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- Hold or while standing
Walking is the most basic movement option in your arsenal. Walking is a slow low commital way to move and presents the least risk. Walking can freely and immediately cancel into any action - including blocking, making it useful when baiting and whiff-punishing moves or in spacing attacks during combos and pressure while minimizing risk.
Walking towards the opponent also slowly builds Tension.
- or + Dash while grounded
- Running moves your character forward faster and more effectively compared to walking. Keep holding forward to keep running indefinitely.
When ending a run, there is a skidding animation that gives any action done out of it forward momentum. Players can mitigate this by spending some meter to immediately cancel a run into Faultless Defense, halting all forward momentum. This technique is known as FD Brake.
Running towards the opponent also builds Tension much faster than walking towards them.
Not all characters can run - characters like Leo and Giovanna can only dash a fixed distance forward, and Nagoriyuki and Potemkin have no forward dash at all.
- or + Dash while grounded
- Backdash to quickly move away from the opponent.
Backdashes have invincibility on start-up, which can help you evade opponent's attacks. Be careful when using it, as the invincibility does not last long for most characters and is best used when there is a specific attack you intend to avoid. The exact duration of backdashes and invincibility varies between character and will be listed in the each character's frame data.
Most characters only have 1 air option: you can either double jump or air dash, but cannot do both. There are exceptions, however:
- Nagoriyuki has no air option whatsoever.
- Potemkin can only double jump; he cannot air dash.
- Goldlewis can only air dash; he cannot double jump.
- Millia and Chipp have two air options: Millia can air dash twice or air dash after a double jump; Chipp can triple jump or jump after an air dash.
- // while grounded to jump in that direction
- Jumping is the primary air movement of all characters and has lots of potential options afterwards.
All characters except for Nagoriyuki and Goldlewis can double jump by inputting another jump while airborne. By canceling a run into a jump, horizontal momentum will carry over into the jump giving players additional jump trajectories to move around the opponent's attacks. Some normals and/or specials can be jump canceled on hit or block.
High Jump (Super Jump)
- Quickly // before jumping
High jumping is like a regular jump, but travels higher and faster. After a high jump, characters can air dash, but not double jump.
- Quickly / or / + Dash while airborne
- Air dashes are a fast way to move horizontally while airborne.
- Forward air dash will propel the character forward after a short delay.
- Backward air dash is instaneous, but with a shorter travel distance.
All characters except for Potemkin and Nagoriyuki can air dash by inputting a dash while airborne. After air dashing, characters can not cancel into other actions immediately - they must wait a brief moment before being able to attack or block. The amount of time varies by character and exact values can be found in each character's frame data.
Instant Air Dash
Instant Air Dash ( ) is a technique to quickly air dash after jumping and is useful for quickly air dashing over projectiles and covering ground quickly from the air.
See Instant Air Dash for more info.
Jumps and high jumps are not instantaneous - before going airborne, characters enter a state called prejump, where they can not block, but are invincible to throws. If hit during prejump, characters enter standing hitstun.
Most characters have a prejump duration of 4 frames, while Potemkin, Nagoriyuki and Goldlewis have a prejump of 5 frames. Nagoriyuki's high jump has a significantly longer prejump duration than his regular jump, at 10 frames.
It is actually possible to cancel prejump into specials and Overdrives, though most characters do not often use this. This property exists so that attacks that involve an Up input, such as Leo's Eisen Sturm (8S/H) can be used without doing tricks to hide the jump input (such as whiffing moves beforehand).
Some airborne moves have a set amount of landing recovery like Ky's Aerial Stun Edge.
- This is straightforward; upon landing the character will enter a completely vulnerable landing animation.
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 landing recovery that disables certain actions for limited amounts of time.
- After landing from an empty jump:
- 1~6F cannot do any movement options except backdash
- 7F onwards all actions possible
- After performing any action after jumping (double jumping, air dashing, any air attack without specified landing recovery):
- 1~3F after landing is normal recovery (cannot do any action such as blocking, attacking, moving etc...)
- 4F onwards all actions possible
- 1~19F in blockstun
- 20F onwards all actions possible
- After blocking a strike in the air with an Instant Block or Instant Faultless Defense, landing from projectile blockstun or landing from a Guard Crush:
- 1~5F in blockstun
- 6F onwards all actions possible
Another quirk about landing in this game is that characters are considered grounded the frame before landing, meaning that they can be thrown by a ground throw the frame before landing and getting hit the frame before landing will result in grounded hitstun.
Ground and Air Recovery
Getting knocked down by most attacks causes a soft knockdown, where the character will instantly roll backwards and quickly recover. A soft knockdown lasts for 30 frames and is fully invincible.
Certain attacks cause a hard knockdown, where the character will lie on the ground briefly before getting up in a fully invincible state. As the character lies on the ground, they are considered in an Off The Ground state and if hit will be knocked backwards into a soft knockdown. Thus most players tend to use this time to set up okizeme rather than continuing the combo. A hard knockdown lasts for 55 frames.
When hit by attacks that cause stagger, players can press any attack button to recover more quickly. There are three different timings for a successful stagger recovery, the faster the timing, the shorter the stagger duration before you're able to block. The button icon will glow blue for slow timings, red to orange for normal timings, and gold for fast timings. There is no penalty to attempting multiple times, and the timing is not very strict, so players usually press a few buttons around when the bar empties and can escape ASAP.
- When stuck to the wall, hold a direction to choose what direction to recover:
- // recovers straight upwards a significant distance
- // recovers in place
- // recovers straight forwards a significant distance
If a character gets stuck to the wall close to the ground, they will be unable to recover from the Wall Stick and will instead slump to the ground for a period of time before standing back up in a fully invincible state. Being hit at any time during this slump will cause a Wall Break.
Cancels are the act of canceling one move into another. Usually this requires that the first move makes contact with the opponent. Cancels are commonly used to make combos and blockstrings.
There are many types of cancels, we wil go over them here.
Normal moves can be canceled into other normal moves, this is known as a gatling. There can be character-specific variations, but the general rule is:
- On the ground
- and gatling into themselves, each other, and command normals
- and gatling into normals, and command normals
- c. gatlings into normals, normals, normals, and command normals
- f. and gatling into normals
- In the air
- j. gatlings into itself
- j. gatlings into j.
- j. gatlings into j.
It takes some getting used to, but it should feel natural after some practice. Gatlings do not need to be done immediately, players often delay their gatlings to act as a frame trap - baiting overeager opponents to retaliate then hitting them out of the startup of their attacks.
Most normal moves can be canceled into special moves. Nagoriyuki can also cancel special moves into other special moves, although it will raise his Blood Gauge.
Some normals can be canceled into a jump or high jump on hit or block.
- On the ground, all characters' 5K and c.S can be jump canceled.
- In the air, all characters' j.K and most characters' j.D can.
Some normals can be canceled into a dash or air dash on hit or black.
- On the ground, few moves have this property. Some examples are Sol's 5K and Sol, May and Giovanna's c.S. This dash has a fixed duration.
- In the air, all characters' j.K and j.S and some characters' j.H and j.D can be canceled into a forward air dash.
Potemkin and Nagoriyuki cannot dash cancel, as they do not have a traditional forward dash or air dash.
A clash happens when you and your opponent's attacks hit each other in a way that both attacks are nullified. See here for a more detailed visual example. During a clash each character can cancel into forward dash, any attack or Faultless Defense, but not backdash, jumps, or normal block. 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.
- Press any three attack buttons (except ) simultaneously to perform a Roman Cancel (RC). Costs 50% Tension.
Roman Cancel is a mechanic that allows you to cancel actions that are not normally cancelable at the cost of Tension. The Roman Cancel system in Guilty Gear -Strive- is designed to be multifaceted and comes in various colors. Each color of Roman Cancel releases a shockwave in a circle around your character with different properties and uses.
(effect starts super freeze 20F)
(effect starts super freeze 25F)
(effect starts super freeze 20F)
(effect starts super freeze 12F)
Dash Input Roman Cancel
Sometimes also referred to as "Drift Roman Cancel".
- Available for any Roman Cancel except Yellow Roman Cancels.
- Input a dash just before Roman Canceling to move in that direction during the Roman Cancel's activation.
- Can input dashes up, down, left or right to drift in that direction. Diagonal inputs are ignored.
- Red Roman Cancel shockwaves will launch the opponent differently on hit depending on the dash input chosen.
- The opponent launches up and away if you don't drift, lower and much further away if you drift forward, higher and much closer if you drift backwards, much lower and closer if you drift downward, and much higher and closer if you drift upward.
- Launch duration on a standing opponent: Up (68F) > Back (62F) > Neutral (55F) > Forward (48F) > Down (42F).
Cancel the Roman Cancel
Sometimes also referred to as "Fast Roman Cancel".
- Available for any Roman Cancel except Yellow Roman Cancels.
- Prevents Roman Cancels from producing a shockwave in exchange for canceling into any attack, even special moves.
- Input the attack just after Roman Canceling. There is a visual indicator of when you can do this (when the initial effects from a Roman Cancel disappear before the shockwave occurs).
- Input buffer does not apply to this window.
- Useful for some combos or to just be able to act quicker after using Roman Cancel.
- During a Red Roman Cancel, you can perform charge inputs without charging (ex: Leo can 28H instead of 8H).
- Preserves momentum from before the Roman Cancel.
- Can be combined with the dash input version to move slightly in a direction before canceling.
Whenever you press a button, it will automatically be repeated for an additional 2 frames, for 3 frames total. This means that difficult links are easier to do by pressing the button right at the very end of your recovery.
Similarly, the same principle can be applied to dashes, though only when done with the dash button.
If you input a dash with the dash button within 3 frames of recovery, then regardless of any directional inputs after that, you will begin dashing as soon as recovery ends. This can also be done any time while your character can not move, such as during blockstun, on wake-up, etc.
On the other hand, 'double tap' dashes do not benefit from this buffer.
Super Freeze Buffer
During an opponent's super freeze (such as when the screen darkens during a Roman Cancel or the camera focuses on the attacker during an Overdrive), players can input commands and they will be executed immediately after the super freeze ends. This means that provided you are not in the middle of an attack, it is trivially easy to react to an opponent's Overdrive with an attack of your own.
This buffer is often used to execute an invincible attack (such as an Overdrive) that will avoid the opponent's attack. This is because Overdrives usually have a bit of start-up even after the super freeze. If you can have an invincible attack out before the opponent's attack becomes active, then you can avoid the attack.
Normally, every character can cancel the first few frames of start-up of their normals into Faultless Defense. If you are in those first few frames during a super freeze, then you can cancel your normal into Faultless Defense to save yourself.
Overdrives may list their start-up values as: start-up pre-flash + start-up post-flash or start-up pre-flash + (super freeze duration) + start-up post-flash.
Meaning an attack with start-up 5+(90)+5 has 5 frames of start-up, then 90F super freeze, then hits the opponent after 5 more frames for a total of 10 frames of start-up.
- Overdrives With No Start-up After Super Freeze
- Some Overdrives are special: they have no additional start-up after the super freeze. This means that super freeze buffer is useless against these Overdrives because the attack will already be active immediately following the super freeze - you can think of the super freeze as just a formality, the Overdrive has already become active.
- I-No's Megalomania is a prime example of this; you must already have some way to avoid Megalomania BEFORE the super freeze or else it will be too late. You can identify such attacks in the frame data by looking at their start-up post-flash, which should be 0.
Counter Hit Confirm Option Select
Large Counter Hits allow players to choose between 2 cancel options afterwards - one that comes out on normal hit, and one that comes out on Counter Hit.
During a large Counter Hit, players can input additional commands during the zoom-in and slowdown effect. These new inputs will override whatever the player inputted previously, letting players input commands that will only come out on a large Counter Hit.
- Ky Example
- 5H > 236S ~ 214K
- On Normal Hit/Guard will perform 5H > Stun Edge (236S)
- On Counter Hit will perform 5H > Foudre Arc (214K)
This same principle applies to R.I.S.C. Counter Hits.
Click [★] for character's full frame data