GGST/Movement: Difference between revisions

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Each color of RC has different properties, and what it can be used for:
Each color of RC has different properties, and what it can be used for:
;Red
;Red
*Performed while hitting the opponent
*Performed while hitting the opponent.
*Generates a shockwave around your character that launches the opponent on hit, allowing for easy combo opportunities aftewards
*Generates a shockwave around your character that launches the opponent on hit, allowing for easy combo opportunities afterwards.


;Yellow
;Yellow
*Performed while blocking (even air block!)
*Performed while blocking (even air block!)
*
*Stops your opponent's attack and resets to neutral. Used as a defensive "get off me" tool.
;Purple
;Purple
*Performed while whiffing an attack, even if the opponent is already in hitstun/blockstun.
*Like Red Roman Cancel, but without making contact with an opponent. Can be used to keep yourself safe after whiffing something that leaves you wide open, after a projectile to cover your approach or in combos.
;Blue
;Blue
*Performed while you're in a neutral situation (IE not attacking or blocking).
*Has the longest slowdown timer of all the Roman Cancels, letting you get one or two attacks in before being able to link into something else. This means you can link things that aren't normally Gatling cancel-able like 5K into c.S due to the slowdown. Can be used for a guaranteed hit and combo if you use it when an opponent is using an attack with long startup, allowing you to hit them before their active frames kick in.


;RC Drift
;RC Drift
*Available for any RC except Yellow
*Available for any RC except Yellow.
*Input a dash just before RCing to move in that direction during the RC's activation
*Input a forwards or backwards dash just before RCing to move in that direction during the RC's activation.
*Can also input dashes Up/Down to dash in that direction
*Can also input dashes Up/Down to drift in that direction.


;RC Fast Cancel
;RC Fast Cancel
*Available for Red RCs
*Available for any RC except Yellow.
*Input an attack just after RCing
*Input an 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 burst happens). Useful for some combos or to just be able to act quicker after using RC.


== Advanced Techniques ==
== Advanced Techniques ==
== Navigation ==
== Navigation ==
{{Navbar-GGST}}
{{Navbar-GGST}}

Revision as of 03:40, 16 May 2021

Ground Movement

Walking

Hold 6 or 4
Walking is the most basic movement option in your arsenal.

All characters can walk by holding a forward or backwards direction. Walking does not see much use compared to dashes or runs, as dash is generally faster and more convenient in approach situations. There are several situations where walking shines, though, such as in baiting and whiff-punishing moves or in spacing attacks during combos and pressure. One other benefit of walking over running is that walking can be meterlessly cancelled into blocking, while running requires you to either stop and skid to a halt before being able to block, or spend meter to FD Break.

Forward Dashing

This only covers traditional dashes; command dashes belong to the Special category.
6 6 or 6 + Dash
Forward dashing moves your character forward faster and more effectively compared to walking. By holding forward after the dash input, most characters can go into a run which they can extend indefinitely. However, Leo and Giovanna can only step a fixed distance forward, and Nagoriyuki and Potemkin have no forward dash at all.

Backdash

4 4 or 4 + Dash
Backdashing makes your character step away from the opponent.

Backdash is available to all characters, including Nagoriyuki and Potemkin. It has some invulnerability on startup, which can help you evade opponent's attacks. Be careful when using it, though, as moves with enough active frames can still hit you once the invulnerable part of the backdash ends.

Air Movement

Most characters only have 1 air option: you can either double jump or air dash, but you 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

Press any upward direction while standing/crouching
Jumping is the primary air movement of all characters.

All characters except for Nagoriyuki can jump again in the air by inputing any upward direction during a jump. Its horizontal velocity increases depending on the forward dash momentum on the ground. Some normals and/or specials can be jump cancelled on hit or block.

High Jump (Super Jump)

Starting from neutral, quickly press any downward direction then any upward direction
High jumping behaves the same as a regular jump, but with increased velocities.

After a High Jump, you can airdash, but not double jump.

Air Dashing

Your mean of approaching or avoiding the opponent faster in the air.
  • Backward Air Dash is instaneous, and that's about it.
  • Forward Air Dash will propel the character forward after a short lag, and depending on where you hit a button, the character will fall in different places on the screen.

Instant Air Dash

Instant Air Dash is a method of airdashing as soon as one leaves the ground. It is useful for air dashing over projectiles and covering ground quickly from the air.

Prejump

Jumps and High Jumps are not instantaneous - before going airborne, your character will enter a state called prejump, where you can not block, but are invincible to throws. If you are hit during prejump, you will enter standing hitstun.

Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower your character is, the longer the prejump. Exact values for prejump can be found in each character's frame data.

It is actually possible to cancel prejump into Specials, and Overdrives, though for most characters is not used very often. The reason for this is 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

Ground and Air Recovery

Wakeup

Stagger

Teching

Cancels

Gatling Combination

Gatling is done by pressing a normal move's command after another.

Depending on which move is hitting the opponent, you are able to cancel to different types of normals. There can be character-specific variations, but the general rule goes as follows:

  • P -> P or Command Normal.
  • K -> D or Command Normal.
  • c.S -> H or D or Command Normal.
  • S -> H.

Special Cancel

Executing a special move's command after a special-cancellable move makes contact with the opponent will result in a Special Cancel.

Most normals can be special cancelled. Nagoriyuki can also cancel a special into another as well, although it will raise his Blood Gauge.

Jump Cancel

Inputting the jumping input after a jump-cancellable move contacts the opponent will result in a Jump Cancel.

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

When you input a forward dash after a dash-cancellable move connects with the opponent, you will get a Dash Cancel.

On the ground, few moves have this property. So far, there are May and Giovanna's c.S (Is all c.S dash-cancellable? Need clarifying) and the first hit of Ramlethal's Erarlumo (214P). In the air, all j.K and j.S, and some j.H and j.D are. Potemkin and Nagoriyuki cannot dash cancel, as they do not have a traditional forward dash or airdash.

Clashes

Roman Cancels

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

File:GGST RomanCancels.png

Each color of RC has different properties, and what it can be used for:

Red
  • Performed while hitting the opponent.
  • Generates a shockwave around your character that launches the opponent on hit, allowing for easy combo opportunities afterwards.
Yellow
  • Performed while blocking (even air block!)
  • Stops your opponent's attack and resets to neutral. Used as a defensive "get off me" tool.
Purple
  • Performed while whiffing an attack, even if the opponent is already in hitstun/blockstun.
  • Like Red Roman Cancel, but without making contact with an opponent. Can be used to keep yourself safe after whiffing something that leaves you wide open, after a projectile to cover your approach or in combos.
Blue
  • Performed while you're in a neutral situation (IE not attacking or blocking).
  • Has the longest slowdown timer of all the Roman Cancels, letting you get one or two attacks in before being able to link into something else. This means you can link things that aren't normally Gatling cancel-able like 5K into c.S due to the slowdown. Can be used for a guaranteed hit and combo if you use it when an opponent is using an attack with long startup, allowing you to hit them before their active frames kick in.
RC Drift
  • Available for any RC except Yellow.
  • Input a forwards or backwards dash just before RCing to move in that direction during the RC's activation.
  • Can also input dashes Up/Down to drift in that direction.
RC Fast Cancel
  • Available for any RC except Yellow.
  • Input an 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 burst happens). Useful for some combos or to just be able to act quicker after using RC.

Advanced Techniques

Navigation

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