Learn essential movement techniques in Guilty Gear Strive, including walking, dashing, running, jumping, and special cancels. Improve your offense and defense.
To effectively attack and defend in Guilty Gear Strive, mastering movement is crucial for gaining the initiative. Each movement option has unique uses for positioning yourself strategically.
Walking is the most basic movement, useful for short distances, setups, and combos.
Dashing is a highly utilized technique, performable on the ground and in the air, forwards or backwards by tapping the direction twice. Forward dashes can be cancelled into any ground option, aiding Gatling Combos by maintaining forward momentum. Backdashes cannot be cancelled but offer invincibility for the first two-thirds of their animation, useful for evading attacks. Air dashes allow cancellation into any air move after startup. Special characters like Chipp and Dizzy have triple jumps, while Millia and Dizzy can perform two air dashes. An Instant Air Dash (IAD) is performed by jumping forward or backward and immediately inputting the dash direction as you leave the ground, allowing for faster aerial approaches.
Running covers significant distance quickly, useful for punishing whiffed moves and closing gaps. Like forward dashes, runs can extend Gatling Combos.
Jumping is fundamental. All characters can double jump; Chipp and Dizzy can triple jump. Jumps can be initiated in any upward direction. If no aerial move is performed, a double jump is possible. Jump attacks may still allow for subsequent jumps or air dashes, depending on the character and move. Jump Cancelling involves cancelling a move into a jump by holding an upward direction as a jump-cancellable move connects, enhancing combos and mix-ups. Super Jumps are performed by pressing down then quickly an upward direction, allowing for great vertical or horizontal distance but preventing double/triple jumps. However, super jumps can be followed by an air dash. Chase Jumps are performed after a successful Dust Attack by holding an upward direction, enabling aerial combos.
Note: Potemkin only has backward dashes. Johnny's forward hop does not allow for ground dash cancels. Millia and Dizzy can perform two air dashes consecutively.
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