a 0 damage attack that launches the opponent on hit. Hitting the opponent during slowdown applies 80% forced proration.
*'''Blue''' during neutral or basic movement. Has the longest slowdown period, allowing you to respond to neutral situations or enable links not normally possible. Slowdown caused by the shockwave still continues even if the opponent gets hit.
*'''Purple''' during an action outside of hitstop. Use it in conjunction with projectiles to aid your offense or after an unsafe action to make yourself safe and maybe even retaliate. Slowdown caused by the shockwave still continues even if the opponent gets hit. Hitting the opponent during slowdown applies 80% forced proration.
During any of the above three types of Roman Cancel, you can drift in any cardinal direction by double tapping that direction as you activate Roman Cancel. You can also prevent the shockwave from expanding and causing slowdown by inputting a move during Roman Cancel super freeze.<br/>
*'''Yellow''' while in blockstun. The shockwave puts the opponent in a guard crushstate on hit, granting the defender advantage.
<br/>
<gallery mode=packed-hover heights=200px style="text-align:center">
<gallery mode=packed-hover heights=200px style="text-align:center">
File:GGST_BlueRC.png|Blue Roman Cancel
File:GGST_System_Blue Roman Cancel.png|Blue Roman Cancel
File:GGST_RedRC.png|Red Roman Cancel
File:GGST_RedRC.png|Red Roman Cancel
File:GGST_PurpleRC.png|Purple Roman Cancel
File:GGST_System Purple Roman Cancel.png|Purple Roman Cancel
File:GGST_YellowRC.png|Yellow Roman Cancel
File:GGST_YellowRC.png|Yellow Roman Cancel
</gallery>
</gallery>
Roman Cancels may sound very expensive, but they are very versatile and very much worth the meter; Roman Cancels can make unsafe attacks safe, extend combos, and be used in mix-ups or frame traps.


* '''Blue''' during neutral or basic movement. Has the longest slowdown period, allowing you to respond to neutral situations or enable links not normally possible. Slowdown caused by the shockwave still continues even if the opponent gets hit.
* '''Red''' as a strike or throw connects. The shockwave launches the opponent on hit for easy combo extensions and grants significant advantage on block.
* '''Purple''' during a move outside of the Red Roman Cancel window. Use it in conjunction with projectiles to aid your offense or after an unsafe action to make yourself safe and maybe even retaliate.
During any of the above three types of Roman Cancel, you can drift in any cardinal direction by double tapping that direction or holding a direction and pressing the Dash button as you activate Roman Cancel. You can also prevent the shockwave from expanding by inputting a move during a specific window of the Roman Cancel's super freeze. This cancels directly into the inputted move, maintaining your momentum and reducing the amount of Tension spent, while still applying a reduced amount of slowdown at close range.
* '''Yellow''' while in blockstun. The shockwave puts the opponent in a Guard Crush state on hit, granting the defender advantage. Applies 50% forced proration on hit.
Roman Cancels may sound very expensive, but they are very versatile and very much worth the Tension cost; Roman Cancels can make unsafe attacks safe, extend combos, and be used in mix-ups or frame traps.
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===Psych Bursts===
=== Psych Bursts ===
'''{{Prompt|GGST|D}} + any other attack button'''<br/>
'''{{Prompt|GGST|D}} + any other attack button'''<br/>
''Requires Full Burst Gauge''<br/>
''Requires Full Burst Gauge''
Psych Bursts are an attack where your character creates an energy shockwave and blows the opponent away. Bursts can be used as an offensive or defensive tool depending on the scenario.


The Burst Gauge fills up very slowly over time or when getting hit.
Psych Bursts are an attack where your character creates an energy shockwave and blows the opponent away. Bursts can be used as an offensive or defensive tool depending on the scenario. The Burst Gauge fills up very slowly over time or when getting hit, and the lower a character's life, the faster it fills.
====Blue Psych Burst====
Press {{Prompt|GGST|D}} + any other attack button while blocking or getting hit to perform a Blue Psych Burst. Blue Psych Bursts blow the opponent away, allowing you to interrupt an opponent's combo or reset the momentum of a match.
[[File:GGST_Blue_Psyche_Burst.png|thumb|left|250px]]


*You cannot use a Blue Psych Burst while getting hit by throws, getting hit by Overdrives, or in a wall-splat state.
==== Blue Psych Burst ====
*Blue Psych Bursts are fully invincible to everything except air throws during start-up.
:Press {{Prompt|GGST|D}} + any other attack button while blocking or getting hit to perform a Blue Psych Burst. Blue Psych Bursts blow the opponent away, allowing you to interrupt an opponent's combo or reset the momentum of a match.
*You are vulnerable while recovering from a Blue Psych Burst.
[[File:GGST_Blue_Psych_Burst.png|thumb|left|250px]]
*Using a Blue Psych Burst completely empties your Burst Gauge, but hitting the opponent with the Burst refills approximately 1/3 of i.


* You cannot use a Blue Psych Burst while getting hit by throws, getting hit by Overdrives, or in a Wall Stick state.
* Blue Psych Bursts are fully invincible during start-up.
* You are vulnerable while recovering from a Blue Psych Burst.
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====Gold Psych Burst====
==== Gold Psych Burst ====
:Press {{Prompt|GGST|D}} + any other attack button while in a neutral state to perform a Gold Psych Burst.
:Press {{Prompt|GGST|D}} + any other attack button while in a neutral state to perform a Gold Psych Burst. Gold Psych Bursts are a useful "get off me" tool on wake-up, and the reward for successfully landing one can turn the tides.
[[File:GGST_Gold_Psyche_Burst.png|thumb|left|250px]]
[[File:GGST_System_Gold_Burst.png|thumb|left|250px]]
*Hitting the opponent with a Gold Psych Burst fills your Tension Gauge to 100%.
*Gold Psych Bursts are fully invincible until landing.
*You are vulnerable during the landing recovery of a Gold Psych Burst.
*Using a Gold Psych Burst consumes approximately 2/3 of your Burst Gauge, regardless if it hits or not.


* Hitting the opponent with a Gold Psych Burst grants Positive Bonus.
* Gold Psych Bursts are fully invincible until landing.
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===Clash===
=== Clash ===
:A clash occurs when the active frames of both player's attack connect with one another.
:A clash occurs when the hitboxes of both players' strikes connect with one another.
[[File:GGST_Clash.png|thumb|left|250px]]
[[File:GGST_Clash.png|thumb|left|250px]]
* Either player can cancel the clashed attack into any other attack, dash, Faultless Defense, Gold Burst or Purple Roman Cancel. If the move was jump cancelable, it can be also canceled into a jump.
* Either player can cancel the clashed attack into any other attack, dash, Faultless Defense, Gold Burst or Purple Roman Cancel. If the move was jump cancelable, it can be also canceled into a jump.
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===Taunts and Respects===
=== Taunts and Respects ===
:Though it's not really "attacking", Taunt and Respect do have their uses.
::Press the Taunt button to perform a Taunt. Press {{Ni|6}} and Taunt to perform a Respect. Though it's not really "attacking", Taunt and Respect do have their uses.
[[File:GGST_Taunt.png|thumb|left|250px]]
[[File:GGST_Taunt.png|thumb|left|250px]]
All characters have both a Taunt and a Respect. To perform a Taunt, simply press {{Prompt|GGST|R}}. Respects are performed by pressing {{Ni|6}}+{{Prompt|GGST|R}}. Both Taunts and Respects can be canceled into any attack or Purple Roman Cancel (but not movement) after about half of the animation has played. They can be used to give a false sense of vulnerability as your opponent may be lured into attacking.<br>
Performing a Taunt will raise your opponent's Tension Gauge by 10%.


* Both Taunts and Respects can be canceled into any action besides movement and proximity blocking after a certain amount of time. They can be used to give a false sense of vulnerability as your opponent may be lured into attacking.
* Performing a Taunt will raise your opponent's Tension Gauge by 10%.
* Taunt has 120 frames of recovery while Respect has 60 frames.
* You can cancel any normal directly into Taunt but not Respect.
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==Navigation==
==Navigation==
{{Navbar-GGST}}
{{GGST/Navigation}}

Latest revision as of 18:21, 10 December 2023

Controls

As with other 2D fighters, Guilty Gear -Strive- uses Numpad Notation.
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3

Button Representations:

  • P = Punch
  • K = Kick
  • S = Slash
  • H = Heavy Slash
  • D = Dust

There is also a button for Taunt and Respect, albeit not having a preset location.

Special moves used more then one directional input. For instance, rotating the stick a quarter circle to the right 236 is represented as 236.

  • 236P = 236P
  • 623S = 623S
  • 41236H = 41236H
  • 87412D = 87412D


Movement

Hold 6 or 4 = Walk

The most basic movement option. The character approaches or retreats from the opponent slowly.

Hold 1 or 2 or 3 = Crouch

Put the character in a crouching position, lowering their hurtboxes. Note that the hurtboxes don't shrink immediately; the character can still be hit by moves normally whiffing on crouchers until they actually crouch.

66 = Dash (or Step)

Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second 6 to do so. Certain characters, however, cannot run; they propel themselves forward for a fixed distance. Potemkin and Nagoriyuki, in particular, cannot even dash.

44 = Backdash

Backdashes move the character back for a preset distance. There is a brief period of invincibility starting from the very first frame, making it handy against certain attacks.

8 = Jump

Makes the character jump into the air. Pressing 7 or 9 will have them jump backward or forward respectively. There are a few frames during which the character stays on the ground before they actually jump; they are invulnerable to throws at this time, but can still be hit by strikes and projectiles. After a jump, the character has the option to either jump again in the air or air dash (except Potemkin who can only double jump, Goldlewis who can only air dash, Bedman? who can only 8-way air dash, and Nagoriyuki who can do neither), or in the case of Chipp and Millia, both.

28 = High Jump

After a High Jump, you can not double jump, but you can air dash. Pressing 27 or 29 will have you High Jump diagonally in the specified direction. You can use any downward direction for the 2 input - doing 38 will still give you a High Jump.

(In Air) 8 = Double Jump

Jump again while in the air. Alternatively you can press 7 or 9 to double jump in the specified direction. Chipp can perform a triple jump, while Nagoriyuki, Goldlewis and Bedman? cannot perform a double jump, although Bedman? can dash upward in place of a double jump.

(In Air) 66 or 44 = Air Dash

Dash in the specified direction in mid-air. Backward air dash is a moderate option for keeping away from the opponent. In the case of forward air dash, the character pauses in the air briefly before propelling forward; performing any other action during that will cancel the momentum, altering your angle of approach. Millia can perform two air dashes, while Potemkin and Nagoriyuki cannot perform a single air dash. Dashing in mid-air as Bedman? enters a stance that can cancel into an 8-way air dash.

956 or 754 = Instant Air Dash (IAD)

Instant Air Dash is a way to perform an air dash as soon as possible after a jump.

Offense

Normal Moves

Gatling Combination

Gatling combinations follow the following rules:

  • P or 2P > P or 2P xN

Useful for tick-throwing and mashing against pressures.

  • P or 2P > any command normal

A low risk/low reward route, gatling into slow command normals will often result in more pushback at higher risk.

  • K or 2K > D, 2D or any command normal

While less safe than P starters, the ability to combo into 2D for knockdown permits further offensive pressure or a mix-up opportunity.

  • c.S > 2S, D, 2D or any command normal

While less safe than K starters, c.S has increased hitstun on hit, allowing for combo routes into command normals not otherwise possible.

  • c.S, f.S, or 2S > H or 2H

The high risk/high reward route, requires some conditioning.

Command Normals

A command normal is performed by pressing a specific direction with a specific button. Every character has both a 6P and 6H command normal, but each character has their own other command normals as well such as Sol's 6S or May's 3K. It's up to you to learn the different command normals and the properties of each for your character.

GGST Command Normals.png
  • Most 6P command normals has some form of upper body invulnerability and are useful as anti-air attacks.
  • Most 6H command normals are slow, far reaching attacks.


Dust Attack

Dust Attacks are a special type of attack performed by pressing the D button without inputting a direction. It hits overhead, meaning the opponent has to block it high.
GGST Dust Attack.png

On a regular hit, Dust Attack causes a crumple that causes the opponent to float and then land back on their feet.

On a raw, fully charged hit, press any upward direction to perform a Homing Jump, chasing your opponent into the air for an air combo with no gatling limitations.

During a Homing Jump, canceling an air normal with the same input will trigger a Finish Blow, an attack that knocks the opponent down and resets both characters back to round start position in swapped positions.

Sweep

Sweeps are the primary knockdown tool of all characters input with 2D. They must be blocked low.
GGST Sweep.png

Sweeps knock the opponent down on hit, granting the attacker significant advantage to set up okizeme. Note that they only cause a hard knockdown on grounded opponents; they cause a soft knockdown on air hit.

Throw and Air Throw

To perform a throw, input 4D or 6D.
GGST Throw.png
GGST Throw Whiff.png

Throws are strong tools against the opponent who keeps blocking for too long. You have to mind the distance between your character and the opponent, though, as using it out of range will trigger a vulnerable whiff animation, putting your character in a Counter Hit state. Note that holding diagonals will not work when attempting a throw, it must be straight left or right.

Throw Clash

To perform a throw clash, input 4D or 6D as the opponent initiates a throw.
GGST ThrowEscape.png

When two characters attempt to throw each other at close to or exactly the same time, a throw clash will occur, pushing both characters away from each other and back into a neutral situation. If you can anticipate the throw but don't have enough time to throw out an attack, this could be a valuable tool to break the opponent's momentum.

Wild Assault

GGST Sol Badguy 236D.png

236D (Hold OK)
Consumes 50% Burst Gauge

Wild Assaults are fast, forward-moving attacks that can be canceled into from any special cancelable move. They drain 7.14% of the opponent's Burst Gauge on hit or block. A fully charged Wild Assault launches grounded opponents on hit.

  • Orange Wild Assaults start up faster, making them excellent combo extenders, and charged hits launch more horizontally.
  • Blue Wild Assaults inflict stagger on an uncharged ground hit and Guard Crush on block, creating advantageous situations.
  • White Wild Assaults gain strike invincibility from frame 9 onwards, knock the opponent away on hit when uncharged, and inflict Guard Crush on block.

Both Orange and Blue Wild Assaults can be canceled into either normals, specials, jumps, or backdash on hit or block. Doing so also grants forward momentum for any action that doesn't move backward, enabling certain combo conversions that would be otherwise impossible. Orange Wild Assaults grant a massive amount of momentum, while Blue Wild Assaults grant a small amount.

When used to break the wall, opponents are in a hard knockdown state after the Area Shift, similar to when being wall broken by Overdrives.

Special Moves

Special moves are moves that require a more elaborate command input, and have unique effects and properties. These range from standard projectiles (Ky's Stun Edge) to invincible attacks (Sol's Volcanic Viper) to command throws (Potemkin's Potemkin Buster). Special moves are free and do not require Tension, but some characters have special moves which change under certain conditions (Ky's Shock State for example).

GGST Special Attack.png

One distinct difference between normal moves and special moves is that special moves always build some Tension, even if they miss completely. Special moves that deal damage also deal chip damage on block as well.

Overdrives

Much like "Super Combos" from other fighting games, Overdrives are moves that usually cost 50% of your Tension Gauge. While most Overdrives are used to deal high amounts of unburstable damage, some may grant an advantage outside of damage. Overdrives that hit the opponent will Wall Break on the last hit if the opponent collides with the wall regardless of Wall Stick (with the opponent in a hard knockdown state after the Area Shift).

Each Overdrive is character specific, and it's up to you to know what your character's variation does and what properties it contains.

GGST Overdrive Attack.png


Defense

Blocking

Hold 4 or 1 to block high or low. Hold any backward direction to block while in mid-air.

  • High block will not block lows.
  • Low block will not block overheads.

Instant Block

GGST System Instant Block.png

Press 4 or 1 just before an attack hits you

  • Negates pushback, allowing you to punish things not normally punishable.
  • Grants a small amount of Tension on success.
  • Negates chip damage.
  • Does not negate R.I.S.C. Level gain.
  • Your character will flash white if you performed an Instant Block.


Faultless Defense

GGST System Faultless Defense.png

4 or 1 + any two attack buttons (except D)
Continuously consumes Tension while in use

  • Pushes the defender far away from the attacker.
  • Negates chip damage and R.I.S.C. Level gain.
  • Cancels momentum causes by movement.


Instant Faultless Defense

GGST IFD.png

4 or 1 + any two attack buttons (except D) just before an attack hits you
Consumes Tension

  • Pushes the attacker far away from the defender, defender stays still.
  • Negates chip damage and R.I.S.C. Level gain.
  • Cancels momentum causes by movement.
  • Your character will flash white if you performed an Instant Faultless Defense.


Deflect Shield

GGST DeflectShield.png

214D (Air OK)
Consumes 50% Burst Gauge

  • Deflects mids, lows and overheads.
  • Pushes the attacker extremely far away from the defender, defender stays still.
  • Negates chip damage and R.I.S.C. Level gain.
  • Cancels momentum caused by movement.
  • Has a vulnerable recovery window with Counter Hit state.


Other Mechanics

Roman Cancel

Press any three attack buttons (except D)
Consumes 50% Tension

Roman Cancel is a staple mechanic in Guilty Gear. It cancels everything your character is doing and pauses the screen for a brief moment so that you can seize the situation. The character releases a colored shockwave effect which causes slowdown for the opponent only if it touches them.

There are 4 types of Roman Cancel:

  • Blue during neutral or basic movement. Has the longest slowdown period, allowing you to respond to neutral situations or enable links not normally possible. Slowdown caused by the shockwave still continues even if the opponent gets hit.
  • Red as a strike or throw connects. The shockwave launches the opponent on hit for easy combo extensions and grants significant advantage on block.
  • Purple during a move outside of the Red Roman Cancel window. Use it in conjunction with projectiles to aid your offense or after an unsafe action to make yourself safe and maybe even retaliate.

During any of the above three types of Roman Cancel, you can drift in any cardinal direction by double tapping that direction or holding a direction and pressing the Dash button as you activate Roman Cancel. You can also prevent the shockwave from expanding by inputting a move during a specific window of the Roman Cancel's super freeze. This cancels directly into the inputted move, maintaining your momentum and reducing the amount of Tension spent, while still applying a reduced amount of slowdown at close range.

  • Yellow while in blockstun. The shockwave puts the opponent in a Guard Crush state on hit, granting the defender advantage. Applies 50% forced proration on hit.

Roman Cancels may sound very expensive, but they are very versatile and very much worth the Tension cost; Roman Cancels can make unsafe attacks safe, extend combos, and be used in mix-ups or frame traps.

Psych Bursts

D + any other attack button
Requires Full Burst Gauge

Psych Bursts are an attack where your character creates an energy shockwave and blows the opponent away. Bursts can be used as an offensive or defensive tool depending on the scenario. The Burst Gauge fills up very slowly over time or when getting hit, and the lower a character's life, the faster it fills.

Blue Psych Burst

Press D + any other attack button while blocking or getting hit to perform a Blue Psych Burst. Blue Psych Bursts blow the opponent away, allowing you to interrupt an opponent's combo or reset the momentum of a match.
GGST Blue Psych Burst.png
  • You cannot use a Blue Psych Burst while getting hit by throws, getting hit by Overdrives, or in a Wall Stick state.
  • Blue Psych Bursts are fully invincible during start-up.
  • You are vulnerable while recovering from a Blue Psych Burst.


Gold Psych Burst

Press D + any other attack button while in a neutral state to perform a Gold Psych Burst. Gold Psych Bursts are a useful "get off me" tool on wake-up, and the reward for successfully landing one can turn the tides.
GGST System Gold Burst.png
  • Hitting the opponent with a Gold Psych Burst grants Positive Bonus.
  • Gold Psych Bursts are fully invincible until landing.


Clash

A clash occurs when the hitboxes of both players' strikes connect with one another.
GGST Clash.png
  • Either player can cancel the clashed attack into any other attack, dash, Faultless Defense, Gold Burst or Purple Roman Cancel. If the move was jump cancelable, it can be also canceled into a jump.


Taunts and Respects

Press the Taunt button to perform a Taunt. Press 6 and Taunt to perform a Respect. Though it's not really "attacking", Taunt and Respect do have their uses.
GGST Taunt.png
  • Both Taunts and Respects can be canceled into any action besides movement and proximity blocking after a certain amount of time. They can be used to give a false sense of vulnerability as your opponent may be lured into attacking.
  • Performing a Taunt will raise your opponent's Tension Gauge by 10%.
  • Taunt has 120 frames of recovery while Respect has 60 frames.
  • You can cancel any normal directly into Taunt but not Respect.


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