GunZ The Duel/Korean-Style and Advanced Techniques

Basics behind Cancelling

 * Guard Cancelling : At any point during a slash with a sword or kodachis, players may immediately cancel the animation by pressing block.
 * Switch Cancelling : At any point during a slash in the air with a sword or kodachis, players may immediately cancel the animation by switching weapons. Daggers must complete the stab animation before being allowed to switch weapons.
 * Slash Cancelling : Wall Interaction - At any point during a jump off a wall from either a wall jump or a wall run, players can cancel the locked state, allowing them to fully rotate the camera, switch weapons, and block by slashing with a sword or kodachis or stabbing with a dagger.
 * Dashing - At any point during a dash, players can cancel the locked state, allowing them to fully rotate the camera, switch weapons, block, or dash by slashing with a sword or kodachis or stabbing with a dagger.


 * Reload Cancelling : At any point after shooting a ranged weapon, players may cancel the delay in switching weapons by tapping reload.
 * Jump Cancelling : At any point before a dash, players may cancel the delay from the previous dash by jumping; this can also apply to dashing while already airborne.
 * Wall Hang Cancelling : At any point after the end of the animation of a wall run or wall jump, players can cancel the locked state by beginning a wall hang. However, this cancel was actually built into the game intentionally, more or less, as Wall Hang was meant to be used in order to climb walls. But, the wall hang animation will cancel the locked state, regardless if the animation is finished.

Movement Techniques

 * Infinite Walljump / Flying / Slash Climbing / Wall Cancelling / Wall Slash : ( 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 players to do anything, which allows them to dash back towards the wall to jump again. Players are able to repeat this indefinitely. It is possible to execute while facing any direction. Slashshot (Full Step) can be done mid-air while executing this by inserting a switch to gun after the slash.
 * Quick-Slash Climb / Flash Climb : ( WALL JUMP -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH TO WALL ) This is a variant of the Infinite Walljump. It consists of cancelling the wall jump with a slash, then quickly cancelling the delay after that slash by the switches. Players are able to repeat this indefinitely. This allows the player to climb much faster than by not cancelling the slash. The name "Flash Climb" is a misnomer from when Quick-Slash was incorrectly named Flash Step.
 * Wall Spring / Propell : ( DASH TOWARDS WALL AT ANGLE -> JUMP -> SLASH -> JUMP ) This consists of cancelling a wall-run right away in order to flip off the wall and gain forward aerial momentum quickly. This move can be done in mid-air with two jumps, similar to the Aerial Horizontal Wallrun, and can be chained when two walls are close together.
 * Light Step : ( JUMP -> DASH -> SLASH -> DASH ) Allows players to dash twice during one jump by cancelling the slash with another dash. It increases one's running speed and can be used to dodge faster. A jump can be added in before the second dash, resulting in a slightly slower Light Step called Advanced Light Step.
 * Aerial Horizontal Wallrun / Multi-Wall Run : ( DASH TOWARDS WALL IN MIDAIR AT ANGLE -> WALL JUMP -> JUMP ) Allows players to execute a wallrun in midair. This is done by cancelling the very first frames of a Wall Jump with an attempt to Wallrun.
 * Super Dash : ( FALL -> DASH REPEATEDLY ) After falling for roughly 1.5 seconds, the character model's animation will freeze and will be able to dash indefinitely, regardless of what weapon the character is wielding. Effective to reload on a long fall, such as on the wall at the stairs in Dungeon. A female character wielding a rocket launcher will have its animation freeze sooner than with any other weapon.
 * Flash Step : ( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH ) Combining the principles of the Quick Slash and the Light Step, this allows players to move around much faster than a normal dash, as it dashes more than the length of a regular dash, with the same repeatability as a regular dash, as the Light Step allows the player to move further, and the Quick Slash allows the player to end slashes quicker. This move can also be used as an offensive melee attack as well. A jump can be added in before the second dash, resulting in a slightly slower Flash Step called Advanced Flash Step.
 * Stylish Step : ( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH -> BLOCK ) This move has the same principle as the Flash Step, except there is a block at the end to deflect bullets. It may also be done with a second jump before the second dash, similar to the Advanced Flash Step, but the name of the technique does not change.

Gun Techniques

 * Swapshot (Streaming) : ( WHILE MOVING, SHOOT -> SWITCH TO OTHER GUN -> SHOOT -> SWITCH TO OTHER GUN -> SHOOT -> ... ) This technique allows players to consecutively fire two high-delay weapons in an alternating fashion, allowing them to output a high amount of damage in a short amount of time. While moving back and forth quickly and using this technique with revolvers, players can negate the "recoil" effect of the revolvers and shoot accurately repeatedly. A player can combine this with the reload portion of Wind Step to fire two [shotgun] shots consecutively. It may be done in mid-air while falling, while walking, or while wall-running. Med Kits and Repair Kits are streamable, although players must use different packs for it to work. For ease, players may run into a wall while switching and dropping the packs for all of the packs to land in the same spot.
 * Slashshot (Full Step, SS) : ( MIDAIR DASH -> SLASH -> SWITCH TO GUN -> SHOOT ) 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 immediately into a weapon switch to shoot. It can be repeated by switching back to a sword after execution.
 * Jump-Shoot-Dash (JSD) : ( JUMP -> SWITCH TO GUN -> SHOOT -> SWITCH TO SWORD -> DASH ) An alternative to the Slashshot, this technique does not allow players to move while shooting, although it is easier to master. It is used with daggers in place of Slashshot.
 * Half Step (HS) : ( MIDAIR DASH -> SLASH -> SWITCH TO GUN -> DASH -> SHOOT ) One variation on the Full Step, this allows a player to dash as players draw their gun to shoot, giving a quick dodging opportunity mid-switch.
 * Half Half Step (HHS): ( MIDAIR DASH -> SLASH -> SWITCH TO GUN -> JUMP -> DASH -> SHOOT ) This variation of the Half Step has the character land on the ground first and jump before they perform the dash.
 * Reload Shot (RS): ( SHOOT -> TAP RELOAD -> SWITCH TO DIFFERENT WEAPON ) The core of this technique is pressing reload at the same time as pressing the key to switch to the second weapon AND immediately after shooting the first gun. This technique uses reload cancelling to minimize the delay in weapon switching after shooting, and will will work with any weapon that has a long shooting animation.
 * Wind Step / Mos Step : ( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> JUMP -> DASH -> SHOOT -> JUMP -> DASH ) Contrary to popular belief, this is NOT reload shot. Players mentioned MosNanDa's "Wind Step," and in the same few days, other players introduced Reload Step, which is a move that many players in Korean GunZ use. Reload step and Wind Step however, are not one and the same. Wind Step is a shooting step similar to half step, halfhalf step, or full step, but only a few players know the actual Wind Step. It is basically a Half Half Step with an extra Jump Dash for connection.
 * Wall-Post : ( JUMP -> DASH AT WALL -> SLASH -> WALLJUMP -> SWITCH TO GUN -> DASH AWAY FROM WALL -> SHOOT ) A Wall-Post is a Half-Step or Slashshot off of a wall instead of the ground.
 * Quick Slash (QS) : ( MIDAIR SLASH -> SWITCH TO GUN -> SWITCH TO SWORD ) This makes a sword attack much shorter by cancelling the full slash animation into the animation of the weapon draw.
 * Instant-kill / Insta-kill : ( SWORD UPPERCUT / KODACHI LAUNCH -> SWITCH TO GUN -> SHOOT ) This technique simply allows players to shoot an enemy mid-air after a launch; shooting multiple times with Swapshot will increase the damage. In battle, a Massive Strike counterattack will enable them to perform the Insta-kill more easily. Rifles and other automatic weapons will keep an enemy aloft in the air for some time if hit directly from below and followed properly. With the initial launch, one can cancel the animation, allowing more time to shoot. Because this is often done with shotguns, the amount of damage done in total is so high that very often players can completely kill an opponent through this method, particularly when using higher level guns such as the Avenger series. Players can also continue the combo if they miss; when they land, launch them up again and repeat (very deadly if mastered). As mentioned earlier in the Launch Combo, another variation of this Instakill can be done with automatic weapons.
 * Quick-Slash Butterfly : ( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> BLOCK ) This move has the same speed as the regular butterfly, and is used similarly. Its speed is not faster than that of the regular butterfly - the only noticeable difference from the regular butterfly, when done quickly enough, is a switch sound effect.
 * Yoyo Dash : ( JUMP -> DASH AT APEX OF JUMP ) This technique allows players to dash with any weapon out, although it requires timing. The dash in this step is silent, and is reminiscient of the Super Dash as it is done when the character model is not displaying any animation (between the jumping and falling animations is a slight space with no animation), although it can only be done once per jump.

Melee-only Techniques

 * Butterfly (BF or BFly) : ( JUMP -> DASH -> SLASH -> BLOCK ) One use of guard cancelling, this move allows players to continuously cancel slashes into blocks, giving them very short slash attacks repetitively while allowing them to move forward or dodge side to side. It offers players a chance of blocking bullets or a melee attack. Effective in gladiator mode, as well as in general combat. This step may also be done without a dash.
 * Double Butterfly (DBFly): ( JUMP -> SLASH -> BLOCK -> DASH -> SLASH -> BLOCK ) This move allows 2 butterflies in one jump, increasing the amount of slashes possible in a shorter amount of time. One use of Double Butterfly is INSTA-FALL -> DOUBLE BUTTERFLY, where the player on the ground will be hit with the slashes of the double butterfly, therefore resulting in another form of Instant-Kill. This step may also be done without a dash, allowing the player to slash repeatedly while in the same location.
 * Sword Instant-kill / Juggle : ( SWORD LAUNCH -> SLASH WHILE UNDER ENEMY ) After the apex of the sword launch, dash underneath the enemy, Butterflying or slashing to juggle them in midair. In a successful chain, the enemy will be killed without being able to defend. The person being juggled can however slash back. As with other launch techniques, players may block to cancel the initial launch animation, although it is not as useful. This is also known as butterfly juggle.
 * Instant-Fall : ( UPPERCUT -> BLOCK -> JUMP -> SLASH ) This technique performs the Sword Launch move then immediately slashes them in the midair as the opponent is being launched, and a block at the end is optional. This makes it much harder or impossible to use the safefall technique after being launched, making them vulnerable while laying on the ground. It also cuts the rising animation and, true to its namesake, causes the opponent to fall almost instantly. This is normally used in conjunction with weapon switches as another instant-kill, for example in the combination UPPERCUT -> BLOCK -> JUMP -> SLASH (causes the insta-fall) -> CHANGE TO GUN -> SHOOT.
 * Void Step : ( DASH -> SLASH -> BLOCK ) This move allows the player to slash while in place, while displaying dash lines behind them. It is often used in gladiator, where players may attempt to confuse enemies.
 * Reverse/Sky/Ground Massive / Glitch Strike : Due to the odd collision detection in massive attacks, it is possible to bypass someone's guard when executing a Massive Strike. To hit someone who is blocking toward the player, turn away entirely and execute a Massive Strike. To hit someone who is blocking facing upwards, strike while facing upwards. To hit someone who is blocking facing downwards, strike while facing downwards. Executing a massive in midair is another method, and these techniques can be used in conjunction. Sky Massive is also often called Skybreak.
 * Blocking Massive Attacks : Based on the above Reverse Massive, players must predict where and how their opponent will throw their Massive Attack and block accordingly. If the opponent often turns away to hit the player with a Massive Attack, then they should turn away at the same time they do to prevent themself from being hit. If a player's opponent looks down when doing it, they should look up (Sky Block) instead, and vice-versa.
 * Low Ceiling Sword Launch Combo : In areas with low ceilings, players can prevent someone from safefalling when they do a sword or kodachi uppercut by slashing two-three times while they are in mid-air.
 * Quick Ground Slash : ( SLASH AND HOLD -> REPEAT ) This move allows players to slash quicker while on the ground. Upon execution, the character will appear to stop mid-slash, and can be repeated. This move is often used with kodachis; it gives them a larger delay reduction than with a sword.
 * Quick Flip / Instant-flip / Insta-flip : ( UPPERCUT -> BLOCK ) This allows players to lessen the post-execution delay of the uppercut and guard at the same time.
 * Guard Break / Foot Slash : Players can prevent oneself from bouncing off someone's block by looking straight down while slashing. It will register to them as though they had blocked the attack, but players may continue to follow up unhindered because the game client will not consider that they have been blocked. This lets players hit them while their guard falls due to their game client thinking they've successfully blocked an attack.