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 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, 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, wherever 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.

List of techniques usable in actual combat

 * Jump Dash
 * Flying / Slash Climbing / Wall Cancelling / Wall Slash (use Quick-Slash Climb when possible, however)
 * Quick-Slash Climb / Flash Climb
 * Wall Spring / Propell
 * Silent Jump
 * Aerial Wallrun / Multi-Wall Run
 * Flash Step (use for movement, not damage)
 * Stylish Step (used sparingly)
 * Yoyo Dash (only if you're consistent with it)
 * Swapshot
 * Slashshot (used with half step)
 * Half Step/Gear Tap
 * Half Half Step (not recommended as it's slower than Half Step)
 * Eighth Step
 * Wind Step
 * Jump-Shoot-Dash
 * Reload Shot (use with all shoot/switch techniques when possible)
 * Wall Post
 * Quick Slash (use for movement, but use flash step normally)
 * Insta-kill and Insta-fall (including all possible combos associated with it)
 * Double/Triple Slash (when used correctly)
 * Butterfly
 * Double Butterfly / Dan Step
 * Triple Butterfly
 * All massive/slashing techniques

Movement Techniques

 * Tumbling : ( Wx2 ) : Allows for silent movement.
 * Jump Dash : ( JUMP -> DASH ) : This technique is the basis of all techniques executed in the air.
 * Flying / Slash Climbing / Wall Canceling : ( JUMP -> DASH TO WALL -> JUMP -> SLASH ) This technique is a widely used ability, using the glitch to climb walls. Once you begin the slash, press jump. The slash 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.
 * Quick-Slash Climb / Flash Climb : ( WALL JUMP -> SLASH -> SWITCH TO GUN -> SWITCH TO MELEE ) 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.
 * Wall Spring / Propell : ( DASH TOWARDS WALL AT ANGLE -> JUMP -> SLASH -> 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 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. (Although you cannot hear your jumps, other players are able to.)
 * Light Step : ( JUMP -> SLASH -> DASH ) : This technique allows players to move rapidly without making the loud dashing sound.
 * Multi-Wall Run : ( DASH TOWARDS WALL IN MIDAIR AT ANGLE -> JUMPx2 ) Allows players to execute a wallrun in midair. This is done by canceling 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 ) 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.
 * Yoyo Dash : ( JUMP -> DASH AT APEX OF JUMP ) 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.
 * 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 faster than the half-step.
 * 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 in-game, 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/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 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, 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.
 * Large Massive : ( CHARGE MASSIVE -> SWITCH TO GUN -> SWITCH TO SWORD ) 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 and does not have any additional effects, however. 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.
 * Gun Massive : ( 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 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.
 * Forbidden Step : ( JUMP -> SLASH -> SWITCH -> SHOOT -> RELOAD -> SWITCH -> DASH -> SLASH -> SWITCH -> SHOOT -> DASH ) This step allows a player to shoot twice in one jump while moving in the second part of the step. An easier variation of the step is to start the step with a gun out, shoot, then continue with the step after that.

Melee-only Techniques

 * Double/Triple 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 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 could be referred to as 'storming' also uses Butterfly bases to disable an opponent, 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 the opponent is hacking.
 * Butterfly (BF or BFly) : ( 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.
 * Double Butterfly / Dan Step (DBFly/DBF) : ( 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.
 * Triple Butterfly : ( 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 FLIP) if u cling to the wall you have done it correctly.
 * 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". Void Step is not GROUND SLASH -> BLOCK; this is the original use of the name.
 * 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.
 * Double Massive : ( CHARGE MASSIVE -> SWITCH TO GUN -> SWITCH TO SWORD ) 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.)
 * Kodachi Slide : ( DASH -> LAUNCH -> BLOCK -> DASH -> LAUNCH -> 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.

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 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.
 * 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.

Dagger only/preferred techniques
Many Dagger-Style techniques may also be done with a sword as the melee weapon; this list here is only a list of the techniques either only doable with dagger, or only useful with dagger.


 * Dagger Cancel : ( [DASH] -> STAB -> DASH ) This technique cancels a dash into another dash. Unlike with the sword's Light Step, both dashes are visible and audible.
 * Quick Climb : ( STAB -> WALL HANG ) This technique shortens the wall hang animation by having it occur during the stab animation, although it isn't shown.
 * Super Quick Climb / Super Cling : ( HOLD WALL HANG ON A WALL -> WALL JUMP AND STAB ) 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.
 * Extended/Super Lunge (E-Lunge) : ( DASH -> LUNGE ) 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.
 * Dagger Insta-fall : ( 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.