Quick Links
- The Basics
- System Attacks (Universal Attacks)
- Anji Mito
- Axl Low
- Chipp Zanuff
- Faust
- Giovanna
- I-No
- Ky Kiske
- Leo Whitefang
- May
- Millia Rage
- Nagoriyuki
- Potemkin
- Ramlethal Valentine
- Sol Badguy
- Zato-1
Guilty Gear often gets praised for its unique characters, over-the-top combat, and ridiculous abilities that are fun to pull off or watch unfold in the heat of battle. Fortunately, in Guilty Gear Strive, all of those traits remain intact and offer the white-knuckled bouts everyone loves the series for, all with an expansive cast of new and returning fighters.
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Guilty Gear Strive is all about momentum and putting severe amounts of pressure on the opposition. Doing so will allow you to string together some pretty devastating combos that will put your opponent's back against the wall, allowing you to apply that pressure and keep mixing in Special Attacks to throw them off rhythm.
The Basics
Before getting into the character-specific Commands, it is essential to understand the basic terminology and universal attacks that every fighter can perform. On the surface, Guilty Gear Strive is an accessible game that is inviting to both newcomers and veterans of the series/genre. However, the systems present in Strive are profound and offer a depth to the game that will favor those who put in time and effort to understand them.
Button Legend
Every combination will have a series of button inputs annotated with simplified letters instead of spelling out the action. Please use the legend below as a reference when reading the Commands!
Command Name | Command Display |
Punch | P |
Kick | K |
Slash | S |
Heavy Slash | HS |
Dust | D |
Roman Cancel | RC |
Red Roman Cancel | RRC |
Yellow Roman Cancel | YRC |
Purple Roman Cancel | PRC |
Blue Roman Cancel | BRC |
Psych Burst | ! |
D-Pad/Stick Inputs
Numpad Notations also has its terminology and can also get displayed as numbers or arrows. Below is a list of standard inputs, along with their corresponding number and position. However, moving forward, we will be using the wording for inputs instead of the numbering or arrow system as it is easier to understand. If you need help with the terminology, check back here to look at the corresponding Numpad Notations and their terms!
Command Display | Command Input |
Down Back | 1 or ⭩ |
Down | 2 or ⭣ |
Down-Forward | 3 or ⭨ |
Back | 4 or ⭠ |
Neutral | 5 |
Forward | 6 or ⭢ |
Up Back | 7 or ⭦ |
Up | 8 or ⭡ |
Up Forward | 9 or ⭧ |
Quarter Circle | 236 or ⭣⭨⭢ |
Quarter Circle Back | 214 or ⭣⭩⭠ |
Half Circle | 41236 or ⭠⭩⭣⭨⭢ |
Half Circle Back | 63214 or ⭢⭨⭣⭩⭠ |
Uppercut, Shoryuken, or Dragon Punch | 623 or ⭢⭣⭨ |
IMPORTANT: Please note that all of these inputs are from the perspective of you facing the right. Everything will get flipped when facing the other direction!
System Attacks (Universal Attacks)
System Attacks are available to every character in Guilty Gear Strive. They are essential attacks/systems that will allow you to counter attacks from the opposition or get out of sticky situations. System Attacks are the basic commands in Strive that you will be using in every match, so you must know how to perform each one!
- Dust Attack: D (Ground) – You can also hold the attack to perform the next attack listed.
- Homing Jump: Up when Dust Attack hits when held.
- Sweep: Down + D (Ground)
- Gatling Combinations: Any attack button in a specific order, typically: (P > P or Command Normal) (K > D or Command Normal) (S > S or HS or D or Command Normal) (S > HS)
- Throw: Back or Forward + D (Ground and Air)
- Stand Blocking: Left (Ground)
- Crouch Blocking: Down Back (Ground)
- Air Blocking: Back or Down Back (Air)
- Instant Block: Back or Down Back as soon as the attack connects (Ground and Air)
- Faultless Defense: Back or Down Back + holding two attack buttons (P, K, S, HS) that aren't D (Ground and Air)
- Roman Cancel: Three attack buttons at once (P, K, S, HS) that aren't D. (Ground and Air)
- Psych Burst: D + Any other attack button (P, K, S, HS) (Ground and Air)
Anji Mito
Anji Mito is a graceful and elegant martial dancer who can evade anything you throw at him and throw fierce strikes with his foldable hand fans. Anji is a "Balance" fighter and shines in mid-to-short range combat but struggles with long-ranged engagements.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible. Great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + HS – Anji swings multiple times while projecting himself forward, keeping the enemy in check.
SPECIAL ATTACKS
- Shitsu: Quarter Circle + P – Anji tosses out a slow-moving butterfly projectile. If it hits the opponent, it will float up and change its trajectory.
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Fuujin: Quarter Circle + HS – Anji dashes forward with a powerful strike that can be followed up with various other attacks. Holding the button will have Anji move forward before attacking, dodging any strike against him in that frame.
- Shin: Ichishiki: P after Fuujin – Anji follows up the Fuujin by jumping in the air and throwing a projectile towards the grounds.
- Issokutobi: K after Fuujin – Anji leaps forward after performing the Fuujin attack.
- Nagiha: S after Fuujin – Anji follows the Fuujin up with a low, unblockable sweep.
- Rin: HS after Fuujin – Anji performs an overhead attack immediately after the Fuujin, knocking the opposition down
- Kou: Quarter Circle + S – Anji leaps forward with a powerful attack. Holding the button will have Anjo move forward before jumping/attacking.
- Suigetsu No Hakobi: Quarter Circle + K – Anji spins forward and negates the opposition's attacks. Holding the button increases Anji's distance.
OVERDRIVES
- Issei Oughi: Sai: Half Circle Back > Forward + HS – Anji sweeps the area in front of him with a vast hand fan projectile; if it connects with the enemy, it will send them across the stage and even cause an Area Shift if executed in the corner.
- Kachoufuugetsu Kai: Half Circle Back > Forward + S – Anji counters any incoming attacks from the opponent and is invincible during the move's start-up. If Anji is close to the opponent, the attack's properties change and deal massive damage. This ability will also cause an Area Shift if done near the corner of the stage.
Axl Low
Axl Low is a specialist at long-range encounters and keeps his enemies at bay with his dual chain sickles. He can toss one of his sickles out to punish anyone in its way. Axl is relatively weak at close-range engagements, however, but shines bright in mid-to-long-range battles.
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COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible. It's great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – A diagonal attack extends diagonally, covering a great distance — great for poking airborne opponents but inefficient against grounded enemies.
- Command Normal 3: Forward + HS – Axl leaps forward with an overhead strike on his opponent. The leap allows Axl to evade low-hitting attacks.
SPECIAL ATTACKS
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Sickle Flash: Hold Back > Forward + S – Axl throws his sickle across the screen with great force and range, canceling out most enemy projectiles in the process. Axl is unable to move until the sickle makes its way back to him.
- Soaring Chain Strike: Up during Sickle Flash – Axl calls his sickle back in an arc pattern to catch airborne opponents.
- Spinning Chain Strike: Down during Sickle Flash – A follow-up attack to the Sickle Flash that attacks the opponent low and drags them toward Axl. Holding the button will increase the attack's vacuum effect.
- Winter Cherry: S during Sickle Flash – Axl makes his sickle explode after it fully extends during the Sickle Flash attack. Trying to use Winter Cherry on close enemies will fail.
- Winter Mantis: Half Circle + HS – Axl throws his sickle across the ground, catching his opponent on its way back and bringing them to him. This attack is unblockable and will allow Axl to follow up with another attack when the opponent gets brought in close.
- Snail: Quarter Circle Back + HS – A wide-reaching attack that has Axl throw his sickle out in front of him at eye-level. This move is great for mid-range combos but poor against close targets. (Ground and Air)
- Rainwater: Quarter Circle Back + S – Axl leaps backward and throws his sickle at the opponent's feet, putting space between you and the opposition. This one's weak against airborne enemies.
- Axl Bomber: Uppercut + HS while in mid-air – Axl delivers a devastating uppercut while in mid-air on the opponent, launching them in the process.
OVERDRIVES
- Sickle Storm: Quarter Circle, Quarter Circle + HS – Axl throws his sickles out, covered in flame, at the enemy with great force. If all of the attacks hit, it will deal substantial damage. Sickle Storm is invincible and fast on startup and will cause an Area Shift when executed in the corner of the stage.
- One Vision: Half Circle Back > Forward + P – Axl temporarily controls time, freezing his opponent in the process. One Vision has to be inputted twice: once to ready it and another time to activate it.
Chipp Zanuff
Chipp Zanuff, the Godspeed Ninja, is equipped with an arm-blade and is incredibly fast. Chipp's primary strategy is to pressure his opposition by overwhelming them with his unmatched speed. Chipp excels at close-range combat and is decent at mid-range encounters. However, he should never get caught in any long-range situations.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack that makes your upper body invincible — great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – A leaping overhead attack that's great against crouched opponents and for evading low attacks.
- Command Normal 3: Forward + HS – Chipp spins forward with great momentum and delivers a strong attack, covering decent range with his movement.
- Command Normal 4: Down + K – An overhead attack performed in mid-air, changing Chipp's trajectory as he drills straight down.
SPECIAL ATTACKS
- Alpha Blade (Horizontal): Quarter Circle + P – Chipp quickly vanishes and reappears behind his opponent with a surprise attack. It's great against blocking enemies. (Ground and Air)
- Alpha Blade (Diagonal): Quarter Circle + K – Chipp vanishes and reappears behind his opponent with a surprise attack, only this time he's above them at an angle. If done near a corner, Chipp will perform two attacks by bouncing off the wall. (Ground and Air)
- Beta Blade: Uppercut + S – Chipp performs a powerful anti-air attack with a strong uppercut. This ability is invincible on startup and will knock the opponent back when blocked. Beta Blade cannot get Roman Canceled when whiffed. (Ground and Air)
- Gamma Blade: Quarter Circle + HS – Chipp creates a clone and sends it forward at the enemy with a lunge attack. If the double takes damage, Chipp will as well, so use it carefully.
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Resshou: Quarter Circle + S – Chipp performs a swift lunge attack with incredible recovery. This move is great for poking and can be followed with the Rokusai or Senshuu, even if the attack misses.
- Rokusai: Quarter Circle + S during Resshou – Chipp performs a long-reaching low attack immediately after the Resshou. If the opponent is standing, this move cannot be blocked. Even if the attack whiffs, Chipp can follow up the Rokusai with the Senshuu.
- Senshuu: Quarter Circle + K during Resshou or Rokusai – Chipp leaps with a devastating overhead strike immediately after the Resshou or Rokusai. This attack cannot be blocked by a crouching opponent and is excellent for a high-low mix-up when paired with the previous abilities in the tree.
- Genrouzan: Half Circle Back + S – A powerful command grab where Chipp vanishes into thin air before performing it. The grab can be executed from a much farther range than other grabs, allowing you to catch the opponent off guard. This move's startup is slow, however, so it can get easily telegraphed to well-versed foes.
- Shuriken: Quarter Circle Back + P – Chipp launches a Shuriken toward the ground at a slight angle. The Shuriken is a mid-air ability only.
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Wall Run: Hold Forward when dashing near the corner of the stage – Chipp will run on the stage wall. He can use following this move following his Alpha Blade attacks.
- Wall Run Attack: Any standard attack button (P, K, S, HS) except D during Wall Run – Chipp will attack while running up the stage wall.
- Escape: Back or Down during Wall Run – Chipp cancels out of Wall Run, allowing him to move instantly upon doing so. Chipp can follow this up with an attack and have his trajectory change based on the input entered to Escape.
OVERDRIVES
- Zansei Rouga: Half Circle Back > Forward + HS – Chipp moves at a breakneck speed from one side of the screen to the other with a devastating lunge attack. The startup is slow, but Chipp will be invincible when starting the attack. This is great for punishing opponents who are far away.
- Banki Messai: Quarter Circle, Quarter Circle + K – Chipp lunges forward with a devastating barrage at great speed. This move has a fast startup and is excellent to mix in with your combos. It will also cause an Area Shift if executed near the corner of the stage.
Faust
Faust handles a gigantic scalpel and can seemingly pull things from other dimensions to throw at his enemies. Faust's class is "Unique," which is fitting for the incomprehensible underground doctor. Faust shines brightest in mid-range combat, is decent at long-range encounters, but should not engage in close-range battle at any cost!
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COMMAND NORMALS
- Command Movement: Down Back or Down Forward – Due to Faust's unique crouching stance, he can move while doing so.
- Command Normal 1: Forward + P – An upward attack that makes your body invincible. It's great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + HS – An overhead attack with long-range — excellent against crouching opponents that are far away.
- Command Normal 3: HS during Standing HS – Faust stabs and tosses the opponent on the ground with his giant scalpel. This move is only performable after hitting the opposition with a standing HS. If the enemy is in the corner, Command Normal 3 can combo into Faust's Special Attack "Mix Mix Mix."
- Command Normal 4: Down + K – A lunging attack that sends Faust spiraling towards the ground. It can only be performed in mid-air and helps change the timing of his jump-in.
- Command Normal 5: D (Hold) – Faust will reflect the opponent's projectiles in addition to the standard Dust functionalities.
SPECIAL ATTACKS
- Mix Mix Mix: Quarter Circle + S – Faust lunges forward while spinning his body like a top. He can move freely in this form, but only to a certain extent. (Ground and Air)
- What Could This Be?: Quarter Circle + P – Faust randomly tosses out an item, each of which has different effects. No one knows what will get tossed out, not even Faust.
- Snip Snip Snip: Quarter Circle + HS – A command grab that has Faust give his opponent an afro. The afro makes the opposition more susceptible to damage, giving Faust a considerable advantage until it goes away. This move cannot be blocked. However, you must be extremely close to the opponent. If Faust whiffs, he is left wide open.
- Scarecrow: Quarter Circle Back + P or K or S – Faust disappears, reappearing with a surprise attack on the opponent. When Faust reappears, he will take the appearance of a Scarecrow and be accompanied by an actual Scarecrow, making the enemy need to guess which one is the real Faust. Depending on the input, Faust can appear from various directions.
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Thrust: Half Circle + K – Faust jabs his giant scalpel forward with great force, covering incredible range. This move is excellent for poking the opponent. Faust will follow up the attack with a Pull Back to connect with an enemy on the ground.
- Pull Back: Back during Thrust – Faust will drag the opposition back toward him.
- Hole in One!: HS during Pull Back – Faust will pull out a golf club and drive the opponent across the stage, dealing significant damage with better timing on the hit.
- Love: Quarter Circle + P – Faust throws a paper bomb made out of his mask toward the ground at a slight angle, exploding on contact with the opponent. This move is great for poking the enemy, but Faust will also take damage from the explosion if he gets too close.
OVERDRIVES
- Bone-crushing Excitement: Half Circle Back > Forward + HS – Faust summons a four-leaf clover in front of him. If the opponent is near it, they will receive great misfortune, and Faust will push a wheelchair into their foot with incredible force, causing significant damage.
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W-W-What Could This Be?: Quarter Circle, Quarter Circle + P – Faust tosses out a great variety of items, ranging from bombs to hammers, each having its own unique effect. No one knows what will get tossed out, including Faust himself.
- (Secret W-W-What Could This Be?): Quarter Circle, Quarter Circle, Quarter Circle + P – Faust tosses significantly more items than the standard Overdrive. However, this will cost two Overdrive meters instead of one.
Giovanna
Giovana is a secret service agent with immense power and attacks with devastating kicks and her trusty wolf spirit and companion, Rei. Giovanna uses her Rushdown technique to apply unimaginable pressure on the opposition and benefits significantly from her near-unmatchable speed. While Giovanna is deadly at close and mid-range encounters, she should avoid getting caught in long-range engagements.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible. Great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + HS – Leaping forward in the air, Giovanna attacks the enemy with great force. Additionally, you will be able to input Forward + HS up to two times for a devastating follow-up attack that will knock the opponent down with the final strike.
SPECIAL ATTACKS
- Sepultura: Quarter Circle Back + K – Giovanna moves forward slightly and throws out a far-reaching kick. This move has a fast startup and is excellent for combos and zoning.
- Trovão: Quarter Circle + K – Giovanna and Rei charge forward with a lightning-fast dropkick. Even when blocked, the Trovão has a quick recovery, giving you the ability to land a quick jab on the opponent if they dropped their guard.
- Sol Nascente: Uppercut + S – Giovanna flip kicks vertically, stopping aerial attacks in their tracks. There is no invincibility during this move, but Giovanna remains in a low profile when attempting it, making it decently safe.
- Sol Poente: Quarter Circle Back + S – Giovanna flips forward, delivering a two-hit attack on the opponent. This attack will allow Giovanna to avoid low incoming attacks, cross the enemy up if they're close, and break the opposition's low block. (Ground and Air)
OVERDRIVES
- Ventania: Half Circle Back > Forward + HS – Giovanna spins forward on her hands while delivering a series of kicks to her opponent in rapid succession, causing severe damage to them in the process. This move has a fast startup and makes Giovanna invincible at the beginning of the attack. The closer you are to the enemy, the more hits and damage dealt. This move will also cause an Area Shift if executed near the corner of the stage. Giovanna must be airborne to execute the Ventania.
- Tempestade: Quarter Circle, Quarter Circle + HS – Giovanna dives diagonally downward with incredible force and speed, making it an excellent choice for aerial combos. This move will also cause an Area Shift if executed near the corner of the stage.
I-No
I-No, much like Giovanna, is an offensive powerhouse thanks to her Rushdown techniques. I-No is a guitar-shredding witch that takes full advantage of her hovering capabilities, allowing her to drop in on her enemies with blinding speed and power. She's most deadly in close-range encounters but can also handle her own in mid and long-range engagements!
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible. Great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + HS – I-No performs a quick two-hit attack. The first swing has a very shallow range but great speed, while the second strike takes a bit longer but reaches farther.
SPECIAL ATTACKS
- Antidepressant Scale: (Quarter Circle Back + P – I-No launches a ball of energy as a projectile. She can control its up-down trajectory, allowing her to home it in on her opponent. The attack's startup is slow, but the more distance the projectile covers, the more damage it deals. (Ground and Air)
- Chemical Love: Quarter Circle Back + K – A projectile that violently strikes forward in the shape of a spike. It extends far, making it an excellent mid-range poke. Since the ability hits high, I-No will be vulnerable to low attacks. (Ground and Air)
- Stroke the Big Tree: Quarter Circle + S or HS – I-No lunges forward with a devastating low attack. Depending on the input, the distance traveled will be short or far, allowing her to evade high attacks.
- Sultry Performance: Quarter Circle + K or S or HS – I-No propels herself through the air with great force and velocity. The button inputted will change her trajectory. Pressing the button again the moment she hits the opponent or gets blocked will also change her trajectory, causing her to leap forward.
OVERDRIVES
- Megalomania: Half Circle Back > Forward + HS – A devastating command grab where I-No launches a sea of projectiles at the enemy. If the attack whiffs, I-No will still launch the projectiles forward, but with far less precision, and they become blockable as well.
- Ultimate Fortissimo: Half Circle Back > Forward + S – I-No leaps into the air and unleashes a devastating projectile attack in an area around her. The attack's startup is invincible. However, if I-No launches this attack while in mid-air, the attack will come out immediately, but I-No will have no protection on startup. This move will also cause an Area Shift when executed near the corner of the stage. (Ground and Air)
Ky Kiske
The almighty all-rounder Ky Kiske is the long-time rival of the main protagonist of the Guilty Gear universe, Sol Badguy, and is capable of unleashing a multitude of techniques in battle. Ky wields the Thunderseal sword, which allows him to concentrate and amplify his lightning magic. Ky Kiske is deadly at mid-range combat but is also viable in close and long-range situations!
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible. This one's great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – Ky steps forward and attacks, giving him an advantage if blocked — an excellent attack for close-range engagements.
- Command Normal 3: Forward + HS – A devastating attack that sends the opponent backward. This attack can also lead to tremendous damage if executed in the corner.
SPECIAL ATTACKS
- Shock State: When the opponent gets put in a Shock State, Ky's Special Attacks receive a damage buff and deal more chip damage when enemies guard his Special Attacks. The Shock State is applied to enemies via specific attacks from Ky.
- Stun Edge: Quarter Circle + S – Ky launches a projectile of lightning in front of him, dealing damage to the enemy and putting them into the Shock State on contact. This move is also excellent for long-range poking.
- Charged Stun Edge: Quarter Circle + HS – Ky launches a supercharged projectile of lightning out in front of him that can hit the enemy multiple times, deal lots of damage, and put them into the Shock State on contact. The startup of this attack is relatively long but will allow Ky to close in on the enemy, due to its multi-hit potential.
- Aerial Stun Edge: Quarter Circle + S or HS – Ky launches a projectile of lightning toward the ground at an angle, dealing damage and putting the enemy in a Shock State on contact. The input selected will determine the projectile's trajectory, making it an excellent choice for long-range pokes. This ability is an aerial move only.
- Stun Dipper: Quarter Circle + K – Ky slides along the ground and then delivers a devastating strike with his sword — an excellent ability to avoid high attacks.
- Foudre Arc: Quarter Circle Back + K – Ky flips upward and forward, delivering an overhead strike on the opponent. If blocked, Ky will still have the advantage to get in a quick jab if the enemy stops their guard. The Foudre Arc is also an excellent way to leap over pokes from the opposition.
- Vapor Thrust: Uppercut + S or HS – Ky launches himself upward with a devastating anti-air attack and is invincible on startup. This attack also allows Ky to interrupt his opponent's blockstrings. Casting this move with HS will significantly damage the enemy but has a much longer recovery window. Additionally, if Ky whiffs this attack, he will not be able to Roman Cancel, so use it carefully! (Ground and Air)
- Dire Eclat: Quarter Circle Back + S – Ky unleashes a powerful forward slash that puts the enemy in the Shock State on contact. This attack has a short recovery, allowing it to be implemented easily in combos.
OVERDRIVES
- Ride the Lightning: Half Circle Back > Forward + HS – Ky charges forward, striking and pushing the enemy back with devastating power and great force. This attack has a quick startup and makes Ky invincible at the start of the attack. Ride the Lightning will also cause an Area Shift when executed by the corner of the stage.
- Sacred Edge: Quarter Circle, Quarter Circle + P – Ky launches a powerful projectile of lightning that has the potential of hitting the enemy multiple times, putting them into the Shock State on contact. This attack has a fast startup and recovery, allowing Ky to go on the offensive immediately after casting. It will also cause an Area Shift when executed by the corner of the stage.
- Dragon Install: Quarter Circle Back, Quarter Circle Back + HS – When Ky's health is low, he will transform, strengthening his Special Attacks significantly. Activating Dragon Install will send out a shockwave in an area around Ky, knocking back anyone in the circumference, and causing an Area Shift if the opposition is near the corner of the stage.
Leo Whitefang
Leo Whitefang, similar to Ky Kiske, is an all-rounder that is capable of using magic in battle and can handle his own in most situations. Leo Whitefang has a devastating close-range presence but can also shine in mid and long-range engagements! Leo's primary goal is to invoke fear in his opponents and capitalize on his overbearing pressure with his two giant twin blades and magic.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible. It's great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – A mid-range poke where Leo moves forward and kicks the enemy in the chest.
- Command Normal 3: Forward + HS – Leo swings his giant dual blades forward with great force, which can then be followed up with a far standing S and a crouching S. The startup is relatively slow on this attack, but it will deal moderate damage.
- Command Normal 4: Hold Far S or Standing HS – Leo can move back and forward when guarding and cancel straight into Command Normal 5. When attacking, Leo will also be able to cancel the recovery of his attacks by defending. However, he will be vulnerable to low attacks with this move.
- Command Normal 5: HS while holding Far S or S while holding Standing HS – Allows Leo to punish the opponent immediately after blocking their attack. This is a follow-up attack to Command Normal 4.
SPECIAL ATTACKS
- Gravierte Würde: Hold Back > Forward + S or HS – Leo launches a projectile forward that has the potential to hit the opponent multiple times. The projectile will move through and erase any single-hit projectile from the opponent. The S version will have a quick startup and is excellent for starting combos at close range, while the HS version has a slower startup but will keep the enemy locked down at long range.
- Eisensturm: Hold Down > Up + S or HS – Leo propels himself upward with devastating slashes of his twin blades, becoming invincible on the attack's startup, and enabling him to interrupt the opposition's blockstring. If the attack whiffs, Leo will not be able to Roman Cancel, so use it wisely! Additionally, the HS version of this attack deals significant damage but has a much longer recovery.
- Erstes Kaltes Gestöber: Quarter Circle + S – Leo lunges forward with great force, knocking the opponent down on contact. This attack has a fast startup, making it useful for pokes and combos.
- Zweites Kaltes Gestöber: Quarter Circle + HS – Leo dashes through the opponent, setting up a surprise attack and crossup. At the end of the attack, Leo will switch to his Brynhildr Stance.
- Turbulenz: Quarter Circle Back + S – Leo lunges forward and slams one of his twin blades on the ground, knocking the opponent down if it connects. Holding the attack button down will switch Leo into his Brynhildr Stance, which is one of the few options he has to change stances while facing the opposition.
- Brynhildr Stance: A stance in which Leo has his back facing the opponent after performing a select few of his Special Attacks. However, while in the Brynhildr Stance, Leo cannot jump or block but can dish out several powerful attacks exclusive to the stance.
- Kahn-Schild: D during Brynhildr Stance – A shield will temporarily materialize on Leo's back, allowing him to counter incoming enemy attacks with a devastating strike. The shield will also absorb or reflect most projectiles in the game. Leo will remain in Bryndhildr Stance after performing this move, and is highly vulnerable to enemy grabs, so be wary when using it!
- Glänzendes Dunkel: Quarter Circle Back + K during Brynhildr Stance – A command grab with significant range. This attack is unblockable and has Leo move forward before grabbing the opponent. Holding the attack button down will keep Leo in the Brynhilder Stance after the move.
- Blitzschlag: Quarter Circle Back + HS – Leo turns around as he's swinging his giant twin blades, striking the enemy with a powerful attack, causing them to stagger. Holding the attack button down will keep Leo in his Brynhilder Stance after the attack hits. He will have an advantage on a block if the attack is charged, making this move deadly at close range.
- Cancel: Down, Down – Switches Leo back to his default stance.
OVERDRIVES
- Stahlwirbel: Half Circle Back > Forward + S – Leo spins his giant twin blades with great speed and launches them at his opponent with incredible force as projectiles, dealing mass damage. The startup of this attack is quick, allowing Leo to punish the opposition at long range. If the Stahlwirbel strikes the enemy by the corner of the stage, it will cause an Area Shift.
- Leidenschaft des Dirigenten: Half Circle Back > Forward HS – Leo unleashes a barrage of strikes onto the enemy with his twin blades. This attack is fast and will make Leo invincible at the startup, making it excellent for combos and interrupting the opponent's blockstring. This move will also cause a Stage Shift when executed on an enemy in the corner.
May
May, the vibrant Japanese girl that uses a gigantic ship anchor as her melee weapon of choice, is the definition of pure raw aggression. May charges fearlessly into battle and possesses the ability to summon aquatic animals out of thin air to give herself the upper hand over the opposition. May isn't great at long-range encounters, but she thrives at mid-range engagements and is also a threat when close to the enemy. Do not underestimate her.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible — great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – May flips forward with an overhead kick, which helps evade low attacks and break the opponent's low block.
- Command Normal 3: Down-Forward + K – May uses her anchor to slide across the ground, knocking the opponent down on contact. She will also evade high attacks with this move.
- Command Normal 4: Forward + HS – May cocks back her giant ship anchor and slams it forcefully into the ground. Holding the attack button down will have her hold the anchor back longer for a more powerful attack. If the enemy is in the corner, this move can lead to vast amounts of damage. Unfortunately, this attack has a relatively slow startup, making it risky to perform.
- Command Normal 5: Down + HS – When airborne, May will drop straight down with her ship anchor below her, using gravity to her advantage. This attack helps change the timing of May's jump, as well as crossing your opponent up.
SPECIAL ATTACKS
- Mr. Dolphin (Horizontal): Hold Back > Forward + S or HS – May summons and rides on Mr. Dolphin, propelling forward into the enemy's face with great force, speed, and power. This attack is excellent for combos and moving May across the screen quickly. The S version of Mr. Dolphin has a fast startup with slow recovery, while the HS version has a slow startup with rapid recovery.
- Mr. Dolphin (Vertical): Hold Down > Up + S or HS – May summons and rides on Mr. Dolphin, propelling forward in an arc, allowing them to attack opponents in the air or even enemies positioned on the ground with the move's descent. Mr. Dolphin can also avoid ground projectiles if timed correctly. The S and HS versions will have different trajectories.
- Overhead Kiss: Uppercut + K – a command grab that has May hit her opponent in the air, and then once more as they're coming back down. This attack can be the start of a combo with a well-timed Roman Cancel or if the enemy is in the corner. The Overhead Kiss is unblockable but requires May to be very close to the enemy. If she whiffs, she'll be left wide open.
- Arisugawa Sparkle: Quarter Circle Back + P or K – May summons Arisugawa Sparkle, a seal that will spike a beachball into the opposition's face with incredible velocity. This attack's recovery is relatively slow, so be careful when using it! The P and K versions will launch the ball at different trajectories, making it help with mid-range pokes.
OVERDRIVES
- Great Yamada Attack: Quarter Circle, Quarter Circle + S – May summons a gigantic whale behind her as a projectile, dealing tons of damage to the opponent. The closer May is to the corner, the faster the attack's startup will be. This attack will also cause an Area Shift if it hits an enemy in the corner of the stage.
- The Wonderful and Dynamic Goshogawara: Half Circle Back > Forward + HS – May summons and rides on a much smaller whale than Yamada, but equally as deadly. The whale moves in an arcing motion while projecting itself forward with incredible speed and force, dealing tons of damage to the enemy. The attack's startup is fast, allowing it to shine as both anti-air and a ground attack. May can also summon this whale while airborne. (Ground and Air)
Millia Rage
Millia Rage is a High-Speed assassin that has crafted her hair into a lethal weapon, allowing her to do tons of awesome stuff with it. Millia is incredible at applying pressure to the opposition with her incredibly fast movements, but she is also a master at air-juggling enemies with absurd combo strings and damage. Millia Rage is devastating at close and mid-range engagements but falls short in any long-range situations.
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COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible, which is great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – Millia flips forward with an overhead attack, covering a decent range. This attack cannot be blocked by crouching opponents. Millia will have the advantage even if the attack is blocked, allowing her to follow up with another quick attack to try and catch her opponents off guard.
- Command Normal 3: Forward + HS – Millia leaps forward with a two-hit attack. The first attack is cancelable into one of her many aerial Special Attacks.
SPECIAL ATTACKS
- Bad Moon: Quarter Circle + P – While in mid-air, Millia will rapidly descend with an overhead attack. This attack has a high-speed startup, allowing Millia to mix it in with her aerial combos. It's also excellent at mixing up blocking opponents.
- Turbo Fall: Quarter Circle + K – While in mid-air, Millia will drop to the ground diagonally and immediately. This move allows her to mix her opponents up, as they have to switch their blocking stance almost instantly.
- Tandem Top: Quarter Circle + S or HS – Millia launches a spinning projectile out in front of her that damages anyone caught inside of it. The S version has a fast startup for use in combos, while the HS version has a slow startup but will knock the opponent down on contact. Millia will also be able to attack after casting the ability.
- Iron Savior: Quarter Circle Back + P – Millia slides across the ground with incredible force and speed, knocking the opponent down on contact. This attack has excellent distance, making it hard to punish.
- Mirazh: Quarter Circle Back + K – Millia quickly dashes behind the enemy and on the other side of them, allowing her to cross them up with ease.
- Lust Shaker: Quarter Circle Back + S – Millia uses her hair to stab her opponent repeatedly, dealing tons of damage. Tapping the attack button multiple times will increase the number of hits and range of the attack. Even when blocked, the Lust Shaker will deal a considerable amount of chip damage.
- Kapel: Quarter Circle + HS – While in mid-air, Millia creates a projectile of a rose with thorns directly beneath her and launches herself upward from the recoil. This attack is great for catching your opponent off guard or keeping them at a distance.
OVERDRIVES
- Winger: Half Circle > Forward + HS – Millia lunges upward with a powerful, fast attack that deals multiple strikes to the opponents. Millia is invincible at the attack's startup, making it excellent for combos and interrupting the enemy's blockstrings. The Winger will also cause an Area Shift if executed by the corner of the stage.
- Septem Voices: Quarter Circle, Quarter Circle + S – Millia launches a devastating projectile the rolls across the ground at immense speed in front of her at the enemy. Millia also recovers quickly after launching the attack, allowing her to resume her offense and pressure the enemy. This attack will also cause an Area Shift if it hits the opponent in the corner of the stage.
Nagoriyuki
The Noble Vampire Samurai, Nagoriyuki, can erase an enemy in one swing of his gigantic sword. Nagoriyuki possesses inhuman speed and strength and can build up Blood Rage, which allows him to unleash his true potential when maxed out. Nagoriyuki is best at mid-range encounters and can hold his own in close-range bouts as well. However, Nagoriyuki lacks any long-range potential, at least outside of his Blood Lust state.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible — great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – Nagoriyuki moves forward and stomps his foot down with great force for a low attack, which is great against enemies blocking when standing.
- Command Normal 3: Forward + HS – Nagoriyuki slashes his giant sword down onto the enemy, reducing his Blood Gauge on contact. Depending on Nagoriyuki Blood Gauge, this attack's properties will slightly change. This attack is powerful but suffers significantly in terms of range and startup speed.
- Command Normal 4: After Far Standing S, S – This is a follow-up attack from Nagoriyuki's Far Standing S attack and has his move forward with a powerful strike. This attack is great for mid-range pokes and reduces Nagoriyuki's Blood Gauge on contact.
- Command Normal 5: After Command Normal 4, S – This is a follow-up attack from Nagoriyuki's Command Normal 4 attack, allowing him to swing for a third consecutive time, knocking the opponent to the ground and dealing lots of damage. This attack will restore Nagoriyuki's Blood Gauge on contact.
SPECIAL ATTACKS
- Blood Rage: When Nagoriyuki's Blood Gauge fills up, he will enter his Blood Rage state. However, when Blood Raged, Nagoriyuki's health will deplete rapidly, so be careful when it activates! Blood Rage extends every S and HS attack's range and allows Nagoriyuki to use the Overdrive Zansetsu.
- Zarameyuki: Quarter Circle + S – Nagoriyuki launches a double of himself forward at the opponent, and during its animation, he can follow it up with other Special Attacks. Using this move will increase Nagoriyuki's Blood Gauge.
- Kamuriyuki: Quarter Circle Back + HS – Nagoriyuki lunges forward with a spinning strike that knocks the opponent down on contact, which he can then follow up with other Special Attacks. Using this attack will increase Nagoriyuki's Blood Gauge.
- Shizuriyuki: Uppercut + HS – This is an anti-air attack that makes Nagoriyuki's upper body invincible on use. He swings his giant sword in a wide range in front of him and continues to opposition into a follow-up attack, knocking the opponent down. He will also be able to cancel this move into other Special Attacks on hit or when blocked. This attack will also increase his Blood Gauge.
- Bloodsucking Universe: Uppercut + P – This command grab steals life from the opponent, replenishing some of Nagoriyuki's as a result. This attack will also decrease Nagoriyuki's Blood Gauge, depending on the opponent's remaining health. While this move cannot be blocked, Nagoriyuki will have to be very close to the opposition to use it. If he whiffs the attack, he will be wide open.
- Fukyo: Quarter Circle or Quarter Circle Back + K – Nagoriyuki will be able to blink forward and backward in rapid succession, covering a fixed distance quickly. However, each time he blinks to a new spot, Nagoriyuki's Blood Gauge increases, making this a risky move. This move allows you to gain momentum and keep the opposition on their toes.
OVERDRIVES
- Wasureyuki: Half Circle Back > Forward + S – Nagoriyuki lets out a powerful barrage of slashes. This attack has a fast startup, allowing it to interrupt the opponent's blockstrings and attacks. However, the range of this ability is relatively short, but the attack's massive damage output more than makes up for it. An Area Shift will also occur if this move hits an enemy in the corner of the stage.
- Zansetsu: Half Circle Back > Forward + HS – Only available in Nagoriyuiki's Blood Rage state. The Zansetsu is a devastating attack that will almost guarantee him a kill if it connects with the opponent. This attack has incredible range and damage and will take Nagoriyuki out of his Blood Rage state after use. Hitting an enemy in the corner of the stage will also cause an Area Shift.
Potemkin
Potemkin is a Power Grappler and a moving fortress of solid defense and pain. While he dominates in close and mid-range encounters, Potemkin will struggle against long-range enemies. Potemkin's main objective is to get in close to the opposition, land devastating punches, or go for grabs to draw curtains early.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible, which is great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – Potemkin lunges forward with a wide strike — great for approaching enemies at mid-range.
- Command Normal 3: Forward + HS – Potemkin delivers a powerful attack with great range. However, due to the attack's heavy damage, the startup is relatively slow.
SPECIAL ATTACKS
- Potemkin Buster: Half Circle > Forward + P – A command grab with absurd damage output. This grab reaches farther than others in the game and will take away almost half the opponent's health. Although this attack cannot be blocked, if Potemkin whiffs, he will be left wide open.
- Heat Knuckle: Uppercut + HS – Potemkin swings his large hand in the air, catching airborne opponents and bringing them in close to him, allowing him to attempt a Potemkin Buster. If this attack lands in the corner of the stage, it will cause an Area Shift.
- Mega Fist (Forward): Quarter Circle + P – Potemkin leapfrogs forward and throws two fists ahead of him for an overhead attack. This attack will also let Potemkin evade low attacks while countering the opponent's low blocks.
- Mega Fist (Backward): Quarter Circle Back + P – Potemkin leapfrogs backward and throws two fists ahead of him for an overhead attack. This attack will also let Potemkin evade low attacks and pokes in general, leaving him at an advantage over the opponent, even if blocked.
- Slide Head: Quarter Circle + S – Potemkin falls face-first into the ground, causing tremors. This move cannot be blocked when standing, knocking down the opponent if they are, allowing Potemkin to approach them. However, this attack does not affect opponents jumping or crouch blocking, so use it wisely!
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Hammer Fall: Hold Back > Forward + HS – Potemkin lunges across the screen with impressive speed, delivering a devastating punch at the end. During this attack, Potemkin can absorb one hit and continue moving forward. More than one hit will stop the attack.
- Hammer Fall Break: P during Hammer Fall – This will make Potemkin halt his movement during his Hammer Fall attack, allowing him to surprise the opponent with another ability.
- F.D.B.: Half Circle + S – Potemkin guards and reflects projectiles at the opponent, increasing the damage the more you hold down the button. Potemkin will also be able to approach the enemy while using the reflected projectile as a shield.
- Garuda Impact: Quarter Circle Back + HS – Potemkin hits the opponent with fire from the flamethrower mounted on his arm, stunning them in the process. While the opponent is in their stunned state, Potemkin will be able to land a Potemkin Buster on them.
OVERDRIVES
- Heavenly Potemkin Buster: Quarter Circle, Quarter Circle + S – A command grab on airborne opponents and an evolved form of the Potemkin Buster that deals even more damage than the original. This attack will deal extraordinary amounts of damage and cannot be blocked by the opposition. However, Potemkin has to be close to the airborne enemy and can whiff the grab otherwise.
- Giganter Kai: Half Circle > Forward + HS – Potemkin launches a slow-moving, wall-like projectile forward that keeps the enemy locked down. This attack can hit the opponent multiple times and cause an Area Shift on contact in the corner of the stage.
Ramlethal Valentine
Ramlethal, the mid-range brigadier, wields two great swords that possess the ability to fire devastating beams. While her class of "Shooting" is a tad misleading as she can only fire her lasers via Overdrives, Ramlethal still poses a threat at long-range as she can hurl her great swords at the opposition. However, Ramlethal Valentine shines the most when the enemy is trapped against the wall of the stage and is also deadly at mid and long-range engagements.
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COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible, which is great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + HS – Ramlethal performs a powerful attack with decent range, dealing good damage. This attack's startup is relatively slow, however.
SPECIAL ATTACKS
- Bajoneto: Quarter Circle + S or HS – Ramlethal launches her great swords rapidly into the corner of the stage, taking the opponent with them on contact. Additionally, the swords will explode when they reach the corner, dealing additional damage to the opponent. Furthermore, Ramlethal can retrieve the great swords early by passing over them or wait for them to return to her, which takes longer. The S and HS versions will throw the great swords at different heights.
- Dauro: Uppercut + P – Ramlethal lunges forward with a fast, strong uppercut on the opponent. Its quick startup makes it an excellent poke at mid-range. Hitting the opponent in mid-air will knock them further upward, allowing you to follow up with a combo.
- Sildo Detruo: Quarter Circle Back + K – Ramlethal dives forward with an overhead attack, allowing her to break their low block and evade low attacks. (Ground and Air)
- Sabrobato: Quarter Circle Back + HS – Ramlethal swings one of her great swords down with force, dealing massive damage to the opponent. The reach of the attack is relatively good, allowing you to get substantial damage on enemies farther away. However, the damage is based on how many great swords Ramlethal has present, with the max damage being when she has both and the worst damage being when she has none.
- Erarlumo: Quarter Circle Back + P – Ramlethal moves forward while attacking the enemy. You can land multiple strikes by inputting the command twice after the first one, making the last strike knock the opponent down. The first hit of this attack is also cancelable via Dashing. Delaying each subsequent attack will strengthen them, as well.
- Agresa Ordono: Quarter Circle Back + S – While in mid-air, Ramlethal will perform a long-ranged aerial attack, allowing her to poke the opposition at a safe distance. She will also strike the enemy twice in the air if she has both great swords with her, once with just one, and will claw at the enemy if she has neither.
OVERDRIVES
- Calvados: Half Circle Back > Forward + HS – Ramlethal fires a wide laser projectile, covering the entire length of the stage. This attack is extremely powerful and will also nullify almost every enemy projectile in the game. If the opponent blocks the attack, they will receive significant chip damage. Hitting the opposition in the corner of the stage will cause an Area Shift.
- Mortobato: Quarter Circle, Quarter Circle + S – Ramlethal stabs the opponent with her great swords, then discharges a fatal laser blast from them. The startup of this attack is fast, allowing Ramlethal to incorporate it in her combos. An Area Shift will occur when hitting the opponent with this move in the stage's corner.
Sol Badguy
The main protagonist of the Guilty Gear universe and longtime rival of Ky Kiske is Sol Badguy, the ruthless striker that looks to overpower his opposition by any means necessary. Much like his rival, Sol also wields a blade that allows him to harness and amplify his fire magic, known as the Fireseal. He can dish out ruthless strikes and apply incredible pressure on anyone in his path. Sol Badguy struggles with long-range enemies but is a master at close and mid-range bouts.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible — great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + S – Sol moves forward and attacks the enemy. The reach of this attack is excellent for a mid-range poke.
- Command Normal 3: Forward + HS – Sol slams his Fireseal down at an angle in a swift motion, dealing heavy damage to the opponent. If Sol whiffs the attack, however, he will be left wide open.
SPECIAL ATTACKS
- Gun Flame: Quarter Circle + P – Sol sends a projectile of flame across the ground, knocking the opponent down on contact. The range isn't long on this attack, but it works as an excellent mid-range poke.
- Gun Flame (Feint): Quarter Circle Back + P – Sol does the animation of his Gun Flame attack but doesn't summon the pillars of fire. Instead, he recovers instantly and can punish enemies looking out for the actual Gun Flame attack.
- Volcanic Viper: Uppercut + S or HS – Sol unleashes a strong anti-air attack that also can interrupt opponent blockstrings. The HS version does more damage but has a longer recovery time. If Sol whiffs this attack, he cannot Roman Cancel, leaving him vulnerable. (Ground and Air)
- Bandit Revolver: Quarter Circle + K – Sol leaps forward, delivering a series of horizontal kicks on contact, knocking the opponent away. (Ground and Air)
- Bandit Bringer: Quarter Circle Back + K – Sol performs an overhead attack where he leaps over the opponent's head and crashes down with a flaming punch. This attack will allow Sol to evade pokes from the opponent and break a crouching block. The aerial version of this attack can also be delayed by holding down the attack button. (Ground and Air)
- Wild Throw: Uppercut + K – This powerful command grab has Sol toss the opponent behind him, dealing tons of damage. However, although it's a devastating attack, Sol has to be very close to the enemy. If he whiffs, he will be highly vulnerable.
- Night Raid Vortex: Quarter Circle Back + S – Sol glides at a swift pace across the ground, then pops up to deliver a devastating strike on the opponent. On contact, Sol launches the opponent into the air, opening up possible combo opportunities. Holding the attack button increases Sol's distance, which helps evade high attacks.
- Fafnir: Half Circle + HS – Sol lunges forward with a flaming fist, knocking the opponent back. Sol will also have the advantage if this attack is blocked, making it great for poking the opposition.
OVERDRIVES
- Tyrant Rave: Half Circle Back > Forward + HS – Sol delivers a devastating uppercut with a flaming fist and deals tons of damage to the opponent. If he successfully hits Tyrant Rave on an opponent in the corner, it will cause an Area Shift. This attack's startup is fast and makes Sol invincible at the start.
- Heavy Mob Cemetery: Quarter Circle Back, Quarter Circle Back + HS – Sol transforms and propels himself forward in an attempt to grab the opponent. If successful, Sol will violently slam the opponent into the ground and deal a significant amount of damage. This attack cannot be blocked by the enemy, and it is only avoidable via jumping.
Zato-1
Zato-1 is a Technical fighter who uses his shadow and alter-ego, Eddie, to apply suffocating pressure on his opposition. Zato-1 is all offense with very little defense and relies on Eddie to do his bidding. While hard to master, Zato-1 is formidable in the right hands, especially in mid and long-range situations. Unfortunately, if the enemy were to get in close to Zato-1, he will more than likely struggle significantly.
COMMAND NORMALS
- Command Normal 1: Forward + P – An upward attack making your upper body invincible, which is great for stopping aerial attacks and jump-ins.
- Command Normal 2: Forward + K – Zato-1 performs an overhead attack by swinging his leg downward, striking crouched enemies on the head.
- Command Normal 3: Forward + HS – Zato-1 leaps up and forward for a surprise attack on his opponent. This attack will also allow Zato-1 to evade the opponent's pokes. It's also an overhead attack that can get canceled into Zato-1's aerial Special Attacks.
SPECIAL ATTACKS
- Flight: Zato will be able to move quickly in any given direction for some time.
- Summon Eddie: Quarter Circle Back + HS – Zato summons his alter ego and shadow, Eddie. Eddie will be controlled alongside Zato, performing different moves with each attack button. Entering the same command will return Eddie to the shadows. The same applies when Eddie or Zato take damage.
- "Pierce": Quarter Circle + P – Zato calls on Eddie to lunge forward, attacking the enemy twice in quick succession. This attack's startup is fast, making it excellent for poking.
- "That's A Lot!": Quarter Circle + K – Eddie creates several drills across the ground in front of Zato, giving this move the potential to deliver multiple hits on the opponent and keep them locked down.
- "Leap": Quarter Circle + S – Zato commands Eddie to leap through the air at the opponent. Its wide arc makes it an excellent anti-air attack, and it will also knock the opponent upward, leading to combo potential.
- "Oppose": Quarter Circle + HS – Zato calls Eddie out to perform a slow attack that has the potential to hit the opponent multiple times. This attack also has Eddie act as a shield, which will block any incoming attack, so long as it isn't an Overdrive.
- Invite Hell: Down, Down + HS – Zato summons a drill at a distance in front of him, typically under the opponent, knocking them down on contact. This attack has a fast recovery, making it an excellent option for mid-range pokes.
- Break the Law: Quarter Circle Back + K – Zato vanishes into the shadows and can move along the ground. Holding the button down will increase Zato's duration in the shadows, allowing him to stay hidden longer. Zato will be invincible and allowed to move left and right while in this state, and even past the enemy.
- Damned Fang: Uppercut + S – This is a command grab that deals tremendous damage. Zato has to be extremely close to the opponent to perform this attack, making it risky. If he whiffs the attack altogether, he will be highly vulnerable.
- Drunkard Shade: Quarter Circle Back + S – Zato quickly summons Eddie in front of him, reflecting the opponent's projectiles.
OVERDRIVES
- Amorphous: Half Circle Back > Forward + HS – Zato summons a power shadow to his opponent and deals tremendous amounts of damage. This attack releases relatively quickly, making it a challenge for the opponent to jump over it. If Zato hits an enemy with this ability in the corner of the stage, it will cause an Area Shift.
- Sun Void: Half Circle Back > Forward + S – Eddie turns into a giant sword and launches towards the opponent like a projectile. Eddie will track the opponent's current position before flying at them and then return to his original form wherever the sword lands. Using Sun Void will also fully replenish Eddie's Life Gauge and cause an Area Shift when hitting the opponent in the corner of the stage.
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