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Controls (GGAC) Contents [hide] 1 Arcade Layout 1.1 Notation 2 Movement 3 Offense 3.1 Normals 3.1.

1 Command Normals 3.1.2 Dust Attack 3.1.3 Sweep 3.1.4 Throw and Air Throw 3.2 Special Attacks 3.3 Force Breaks (FB) 3.4 Overdrive Attacks ("Supers") 3.5 Instant Kill (IK) 4 Defense 4.1 Blocking 4.2 Faultless Defense 4.3 Instant Block 4.4 Slashback 4.5 Dead Angle Attack 5 Other Mechanics 5.1 Roman Cancel and Force Roman Cancel 5.2 Bursts 5.2.1 Blue Burst 5.2.2 Gold Burst 5.3 Taunts and Respects [edit] Arcade Layout GGAC Controls.png P K S H D = = = = = Punch Kick Slash Heavy Slash Dust

The taunt button does not have a defined location, but is generally to the upper right of the other buttons. [edit] Notation Players use Numpad Notation when discussing the game online in order to overcome the language barrier international players have when discussing things like spe cial move inputs and strict, complex combos. [edit] Movement 6.gif6.gif run forward. Keep holding 6.gif to keep running forward 4.gif4.gif Backstep. Backsteps move a preset distance and have a bit of startup invinci bility. It is primarily used to avoid incoming attacks or as a last-ditch wakeup defensive option. 5.gif2.gif8.gif High jump. After a high jump, you can not double jump, but you can air dash! Pressing 2.gif7.gif or 2.gif9.gif will have you high jump in the specified dire ction. You can use any downward direction for the 2.gif input - doing 3.gif8.gif will still give you a high jump.

J.gif6.gif6.gif and J.gif4.gif4.gif Air dash in the specified direction. Air dashes quickly cover a lot space, b ut you can not block during the first few frames of air dashing. This makes them high risk, high reward movement option. J.gif8.gif Double jump. Pretty self explanatory. You can also use 7.gif or 9.gif to dou ble jump in the specified direction. [edit] Offense [edit] Normals [edit] Command Normals GGAC Command Normals.png A command normal is performed by pressing a specific direction with a specific b utton. Every character has both a 6P and 6H command normal, and some have comman d normals with 6K as well. It's up to you to learn the different command normals and the properties of each for your character. Most 6P command normals has some form of upper-body invulnerability and are useful as anti-air attacks. Most 6H command normals are slow, far reaching attacks. [edit] Dust Attack GGAC Dust Attack.png Press 5D to perform a standing overhead attack. Connecting a Dust Attack on your opponent will send them flying into the air. Hold any upwards direction to perf orm the Homing Jump and follow them up. From here, it's up to you to slap them u p with your best air combo. Homing Jumps allow most of your attacks to cancel into each other for a very lim ited time, so Dust Combos often look very different from a character's standard air combos. [edit] Sweep GGAC Sweep.png Press 2D to perform a sweep. Each sweep attack possesses different properties an d follow-up opportunities so it's important to know what options are available w ith your character. Sweep attacks provide a great alternative to Dust Attacks as they must be guarded against low. Note that Robo-Ky does not have a Sweep with 2D. His 2S serves the same purpose, however. [edit] Throw and Air Throw Throws are a strong tool in Guilty Gear to knock the opponent down, giving you t he chance to set up a mixup. To throw hold left or right while pressing H. Throw s in Guilty Gear start up in 0 frames and in cases of a throw vs strike trade sc enarios, the throw always wins! Note that holding the diagonals will not work when attempting a throw, it MUST b e straight left or right. [edit] Special Attacks GGAC Special Attack.png Special attacks are attacks that require a more elaborate command input, and hav e unique effects and properties. These range from standard projectiles (Ky's Stu n Edge) to Dragon Punches (Sol's Volcanic Viper) to command throws (Potemkin's P otemkin Buster). All Special Attacks are free, not requiring Tension or otherwis

e, but some characters have special attacks which change under certain condition s. One distinct difference between special and normal attacks is that specials alwa ys build some tension, even if they miss completely. Special attacks also deal C hip Damage as well. [edit] Force Breaks (FB) GGAC FB.png Force Breaks are basically Special attacks that cost 25% Tension. Force Breaks a re all character specific, so look at your character's move list for more inform ation on how to do them. Force Breaks are very strong and usually are well worth the Tension spent! [edit] Overdrive Attacks ("Supers") GGAC Overdrive Attack.png Much like "Supers" from other fighting games, Overdrive Attacks are attacks that 50% of your Tension Gauge. Each Overdrive Attack is character specific, and it' s up to you to know what your characters variation does and what properties it c ontains. Note: Some characters have Overdrive attacks which require a full 100% meter to perform! [edit] Instant Kill (IK) GGAC IK.png To perform an Instant Kill, you must first enter Instant Kill Mode by pressing t he P+K+S+H buttons at once. Afterwards, enter a second command (usually 236236H) to execute your Instant Kill. When you enter Instant Kill Mode, your current Tension transforms into a timer. If the timer empties, you will remain in Instant Kill Mode, but you LIFE will be gin to drain! You can manually exit Instant Kill Mode by pressing P+K+S+H. Executing an Instant Kill takes you out of Instant Kill Mode and removes the Ten sion Gauge for the rest of the round. Meaning you will not be able to use comman ds that require Tension like Overdrives and Faultless Defense! [edit] Defense [edit] Blocking Hold back or down-back to block high or low. Hold any backward direction to bloc k while in midair. High block will not block lows Low block will not block overheads Air block will not block standing attacks [edit] Faultless Defense GGAC FD.png Hold any two attack buttons other than D or S+H while blocking to perform a Faul tless Defense. FD quickly drains your tension FD pushes the opponent further away while blocking as well as negating chip damage and Guard Gauge buildup. Air FD allows you to block standing attacks. Thus you are trading Tension (usually an offensive resource) for defense. [edit] Instant Block

GGAC IB.png Begin blocking just before an attack hits you to perform an Instant Block. IBs reduce both blockstun and pushback, allowing you more opportunities to c ounter attack. IB does not negate chip damage, nor does it allow you to block "incorrectly" . You must still high block overheads, and low block low attacks. Your character will flash white if you performed an IB. [edit] Slashback GGAC SB.png Pressh S+H while blocking to perform a slashback. SBs greatly reduce blockstun and allow you to counterattack almost immediate ly afterwards. SBs negate chip damage and guard gauge buildup. Timing an SB is difficult: You must SB within 2 frames of the attack hitting you. You must SB in the correct direction. You must still high block overheads, a nd low block low attacks. Attempting a SB costs 2% of your Tension. You can not SB for a few frames on wakeup. After an unsuccessful SB, you can not block for a few frames. Thus SBs are high risk, high reward defensive tool that punishes predictable off ensive opponents who use the same blockstrings constantly. [edit] Dead Angle Attack Dead Angle Attacks are an invincible attack that does small amounts of damage th at costs 50% Tension that can be performed while blocking. Press forward and any two attack buttons (except Dust) while blocking to perform the DAA. These are synonymous to Counter Assaults in BlazBlue or Alpha Counters from Street Fighter Alpha. These attacks are used to stop an opponent's offensive momentum, but can be bait ed by jump canceling into air block. [edit] Other Mechanics [edit] Roman Cancel and Force Roman Cancel Roman Cancels and Force Roman Cancels are a very important mechanic in Guilty Ge ar. We will give a brief overview of them here: GGAC RC.png Roman Cancel Press any 3 attack buttons (excluding Dust) to cancel your attack into a neu tral state. RCs cost 50% Tension Attacks must TOUCH the opponent (hit or block) in order to be RCd. Projectiles can not be RCd. You will know you did a RC if you see red rings appear around your character . Roman Cancels may sound very expensive, but they are very versatile and very muc h worth the meter; RCs can make unsafe attacks safe, extend combos, and be used in mixups/frametraps.

GGAC FRC.png You can see which moves have FRCs in training mode Force Roman Cancel Press any 3 attack buttons (excluding Dust) during a small window during cer tain attack to return your character to a neutral state. FRCs cost 25% Tension and are available even on whiff! Only certain attacks can be FRCd. Go to training mode and turn on the input display to see which moves can be FRCd. If the input bar turns Blue, then it has an FRC. You will know you did a FRC if you see blue rings appear around your charact er. FRCs are just as important as RCs if not more so thanks to the fact that they ar e available even on whiff and cost only 25% Tension. The downside is that the FR C window is usually very small (2 frames on average) and thus require lots of pr actice to perform them reliably in a match. [edit] Bursts Bursts are an attack where your character creates an energy shockwave and blows the opponent away. Bursts can be used as an offensive or defensive tool dependin g on the scenario. Press D + any other attack button with a full burst gauge to perform a burst. The Burst gauge fills up very slowly over time or when getting hit. [edit] Blue Burst GGAC Blue Burst.png Press D + any other attack button while blocking or getting hit to perform a Blu e Burst. Blue Bursts blow the opponent away, allowing you to interrupt an oppone nt's combo or reset the momentum of a match. You can not Blue Burst while getting hit by throws and supers. Bursts are strike invincible during startup, but not throw invincible! You are vulnerable while recovering from a Blue burst. Using a Blue Burst completely empties your Burst Gauge... ... but hitting the opponent with the Blue Burst refills approximately 1/3 o f it! [edit] Gold Burst GGAC Gold Burst.png Press D + any other attack button while in a neutral state to perform a Gold bur st. Hitting the opponent with Gold Burst fills up your Tension to max! Bursts are strike invincible during startup, but not throw invincible! Unlike Blue Bursts, you are still strike invincible while recovering from a Gold Burst. Using a Gold Burst consumes approximately 2/3 of your Burst Gauge [edit] Taunts and Respects GGAC Taunt.png Though it's not really "attacking", Taunt and Respect do have their uses.

All characters have both a Taunt and a Respect. To perform a Taunt, simply press Start (Arcade) or R (Respect on Console). Taunts can be canceled into into any attack after about half of the animation has played. Respects, on the other hand , can be canceled at any time. Respects are performed by pressing 6R (or 6Start) . Both the Taunt and Respect can be used to give a false sense of vulnerability as your opponent may be lured into attacking. Since the Respect can be canceled at any time, it's usually the best choice for a lure attempt. Performing a Taunt will raise your opponents Tension Gauge slightly. Performing a Taunt at the end of the match after the opponent is defeated will c ause a 'Rakusyo', which will give the other player 50% tension at the start of t he next round.

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