GunZ The Duel/Korean-Style and Advanced Techniques

The Korean Style (K-Style) of play is based on the ability to cancel certain basic techniques 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, as the original gameplay without cancelling is slow-paced and tedious.

Gear Taps are common variations of any techniques that include ( DASH -> SLASH -> SWITCH ). The difference in Gear Taps is that the dash and the jump are switched. Rather than jump, then dash, then perform the rest of the step, in Gear Taps the dash is performed before the jump. There are all Gear Taps as there are regular steps, IE Half Gear Tap, Half Half Gear Tap, Full Gear Tap, etc.

An advanced or Korean-Style technique in GunZ 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, it also is not considered an advanced technique. Any mentioned combinations of moves is called a "combo" (although all techniques are technically combinations), and should not be added to this list (unless noted as a combo, and if it is not redundant of another technique).

In this list, any names by themselves or separated by spaced slashes are common names of the technique; names in parenthesis are alternate names. 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. "Launch" and "Slash" apply to swords and kodachis, while "Lunge" and "Stab" applies to daggers. Also, whereever applicable, sword refers to both sword and kodachis.

Cancels

 * 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

 * Jump Dash : ( JUMP -> DASH ) This technique allows a player to dash faster than normally possible, and is the basis of all techniques executed in the air.
 * Flying / Slash Climbing / Wall Cancelling / Wall Slash (Infinite Walljump) : ( WALL JUMP -> SLASH ) 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.
 * Quick-Slash Climb / Flash Climb : ( WALL JUMP -> SLASH -> SWITCH TO GUN -> SWITCH TO MELEE ) 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 an Aerial Wallrun in place of the normal wallrun, and can be chained when two walls are close together. Also, a slash 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.
 * Silent Jump : ( DASH AND HOLD DIRECTION -> JUMP -> HOLD SPECIAL-ATTACK ) 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 iteration of this step, although the direction must be held.
 * 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 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 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, 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 MELEE -> 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. If done at maximum speed, the length of the Flash Step is relatively short, and both dashes are silent. 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 MELEE -> JUMP -> 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.
 * Ice-skating : ( SWITCH TO GUN -> SWITCH TO MELEE -> DASH ) This technique is just a normal dash with a weapon switch during the dash, and is done repeatedly. When timed correctly, the gun should never appear to come out, and the sword should always appear to be taken out in the middle of the dash. The technique is usually not used in real games, since it gives no real benefit to the player using it over a normal dash.
 * Yoyo Dash : ( JUMP -> DASH AT APEX OF JUMP ) This technique allows players to dash with almost 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. The Yoyo Dash cannot be done on a female character wielding a shotgun.
 * Sliding : ( 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.

Gun Techniques

 * Swapshot (Streaming) : ( 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 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.
 * Slashshot (Full Step, SS) : ( JUMP -> DASH -> SLASH -> 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.
 * Jump-Shoot-Dash (JSD) : ( JUMP -> SWITCH TO GUN -> SHOOT -> SWITCH TO MELEE -> DASH ) 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.
 * Half Step (HS) : ( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> DASH -> SHOOT ) One variation on the Slashshot, this allows a player to dash while the gun is out, allowing the player to move while shooting.
 * Half Half Step (HHS): ( JUMP -> 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; because of this, the step is slightly slower.
 * 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 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 ingame, although it is inferred that generally when talking about a step, the reload shot is always included.
 * Wall-Post : ( JUMP -> DASH TOWARD WALL -> SLASH -> WALLJUMP -> SWITCH TO GUN -> DASH -> SHOOT ) A Wall-Post is a Half Half Step off of a wall instead of the ground.
 * Quick Slash (QS) : ( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO MELEE ) This makes a sword attack much shorter by cancelling the full slash animation into the animation of the weapon draw.
 * Instant-kill / Insta-kill : ( 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 MELEE -> 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.

Melee-only Techniques

 * Double/Triple Slash : ( SLASH -> 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 or 3rd slash ends (whether you're slashing 2 times or 3 times, respectively); only 1 or two 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.
 * 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; 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 the second step, unless with Double Butterfly.
 * Double Butterfly / Dan Step (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 / Butterfly Juggle (combo) : ( LAUNCH -> 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.
 * Juggle : ( LAUNCH -> LAUNCH IN MIDAIR ) After launching the enemy, launch them as they're falling in midair. 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.
 * Instant-fall/Insta-Fall : ( LAUNCH -> BLOCK -> JUMP -> SLASH ) 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.
 * Void Step : ( 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".
 * Quick Launch : ( LAUNCH -> BLOCK ) 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.
 * Low Ceiling Sword Launch Combo : ( LAUNCH IN LOW-CEILING AREA -> SLASH ) 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.

Advanced techniques which only contain one basic technique

 * Quick Ground Slash : ( SLASH AND 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.
 * Guard Break / Foot/Sky Slash : ( 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.

Massive Strike related techniques

 * Reverse/Sky/Ground Massive / Glitch Strike : ( FACE BACKWARDS/UPWARDS/DOWNWARDS -> MASSIVE 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 : ( 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.