GGACR/Tech

From Dustloop Wiki
This page explains techniques in Guilty Gear XX Accent Core +R. Applicable explanations for mechanics can be found on the Mechanics page.
This page assumes that you are already familiar with both the Mechanics of the game and Numpad Notation. This page will contain advanced topics, and frame data.

FD Brake

Tap Faultless Defense while Running

FD Brake is a technique that avoids the Run Skid animation by canceling one's run into Faultless Defense.
This lets the user block out of a run sooner than they normally would by bypassing the run skid animation. Additionally, FD Brake lets the user manipulate their forwards momentum. To perform an FD Brake, briefly tap the Fautlless Defense input while running.

Both standing and crouching FD Brake preserve some of the sliding momentum, but this can be negated by briefly transitioning to a backwards walk after the FD input.

FD Slide

Walk Forwards after FD Brake with Sliding Momentum

With a precise input, one can transition directly from the FD input to a forwards walk input, which will add the sliding momentum to the user's forwards walking speed.

SB Brake

Tap Slashback while Running

Slashback brake is similar to FD Brake for modifying the user's momentum, but without the blocking aspect.
SB Brake will completely negate forwards momentum, whether performed standing or crouching. Furthermore, all of the rules from Slashback apply. This means that the user will not be able to guard for a period of time after the SB brake.

FD Jump

Use Faultless Defense During Prejump

FD Jump is a defensive technique used to avoid getting hit while jumping.
This technique will cause the user's character to immediately enter their air FD state as soon as the prejump animation ends. This has the obvious benefit of allowing the user to block grounded attacks immediately after jumping, but also has character specific benefits based on their air FD Hurtbox. Some characters, such as Kliff and Venom, have especially small air FD hurtboxes. This can cause the opponent's attacks to miss where they would normally hit the standard air hurtbox.

A successful FD Jump will not show the jumping smoke cloud effect, nor play the jumping sound effect.

Instant Air Dash

956 (forwards) or 754 (backwards)

Instant Air Dash, IAD, is a method of performing an air dash, either forwards or backwards, as quickly as possible from a grounded state.
This technique works because the initial, diagonal jump input counts as the first forwards or backwards input of the air dash. IAD is useful in combos, neutral, and sometimes defense depending on the character.

Common Option Selects

Throw OS

6 + H + a Higher Priority Button

Throw OS is an option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. that allows the user to default to a normal other than 5H or 6H when the opponent is potentially not throwable.

+R Throws consist of a distance check, a check to see if the opponent is in a throwable state, and a check to see if the opponent matches the thrower's airborne/grounded state. If the conditions for a throw are not met, then the thrower will instead perform whatever attack matches the buttons they input. This would normally result in the thrower's character performing 5H or 6H. 5H will occur if the direction + H input does not correspond to a valid 6H input—in the case the character does not have a 6H move, or the throw was input with 4.
The buttons pressed also have a priority system. If two buttons are pressed at the same time, then the attack whose input uses the higher priority button will come out instead.
The priority for buttons is, from highest to lowest, P > K > S > H > D

Throw OS allows the user to have their throw-misses default to faster, safer normals. OSing a throw is as simple as inputting another, higher priority button during a throw input. Which normal is used will depend on the character, but common examples include 6P and 6K6PH or 6KH. In these examples, the thrower will perform 6P or 6K if the opponent cannot be thrown at that moment.

Throw OSes also apply to air throws, and are input in the same manner. Air throws are most commonly OSed using a character's j.P because most are fast, and are generally safe to whiff due to their short duration.

Tech FD

Hold 1 button for FD, and rapidly press other buttons for FD

Throw OS is an option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. that mitigates the risk associated with teching.

Jump Install

Impossible Dust

FD Cancel

Tech Buttons

Slashback Input Tricks

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