Advanced Skills Guide
Gunz guide that explains the techniques often used by the advanced GunZ user. There is an explanation of each technique as well as how to do it.
guide that explains the techniques often used by the advanced GunZ user. There is an explanation of each techniques, as well as the information on how to do it.
Techniques used to move faster, or to move to places inaccessible by foot, or other common means.
Infinite Walljump / Flying
( WALL JUMP -> SLASH -> DASH )
This consists of cancelling a Wall Jump with a slash. Slashing cancels the neutral state of the Wall Jump that doesn't allow you to do anything, which allows you to dash back towards the wall to jump again. You are able to repeat this indefinitely. Basically, when you flip off the wall after a horizontal wallrun, slash and dash towards the wall so that you are almost parallel to it. Then press space bar twice quickly to flip sideways and immediately start wallrunning again. An advanced version of this technique has people executing the "Quick Slash" instead of a standard slash. It is possible to dash into the wall and jump off it sideways, and you are also able to Full Step (SlashShot) mid-air while executing this.
( JUMP -> DASH -> SLASH -> DASH )
Allows you to dash twice during one jump by cancelling the slash with another dash. It increases your running speed and can be used to dodge faster.
Light Step Variant
( JUMP -> DASH -> SLASH -> JUMP -> DASH )
A variation of the Light Step that's easier to perform continuously. The main problem is that it doesn't increase your running speed, so this is basically used only for dodging.
Aerial Horizontal Wallrun
( DASH TOWARDS WALL IN MIDAIR AT ANGLE -> WALL JUMP -> JUMP )
Allows you to execute a wallrun. This is curiously done by cancelling the very first frames of a Wall Jump with an attempt to Wallrun.
Silent Step / Super Dash
( GLITCH ) ( FALL -> DASH REPEATEDLY )
After falling for a fairly long period of time (2-3 seconds), your model's animation will freeze and you will be able to dash indefinitely, regardless of what weapon you're wielding. Effective to reload on a long fall, such as on the wall at the stairs in Dungeon.
( JUMP -> DASH -> QUICK SLASH -> DASH -> QUICK SLASH -> DASH )
Based on both the Quick Slash and the Light Step, this allows you to move around much faster than a normal Light Step due to the quicker ending of your slash. This also has the added effect of putting sword damage in your movement trajectory, and can thus be used as an offensive technique as well, much like a faster, unblockable Butterfly Step.
Those techniques allows the player to damage his ennemies more efficiently, by either attacking in fast succession, attacking while moving rapodly or attacking while defending himself.
(Slash Shot) ( MIDAIR SLASH (HOLD) -> SWITCH TO GUN -> GUN WILL SHOOT -> SWITCH TO SWORD )
The basis of almost all quick-movement combat within the game, this is one of the first types of cancelling most people learn. It consists of cancelling a mid-air slash (with the mouse button held down) immediately into a weapon switch, then waiting for the shot to go off before switching back to your sword to move again.
Note: The Slash Shot (oftenly referred to as 'SS') usually has a jump and a dash before it although sometimes people dash first, then jump. Jumping, and then dashing is apparently more effective, but more difficult to perform.
( JUMP -> DASH -> SLASH -> BLOCK )
The best use of guard cancelling available, this allows you to continuously cancel slashes into guards, giving you very short slash attacks very repetitively while allowing you to move forward or dodge side to side.
( MIDAIR SLASH (HOLD) -> SWITCH TO GUN -> DASH -> GUN WILL SHOOT -> SWITCH TO SWORD )
One of the first variations on the Full Step, this allows you to dash as you draw your gun to shoot, giving you a quick dodging opportunity mid-switch.
Half Half Step
( MIDAIR SLASH (HOLD) -> SWITCH TO GUN -> JUMP -> DASH -> GUN WILL SHOOT -> SWITCH TO SWORD )
This variation of the Half Step allows you to string multiple Half Steps together.
( MIDAIR SLASH (HOLD) -> SWITCH TO AUTOMATIC GUN -> JUMP -> DASH -> RELEASE FIRE -> SWITCH TO SWORD )
The execution may not be completely accurate. The move is described by Kraise simply as "unstop Half Half Step with rifles or 120 gun". The gist is being able to aim and land a perfect stream of quick bullets, much like how slash-shooting is intended to land the perfect shotgun blast. It is technically a Half Half Step with an automatic weapon.
( MIDAIR SLASH -> SWITCH TO GUN -> SWITCH TO SWORD )
This makes any sword attack incredibly shorter by cancelling your full slash recovery into the delay of your weapon draw.
( WHILE MOVING, SHOOT -> SWITCH TO OTHER GUN -> SHOOT -> SWITCH TO OTHER GUN -> SHOOT -> ... )
This technique allows you to consecutively fire two high-delay weapons in an alternating fashion, allowing you to output a high amount of damage in a short amount of time. Effective with things like Shotguns, Revolvers, Rockets or a combination of the three. It may be done in mid-air while falling, or while walking. Med Packs and Armor Kits cannot be streamed anymore.
( SWORD / KODACHI LAUNCH -> SWITCH TO GUN -> SHOOT )
This nasty technique requires a decent amount of control on the mouse and good aim, and simply allows you to shoot an enemy down mid-air after a launch. Rifles will keep an enemy aloft in the air for some time if hit directly from below and followed properly.
( MASSIVE COUNTERATTACK -> SWORD LAUNCH -> SWITCH TO GUN -> SHOOT -> SWITCH TO OTHER GUN -> SHOOT )
This is the proper execution given for the deadly "Instant Kill", essentially an expansion of the Launch Combo and almost completely guaranteed to land. After a counterattack done with a massive attack off a block, you can dash in and launch your opponent into the air and shoot them twice in mid-air. Because this is often done with shotguns, the amount of damage done in total is so high that very often you can completely kill an opponent through this method, particularly when using higher level guns such as the Avenger series. You can also continue the combo if you miss; when they land launch them up again and repeat (very deadly if mastered)
Those techniques are achieved by useing glitches in the game at one's advantage to be able to further damage an opponent even if he does the necessary actions to block those attacks.
(Glitch Strike) Due to the odd collision detection used in determining if slashes hit or not, it is possible to bypass someone's guard when executing a Massive Attack. To hit someone who is blocking facing you, turn away entirely and execute a Massive Attack. To hit someone who is blocking facing upwards, strike while facing upwards. To hit someone who is blocking facing downwards, strike while facing downwards.
Blocking Massive Attacks Based on the above Unblockable Strike
You must predict where and how your opponent will throw their Massive Attack and block accordingly. If your opponent often turns away to hit you with a Massive Attack, then turn away at the same time they do to prevent yourself from being hit. If your opponent looks down when doing it, look up instead, and viceversa.
Short Ceiling Sword Launch Combo
In areas with short ceilings, you can prevent someone from safefalling when you do a sword or kodachi uppercut by slashing two-three times as they are in mid-air.
You can prevent yourself from bouncing off someone's guard by slashing at their feet. It will register to them as though they had blocked the attack, but you may continue to follow up unhindered because your client will not consider you have been blocked. This lets you hit them while their guard falls due to their client thinking they've successfully blocked an attack.