GGST/Offense

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Revision as of 16:36, 23 June 2021 by Triplicity (talk | contribs)

Normals

Press P/K/S/H/D to perform normal attacks. Depending on the current state of your character (standing, crouching, jumping, close to opponent), your character will do different attacks. As a general rule, P/K attacks are weak and fast, S/H attacks are strong and slow, and D attacks are overhead and low attacks.

Gatlings

Most normals can cancel into other normals, this is known as a Gatling.

Gatlings follow a general formula
  • Most P buttons gatling into themselves.
  • Standing P buttons gatling into their crouching versions, as do K buttons.
  • K and close S normals gatling into D normals, but P buttons do not.
  • P, K, and close S buttons gatling into P and K command normals.
  • Close S also gatlings into every other S and H normal.

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.

Command Normals

Everybody gets a workable Anti-Air.

Command normal are performed by pressing a specific direction with a specific button. Every character has both a 6P and 6H command normal, and some have command normals with 6K, 6S, etc. as well.

Most 6Ps are anti-air attacks with upper-body invincibility. This makes them great tools to punish opponents who jump at you. Typically 6Hs are the slowest and hardest hitting buttons a character has, and mostly remain useful in edge cases outside combos.

Dust Attack

It may not look like it, but it's an overhead. Character glows red during startup.
Each character's standing Dust is an overhead attack that is chargeable.
  • Uncharged Dust on ground hit leaves the opponent in a standing pre-launch state that generally cannot be comboed from without Roman Cancel.
  • Charged Dust are slower, but much more rewarding. It launches the opponent on ground hit and can be followed up with a homing jump.

Homing Jump

Hold any upwards direction after hitting a grounded opponent with a charged Dust attack to leap into the air and chase them. During a homing jump:
  • The attacker gets an extra jump/air dash
  • All air normal attacks can be cancelled into each other
    • Pressing the same attack button twice in a row performs a unique Finishing Blow attack that spikes the opponent down for a hard knockdown
  • After the homing jump, the characters land in the middle of the stage like after a Wall Break
    • If the Finishing Blow is used, then the opponent will recover much slower, leaving the attacker at +23 and giving them more time to continue their offense.
    • In any other circumstance, both characters recover at the same time

Typically a homing jump combo uses the extra jump and ends with a knockdown. ex: j.H > j.S > jump > j.H > j.S > jump > j.H > j.S > j.S

Sweep

GGST Sweep.png
Press 2D to perform a sweep that must be blocked low.

On ground hit, sweeps cause a hard knockdown, giving the attacker lots of time to set up okizeme. Comboing into a sweep is usually trading damage for okizeme since there are very few ways to combo into it without spending Tension on an Roman Cancel.

Throws

File:GGST Throws.png
With the right timing you can throw opponents during their moves

Throws are short ranged, nearly instant attacks that can not be blocked nor combo'ed into (with the exception of opponents in Stagger).

Universal throws start up in 2 frames.

Normal Ground Throw

Press6D or 4D while near opponent to throw the opponent.

Throws are almost universally a character's fastest move to challenge pressure with. They also cause a hard knockdown, allowing for okizeme aftwards. Throws cannot be performed with the diagonals (1D, 3D, etc.).

Thows are in counterhit state on throw whiff, making them high risk should the opponent anticipate it.

Normal Air Throw

Press 6D or 4D while airborne to air throw.

Air throws cannot be performed with the diagonals (1D, 3D, etc.). Air throws often give people trouble because they are not as easy to correctly position as ground throws. Typically air throw ranges extend above the character more than they extend below, so the ideal way to air throw is to be slightly below the opponent and rising up to meet them. Thus air throws are often used as an anti-air tool as well as an air-to-air tool when slightly below the opponent.

Thows are in counterhit state on throw whiff, making them high risk should the opponent anticipate it.

Command Throw

Command throws are special attacks/Overdrive attacks that are throws that can not be escaped.

On the whole, command throws inflict more damage than basic throws and often have better follow up possibilities. Command throws also have more range than normal throws. Command throws generally have more startup frames, so they usually can't be used on reversal as reliably as regular throws can be.

Throw Invincibility

Opponents can not always be thrown. Below is a list of situations when the opponent cannot be thrown:

  • While the opponent is in hitstun + ?? frames after. Basically this means that after an attack strikes the opponent, even if you RC the attack, they will be invulnerable to throws for an additional ?? frames from when they left hitstun.
    • Note that opponents are throwable while staggered
  • While the opponent is in blockstun + ?? frames after blockstun ends
  • While the opponent is knocked down + 5 frames after
  • During the opponent's prejump animation
  • Ground throws will miss versus airborne opponents and vice versa

Priority of Strike vs Throw vs Command Throw

When two strikes hit each other, either a clash happens or both characters get hit, but what happens when throws are added to the mix?

  • Throw vs Strike: The throw takes priority
  • Normal Throw vs. Normal Throw: A Throw Break occurs
  • Normal Throw vs. Command Throw: The Command Throw takes priority
  • Command Throw vs. Command Throw: Both throws whiff for that frame. Meaning a Command Throw with more Active Frames will win in the end.


Special Attacks

GGST Special Attack.png
Special attacks are attacks that require a more elaborate command input, and have unique effects and properties.

These range from projectiles (Ky's Stun Edge) to fast invincible attacks (Sol's Volcanic Viper) to command throws (Potemkin's Potemkin Buster). Most Special Attacks can be canceled into from Normal Attacks, but there are exceptions such as Sol's Fafnir. 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.

Overdrives

Sol getting ready to Tyrant Rave
Overdrives (commonly referred to as supers) are attacks that are even more powerful than special attacks, cost 50% Tension, and often have even more elaborate inputs compared to Special Attacks.

Some Overdrives are useful as Reversals like Sol's Tyrant Rave, while others power up the character like Ky's Dragon Install. On startup, Overdrives freeze the game temporarily to show the character doing a fancy pose or an animated cut-in before attacking. This is commonly referred to as "superflash" or "superfreeze". Most supers have startup both before and after superflash, allowing the defender to easily react to the attack. However, some supers do not have startup after the superflash, meaning if you didn't already have a counter out pre-superflash, you are guaranteed to get hit afterwards.

Taunts and Respects

GGST Taunt.png

All characters have both a Taunt and a Respect. To perform a Taunt, simply press File:GGST R Prompt.png. Respects are performed by pressing 6+File:GGST R Prompt.png. 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%.


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