They built up a Tension bar, and O verdrives can then use that to unleash powerful attacks. Special Moves always require a certain string of inputs to be done, but they are entirely free to do. Special moves can be divided into two categories. If both characters attempt a throw, they will clash and bounce off each other. Throws & Air Throws can be done using a horizontal directional input (4 or 6) while close to an opponent and pressing Dust (D), it goes through blocks.Sweeps by doing the same Dust input, but now crouched, you can sweep your opponent off their feet.Dust Attacks by doing a Dust input without any directional input, you can make an overhead attack that launches your opponent in the air briefly.Command Normals are basic attacks with directional input, and each character has a unique one to them.Heavy Slashes and the riskiest but most rewarding attacks often require the opponent not to be prepared for them to work.Slash attacks can be even less safe than kicks, but they make their return on investment with great Hitstun.Kicks can be even better at opening the space, especially when followed up with a crouched Dust (2D), as, if successful, will allow for far more mix-up opportunities.Punch is always a quick hit, and by pressing it multiple times or pressing it while crouching, you can create some space between you and your opponent.Here comes the fun, the buttons for the different actions in GGST. This jump can also be influenced by the directional elements, leading to a 29 style high jump (forward high jump) or even one that comes of moving crouches 17 (backward high jump) Action Button Layout High Jump: You can do a higher jump by crouching first. Some characters can also make a second jump or dash after jumping. In notation, that looks like 9 (jump forwards) or 7 (jump backward). Adding either 4 or 6 to it will send your fighter in a jumping arc. Jump: Pressing 8 (up) will make your character jump, like crouching. In the case of dashing backward, there is a small invisibility frame when executing it, making it worthwhile to avoid specific attacks. If you dash Foward (toward your opponent) and hold the direction, then you will begin to run, though not all characters have this feature. This would read in notation as 3 (crouch forward) or 1 (crouch backward).ĭash: You can dash in both directions by pressing that direction twice, 44 or 66. This is due to the relative direction of opponents.Ĭrouch: Holding 2 (down) will make your character crouch, and you can move will crouching by pressing 2 and either 6 or 4 together. It is worth noting that when people list off combos or setups, 6 becomes "towards opponent" while 4 is "away from opponent". Walk: In order to move in GGST, you have to hold a direction, either 6 (right) or 4 (left). Movement Button Layoutįrom now on, we will be using notation to explain the game's controls as such, it's a good idea for you to familiarize yourself with the Numpad system below, we'll do buttons after. This guide will go over the basic controls for controllers, the keyboard, and obviously, the good old classic fight stick. In notation, it is also referred to as Numpad notation because moves can be directly translated to a keyboard's Numpad. The latest entry in the GG franchise uses ArcSystem's famous six-way movement scheme.
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