GGST/Movement: Difference between revisions

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== Roman Cancels ==
== Roman Cancels ==
The Roman Cancel System in Guilty Gear -Strive- was designed to be multifaceted and comes in various colors.
The Roman Cancel System in Guilty Gear -Strive- was designed to be multifaceted and comes in various colors.
[[File:GGST_RomanCancels.png|400x400px]]


Each color of RC releases a shockwave in a circle around your character with different properties and uses:
Each color of RC releases a shockwave in a circle around your character with different properties and uses:

Revision as of 19:12, 2 July 2021

Ground Movement

Walking

Hold 6 or 4 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.

Running

6 6 or 6 + Dash while standing
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.

Forward Dash

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.

Backdash

4 4 or 4 + Dash
Backdash to quickly move away from the opponent.

Backdashes have some invulnerability on start-up, which can help you evade opponent's attacks. Be careful when using it, as the invulnerability 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 invulnerability varies between character and will be listed in the frame data once measured.

Air Movement

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.
  • Millia and Chipp have 2 air options, but with their own restrictions: Millia can only air dash twice or air dash after a double jump; Chipp can only triple jump or jump after an air dash.

Jumping

7/8/9 while standing/crouching 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 can double jump by inputing 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 cancelled on hit or block.

High Jump (Super Jump)

Quickly 5 1/2/3 before jumping

High jumping is like a regular jump, but travels higher and faster. After a High Jump, charaters can airdash, but not double jump.

Air Dashing

Quickly 6 6/4 4 or 6/4 + Dash while airborne
Air dashes are a fast way to move horizontally while airborne
  • Backward Air Dash is instaneous, and that's about it.
  • Forward Air Dash will propel the character forward after a short delay

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 (9 5 6) is a technique to quickly airdash 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.

Prejump

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.

All characters except for Potemkin and Nagoriyuki have a prejump duration of 4 frames, while Potemkin and Nagoriyuki 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 ([2]8S/H) can be used without doing tricks to hide the jump input (such as whiffing moves beforehand).

Landing Recovery

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.
  • After performing any action after jumping (double jumping, air dashing, any air attack without specified landing recovery) there is a unique landing recovery animation where
1-3F after landing can not block
1-6F can not do any movement options
7F onwards all actions possible
  • After air blocking / air FDing an attack
1-19F in blockstun
20F onwards all actions possible
  • After air instant blocking air / air instant FDing an attack
1-5F in blockstun
6F onwards all actions possible
  • After landing from an empty jump
1-6F can not do any movement options
7F onwards all actions possible

Another quirk about landing in this game is that the frame before landing, characters are considered grounded meaning they can be hit by ground throw during the last frame of jumping and getting hit on the last frame will result in ground hitstun.

Ground and Air Recovery

Knockdown Recovery

After getting knocked down by most attacks, characters will instantly roll backwards and quickly recovery. This is fully invulnerable and lasts for ?? frames.

Certain attacks cause a hard knockdown, where the character will lie on the ground for 55 frames before getting up. The character is considered in an OTG state during this time and if hit will go into a less combo-able hitstun animation. Thus most players tend to use this time to set up Okizeme rather than continuing the combo.

Stagger Recovery

Press any button when this bar empties to recover faster

When hit by attacks that cause stagger, players can press any attack button to recover more quickly. A gold icon will appear when you've pressed a button at the fastest time. 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.

Wall Recovery

You can tech off the wall after a certain amount of time.

Players can recovery after being stuck to a wall, there is a lot of time so this usually doesn't happen, but best to keep this in mind in case the opponent is too slow to finish a wall combo.

When stuck to the wall while airborne, hold a direction (left/right/no direction) to choose what direction to recover.
When stuck to the wall while grounded, characters can only recovery in place - they will slump down into the corner and get up afterwards.


Cancels

Cancels are the act of canceling one attack into the other. Usually this requires the first attack 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.

Gatling Combination

Normal attacks can be cancelled into other normal attacks, this is known as a Gatling. there can be character-specific variations, but the general rule is:

  • P -> P or Command Normal
  • K -> D or Command Normal
  • CloseS -> S or H or D or Command Normal
  • S -> H (as long as it's not a Command Normal)

Special Cancel

Most normal attacks can be cancelled into special attacks. Nagoriyuki can also cancel special attacks into other special attacks, although it will raise his Blood Gauge.

Jump Cancel

Some normals can be cancelled into a jump/high jump.

On the ground, all characters' 5K and c.S can be jump-cancelled. In the air, all characters' j.K and most characters' j.D can.

Dash Cancel

On the ground, few moves have this property. Some examples are Sol's 5K and May and Giovanna's c.S.

In the air, all j.K and j.S, and some j.H and j.D can be canceled into forward air dash. Potemkin and Nagoriyuki cannot dash cancel, as they do not have a traditional forward dash or airdash.

Clash

GGST Clash.png

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 any attack or FD, but not movement 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!

Roman Cancels

The Roman Cancel System in Guilty Gear -Strive- was designed to be multifaceted and comes in various colors.

Each color of RC releases a shockwave in a circle around your character with different properties and uses:

Color Tension Attack Level Startup Slowdown Duration Blockstun Cancel Situation
GGST BlueRC.png
Blue
50%
N/A
7F
60F
6F(+39F)
N/A
8~14F
  • Performed while in a neutral situation (I.E. not attacking or blocking).
  • Shockwave slows down the opponent but doesn't actually hit them. Used to catch opponents doing something other than block, then punish them while they are slowed.
  • Has the longest slowdown timer of all the Roman Cancels.
    • Slowdown does not end on hit or block. This allows for links that aren't normally possible, like 5K into c.S.
GGST RedRC.png
Red
50%
2
2F
40F (hit)
20F (block)
1F(+44F)
24F
7~13F
  • Performed as a strike or throw connects.
    • Window is extended during mid or large CHs, irrespective of the current action.
  • Shockwave launches the opponent on hit at the cost of additional damage scaling.
    • Used to extend combos for more damage and/or better oki.
    • Hitting the opponent during slowdown applies 80% forced proration.
  • The opponent is launched upward if you drift downward or backwards, up and away if you don't drift or if you drift upwards, or away if you drift forward.
  • Will cause a hard knockdown.
GGST PurpleRC.png
Purple
50%
N/A
7F
20F
6F(+39F)
N/A
14~20F
  • Performed during a move outside of the RRC window.
  • Shockwave slows down the opponent but doesn't actually hit them. Used to stay safe when using committal attacks.
    • Hitting the opponent during slowdown applies 80% forced proration.
    • Slowdown does not end on hit or block.
  • Certain invincible attacks cannot be PRC'd on whiff.
GGST YellowRC.png
Yellow
50%
1
13F
12F
12F(+28F)+33F
17F
N/A
  • Performed while in blockstun (even when airborne!)
  • Shockwave puts the opponent into a guard crush but deals no damage. Used as a defensive "get off me" tool.
  • See Yellow Roman Cancel for more information.
  • Not available when in a guard crush state.

Dash Input Roman Cancel

Sike, I wasn't actually there!
  • Available for any RC except Yellow.
  • Input a dash just before RCing to move in that direction during the RC's activation.
    • Can input dashes up/down/left/right to drift in that direction. Diagonal inputs are ignored.


Cancel the Roman Cancel

Go straight into the next attack of your choice!
  • Available for any RC except Yellow.
  • Prevents RCs from producing a shockwave in exchange for canceling into any attack, even special moves.
  • Input the attack just after RCing. There is a visual indicator of when you can do this (when the initial effects from a Roman Cancel disappear before the shockwave occurs).
  • Useful for some combos or to just be able to act quicker after using RC.
  • During a Red RC can use charge inputs without charging (ex: Leo can 28H instead of [2]8H during a RRC Cancel).
  • Preserves momentum from before the RC.
  • Can be combined with the Dash Cancel version to move slightly in a direction before cancelling.


Input Buffer

Whenever you press a button, it will automatically get repeated for 3 frames. 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 runs, though only when done with the dash button.

If you input a run with the dash button within 3F of the end of an attack's 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

Overdrives are easily reactable...

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 Attack), 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 Attacks 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 normal attacks 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!

Overdrive Attacks 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
... unless they're active immediately after the 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.


Advanced Techniques

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.

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