The latest entry in the GG franchise uses ArcSystem's famous six-way movement scheme. In notation, it is also referred to as Numpad notation because moves can be directly translated to a keyboard's Numpad. This guide will go over the basic controls for controllers, the keyboard, and obviously, the good old classic fight stick.
Movement Button Layout
From 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.
Walk: In order to move in GGST, you have to hold a direction, either 6 (right) or 4 (left). It is worth noting that when people list off combos or setups, 6 becomes "towards opponent" while 4 is "away from opponent". This is due to the relative direction of opponents.
Crouch: Holding 2 (down) will make your character crouch, and you can move will crouching by pressing 2 and either 6 or 4 together. This would read in notation as 3 (crouch forward) or 1 (crouch backward).
Dash: You can dash in both directions by pressing that direction twice, 44 or 66. If you dash Foward (toward your opponent) and hold the direction, then you will begin to run, though not all characters have this feature. In the case of dashing backward, there is a small invisibility frame when executing it, making it worthwhile to avoid specific attacks.
Jump: Pressing 8 (up) will make your character jump, like crouching. Adding either 4 or 6 to it will send your fighter in a jumping arc. In notation, that looks like 9 (jump forwards) or 7 (jump backward). Some characters can also make a second jump or dash after jumping.
High Jump: You can do a higher jump by crouching first. 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
Here comes the fun, the buttons for the different actions in GGST.
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.
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.
Slash attacks can be even less safe than kicks, but they make their return on investment with great Hitstun.
Heavy Slashes and the riskiest but most rewarding attacks often require the opponent not to be prepared for them to work.
Command Normals are basic attacks with directional input, and each character has a unique one to them.
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.
Sweeps by doing the same Dust input, but now crouched, you can sweep your opponent off their feet.
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. If both characters attempt a throw, they will clash and bounce off each other.
Special moves can be divided into two categories. Specials and Overdrives. Each character has their list of these. Special Moves always require a certain string of inputs to be done, but they are entirely free to do. They built up a Tension bar, and Overdrives can then use that to unleash powerful attacks.
Blocking is done by holding the opposite direction to your opponent, either standing up or crouched.
Instant Blocks are achieved by pressing the opposite direction of your opponent just as the attack reaches you. It gets rid of the chip damage, pushback, and grants a tiny bit of Tension.
Faultless Defense is when holding Defense and inputting any two attack inputs (except Dust). It pushes the defender far away from the attacker.
Instant Faultless Defense, much like Instant blocks, doing a faultless defense just in time of an attack will accentuate the features of a faultless defense and push you further away and deny the chip damage.
By pressing any three attack inputs (or assigning it its input in the options) and using 50% of your Tension meter, you can do a Roman Cancel. A powerful mechanic that can turn any fight result upside-down. The Roman Cancels everything your character is doing and slows down everything on the screen, including your opponent, if it touches them. There are four types of cancels.
Blue: The longest lasting of all, activated during normal movement and kept the slowdown even after your opponent is hit.
Red: Activating it right as an attack or throw lands will cause the opponent to launch up for a combo extension.
Purple: Activated when outside of any Red Roman Cancel window, it will help you make attacks that would have been unsafe, safe.
Yellow: You can activate it when in blockstun, allowing you to escape a potential setup, though it won't aid much in retaliating by itself.
You can use Dust + any other attack input while blocking and at full Burst Gauge to do a Psych Burst. This move creates a shockwave that pushes opponents away and gives you a moment to re-center for an attack. Doing the same but in a neutral state will result in a Gold Psych Burst resulting in a much stronger effect and a full recharge of your Tension meter as well as invulnerability for its entire duration.
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