Controls
- As with other 2D fighters, Guilty Gear -Strive- uses Numpad Notation.
7 | 8 | 9 |
4 | 5 | 6 |
1 | 2 | 3 |
Button Representations:
- = Punch
- = Kick
- = Slash
- = Heavy Slash
- = 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 is represented as 236.
- = 236P
- = 623S
- = 41236H
Movement
Hold or = Walk
- The most basic movement option. The character approaches or retreats from the opponent slowly.
Hold or or = 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.
= Dash (or Step)
- Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second 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 FD Break is used.
= 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.
= Jump
- Makes the character jump into the air. Pressing or 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.
= High Jump
- After a High Jump, you can not double jump, but you can air dash. Pressing or will have you High Jump diagonally in the specified direction. You can use any downward direction for the input - doing will still give you a High Jump.
(In Air) or = 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.
(In Air) = Double Jump
- Jump again while in the air. Alternatively you can press or to double jump in the specified direction.
or = Instant Air Dash (IAD)
- IAD is a way to perform an Air Dash as soon as possible after a jump.
Offense
Normals
Gatlings
Gatling combinations follow the following rules:
- or > or xN
Useful for tick-throwing and mashing against pressures.
- or > any command normal
A low risk/low reward route, gatling into slow command normals will often result in more pushback at higher risk.
- or > , or any command normal
While less safe than starters, the ability to combo into for knockdown permits further offensive pressure or a mix-up opportunity.
- c. > , , or any command normal
While less safe than starters, c. has increased hitstun on hit, allowing for combo routes into command normals not otherwise possible.
- c., f., or > or
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 and command normal, but each character has their own other command normals as well such as Sol's or May's . It's up to you to learn the different command normals and the properties of each for your character.
- Most command normals has some form of upper body invulnerability and are useful as anti-air attacks.
- Most command normals are slow, far reaching attacks.
Dust Attack
- Dust Attacks are special type of attack performed by pressing the button without inputting a direction. It hits overhead, meaning the opponent has to block it high.
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 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.
Sweep
Sweeps are the primary knockdown tool of all characters input with . It must be blocked low. Note that it will only knock down grounded opponents; it won't knock down airborne ones.
Throw and Air Throw
- In order to perform a throw, input or .
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 and not requiring Tension, but some characters have special attacks which change under certain conditions (Ky's Shock State for example).
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.
Defense
Blocking
Hold or 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
Press or 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
or + any two attack buttons (except )
Continuously consumes Tension while in use
- Pushes the defender far away from the attacker.
- Defender is in an additional 2 frames of blockstun.
- Negates chip damage and R.I.S.C. Level gain.
- Cancels momentum causes by movement.
Instant Faultless Defense
or + any two attack buttons (except ) just before an attack hits you
Consumes Tension
- Pushes the attacker far away from the defender, defender stays still.
- Defender is in an additional 2 frames of blockstun.
- 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.
Other Mechanics
Roman Cancel
Press any three attack buttons (except )
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 serves as a 0 damage attack that launches the opponent on hit. Hitting the opponent during slowdown applies 80% forced proration.
- Purple during a move outside of the RRC window. 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.
- Yellow while in blockstun. The shockwave puts the opponent in a guard crush state on hit, granting the defender advantage.
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
+ 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 + 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, getting hit by Overdrives, or in a wall-splat state.
- Blue Psych Bursts are fully invincible to everything except air throws during start-up.
- 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 i.
Gold Psych Burst
- Press + 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 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.
Clash
- A clash occurs when the active frames of both player's attack connect with one another.
- 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
- Though it's not really "attacking", Taunt and Respect do have their uses.
All characters have both a Taunt and a Respect. To perform a Taunt, simply press the Taunt button. Respects are performed by pressing and Taunt. 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.
Performing a Taunt will raise your opponent's Tension Gauge by 10%.