GGST/Controls

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< GGST
Revision as of 14:40, 17 January 2021 by 14.226.232.45 (talk)

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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.

  • 236+P = 236P
  • 623+S = 623S
  • 41236+H = 41236H


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, in particular, cannot even dash.

44 = Backdash

Backdashes move the character a preset distance. There is some amount of invincibility starting from the very first frame, making it handy against some pressures.

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 jumps; they are invulnerable to throws at that time, but can still be hit by strikes and projectiles. After a jump, the character has the option to either jump or airdash (except Potemkin, who can only double jump), or in the case of Chipp and Millia, both.

28 = Super Jump

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

(In Air) 66 or 44 = Air Dash

Dash in the specified direction in mid-air. Backward airdash is a moderate option for keeping away from the opponent. In the case of forward airdash, the opponent pauses in the air briefly before propelling forward; performing any other things during that will cancel the momentum.

(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.

956 or 754 = Instant Air Dash (IAD)

IAD is a way to perform an Air Dash as soon as possible after a jump.

Offense

Normals

Gatlings

There are 4 main types of gatling routing in Strive:

  • PxN: Useful for tick-throwing and mashing against pressures.
  • P or K->D or Command Normals: The low risk/low reward route.
  • S->H: The high risk/high reward route; requires some conditioning.
  • c.S->Command Normals: The special case of the 3rd route which opens more combo opportunities. Is somewhat riskier than the 3rd route due to the proximity of c.S.

Command Normals

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

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


Dust Attack

Dust attacks are 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.

Dust Attack will send them flying across the screen on normal hit. In the corner, they will bounce off the wall, allowing for a combo afterwards. On counter hit, a special effect will trigger. During that, press 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 roundstart position. Dust Attack

Sweep

Sweeps are the primary knockdown tool of all characters input with 2+D. It must be blocked low. Note that it will only knock down grounded opponents; it won't knock down airborne opponents.

GGST Sweep.png


Throw and Air Throw

GGST Throw.png
GGST Throw Whiff.png
In order to perform a throw, input 4+D or 6+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.


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, not requiring Tension or otherwise, but some characters have special attacks which change under certain conditions (Ky's Shock State for example).

GGST Special Attack.png

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.


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.

GGST Overdrive Attack.png


Defense

Blocking

Hold back or down-back 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.
  • Air block will not block air-unblockable moves.

Faultless Defense

GGST FD.png

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

  • Faultless Defense pushes the opponent further away while blocking as well as negating chip damage and R.I.S.C. Level build-up.
  • Faultless Defense will cancel the momentum causes by movement.

Thus you are trading Tension (usually an offensive resource) for defense.

Instant Block

GGST IB.png

Begin blocking just before an attack hits you to perform an Instant Block.

  • Instant Block grants you a little meter, which is handy for defensive mechanics requiring meter, such as Gold Roman Cancel.
  • Instant Block does not negate chip damage, nor does it allow you to block "incorrectly". You must still high block overheads, and low block low attacks.
  • Your character will flash white if you performed an Instant Block.


Other Mechanics

Roman Cancel

Press any three attack buttons (except D)
Consumes 50% Tension
Roman Cancel is a very important 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. A circle surrounding the character will pop up and, will cause a slowdown on the opponent only if it touches them. There are 4 types of Roman Cancel (so far):

    • Blue when Roman Cancelling while the opponent is neither in blockstun nor hitstun and you are in a neutral or movement state. It has some invincibility on activation, making it handy against pressures. The slowdown still continues even if the opponent gets hit during that.
    • Red when Roman Canceling while the opponent is in hitstun. The circle now has a hitbox, but you can cancel it by inputting a special command before the circle starts to expand (causing an Instant Roman Cancel).
    • Purple when Roman Canceling while the opponent is in blockstun or when you are in an attack state. You can cancel the Roman Cancel early by inputting a special command before the circle starts to expand.

You can drift the opponent by inputting a forward, backward (and downward if you are in the air) twice applying for the above three Roman Cancel types.
(Some actions, such as specials with full invincibility on start-up cannot be Purple Roman Canceled.)

    • Gold when Roman Cancelling while you are in blockstun. A defensive Roman Cancel which can be used in the air. Returns both players back to neutral when the Roman Cancel ends.


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.


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.

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.

  • You cannot use a Blue Psych Burst while getting hit by throws or Overdrives.
  • Bursts are strike invincible during start-up, but not throw invincible!
  • You are vulnerable while recovering from a Blue Psych Burst.
  • Using a Blue Psych Burst completely empties your Burst Gauge, but hitting the opponent with the Burst refills approximately 1/3 of it!


Gold Psych Burst

Press D + any other attack button while in a neutral state to perform a Gold Psych Burst.
  • Hitting the opponent with a Gold Psych Burst fills your Tension Gauge to MAX!
  • Bursts are strike invincible during start-up, but not throw invincible!
  • Unlike Blue Psych Bursts, you are still strike invincible while recovering from a Gold Psych Burst.
  • Using a Gold Psych Burst consumes approximately 2/3 of your Burst Gauge.


Clash

A clash occurs when simultaneous attacks strike one another.
GGST Clash.png

Either player can cancel the clashed attack into a new attack.


Taunts and Respects

Though it's not really "attacking", Taunt and Respect do have their uses.
GGST Taunt.png

All characters have both a Taunt and a Respect. To perform a Taunt, simply press Start (Arcade) or R (Console). Respects are performed by pressing 6+R (or 6+Start). Taunts can be canceled into into any attack after about half of the animation has played. Respects, on the other hand, can be canceled at any time. Both the Taunt and Respect can be used to give a false sense of vulnerability as your opponent may be lured into attacking. Since the Respect can be canceled at any time, it's usually the best choice for a lure attempt.


Performing a Taunt will raise your opponent's Tension Gauge slightly. Performing a Taunt at the end of the match after the opponent is defeated will cause a "Rakusyo!", which will give the other player 50% Tension at the start of the next round.



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