GGST/Movement: Difference between revisions

From Dustloop Wiki
mNo edit summary
mNo edit summary
(23 intermediate revisions by 5 users not shown)
Line 9: Line 9:


=== Running ===
=== Running ===
:{{Ni|6}} {{Ni|6}} or {{Ni|6}} + Dash while standing
:{{Ni|6}} {{Ni|6}} or {{Ni|6}} + Dash while grounded
:Running moves your character forward faster and more effectively compared to walking. Keep holding forward to keep running indefinitely.
: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 [[GGST/Defense#Faultless Defense|FD Brake]].
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 [[GGST/Defense#Faultless Defense|FD Brake]].
Line 19: Line 19:


=== Backdash ===
=== Backdash ===
:{{Ni|4}} {{Ni|4}} or {{Ni|4}} + Dash
:{{Ni|4}} {{Ni|4}} or {{Ni|4}} + Dash while grounded
:Backdash to quickly move away from the opponent.
: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.
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.


==Air Movement==
== 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:
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.
* Nagoriyuki has no air option whatsoever.
* Potemkin can only double jump; he cannot air dash.
* 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.
* 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.


=== Jumping ===
=== Jumping ===
:{{Ni|7}}/{{Ni|8}}/{{Ni|9}} while standing/crouching to jump in that direction
:{{Ni|7}}/{{Ni|8}}/{{Ni|9}} while grounded to jump in that direction
:Jumping is the primary air movement of all characters and has lots of potential options afterwards.
: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 canceled on hit or block.
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)===
=== High Jump (Super Jump)===
:Quickly {{Ni|5}} {{Ni|1}}/{{Ni|2}}/{{Ni|3}} before jumping
:Quickly {{Ni|5}} {{Ni|1}}/{{Ni|2}}/{{Ni|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.
High jumping is like a regular jump, but travels higher and faster. After a high jump, characters can air dash, but not double jump.


=== Air Dashing ===
=== Air Dashing ===
:Quickly {{Ni|6}} {{Ni|6}}/{{Ni|4}} {{Ni|4}} or {{Ni|6}}/{{Ni|4}} + Dash while airborne
:Quickly {{Ni|6}} {{Ni|6}}/{{Ni|4}} {{Ni|4}} or {{Ni|6}}/{{Ni|4}} + Dash while airborne
:Air dashes are a fast way to move horizontally 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.
* Forward Air Dash will propel the character forward after a short delay
* Backward air dash is instaneous, but with a shorter travel distance.
* 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.
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 ====
Instant Air Dash ({{Ni|9}} {{Ni|5}} {{Ni|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.
Instant Air Dash ({{Ni|9}} {{Ni|5}} {{Ni|6}}) 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.
See [[Instant Air Dash]] for more info.


=== Prejump ===
=== 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.
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.
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 ([2]8S/H) can be used without doing tricks to hide the jump input (such as whiffing moves beforehand).
It is actually possible to cancel prejump into [[GGST/Offense#Special Attacks|specials]] and [[GGST/Offense#Overdrives|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 ===
=== Landing Recovery ===
Some airborne moves have a set amount of landing recovery like Ky's Aerial Stun Edge
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.
: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:
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.
:1-3F after landing is normal recovery (cannot do any action such as blocking, attacking, moving etc...)
 
:4-6F cannot do any movement options but can attack and block
*After landing from an empty jump:
:1~6F cannot do any movement options except backdash
:7F onwards all actions possible
: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


*After blocking a strike in the air with a regular [[GGST/Defense#Air Block|air block]] or [[GGST/Defense#Faultless Defense|Faultless Defense]]:
*After blocking a strike in the air with a regular [[GGST/Defense#Air Block|air block]] or [[GGST/Defense#Faultless Defense|Faultless Defense]]:
:1-19F in blockstun
:1~19F in blockstun
:20F onwards all actions possible
:20F onwards all actions possible


*After blocking a strike in the air with an [[GGST/Defense#Instant Block|Instant Block]] or [[GGST/Defense#Faultless Defense|Instant Faultless Defense]]:
*After blocking a strike in the air with an [[GGST/Defense#Instant Block|Instant Block]] or [[GGST/Defense#Instant Faultless Defense|Instant Faultless Defense]], landing from projectile blockstun or landing from a Guard Crush:
:1-5F in blockstun
:1~5F in blockstun
:6F onwards all actions possible
:6F onwards all actions possible


*After landing from an empty jump:
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.
: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==
== Ground and Air Recovery ==
=== Knockdown 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 30 frames.
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 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.
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 [[GGST/Attack_Attributes#Hit_Effects|Off The Ground]] state during this time 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.
<br style="clear:both;"/>
<br style="clear:both;"/>


=== Stagger Recovery ===
=== Stagger Recovery ===
[[File:GGST_Stagger_Recovery.png|thumb|200px|Press any button when this bar empties to recover faster]]
[[File:GGST_Stagger_Recovery.png|thumb|200px|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.
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.
<br style="clear:both;"/>
<br style="clear:both;"/>


=== Wall Recovery ===
=== Wall Recovery ===
[[File:GGST_Wall_Splat.png|thumb|250x250px|You can tech off the wall after a certain amount of time.]]
[[File:GGST_Wall_Splat.png|thumb|250x250px|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.
Players can recover after being stuck to a wall for ?? frames if not hit by an attack that breaks the wall. This recovery is fully invincible.
 
:When stuck to the wall, hold a direction to choose what direction to recover.
:{{Ni|7}}/{{Ni|4}}/{{Ni|1}} recovers straight upwards a significant distance
:{{Ni|8}}/{{Ni|2}}/(no direction) recovers in place
:{{Ni|9}}/{{Ni|6}}/{{Ni|3}} recovers straight forwards a significant distance


: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.
<br style="clear:both;"/>
<br style="clear:both;"/>


== Cancels ==
== 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.
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.
There are many types of cancels, we wil go over them here.


=== Gatling Combination ===
=== Gatling Combination ===
Normal attacks can be canceled into other normal attacks, this is known as a gatling. there can be character-specific variations, but the general rule is:
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:
;On the ground:
* {{Prompt|GGST|P}} and {{Ni|2}}{{Prompt|GGST|P}} gatling into themselves, each other, and command normals
* {{Prompt|GGST|P}} and {{Ni|2}}{{Prompt|GGST|P}} gatling into themselves, each other, and command normals
Line 118: Line 122:
* j.{{Prompt|GGST|K}} gatlings into j.{{Prompt|GGST|D}}
* j.{{Prompt|GGST|K}} gatlings into j.{{Prompt|GGST|D}}
* j.{{Prompt|GGST|S}} gatlings into j.{{Prompt|GGST|H}}
* j.{{Prompt|GGST|S}} gatlings into j.{{Prompt|GGST|H}}
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#Delayed Gatling|frame trap]] - baiting overeager opponents to retaliate then hitting them out of the startup of their attacks.


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


=== Jump Cancel ===
=== Jump Cancel ===
Line 138: Line 144:
=== Clash ===
=== Clash ===
[[File:GGST_Clash.png|thumb|250px|]]
[[File:GGST_Clash.png|thumb|250px|]]
A clash happens when you and your opponent's attacks hit each other in a way that both attacks are nullified. [[Hitboxes#Clash|See here for a more detailed visual example]]. During a clash each character can cancel into any attack or [[GGST/Defense#Faultless Defense|Faultless Defense]], 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!
A clash happens when you and your opponent's attacks hit each other in a way that both attacks are nullified. [[Hitboxes#Clash|See here for a more detailed visual example]]. During a clash each character can cancel into any attack or [[GGST/Defense#Faultless Defense|Faultless Defense]], 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.
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 149: Line 155:
|<center>50%</center>
|<center>50%</center>
|<center>-</center>
|<center>-</center>
|<center>6(+39)</center>
|<center>6(+39)<br>(effect starts super freeze 20F)</center>
|<center>-</center>
|<center>-</center>
|<center>-</center>
|<center>-</center>
|<center>60F</center>
|<center>60F</center>
|<center>8~14F</center>
|<center>During super freeze 8~14F</center>
|
|
*Performed while in a neutral or during movement.
*Performed while in neutral or during movement.
*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.
*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.
*Has the longest slowdown timer of all the Roman Cancels.
Line 163: Line 169:
|<center>50%</center>
|<center>50%</center>
|<center>2</center>
|<center>2</center>
|<center>1(+44)</center>
|<center>1(+44)<br>(effect starts super freeze 25F)</center>
|<center>-</center>
|<center>-</center>
|<center>+24</center>
|<center>+24</center>
|<center>40F (hit)<br>20F (block)</center>
|<center>40F (hit)<br>20F (block)</center>
|<center>7~13F</center>
|<center>During super freeze 7~13F</center>
|
|
*Performed as a strike or throw connects.
*Performed as a strike or throw connects.
**Window is extended during mid or large CHs, irrespective of the current action.
**Window is extended during mid or large Counter Hits, irrespective of the current action.
*Shockwave launches the opponent on hit at the cost of additional damage scaling.
*Shockwave launches the opponent on hit at the cost of additional damage scaling, causes hard knockdown.
**Used to extend combos for more damage and/or better okizeme.
**Used to extend combos for more damage and/or better okizeme.
**Hitting the opponent during slowdown applies 80% forced proration.
**Attacks deal 80% damage during slowdown.
*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.
*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.
|-
|-
! [[File:GGST_PurpleRC.png|140px]]<br/>Purple
! [[File:GGST_PurpleRC.png|140px]]<br/>Purple
|<center>50%</center>
|<center>50%</center>
|<center>-</center>
|<center>-</center>
|<center>6(+39)</center>
|<center>6(+39)<br>(effect starts super freeze 20F)</center>
|<center>-</center>
|<center>-</center>
|<center>-</center>
|<center>-</center>
|<center>20F</center>
|<center>20F</center>
|<center>14~20F</center>
|<center>During super freeze 14~20F</center>
|
|
*Performed during a move outside of the RRC window.
*Performed during a move outside of the Red Roman Cancel window.
*Shockwave slows down the opponent but doesn't actually hit them. Used to stay safe when using committal attacks.
*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.
**Attacks deal 80% damage during slowdown.
**Slowdown does not end on hit or block.
**Slowdown does not end on hit or block.
*Certain invincible attacks cannot be PRC'd on whiff.
*Certain invincible specials cannot be Purple Roman Canceled unless the opponent is in hitstun or blockstun.
|-
|-
! [[File:GGST_YellowRC.png|140px]]<br/>Yellow
! [[File:GGST_YellowRC.png|140px]]<br/>Yellow
|<center>50%</center>
|<center>50%</center>
|<center>1</center>
|<center>1</center>
|<center>14(+28)</center>
|<center>14(+28)<br>(effect starts super freeze 12F)</center>
|<center>33</center>
|<center>33</center>
|<center>-16</center>
|<center>-16</center>
Line 203: Line 208:
*Performed while in blockstun.
*Performed while in blockstun.
*Invincible until end of super freeze.
*Invincible until end of super freeze.
*Counter hit state during recovery.
*Counter Hit state during recovery.
*Shockwave puts the opponent into a [[GGST/Defense#Guard Crush|guard crush]] but deals no damage. Used as a defensive "get off me" tool.
*Shockwave puts the opponent into a [[GGST/Defense#Guard Crush|Guard Crush]] but deals no damage. Used as a defensive "get off me" tool.
**Hitting an opponent during that state applies 50% forced proration.
**Applies 50% forced proration on hit.
*Not available when in a guard crush state.
*Not available when in a Guard Crush state.
*See [[GGST/Defense#Yellow Roman Cancel|Yellow Roman Cancel]] for more information.
*See [[GGST/Defense#Yellow Roman Cancel|Yellow Roman Cancel]] for more information.
|}
|}


===Dash Input Roman Cancel===
=== Dash Input Roman Cancel ===
Sometimes also referred to as "Drift Roman Cancel".
 
[[FIle:GGST_RomanCancelDrift.png|thumb|right|250x250px|Sike, I wasn't actually there!]]
[[FIle:GGST_RomanCancelDrift.png|thumb|right|250x250px|Sike, I wasn't actually there!]]
*Available for any Roman Cancel except Yellow Roman Cancels.
* 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.
* Input a dash just before Roman Canceling to move in that direction during the Roman Cancel's activation.
**Can input dashes up/down/left/right to drift in that direction. Diagonal inputs are ignored.
** Can input dashes up/down/left/right to drift in that direction. Diagonal inputs are ignored.
<br clear=both/>
<br clear=both/>


===Cancel the Roman Cancel===
=== Cancel the Roman Cancel ===
Sometimes also referred to as "Fast Roman Cancel".
 
[[FIle:GGST_RomanCancelFastCancel.png|thumb|right|Go straight into the next attack of your choice!]]
[[FIle:GGST_RomanCancelFastCancel.png|thumb|right|Go straight into the next attack of your choice!]]
*Available for any Roman Cancel except Yellow Roman Cancels.
*Available for any Roman Cancel except Yellow Roman Cancels.
Line 229: Line 238:
<br clear=both/>
<br clear=both/>


==Input Buffer==
== Input Buffer ==
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.
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.
Similarly, the same principle can be applied to dashes, 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.
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.
On the other hand, 'double tap' dashes do not benefit from this buffer.
Line 240: Line 249:
=== Super Freeze Buffer ===
=== Super Freeze Buffer ===
[[File:GGST_SuperFreezeBuffer.png|thumb|250px|Overdrives are easily reactable...]]
[[File:GGST_SuperFreezeBuffer.png|thumb|250px|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 [[GGST/Offense#Overdrives|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.
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 [[GGST/Offense#Overdrives|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.
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 [[GGST/Defense#Faultless Defense|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!
Normally, every character can cancel the first few frames of start-up of their normals into [[GGST/Defense#Faultless Defense|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''.
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.
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.
Line 262: Line 271:
Large [[GGST/Attack_Attributes#Counter Hit|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.
Large [[GGST/Attack_Attributes#Counter Hit|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!
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
;Ky Example

Revision as of 21:01, 3 August 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 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.

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 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.

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.
  • 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.

Jumping

7/8/9 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 5 1/2/3 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.

Air Dashing

Quickly 6 6/4 4 or 6/4 + 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 (9 5 6) 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.

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.

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 ([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.

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
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

Knockdown 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 for 55 frames before getting up. The character is considered in an Off The Ground state during this time 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.

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. 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.

Wall Recovery

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

Players can recover after being stuck to a wall for ?? frames if not hit by an attack that breaks the wall. This recovery is fully invincible.

When stuck to the wall, hold a direction to choose what direction to recover.
7/4/1 recovers straight upwards a significant distance
8/2/(no direction) recovers in place
9/6/3 recovers straight forwards a significant distance


Cancels

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.

Gatling Combination

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
  • P and 2P gatling into themselves, each other, and command normals
  • K and 2K gatling into D normals, and command normals
  • c.S gatlings into S normals, H normals, D normals, and command normals
  • f.S and 2S gatling into H normals
In the air
  • j.P gatlings into itself
  • j.K gatlings into j.D
  • j.S gatlings into j.H

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.

Special Cancel

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.

Jump Cancel

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.

Dash Cancel

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.

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 Faultless Defense, 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

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.

Color Tension Attack Level Startup Recovery On-Block Slowdown Cancel Situation
GGST BlueRC.png
Blue
50%
-
6(+39)
(effect starts super freeze 20F)
-
-
60F
During super freeze 8~14F
  • Performed while in neutral or during movement.
  • 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
1(+44)
(effect starts super freeze 25F)
-
+24
40F (hit)
20F (block)
During super freeze 7~13F
  • Performed as a strike or throw connects.
    • Window is extended during mid or large Counter Hits, irrespective of the current action.
  • Shockwave launches the opponent on hit at the cost of additional damage scaling, causes hard knockdown.
    • Used to extend combos for more damage and/or better okizeme.
    • Attacks deal 80% damage during slowdown.
  • 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.
GGST PurpleRC.png
Purple
50%
-
6(+39)
(effect starts super freeze 20F)
-
-
20F
During super freeze 14~20F
  • Performed during a move outside of the Red Roman Cancel window.
  • Shockwave slows down the opponent but doesn't actually hit them. Used to stay safe when using committal attacks.
    • Attacks deal 80% damage during slowdown.
    • Slowdown does not end on hit or block.
  • Certain invincible specials cannot be Purple Roman Canceled unless the opponent is in hitstun or blockstun.
GGST YellowRC.png
Yellow
50%
1
14(+28)
(effect starts super freeze 12F)
33
-16
10F
-
  • Performed while in blockstun.
  • Invincible until end of super freeze.
  • Counter Hit state during recovery.
  • Shockwave puts the opponent into a Guard Crush but deals no damage. Used as a defensive "get off me" tool.
    • Applies 50% forced proration on hit.
  • Not available when in a Guard Crush state.
  • See Yellow Roman Cancel for more information.

Dash Input Roman Cancel

Sometimes also referred to as "Drift Roman Cancel".

Sike, I wasn't actually there!
  • 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/right to drift in that direction. Diagonal inputs are ignored.


Cancel the Roman Cancel

Sometimes also referred to as "Fast Roman Cancel".

Go straight into the next attack of your choice!
  • 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 [2]8H).
  • Preserves momentum from before the Roman Cancel.
  • Can be combined with the dash input version to move slightly in a direction before canceling.


Input Buffer

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

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), 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
... 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.

Navigation

Template:Navbar-GGST