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This page will go over the general controls over the Guilty Gear series.

Overview

General

Movement

All characters can move in the below ways:

Offense

In all main games, characters have 4 main attack buttons that can be used while standing, crouching or in the air:

Between Guilty Gear & X Plus, pressing SlashHeavy Slash would launch the opponent to the top of the screen; then, pressing Up would make the player chase the opponent to do a guaranteed aerial combo. In Guilty Gear XX, this would be allocated to its own special button: Dust (Dust). Additionally, Dust can be used in the air for an overhead attack, or as a sweep while crouching.

Fierce Strikes

In all main games, characters can use Right + Punch for a quick anti-air, or Heavy Slash for an overhead attack. Some characters have alternate Fierce Strikes that use other inputs (i.e. Right + Slash, Down Right + Heavy Slash, Down + Kick in the air etc.)

Special Attack

Special Attacks are a staple of any fighting game, and Guilty Gear is no exception.

Special Attacks require special inputs (e.g. DownDown RightRight + Punch for Sol's Gun Flame), which differ from character to character, ranging from projectiles and physical attacks, to counterattacks and situational traps.

Overdrive Attack

Akin to Special Attacks, Overdrive Attacks (originally known as Chaos Attacks in Guilty Gear) require unique inputs (i.e. RightDown RightDownDown LeftLeftRight + Heavy Slash for Sol's Tyrant Rave), as well as a maxed-out Chaos Gauge (only in GG), or 50% of the Tension Gauge in later titles.

Instant Kill

Introduced in the original Guilty Gear under the name Morbid World, Instant Kills were attacks that could end the match if they connected. In their original appearance, the attacker would initiate the state by pressing PunchKick near the opponent - if it connected, the background would turn red. During this time, inputting DownDown RightRight + Punch/Kick/Slash/Heavy Slash would activate the Instant Kill, wiping out the opponent's entire health bar and end the entire match; the other player would have to input DownDown LeftLeft + Punch/Kick/Slash/Heavy Slash to counteract the attack.

In Guilty Gear X up until Xrd Rev 2, pressing PunchKickSlashHeavy Slash would activate the Instant Kill state, gradually lowering their Tension gauge. In the vast majority of cases, inputting DownDown RightRightDownDown RightRight + Heavy Slash initiates the Instant Kill. Rather than ending the entire match, only the current round ends - regardless of whether the attack connects or not, the player that used their Instant Kill will no longer have a Tension Gauge for the rest of the match.

Instant Kills would not make appearances in Guilty Gear 2 & -Strive-.

Defense

Guard

To be added...


Guilty Gear

Charge Attacks

Only in the original Guilty Gear, all the playable characters (with the exceptions of Axl Low, Testament & Justice) were able to charge a specific Special Attack in their arsenal by holding the Respect button instead of their respective normal button (e.g. the Charge input for Sol's Volcanic Viper would be RightDownDown Right + Respect instead of Slash or Heavy Slash).

Charging Special Attacks alter the properties of the attack, from dealing extra damage to increasing range by up to 3 stages, as shown below:

Character Attack Input
Sol Badguy
Volcanic Viper
RightDownDown Right + Respect
Ky Kiske
Stun Edge
DownDown RightRight + Respect
May
Aqua Rolling
DownDown RightRight or LeftDown LeftDownDown RightRight + Respect
Chipp Zanuff
Beta Blade
RightDownDown Right + Respect
Dr. Baldhead
Hack 'n' Slash
RightDownDown Right + Respect
Potemkin
Graviton Stamp
RightDownDown Right + Respect
Millia Rage
Living Lancer
DownDown RightRight + Respect
Zato-ONE
Invite Hell
DownDown + Respect
Kliff Undersn
Bellowing Roar
DownDown RightRight + Respect
Baiken
Tatami Gaeshi
DownDown RightRight + Respect

This feature would be pseudo-reintroduced in the Guilty Gear XX sub-series in the form of Order-Sol's Charge, which has the same effects, albeit for all of his Special Attacks, as well as his other Overdrives.

Guilty Gear X & XX

Roman Cancel

Roman Cancels were introduced in Guilty Gear X, which would go on to be a staple mechanic of the Guilty Gear series onwards.

By pressing any 2 attack buttons (excluding Dust) while using any non-Instant Kill attack immediately puts the player back into a neutral state, allowing them to either continue a combo or quickly stop what they're doing to go on the defensive - though, this does burn 50% of the player's Tension meter.

Between Guilty Gear X & ACPR, the player will immediately go back into neutral, indicated by a very brief red flash on the character's middle; in Guilty Gear Xrd, an animation would play to show that a Roman Cancel was used, giving the player more time to react to what they did - additionally, new colors of Roman Cancel would be introduced:

In Guilty Gear -Strive-, Roman Cancels would also gain the added feature of being able to dashed into, which if used next to an opponent, they will get hit by the shockwave.

Guilty Gear 2

To be added...

Guilty Gear Xrd

To be added...

Guilty Gear -Strive-

To be added...