GunZ The Duel/Korean-Style and Advanced Techniques

K-Style (Korean-Style) of play is based on the ability to cancel certain basic techniques while holding a sword and upon glitches, and is a form of emergent gameplay. This allows a player to cancel a move into another or allow the player to do movement impossible without the glitch, allowing more advanced techniques to be made. It also is the main gameplay attraction to GunZ The Duel, as the original gameplay without cancelling is slow paced and tedious. There are also moves that can be performed by not using sword but still considered K-style, but technically not (Multi Wall Run is one example, this is basically only a cancelling move). There are other styles of gameplay as D-Style (Dagger-Style), E-Style (European Style) or M-Style (Monk Style) and this guide was updated in 2015.

K-Style (Korean-Style) technique in GunZ The Duel is defined as a string or combination of basic techniques and movements that cannot be taken apart in order to make two complete advanced techniques. If a single repetition of a technique that contains more than one basic technique has two non silent ground dashes, a Massive Strike, or repeated basic techniques at the end, it also is not considered an advanced technique. Any mentioned combinations of moves is called a combo as opposed to an advanced technique (although all techniques are technically combinations of basic techniques), and should not be added to this list (unless noted as a combo, and if it is not redundant of another technique). Note : any techniques branching off of insta fall are still classified as combos, even if they fill the criteria listed here. See this page for an incomplete list.

In this list all techniques beginning with a jump, slash, block or launch assume that you are on the ground when the technique is executed and holding a sword or kodachis, unless otherwise noted. Slash and Launch apply to swords and kodachis, while Stab and Lunge apply to daggers. Also, wherever applicable, sword refers to both sword and kodachis.

Gunz The Duel Basic Cancels
At any point during a slash with a sword or kodachis, players may immediately cancel the animation by pressing block. 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. 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 (Wall Interaction). 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 (Dashing). At any point after shooting a ranged weapon, players may cancel the delay in switching weapons by tapping reload. 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. 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. At the top of a jumb or near landing, players may cancel gravity by a slash allowing the time needed for a dash and the following moves, which is known as late dash (for near landing) or blink dash (for peak reaching), used in pro K-Style combos like Double Half Step.
 * Guard Cancelling :
 * Switch Cancelling :
 * Slash Cancelling :
 * Reload Cancelling :
 * Jump Cancelling :
 * Wall Hang Cancelling :
 * Gravity Cancelling :

K-Style and D-Style Basic Moves
Left Mouse Button. Right Mouse Button. Dash -> Wait -> Dash. Jump -> Dash. (This technique is the basis of all techniques executed in the air). Jump -> Dash -> Dash. Jump at the wall direction -> Slash or Stab -> Jump off the wall -> Slash or Stab. Switch to Gun -> Dash to roll. (Allows for silent movement). You received a Flip or a Lunge -> Press Jump to escape. Jump -> Right Mouse Button at the wall. (You will hang on the wall). Jump at the wall direction -> Jump off the wall -> (***) -> Jump at the other wall direction -> Jump off the wall -> Repeat From ***. Forward Key (Hold) -> Jump at diagonal angle of the wall. (You will walk on the wall). Wall Run -> Jump -> Slash or Stab. Wall Run -> Jump -> Slash or Stab -> Jump. (This consists of canceling 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 an aerial wall run in place of the normal wall run, and can be chained when two walls are close together. Also, a slash,a stab or a dash-less quick switch may be used as soon as the beginning of the animation of the end of the wall jump starts, allowing the player to continue movement). Wall Run -> (***) Jump -> Slash or Stab -> Forward Dash at diagonal angle of the wall -> Jump 2x for the new Wall Run -> Repeat from ***. (Allows players to execute a Wall Run in mid air. This is done by canceling the very first frames of a Wall Jump with an attempt to Wall Run). Jump at the wall direction -> Jump off the wall -> Slash or Stab -> (***) Dash at the wall direction -> Jump off the wall -> Slash or Stab. -> Repeat from ***. (This technique is a widely used ability, using the glitch to climb walls. Once you begin the slash or stab press jump. The slash or stab cancels the neutral state of flip in wall jumping, allowing full control of the player as he jumps from the wall. It is used to scale extremely high walls at high speeds. For one simple wall climbing or for walk up the wall you can Hold Forward Key -> Walk straight up the wall -> Stay very close of wall -> Jump). Switch to Gun -> Shoot -> (***) Switch to other Gun -> Shoot -> Repeat From ***. (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 reload shot 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). Switch to Gun -> Shoot -> Reload -> (***) Switch to other Gun -> Shoot -> Reload -> Repeat From ***. (Use with all shoot/switch techniques when possible. 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 work with any weapon that has a long shooting animation. This step may also be combined with any techniques that use a weapon switch from a gun to another weapon. All gun techniques with an "R" before their acronym refer to a reload shot version of that step, where two steps are added after the shot. Reload -> Switch. Only one step, reload, is added to the step if the step already includes a weapon switch directly after the shot. The "R" is commonly added to the name of the step by players in game, although it is inferred that generally when talking about a step, the reload shot is always included). Jump at the wall direction -> Jump off the wall -> (***) Reload Shot -> Change to Sword or Dagger -> Dash in wall direction -> Jump off the wall -> Repeat From ***. Throw the grenade of the set of grenades -> (***) Throw the grenade of the other set of grenades -> Repeat From ***. Throw the last grenade of the set of grenades (Hold) -> The game will automatically throw the grenade of the other set. Charge Massive -> Switch to Gun. (This allows a player to have a Massive Strike while wielding a gun or accessory. Other players cannot see the charged Massive Strike, but you can switch back to sword or dagger after using this technique in order to use an invisible Massive Strike. The timing on this technique must be precise, you must switch to another gun as soon as the Massive Strike finishes charging). Charge Massive -> Switch to Gun -> Switch to Sword or Dagger. (This allows a player to appear to have a brighter glowing, larger than normal Massive Strike on their weapon. It does not do more damage, does not have any additional effects and it does not do double damage. it's just the glow stacking on top of itself. The switch to gun and switch to sword must be at the same time so the GunZ client does not detect the gun actually being out and cancels the Massive Strike. The switches can be repeated while charging the Massive Strike, but only one switch at the right time is needed to get a larger than normal Massive Strike. While charging a massive, switch to gun and back to sword so quickly that the gun doesn't come out. If it's done when the massive strike is done charging, the glow from it will be slightly larger than normal. Note : This does not increase the damage for the massive). Face Backwards / Upwards / Downwards -> Massive Strike. (Due to the odd collision detection in massive attacks, it is possible to bypass one'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). Dash (Hold) -> Jump -> Right Mouse Button (Hold). (This is useful for sneaking up on opponents without making any noise; it may be done with any melee weapon. The dash is omitted after the first interaction of this step, although the direction must be held. Although you cannot hear your jumps, other players are able to). Jump at high height -> Stay a good air time -> Dash Repeatedly. (After falling for roughly 1.5 seconds, the avatar'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. Execute this move on maps as Dungeon or Starway. A female character wielding a rocket launcher will have its animation freeze sooner than with any other weapon).
 * Slash and Stab :
 * Flip or Launch and Lunge or Push :
 * Continuous Dash :
 * Jump Dash :
 * Flying :
 * Double Slash or Double Stab :
 * Tumbling :
 * Flip Evade and Lunge Evade :
 * Wall Hang :
 * Wall Tumble
 * Wall Run :
 * Wall Raid :
 * Wall Spring / Propell :
 * Multi Wall Run / Aerial Wall Run / Double Wall Run :
 * Wall Cancel / Wall Strike / Wall Climbing / Wall Slash-Stab / Slash-Stab Climbing :
 * Swap Shot :
 * Reload Shot :
 * Wall Jump Reload Shot / Wall Reload Shot :
 * Fast Grenade Throw :
 * Shadow Grenade Throw / Grenade Glitch :
 * Gun Massive :
 * Large Massive / Double Massive :
 * Reverse Massive / Sky Massive / Ground Massive / Glitch Strike :
 * Silent Jump :
 * Super Dash :

K-Style Melee Moves
Jump -> Slash -> Dash. (This technique allows players to move rapidly without making the loud dashing sound). Jump -> Dash -> Slash -> Block. (One use of block 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, and is effective in both gladiator mode as well as in general combat. This step may also be done without a dash, if it is done without it, partial combinations of other moves can be used in combination to make another technique, such as Jump -> Slash -> Block -> Dash -> Slash -> Switch to Gun -> Shoot, as a combination of butterfly and slashshot, although, usually, these are not differentiated from normal butterfly by the second step, unless with double butterfly. This is commonly used in repetition between shots because it deals close range damage, allows easy directional changes, and also blocks most of the time). 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). Jump -> Slash -> Block -> Slash -> Block -> Slash -> Block. (This move allows three butterflies in one jump and if done correctly can immobilize opponents with the slashes hitstun. When viewed in spectator mode or in a replay, the player's animation is frozen. An easy way to do this is to bind right click to block, and alternate from left clicking and right clicking, <- for this u must atleast know dbf and you have to be able to jump slash and wall hang in the same jump. Jump -> Slash -> Block -> Hold Right Mouse Button, if u cling to the wall you have done it correctly). Flip -> Block -> (***) Walk -> Flip again in mid air -> Block -> Repeat From ***. (After launching the enemy, launch them as they're falling in mid air. Their animation should freeze, and this can be continued infinitely. Between each launch, a shot is commonly added for damage to the opponent. Also, because the enemy's animation is frozen similarly to when the enemy does not safefall, an automatic Instant Kill is possible even if the enemy safefalls). Flip -> Block -> Jump -> Slash -> Walk -> Use combos to avoid the fall of the opponent. (This technique launches the enemy then immediately slashes them in the midair. A block after the slash is optional in order to allow the player to use combos to deal more damage. This technique makes it harder to use the safefall technique after being launched, leaving the enemy vulnerable while laying on the ground, although experienced players can safefall it very often. This is normally followed by a long combo and slash juggling in order to kill the enemy in a fancy way to show off, as only the simplest combo is needed in order to finish a player following a successful Instant-fall. Usable all possible combos associated with it). Flip -> Block -> Walk -> Slash while under enemy. (After the apex of the sword launch, dash underneath the enemy, using Butterfly or regular slashing to juggle them in midair by hitting under them. 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 move is one combo). Flip -> Block -> Walk. (This shortens the delay after using a launch, and is the basis of all launch-related techniques. This is considered an advanced technique, although it is not usually used when talking about a technique). Flip in low ceiling area -> Walk -> Slash. (In areas with low ceilings, players can prevent someone from safefalling when they do a sword or kodachi uppercut by slashing several times while they are in mid air). Slash -> Block at end of Slash Animation. (After using this technique, moving will have the character slide around instead of showing a walk animation, and will allow the player to move around while using an emote, and can be repeated by pressing block. If a dash is added, the player will slide quickly in the direction of the dash, but they cannot change their direction unless they cancel the slide by using launch and block, rather than just hitting block by itself. After initiating the slide, players will often begin a dance or a movement taunt and slide freely around the stage). Slash (Hold) -> Release. (This move allows players to slash quicker while on the ground by ending the slash as soon as the Massive Strike charge animation begins. 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). Slash Downwards / Upwards. (Players can prevent oneself from bouncing off someone's block by looking straight down or up while slashing. It will register to the opponent as though they had blocked the attack, but the attacking player may continue to follow up unhindered because the game client will not consider that they have been blocked. This lets the player hit them while the opponent's guard falls due to their game client telling them that they have successfully blocked an attack). Slash -> Slash -> Block. (This move is handy as it decreases the overall delay between ground slashes with a sword or kodachi. To execute this move, block right after the 2nd slash ends; only 1 or 2 slash animations should be shown, allowing for greater repeatability. This technique is more effective with a kodachi, as the first two slashes in a ground combo are nearly at the same time. A variant of this move has been seen as well, executed by a single user, originally developing the move with the character Stoichskchev, but currently playing a character named Zildjan. The variant, which uses swords instead of kodachis, and that is now called bladestorming by some, based on the Warcraft series, also uses Butterfly bases to disable an opponent gambling on his/her recoil, more than often resulting in a kill while being impervious to gunfire or slashes because of the victim's recoil while attacked. Unsurprisingly, users who endure this are often led to think that the attacker is hacking). Face Backwards / Upwards / Downwards -> Block. (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. The sky block, looking upwards, is considered the best kind of block. This is because it will block any type of massive except the sky massive. It will not always counter the turn away massive though, although the majority of the time it will). Dash -> Slash -> Block. (This move allows the player to slash while in place, while displaying dash lines behind them. It is not often used, because the player does not actually move, and a dash in GunZ is not long enough to give a reason for it to be cancelled for a fake. Void Step is not Ground Slash -> Block). Dash -> Flip -> Block -> Dash -> Flip -> Block. (This move is the same as the extended lunge except using a kodachi, and allows a player to move in one direction while launching. It does not require perfect timing like the dagger's version, however, the dash just has to be done before or during the beginning of the launch).
 * Light Step :
 * Butterfly :
 * Double Butterfly :
 * Triple Butterfly :
 * Juggle :
 * Instant Fall / Insta Fall :
 * Sword Instant Kill / Butterfly Juggle :
 * Quick Launch :
 * Low Ceiling Sword Flip Combo :
 * Sliding :
 * Quick Ground Slash :
 * Basic Angling :
 * Double / Triple Slash :
 * Blocking Massive Attacks :
 * Void Step :
 * Kodachi Slide :

K-Style Combat Moves
Jump -> Dash -> Slash -> Switch to Gun -> Switch to Sword. (Gives the player more control over their movement / direction of dash. A variation of the technique is the double flash step, in which the player performs 2 switches in the air, one during up motion of the jump, and one during the down motion of the jump. If performed correctly the player will not make the dashing sound. This makes a sword attack much shorter by cancelling the full slash animation into the animation of the weapon draw. Use for movement, not damage. For Advanced Flash Step, add -> Jump -> Dash.) Jump -> Dash -> Slash -> Switch to Gun -> Switch to Sword -> Block. (This move has the same speed as the regular butterfly, but it has a longer cooldown time. 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 <- it does not have a longer cooldown time, and it is not harder to repeat unless your fingers can't keep up, but i'll leave the cooldown part in the beginning because i'm not sure. it is possible to do double quick slash butterfly though). Jump at the wall direction -> (***) Jump off the wall -> Slash -> Switch to Gun -> Switch to Sword -> Dash at the wall direction -> Repeat From ***. (This is a variant of flying. It consists of canceling the wall jump with a slash, then quickly canceling 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 canceling the slash). Jump -> Dash -> Slash (Hold) -> Switch to Gun -> Shoot. (The basis of all gun related quick movement combat within the game, this is one of the first advanced techniques 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. A way to learn this technique is instead of attacking twice, once to slash and once to shoot, a player can hold down the slash and fire after the switch delay after the gun is taken out. Used with Half Step). Jump -> Dash -> Slash (Hold) -> Switch to Gun -> Dash in opposite position -> Shoot. (One variation on the Slashshot, this allows a player to dash while the gun is out, allowing the player to move while shooting). Jump -> Dash -> Slash (Hold) -> 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, because of this, the step is faster than the half step. not recommended as it's slower than Half Step). Jump -> Dash -> Slash (Hold) -> Switch to Gun -> Dash in other position -> Shoot -> Jump + Switch to other Gun -> Dash (in the apex of jump) -> Shoot. (Trumbling = Fail). Dash -> Jump -> Slash (Hold) -> Switch to Gun -> Shoot -> Switch to Sword -> Dash. (The difference in Gear Tap is that the dash and the jump are switched. Rather than jump, then dash, then perform the rest of the step, in Gear Tap the dash is performed before the jump). Flip -> Block -> Switch to Gun -> Shoot -> Walk. (This technique simply allows players to shoot an enemy mid air after a launch, shooting multiple times with Swapshot / Reloadshot will increase the damage. In battle, a Massive Strike counter attack 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, by tapping block. 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. 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 Flip Combo, another variation of this Insta Kill can be done with automatic weapons. Usable all possible combos associated with it). Jump -> Dash at the wall direction -> Slash -> Jump off the wall -> Switch to Gun -> Dash -> Shoot. (A Wall Post is a Half Half Step off of a wall instead of the ground). Jump -> Slash -> Switch to Gun -> Shoot -> Reload -> Switch to Sword -> Dash -> Slash -> Switch to other Gun -> Shoot -> Dash. (This step allows a player to shoot twice in one jump while moving in the second part of the step. Having your gun out before you jump does not count as a Forbidden Step. The first part of the move needs to be a Slash Shot or a Gear Tap. Dash* -> Jump -> Slash (Hold) -> Switch to Gun -> Shoot -> Reload* -> Switch to Sword -> Dash -> Slash (Hold) -> Jump -> Switch to other Gun -> Gun Dash -> Shoot -> Reload -> Shoot -> Switch to Sword. (This move is just like a Forbidden Step, but you Reload Shot Half Half Step at the end. The * means optional). Dash -> Jump -> Switch to Gun -> Shoot -> Reload -> Dash. (Can either be a Gun Dash or a Silent Dash after the shot. This step allows a player to use the ground for evasiveness while executing a very fast shot in the air. This step can be considered a Half Step also, but the first dash comes in the beginning. This step is also the first part of Double Half Step). Dash -> Jump -> Switch to Gun -> Shoot -> Reload -> Late Dash -> Dash -> Slash -> Switch to other Gun -> Shoot -> Reload -> Gun Dash -> Switch to Sword. (An also be known as a Double Reload Half Step if using shotguns, Double Half Step is one of the most evasive shooting steps combing 3 dashes within one jump. The main difference between Forbidden Step and Double Half Step is that you dash after your first shot in Double Half Step. This move is easier with all other weapons besides shotgun because you don't have to reload to perform the move). Jump -> Slash -> Switch to Gun -> Switch to Sword -> Late Dash -> Dash -> Slash -> Switch to Gun -> Dash in opposite position -> Shoot. Jump -> Dash -> Slash -> Switch to Gun -> Switch to Sword -> Jump -> Late Dash -> Slash (Hold) -> Switch to Gun -> Jump -> Shoot -> Dash in opposite position. Jump -> Switch to Gun -> Shoot -> Reload -> Late Dash -> Dash -> Switch to other Gun -> Jump -> Shoot -> Late Dash -> Dash -> Switch to Gun -> Shoot -> Late Dash. Jump -> Switch to Gun -> Shoot -> Reload -> Late Dash -> Dash -> Slash (Hold) -> Switch to Gun -> Jump -> Shoot -> Dash in opposite position -> Switch to Gun -> Shoot. Jump -> Slash -> Switch to Gun -> Shoot -> Reload -> Switch to Sword -> Dash -> Slash -> Switch to Gun -> Jump -> Shoot -> Reload -> Dash -> Switch to other Gun -> Shoot -> Reload -> Switch to Sword.
 * Flash Step / Quick Slash :
 * Quick Slash Butterfly :
 * Quick Slash Climb / Flash Climb :
 * Slashshot :
 * Half Step :
 * Half Half Step / Millionth Step :
 * Eighth Step / 8th Step :
 * Gear Tap :
 * Instant Kill / Insta Kill :
 * Wall Post :
 * Forbidden Step :
 * Pyon Pyon Quickshot :
 * Reload Half Gear Tap :
 * Double Half Step :
 * Double Flash Step Half Step :
 * Wind Step :
 * Triple Half Step :
 * Pyon Pyon Quickshot + :
 * Forbidden Step Reload Shot Half Half Step :

K-Style Supplementary Annotation
Depend on how many cancellings are used in 1 skill, we may divide K-Style into 3 types : Basically the oldest type, which was discovered first and open up the new life of gunz, but now mostly used by newcomer. Faster type of K-Style, mostly depend on reload cancelling, mostly used by advanced players or aim concentrated pros. Fastest type of K-Style, usually freeze animations and may use gravity cancelling, used by move concentrated top players, only few players actually use these skills in combat as it's hard to mastered and used effectively in combat.
 * K-Style Classification :
 * Normal K-style :
 * Advanced K-style :
 * Professional K-style :

D-Style Melee Moves
Dash (Hold) + Stab (Cancel Dash) + Jump. Opponent Blocking -> Close to him -> Look to up or down -> Stab + Backward Dash. Opponent Blocking (in ground or in air) -> Close to him -> Jump -> Look to up or down -> Stab + Backward Dash. Block Tap or Jump Block Tap -> Look at opponent -> Stab. Wall Hang with the KEY OF THE KEYBOARD (Hold and NO RELEASE) -> Forward Key (Hold and NO RELEASE) -> Jump + Stab (AT THE SAME TIME). (* = ATTENTION).
 * Float Step:
 * Block Tap :
 * Jump Block Tap :
 * Massive Tap :
 * Quick Stick / Quick Climb / Quick Cling / Hell (s) Climb / Wall Slide / Fast Stab / Ghost Climb :


 * Place the Right Mouse Button in the KEY OF THE KEYBOARD for a better performance. (such as "Q" or "E").


 * NO RELEASE the Wall Hang and Forward Key DURING the execution of move.


 * Press Jump and Stab AT THE SAME TIME. (When successfully made your dagger will move well fast, your character will climb fast and will stay frozen).

Jump -> Dash + Stab (Cancel Dash). Dagger Hop -> Dash. Forward Dagger Hop -> Left Dagger Hop -> Forward Dagger Hop -> Right Dagger Hop. Dagger Hop in a square. Dash + Stab (Cancel Dash). Dagger Train -> Dash. Forward Dash -> Stab -> Backward Dagger Train -> Forward Dash -> Stab -> Backward Dagger Train. Dagger Hop -> Dagger Train Dagger Hop -> Dash + Stab -> Dagger Train Jump + Stab -> Dagger Flash.
 * Example : Walk -> Jump -> Wall Hang with "Q" in the wall (Hold and NO RELEASE) -> Press Forward Key with "W" (Hold and NO RELEASE) -> Jump + Stab (Fast. AT THE SAME TIME. NO RELEASE THE PREVIOUS KEYS).
 * Dagger Hop :
 * Advanced Dagger Hop :
 * Space Invader :
 * Boxing :
 * Dagger Train :
 * Dagger Cancel / Reverse Stab :
 * Dagger Piston :
 * Dagger Flash :
 * Advanced Dagger Flash / Triple Dash Dagger Flash
 * Triple Stab
 * E-lunge / Extended Lunge / Super Lunge :

Previous Move -> Wait for the moment -> Dash + Lunge (AT THE SAME TIME). (* = ATTENTION).


 * (EXTREMELY NECESSARY) Place the Right Mouse Button in the KEY OF THE KEYBOARD such as "Q" or "E" (Because with this the execution of the E-lunge it gets easier and the chance of success is greater).


 * Before running the E-lunge you should perform certain previous moves such as : 1) Jump, 2) Jump -> Dash, 3) Jump -> Dagger Hop, 4) Jump -> Dagger Flash, 5 ) Float Step, 6) Float Step -> Dash, 7) Float Step -> Dagger Hop, 8) Float Step -> Dagger Flash). E-lunge using previous moves with jump is more easy than E-lunge using previous moves without jump. E-lunge without previous moves is more hard but possible.


 * Execution Dash and Lunge in a PERFECT TIME because WRONG TIME results in failure. Normal Lunge = Fail.


 * Previous moves with jump -> Wait for the moment -> (Several Times) Dash + Lunge (Before touching in the ground and AT THE SAME TIME) -> PERFECT TIME = E-lunge.


 * Example 1 : Previous move (Jump) -> Wait for the moment -> (Before touching in the ground, AT THE SAME TIME, in PERFECT TIME, press several times) QSQSQS or Backward Dash + Lunge (Fast). No E-Lunge = Fail in time.


 * Example 2 : Previous move (Jump -> Dagger Hop) -> Wait for the moment -> (Before touching in the ground, AT THE SAME TIME, in PERFECT TIME, press several times) QSQSQS or Backward Dash + Lunge (Fast). No E-Lunge = Fail in time.


 * Example 3 : Previous move (Float Step -> Dagger Hop) -> Wait for the moment -> (Before touching in the ground, AT THE SAME TIME, in PERFECT TIME, press several times) QSQSQS or Backward Dash + Lunge (Fast). No E-Lunge = Fail in time.


 * (Dash + Lunge) at the same time without any previous move is possible perform but is more hard. Previous movements serve to help in memorizing the interval of E-lunge.

Dash -> rotate the camera as far as possible left or right > E-Lunge as soon as possible. E-lunge -> (***) Wait for the moment -> (Before the end of the previous movement) E-lunge -> Repeat From *** Stab + Lunge (In the time that your enemy hit you. The animation of the Lunge will be canceled. Your enemy will have received the Lunge). Stab in the back of the enemy (he is stunned for a small period of time) -> Forward Dagger Train (hit him before of the end of the stunned) -> Backward Dagger Train (hit him before of the end of the stunned) -> repeat to lock the animation enemy. When an opponent is in the air use Dagger Machine. Or Dagger Gattle -> Forward Dash -> Dagger Train. Hit the Sword Blocked -> rotate the camera at 45 degrees to avoid the massive. Forward Key (Hold) -> Stab (Hold) + press Enter (you will load the massive at the move). Forward Key (Hold) -> Dash at diagonal angle of the wall + Stab + Jump 2x.
 * When successfully made your Lunge will be done on the move and your character stay less vulnerable.
 * Curved E-lunge :
 * Multiple E-lunge / Continuous E-lunge.
 * Dagger Gattle / Breakthrough :
 * Dagger Machine :
 * Juggle :
 * Ghost Evade / Glitch Evade :
 * Walk Charge / Sliding Massive :
 * Gravity Shifting :

D-Style Combat Moves
Jump -> Switch to Gun -> Dash in the apex of jump (Gun Dash) -> Shoot. (For all YoYo Step moves : Trumbling = Fail. For this use the male character or you will easily miss, female character can't perform YoYo with Shotguns or Rocket Launcher). Switch to Gun -> Jump + Switch to Dagger -> Dash in the apex of jump (Late Dash) -> Switch to Gun -> Shoot. (For all Blink Step moves : Normal Dash = Fail). YoYo Step -> Blink Step. YoYo Step -> Switch to Dagger -> Stab -> Dash. (Execute this Dagger Moves in air). YoYo Step-> Tumble (Execute this Tumble in air). YoYo Step -> Switch to Dagger -> Stab -> Dash -> Stab -> Dash (Execute this Dagger Moves in air). YoYo Step with Gun -> Shoot -> (***) YoYo Step with other Gun -> Shoot -> Repeat From ***. Float Step -> (after the end of the previous movement) YoYo Step. Quick Stick -> Switch to Gun -> Dash in the apex of jump (Gun Dash) -> Shoot. Wall Raid -> Switch to Gun -> Dash in the apex of jump (Gun Dash) -> Shoot. YoYo Step in one position -> Stab -> (***) YoYo Step in other position -> Stab -> Repeat From ***. (Execute this Stab in air). Wall Run -> Switch to Gun (before of the end of the Wall Run) -> Jump + Switch to Dagger -> Dash in the apex of jump (Late Dash) -> Switch to Gun -> Shoot. Switch to Gun -> Switch to Dagger + Dash -> (***) Switch to other Gun -> Switch to Dagger + Dash -> Repeat From *** (This is a training for Shimmer Shot, add jump for training Sling Shot). Switch to Gun -> Shoot -> Reload -> Switch to Dagger + Dash -> (***) Switch to other Gun -> Shoot -> Reload -> Switch to Dagger + Dash -> Repeat From *** Jump -> Shimmer Shot. (Execute this Dagger Moves in air. Execute the Shimmer Shot in the mere split second after a jump for the execution of Bounce Sling Shot, add Blinkstep for extra movements, add Dash before you land for the execution of Sling Half, add Dagger Flash before you land for the execution of Sling Quarter, add Switch Dash before you land for the execution of Sling Switch Dash). Switch to Gun -> Jump + Switch to Dagger -> Dash in the apex of jump (Late Dash) -> Switch to Gun -> Shoot -> Reload -> Switch to Dagger + Dash. (Execute this Dagger Moves in air. Add a bounce at the end of the blink before Shimmering for the execution of Blink Half Half and for extra motion). YoYo Step -> Shoot -> Reload -> Switch to Dagger + Dash. (Execute this Dagger Moves in air). Jump -> Switch to Gun -> Shoot -> Reload -> YoYo Step (with other Gun) -> Shoot -> Reload -> Switch to Dagger + Dash. (Execute this Dagger Moves in air). Switch to Gun -> Jump + Switch to Dagger -> Dash in the apex of jump (Late Dash) -> Switch to Gun -> Shoot -> Reload. Switch to Gun -> Jump -> Shoot -> Reload -> (***) Switch to Dagger + Dash in the apex of jump (Late Dash) -> Switch to other Gun -> Jump -> Shoot -> Reload -> Repeat From ***. Jump -> Switch to Gun -> Shoot -> Reload -> Switch to Dagger + Dash in the apex of jump (Late Dash) -> Switch to other Gun -> Shoot -> Reload -> Switch to Dagger + Dash. (Execute this Dagger Moves in air). Dagger Machine -> Switch to Gun -> Shoot. Ghost Evade + Switch to Gun -> Shoot. Ghost Evade -> Stab -> Switch to Gun -> Shoot. Switch to Gun -> Switch to Dagger + Dash -> Magician Switch. Dagger Hop -> Switch to Gun -> Shoot -> YoYo Hop -> Shoot. Block Tap -> Switch to Gun -> Shoot. Jump -> Switch to Gun -> Shoot -> Reload -> Switch to other Gun -> Shoot -> Reload -> Switch to Dagger -> Dash (Dagger Moves performed in air). Several Stabs -> Switch to Gun -> Shoot. Float Step -> rotate the camera in the air -> Switch to Gun -> Shoot. Jump -> Switch to Gun -> Shoot > Switch to Dagger > Dash. JSD -> Stab -> Dash. Dagger Train -> JSF -> Jump. Tumble -> Shoot -> Change to Dagger -> Dash (when the dagger comes out). Jump at the wall direction -> Jump off the wall -> Stab -> Switch to Gun -> Shoot Dagger Gattle -> Forward Dagger Train -> Backward Dagger Train -> Switch to Gun -> Shoot. Dagger Gattle -> Forward JSD -> Shoot -> Forward Stab -> (rotate the camera) Forward Dagger Hop -> (rotate the camera) Forward YoYo Step -> Shoot -> Switch to Dagger -> (rotate the camera) Forward Stab -> Backward Dagger Train -> Switch to Gun -> Shoot. Or Dagger Gattle -> JSF -> Jump -> (rotate the camera) Forward Dagger Hop -> (rotate the camera) Forward YoYo Step -> Block Tap + Dagger Machine. Use moves like Lunge, E-lunge, YoYo Half Phantom, Fade Shot and Ghost Evade to dodge attacks through a method other than blocking, based on moving, shrinking or defending the area of hit box (area in which a players character can give or receive attacks).
 * YoYo Step / YoYo Dash / YoYo Hop :
 * Blink Step :
 * YoYo Blink
 * YoYo Half :
 * YoYo Half Phantom :
 * YoYo Quarter :
 * Perfect YoYo / Continuos YoYo / Multiple YoYo :
 * Float YoYo :
 * Hell YoYo :
 * Wall YoYo :
 * Crossing :
 * Wall Blink Step
 * Switch Dash :
 * Shimmer Shot / Dash Shimmer :
 * Sling Shot :
 * Blink Half :
 * YoYo Shimmer Shot :
 * YoYo Reload Shimmer Shot :
 * Late Dash Blink :
 * Late Dash YoYo :
 * Late Dash YoYo Reload Shimmer Shot :
 * Shimmering Machine :
 * Magician Switch :
 * Massive End :
 * Shimmering Evade :
 * Tight Hop :
 * Block Tap Shot :
 * JRSD
 * Stab Shot :
 * Floater :
 * JSD :
 * JSF / JSD Flash :
 * Tenth Hopping :
 * Fade Shot :
 * Flip Stab Shot :
 * Dropping Juggle :
 * Dagger Medley :
 * Phantom :

D-Style Supplementary Annotation
Stab -> Move. Mainly a quest only technique used on mostly Palmpow bosses. It is similar to dagger locking but you move more. Used on Palmpow Idols you stab the boss and continue to stay behind him so that he is not able to attack. Dancing is normally used when all players out out of ammo. To successfully pull off a dance the player must stay behind the boss and to be sure not to mess up and have the boss see you, if seen you will be attacked and killed if you cannot make it out of the way in time. Stab -> Lunge. By doing this with the correct timing, the opponent should fall to the ground without being able to safe-fall. The lunge must be done precisely on the last frame of the opponent's stun animation, and will cause them to instantly fall to the ground, as the name suggests. However, due to the opponent skipping the 'lunged' animation and the 'fallen' animation starting prematurely, the opponent's recovery time will decrease. The difference between a normal and insta-falled lunge is that when hit with a regular lunge, the opponent will slide back before landing on the ground or safefalling, while with an insta-fall, the opponent will skip the sliding animation and will just fall down as soon as the lunge hits. The dash and lunge must be done at exactly the same time. At any moment during the lunge animation where the player is not moving, the player will slide in the direction of the dash. This may also be done with sword, but the short dash length is not useful. With kodachis, this technique lets the player float over holes in the ground. A mouse rebinder with the dash direction bound to right click allows for an easier version of the technique, where the player only has to press that direction and the lunge shortly after. This technique allows players to dash with any weapon out (including a ranged weapon), 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). An alternative to the Slashshot, this technique does not allow players to move while shooting, although it is easier to master. It is commonly used with daggers in place of Slashshot. This technique does not contain cancelling unless it is turned into a Reload Shot-version of itself, but it is considered an advanced technique. This technique shortens the wall hang animation by having it occur during the stab animation, although it isn't shown. This technique can only done either with a mouse rebinder with "W" bound to right click, or setting secondary fire in key config to another key. This may be done with either a sword or a dagger, although it is mainly a dagger technique, because the sword's does not have the same effect. A mouse rebinder lets the player hold down left and right click at the same time which is normally not possible in GunZ, and setting the options bypasses this by just not using right click. This technique cancels a dash into another dash. Unlike with the sword's Light Step, both dashes are visible and audible.
 * Dancing :
 * Dagger Insta-fall :
 * Extended Lunge / Super Lunge :
 * YoYo Dash :
 * Jump Shoot Dash
 * Quick Climb :
 * Super Quick Climb / Super Cling :
 * Dagger Cancel :