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Forum » Razor Gunz » General Descussion » Full GunZ Guide (K/ D/ H) With Replays, Tips AND MORE! (A full tutorial of Korean Style/ Dagger Style/ Hybrid Style.)
Full GunZ Guide (K/ D/ H) With Replays, Tips AND MORE!
FGCrimsonDate: Friday, 2009-03-13, 2:00 AM | Message # 1
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============================================

Full GunZ Guide (Korean/ Dagger/ Hybrid) With Videos and Tips!™

============================================

I am PolskiBoii on another forum where a less detailed guide was posted, please refrain from flaming and saying that I leeched.

Sticky please D:

Things that need to go up:

Videos
Suggestions (made by you) For This Guide (must be approved by me)

Enjoy~

===============
A01 Table of Contents
===============
Ctrl + F:

A01 | Table of Contents
B01 | FAQ
C01 | Before Starting
C02 – Description of this Guide
C03 – Advice (Weapon Combinations)
C03.1 - Tips
C03.2 – Key Placements
C03.3 – Massive Techniques
D01 | Korean Style!
D02 – Silent Step
D03 – Wall Slash
D04 – Light Step
D05 – Butterfly
D05.1 - Chainsaw Butterfly
D05.2 - COD (Circle of Death) Butterfly
D06 – Double Butterfly
D07 – Triple Butterfly
D08 – Slash Shot
D09 – Reload Slash Shot
D10 – Half Step
D11 – Double Half Step
D12 – Reload Half Step
D13 – Flash step
D14 – Aerial Flash step
D15 – Reload Shot
D16 – Eighth Step
D17 – PPQ (and PPQ+)
D18 – Instant Fall
D19 – Multiple Wall Running
D20 – Forbidden Step
D21 - Block Tap
E01 | Hybrid Style!
E02 – Millionth Step
F01 | Dagger Style!
F02 – Dagger Hop
F03 – Quick Stick
F04 – Quick Climb
F05 – Gravity Shift
F06 – Yoyo Hop
F07 - Continuous Yoyo Step
F08 – Blink Step
F09 – Space Invade
F10 – Block Tap
F11 – Ghost Evade
F12 – Magician Switch
F13 – Dagger Gatling
F14 – Instant Fall
F15 – Extended Lunge
F16 – Lunge Tap
F17 – Wall Strike
F18 - Jump Shoot Dash
F19 - Jump Shoot Flash
F20 - Flip Stab Shot
F21 - Circling/ Cornering
G01 | Videos NOT UP YET!

=========================
B01 Frequently Asked Questions
=========================

Q: What is the best game setting to practice a Style?

A: It really depends on what you want to do. For example, if you are just trying out a move you have just learned, you might want to do a training match by yourself. After you get better at that certain move, you can move into Death Matches, Beserkers, and Team Death Matches so you can learn how to properly use it in combat with others.

Q: Is Korean Style harder to do with Kodachis?

A: Absolutely not, the only thing that changes is the way it appears.

Q: Why is it called “Korean Style?”

A: Honestly, I only heard rumours and can’t answer with complete confidence. I can only answer that it originated in Korean GunZ.

Q: I can’t seem to E-Lunge as in the video. What am I doing wrong?

A: I can’t give a thorough answer to what your problem is, but you are probably not clicking your lunge the same time you dash (meaning on the second tap of the key).

Q: Is Million Step the same thing as Half Step and Eighth Step?

A: Yes, the only difference is that Million Step is done with a spray and has continuous shots throughout the entire step.

Q: What is the point of reloading in RS, RSS and RHS?

A: The reload is very important! If done right, it can increase the speed of the entire step. If you look closely when someone is performing it, it is much quicker than the inferior steps (Swap Shot, SS, HS).

Q: Is Gravity Shift just Multiple Wall Run with a dagger?

A: Pretty much, yeah.

Have any questions? Post and I’ll answer them right away!

================
C01 Before Starting
================

Please view this section before starting a new style.

---------------------------------------
C02 Description of this Guide
---------------------------------------

This guide is one that will show every move worth posting. It still has a lot of work, but I’m lazy so it may take a while.

Added (2009-03-13, 1:56 Am)
---------------------------------------------
-------------------------------------------------------
C03 Advice (Weapon Combinations)
-------------------------------------------------------

Complete Weapon Combination Guide

Hope it helps.

Just a quick note. Singles have higher accuracy than duals, why else would they be there (no, not because they have less weight)?

Single Pistol, Single Pistol
You're better off pairing it up with something else.

Single Pistol, Single Revolver
You only need one sniping weapon. You're better off with dual pistols for this.

Single Pistol, Dual Revolvers
It's better off the other way round with dual pistols and a single revolver.

Single Pistol, Single Sub Machine Gun
It is a very weak combination. Better off with something else.

Single Pistol, Dual Sub Machine Guns
Use this if you like picking an opponent off at a distance then moving in for the kill with the Sub Machine Guns.

Single Pistol, Rifle
The rifle has enough accuracy, so you're better off with dual pistols.

Single Pistol, Shotgun
Although a single pistol is weak, this can be used to snipe a target before getting in close with a shotgun.

Single Pistol, Rocket Launcher
This combo is very ineffective. If you truly want to use this combo, change the single to a dual.

Single Pistol, Machine Gun
An uncommon combo, but it's effective if used properly. The single pistol can be used to weaken a target while the Machine Gun can effectively take the weakened target down and out.

Dual Pistols, Dual Pistols
It’s an okay combination. It’s downfall is mainly in damage.

Dual Pistols, Single Revolver
This is a “better than some” combination. A single revolver can be used for sniping from a distance and the dual pistols can be used at a distance with their higher rate of fire.

Dual Pistols, Dual Revolvers
This is a good combination. They are both used for medium to close up range which pretty much means one of the two will not be used. The dual revolvers have high damage, but less ammo and fire rate, so those that have good aim would prefer these. Those that have worse aim would prefer the high rate of fire and more ammo with the pistols.

Dual Pistols, Single Sub Machine Gun
A pretty bad combination. The way to use this is to use the pistols at a far range and then use the single sub machine gun close up. They both eat away at AP more than HP and are not very good at it.

Dual Pistols, Dual Sub Machine Guns
The same thing with a single sub machine gun. The only difference is that the duals do more damage.

Dual Pistols, Rifle
A quite effective combination. The rifles’ accuracy is great for far away ranges as it works for pistols, which are more effective up close.

Dual Pistols, Shotgun
The pistols are basically a back up in ammo for the shotgun. Both strong and versatile, the shotgun will be able to do most of the work while the pistols just finish off the shotguns hard work.

Dual Pistols, Rocket Launcher
A better combination than with the single pistol. The pistols now have more damage, making the combination more able to do something to your opponent. Because of the rocket launchers slow shots, the pistols should be used at far and close up lengths while the rocket launcher should be used at medium range.

Dual Pistols, Machine Gun
Not a very effective combination. Due to the lack of accuracy the machine gun has, it should be used at closer range than the pistols.

Single Revolver, Single Revolver
Accuracy, accuracy, accuracy. Other than that, low ammo, okay rate of fire and okay damage. You only need one single revolver. Don’t you have anything better to do?

Single Revolver, Single Sub Machine Gun
You'll be doing too little damage with this if you can't aim well. With that aside, it can take down someone easily with the sub machine gun being used close up and the revolver from far distances.

Single Revolver, Dual Sub Machine Guns
Another E-Style based combination. The revolver can be used for accurate sniping at a long range while the Sub Machine Guns can be used to conclude your fight with the enemy at close range.

Single Revolver, Rifle
It’s on okay combination. The rifle eats away at AP and the revolver takes out HP. The two don’t blend together as you would want two weapons to blend. Both are also long ranged weapons.

Single Revolver, Shotgun
It’s a good combination, but it is preferred to use duals instead. The single revolver has lower damage than duals which don’t suit to a shotguns needs.

Added (2009-03-13, 1:57 Am)
---------------------------------------------
Single Revolver, Rocket Launcher
It is an okay combination. The rocket launcher can be used at medium range while the revolver can snipe from afar. Unless you know how, it is difficult to be used at close range.

Single Revolver, Machine Gun
A good combination. The revolver substitutes the machine guns lack of accuracy and the machine gun substitutes the revolvers lack of damage.

Dual Revolvers, Single Sub Machine Gun
The dual revolvers eat away at HP. The sub machine gun eats away at some HP, but mostly AP, making this setup not one that really blends that greatly.

Dual Revolvers, Dual Sub Machine Guns
This combination is effective, but inaccurate. Stick with a single revolver for the extra accuracy it gives and use the sub machine guns and close range.

Dual Revolvers, Rifle
A good combination. The dual revolvers are less accurate than a single, but the rifle is pretty much the accuracy of the pair.

Dual Revolvers, Shotgun
Many Korean Stylers with good accuracy will go for this combo. The shotgun’s wide spread is a great tool for aiming and the revolvers high damage is the cherry on top for any weapon.

Dual Revolvers, Rocket Launcher
Yes, a rocket launcher also has a wide spread, but is easily dodged! The revolvers can’t truly substitute for the rocket launchers’ many disadvantages. Stick with another combination.

Dual Revolvers, MG
Refer to Single Revolver, Machine Gun. Slightly less accurate, but stronger.

Single Sub Machine Gun, Dual Sub Machine Guns
There is no point to stick with this combination. It’s spray on spray, one is slightly more accurate and the other is slightly stronger.

Single Sub Machine Gun, Rifle
Low damage, okay combination. It’s basically accuracy and low damage put together, does not always work…

Single Sub Machine Gun, Shotgun
It’s okay. This combination goes strictly at AP first.

Single Sub Machine Gun, Rocket Launcher
A pretty bad combination. They pretty much substitute for each other, but they are more difficult to use.

Single Sub Machine Gun, Machine Gun
You're better off replacing the single sub machine gun with a more accurate weapon.

Dual Sub Machine Guns, Dual Sub Machine Guns
You'll end up spraying a lot, which makes you vulnerable, and it's heavy. Bad combination.

Dual Sub Machine Guns, Rifle
A good combination, oddly. The rifle can be used from far away while the sub machine guns can be used up close.

Dual Sub Machine Guns, Shotgun
A rather unpredictable combo, but it’s good. It'll keep your opponents guessing. Unfortunately, it's heavy.

Dual Sub Machine Guns, Rocket Launcher
Congratulations. You have the combo containing what are considered the most 'newbie' weapons in the game. It’s not that effective anyways. Refer to Dual Sub Machine Guns, Shotgun.

Dual Sub Machine Guns, Machine Gun
A pretty bad combination. You only need one of them, replace one for a more accurate weapon.

Rifle, Rifle
Either you have a fetish for rifles, or you love accurate automatics. Not recommended, but can be used effectively.

Rifle, Shotgun
Very popular among Hybrid Style users, you can use the rifle for long ranged attacks and the shotgun close up. It can also keep your opponents guessing.

Rifle, Rocket Launcher
You’ll be unable to pull off short ranged attacks with the rocket launchers splash when it collides. A good combination, but recommended to use something else.

Rifle, Machine Gun
Not really recommended, but the rifle still can be used for long ranged attacks while the Machine Gun can tear your opponents up in short ranged combat.

Shotgun, Shotgun
The most popular Korean Style user combination and the easiest for Korean Stylers to use. It has multiple bullets in one shot making it highly accurate in an inaccurate way and highly powerful.

Shotgun, Rocket Launcher
Another popular Korean Style combo. Unfortunately, you can’t really do a lot from far away.

Shotgun, Machine Gun
A rarely seen combo, it's strictly for short ranged combat only.

Added (2009-03-13, 1:57 Am)
---------------------------------------------
Rocket Launcher, Rocket Launcher
Slow and hard to use effectively, but when you do, you're a walking time bomb. It’s high spread in collision can help you get at an advantage and can quickly get you at a disadvantage.

Rocket Launcher, Machine Gun
Bad combination. You're a walking bag of ammo and explosives. It's slow and you'll have to move fast with your melee weapon.

Machine Gun, M Machine Gun
You don't need both. Replace the other one with another weapon.

--------------
C03.1 TIPS
--------------

Wasting Ammo Will Get You Killed
Ever run out of ammo and wondered, "What do I do now?" There are pickups that you can get to increase your ammunition, but the odds are strong that running out of ammo is going to seriously reduce your capability to kill people and will more than likely get you killed since you can't really defend yourself.

Continues on Next Post...

Added (2009-03-13, 1:58 Am)
---------------------------------------------
Keep Moving
If you keep running in a straight line, it will make you an easy target. Tumbling (rolling), Jumping, Dashing and changing direction can all help. If you have an accurate weapon, you may want to shoot from farther away, vice versa.

Utilize Obstacles
If someone is focusing on you, use obstacles to waste his ammo and strike back. If two people are attacking you, use the map to only let one see you at a time.

Follow Your Target
If someone is trying to get away, don’t let them lose you. Switching targets once you've caused damage to someone means you have just handed someone else a free kill. This also means you now have a stronger target to deal with.

Read Your Opponents
An enemy running away means a weak enemy. Usually, if you see someone trying to distance themselves into a defensive position, you'll want to follow them and pull the trigger.

Grenades Are Your Friends
A properly placed grenade in a group of unaware brawlers means loads of kills for you. Likewise, avoid finding yourself in an unaware group that can easily be grenaded.

Sword Fighting
Generally in a death match, if you pull out your sword, someone will be carrying their gun, and that guy is going to kill you quickly. If you find yourself in a situation where you can get the person one on one and are pretty decent with the sword, that might be the time to bust it out and do some chopping. Right-clicking will knock down your enemy, leaving him vulnerable to attack from your ranged weapons. Holding down the sword attack button will charge your weapon with a stun attack. Releasing the attack will cause stun damage over an area of effect. Note: blocking and quick movements are going to be necessary even if they also pull out a sword.

Counters to Sword Fighting
Blocking is only effective against shots to the face and chest. If someone is blocking with a sword, shoot them in the legs or toss a grenade. If those two aren't options for you, going sword vs. sword might be a good idea if you know what you're doing. Blocking will be key, as successful blocks will instantly charge up your sword and deliver a decent amount of damage in a large area of effect. If someone tries to use a sword knockdown (lunge) on you, hit your jump button to quickly reverse the effects before you hit the ground.

Reloading
Reload at every safe moment possible, even if you have some ammo in your clip. This will reduce the amount of reloading in combat and it will maximize efficiency from ammo pickups.

---------------------------
C03.2 Key Placements
---------------------------

Using bad keyboard set-ups can make you ineffective or disadvantaged in battle. This area of the guide will show you through the recommended keyboard stances.

Also, you won’t want to scroll. Having to scroll will also put you at a huge disadvantage. Using scroll will limit the chances of using medical kits effectively. Your Korean styles moves will be cut in half and you will have to eat away those turkeys… I mean meds… fast. Without those medical kits, you will be placed in a huge disadvantage.

Note: The jump key should be SPACE at all times.

QEF Stance:

Melee Weapon: F/ Q

Primary Weapon: E

Secondary Weapon: Q/F

Item 1: 1/2

Item 2: 2/3

ESDF Stance:

Forward: E

Backward: D

Left: S

Right: F

All Other Stuff: 1, 2, 3, 4, 5, Q, E, R, T, A, G, Z, X, C, V.

Added (2009-03-13, 1:58 Am)
---------------------------------------------
QER Stance:

Melee Weapon: R

Primary Weapon: Q

Secondary Weapon: E

Item 1: 1/2

Item 2: 2/3

Reload: Middle Click

ASDF Stance (aka Horizontal Stance):

I never got the point of this stance. My friend used it and, surprisingly, did not suck. Here it goes…

Forward: S

Backward: D

Left: A

Right: F

Melee Weapon: R

Primary Weapon: E

Secondary Weapon: X

Item 1: Q, W, C, Z, T, G, V.

Item 2: Q, W, C, Z, T, G, V.

-------------------------------
C03.3 Massive Techniques
-------------------------------

Massive Attacks
Reverse/ Sky/ Ground/ Side | Glitch Strike
(Backwards/ Upwards/ Downwards/ Sideways) Due to the odd collision detection in massive attacks, it is possible to bypass one's guard when executing a Massive Strike. For example, when executing a reverse massive (a massive done facing away from your opponent) the collision will be felt behind the opponent.

You can also combine a reverse massive with a sky or ground to bypass a reverse block.

Blocking Massive Attacks
Reverse/ Sky/ Ground/ Side | Massive Blocks
(Backwards/ Upwards/ Downwards/ Sideways) Based on the above massive techniques, one must read their opponent quickly and carefully to successfully block their strike. For example, when you clearly see your opponent is about to execute a reverse massive, quickly block backwards.

Since it is difficult to tell how they are going to strike when facing backwards (mainly because you have no time to thoroughly read your opponent), it is recommended to block backwards + upwards/ downwards (you are still executing a reverse block, so you don’t have to worry about a reverse massive).

============
D01 Korean Style
============

----------------
D02 Silent Step
----------------

Combo: Jump » Dash » Slash

Pros: An OK way in attacking and a good way of traveling through the map.

Cons: Leaves you open to attack.

----------------
D03 Wall Slash
----------------

Combo: Jump » Dash (towards the wall) » Slash » Repeat

Pros: A quick way to scale a wall.

Cons: A bit slow.

----------------
D04 Light Step
----------------

Combo: Jump » Dash » Slash » Dash

Pros: An OK way in attacking and OK in evasion.

Cons: Leaves you open to attack.

---------------
D05 Butterfly
---------------

Combo: Jump » Dash » Slash » Block

Pros: Very effective in attacking, has quick movement and when used right, it can become both Offensive and Defensive.

Cons: If not used properly, can be easily countered. It can be sluggish and is easy to mess up (dashing to early when trying to do it quickly).

Improving your butterfly: The best way to improve it is probably to take it slow and not rush through it. When I first started, I tried doing it as fast as everyone else. When I got fed up, I asked others and their advice did not help. So, I just went through it slowly. Eventually I got it.

---------------------------------------
D05.1 Chainsaw Butterfly:
---------------------------------------

(I know it’s nothing special, but I HAD to put it)

This is just a quick butterfly done side to side or forward and back continuously.

Combo: Jump » Dash(left/right) (up/down) » Slash » Block » Jump » Dash (right/left) (down/up) » Slash » Block

Pros: A better way (than regular butterfly) of getting an advantage over people since it is more difficult to attack you.

Cons: Defenseless against ranged weapons (very easy to hit) if not used wisely.

---------------------------------------------------
D05.2 COD (Circle of Death) Butterfly:
---------------------------------------------------

This is just a quick butterfly done in a circular pattern with a side butterfly or a forward butterfly.

Combo: Jump » (facing the direction you desire) Dash (forward or to the side) » Slash » Block » Repeat

Pros: A better way (than regular butterfly) to immobilize your target.

Added (2009-03-13, 1:58 Am)
---------------------------------------------
Cons: Easily predicted. Making it harder for you to put your target out of action.

----------------------
D06 Double Butterfly
----------------------

Combo 1 (with or without holding a movement key): Jump » Slash » Block » Slash » Block

Combo 2: Jump » Slash » Block » Dash » Slash » Block

Pros: It’s a highly effective attack. Having two slashes, it is superior to the butterfly.

Cons: Although it has two blocks, it is not as defensive as it is offensive (easily capable of being hit). Vulnerable against ranged weapons if not used wisely.

---------------------
D07 Triple Butterfly
---------------------

Note: Many people say this move is useless. “Oh, only 2 slashes hit! Don’t try it.” “It’s server sided! Don’t bother.” All of that is bull! It works just fine.

Combo 1 (with or without holding a movement key): Jump » Slash » Block » Slash » Block » Slash » Block

Combo 2: Jump » Slash » Block » Slash » Block » Dash » Slash » Block

Pros: A highly effective attack. With three slashes in one jump, it is one of the best Korean Style moves to use with the sword. Also is good against ranged weapons.

Cons: Hard to get the hang of.

----------------
D08 Slash Shot
----------------

Combo: Jump » Dash » Slash (hold) » Switch To Gun1 or Gun2 » Shoot

Pros: An OK way of attacking up close or far away.

Cons: Little evasion and leaves you open to attack.

Added (2009-03-13, 1:59 Am)
---------------------------------------------
------------------------
D09 Reload Slash Shot
------------------------

Combo: Jump » Dash » Slash (hold) » Switch To Gun1 or Gun2 » Shoot » Reload

Pros: A great and quick way of attacking up close or far away.

Cons: It’s meant for offense and also can be easily predicted due two its one direction movement.

---------------
D10 Half Step
---------------

Combo1: Jump » Dash » Slash (hold) » Switch to Gun1 or Gun2 » Dash » Shoot

Combo2: Jump » Dash » Slash (hold) » Switch to Gun1 or Gun2 » Jump » Dash » Shoot

Pros: Evasive and a decent way of attacking up close or far away.

Cons: It’s not too great in speed and it can get a bit predictable.

-----------------------
D11 Double Half Step
-----------------------

Combo: Jump » Slash (hold) » Switch to Gun1 or Gun2 » Dash » Shoot » Reload (not fully) » Dash » Switch to sword » Slash (hold) » Switch to Other Gun » Shoot » Dash

Pros: A quick and very effective way of attacking. Very evasive.

Cons: Difficult to get the hang of and harder to aim with (you’re so concentrated on performing the move, that you let your aim fade away).

----------------------
D12 Reload Half Step
----------------------

Combo1: Jump » Dash » Slash (hold) » Switch to Gun1 or Gun2 » Dash » Shoot » Reload » Repeat.

Combo2: Jump » Dash » Slash (hold) » Switch to Gun1 or Gun2 » Jump » Dash » Shoot » Reload » Repeat.

Pros: Evasive and a great way of attacking up close or far away with speed.

Cons: It can get a little predictable.

----------------
D13 Flash Step
----------------

Note: Recommended to switch to sword with a key instead of scrolling.

Combo: Jump » Dash » Slash » Switch to Gun1 or Gun2 » Switch to Sword.

Pros: Quick. A decent way of attacking.

Cons: No defense what-so-ever making it easy to get hit.

-----------------------
D14 Aerial Flash Step
-----------------------

Note: Recommended to switch to sword with a key instead of scrolling.

Combo: (on a wall) Jump » Dash » Slash » Switch to Gun1 or Gun2 » Switch to Sword.

Pros: A great way of scaling a wall.

Cons: Difficult to do/ able to mess up easily.

------------------
D15 Reload Shot
------------------

Combo: (starting at Gun1 or Gun2) Shoot » Reload (not fully) » Switch to Other Gun » Shoot » Repeat

Pros: An excellent way of reducing the delay between shots.

Cons: It is more difficult to aim with and quickly wipes out ammo.

Added (2009-03-13, 1:59 Am)
---------------------------------------------
---------------------
D16 Eighth Step
---------------------

Holy shit too many combinations…

Combo: Jump » Dash » Slash (hold) » Switch to Gun1 » Jump » Dash » Switch to Gun2 » Dash » Shoot

So, when executing Eighth Step, you can add another shot between the Gun 1 – Gun 2 switch. You can remove the Jump between switch to Gun1 » JUMP » Dash. You don’t even need to switch to your second gun to perform this step with 2 shots.

Pros: This move is evasive. It is a great way to attack the opponent while making you less predictable.

Cons: A bit slow, plus, if you mess up, you are giving them an easy chance to kill you.

----------------------
D17 PPQ (and PPQ+)
----------------------

Combo: Jump » Dash » Slash (hold) » Switch to Gun1 or Gun2 » Jump » Dash » Shoot » Reload (not fully) » Switch to Other Gun » Shoot

Pros: Evasive and quick. It is also effective up close or far away.

Cons: Like the reload shot, it is difficult to aim with and quickly wipes out ammo. Used a lot, can be predictable.

~~~~
PPQ+
~~~~

Combo: Jump » Slash (hold) » Switch to Gun1 or Gun2 » Shoot » Switch to Sword » Dash » Slash (hold) » Switch to Gun1 or Gun2 » Jump » Shoot » Reload (not fully) » Dash » Switch to Other Gun » Shoot

Pros: Evasive and quick. It is more effective up close or far away than PPQ.

Cons: More difficult to aim with than PPQ. That, and hey! I have 10 shots left. Wait, make that 4.

Note: they are both different in their own way. They are both just as good at slaying your opponent. The only difference is the difficulty and the number of shots done.

------------------
D18 Instant Fall
------------------

Combo: Flip » Block » Jump » *Slash

*Slash can be replaced with a K-Style move (without dashing). Example, Flip » Block » Jump » Slash » Block OR Flip » Block » Jump » Slash (hold) » Switch to Gun1 » Shoot.

Pros: The easiest way to immobilize your target.

Cons: Can be countered.

---------------------------------------
D19 Multiple Wall Running
---------------------------------------

Combo (on a wall): Start a wall run » Jump (near the end, or let it do it by itself) » Slash » Dash towards wall (at a 45°) » Jump (twice, quickly) » Repeat

Pros: A great way of travelling far distances.

Cons: “Easy” to hit (you are moving 1 direction, but you are moving swiftly).

---------------------
D20 Forbidden Step
---------------------

Combo: Jump » Slash (hold) » Switch to Gun1 or Gun2 » Switch to Sword » Dash » Slash » Switch to Other Gun » Dash » Shoot.

Pros: Evasive. Powerful. Quick.

Cons: Difficult to get the hang of.

----------------
D21 Block Tap
----------------

Combo1 (if your opponent has a decent lag to work with): Slash at a distance so your opponent's client reads it as a hit and so yours doesn't, so you do not get recoiled.

Combo2: Quickly turn your camera as you slash so your opponent's client reads it as a hit and so yours doesn't, so you do not get recoiled. You can also look down.

Pros: A good way to harass an opponent (with any Korean Style move or by simply slashing) without being countered.

Cons: People who aren't that good use it.

============
E01 Hybrid Style!
============

Hybrid Style is one that identifies those users that are diverse in both Korean and Dagger style. It has only one defining move that I know of:

-----------------
E02 Million Step
-----------------

Note: Done with spray weapon.

Combo1: Jump » Dash » Slash (hold) » Switch to Gun » Dash » Shoot (the gun should fire more than 3 times)

Combo2: Jump » Dash » Slash (hold) » Switch to Gun » Jump » Dash » Jump » Dash (Gun should be firing during most of the step)

Pros: Quick. Evasive. Effective.

Cons: Difficult to aim with.

Added (2009-03-13, 1:59 Am)
---------------------------------------------
==============
F01 | Dagger Style!
==============

-----------------
F02 Dagger Hop
-----------------

Combo: Jump » Dash » Stab » Repeat

Pros: A decent way of attacking with speed and evasion.

Cons: Vulnerable.

-----------------
F03 Quick Stick
-----------------

Combo1: Jump » Dash (towards wall) » Stab » Wall Hang

Combo2: Jump (in front of a wall) » Stab » Wall Hang

Pros: As the name states, this allows the wall hanging animation to go by much faster.

Cons: This is one of those moves that only have mistakes based on the situation.

-----------------
F04 Quick Climb
-----------------

Combo (on a wall): Jump » Stab » Wall Hang » Repeat

Pros: Fastest way to scale a wall for a dagger.

Cons: Can’t move side ways to well.

------------------
F05 Gravity Shift
------------------

Combo1 (in the air): Dash (towards a wall/ 45° angle) » Stab » Jump (twice, quickly) » Repeat

Combo2 (while wall running): » Stab (before the jump animation) » Jump (twice, quickly) » Repeat

Pros: Multiple Wall Run for Dagger.

Cons: Like any other type of wall run, somewhat easy to aim at.

---------------
F06 Yoyo Hop
---------------

Combo (starting with a sword): Jump » Switch to Gun1 » Dash (at the peak of the jump) » Jump » Switch to Gun2 » Dash (at the peak of the jump) » Switch to Sword

Pros: An okay way of moving with your ranged weapons instead of your melee. Evasive

Cons: Very Vulnerable. Predticable.

----------------------------
F07 Continuous Yoyo Step
----------------------------

Combo1 (starting with a sword): Jump » Switch to Gun1 » Dash (at the peak of the jump) » Shoot » Jump » Switch to Gun2 » Dash (at the peak of the jump) » Shoot » Repeat

*Combo2 (with a 700 delay or less gun): Jump » Switch to Gun1 » Shoot » Switch to Gun2 » Dash (at the peak of the jump) » Shoot » Jump » Switch to Gun1 » Shoot » Switch to Gun2 » Dash (at the peak of the jump) » Shoot » Repeat

*If you are using a 700 delay or less shotgun/ using a machine gun, you HAVE to reload shoot instead of swap shot for it to work.

Pros: An evasive and effective way of attacking.

Cons: Predictable. Vulnerable.

----------------
F08 Blink Step
----------------

Combo1 (starting with a gun): Jump » Switch to Sword » Dash » Switch to Gun1 or Gun2 » Shoot

Combo2: Jump » Switch to Gun1 or Gun2 » Switch to Sword » Dash » Switch to Gun1 or Gun2 » Shoot

Pros: A more steady way of attacking with a ranged weapon up-close or afar compared to the Continuous Yoyo Step

Cons: More difficult to execute than the Continuous Yoyo Step

--------------------
F09 Space Invade
--------------------

Combo: Jump » Dash Forward » Stab » Jump » Dash to the Side (Left/ Right) » Stab » Jump » Dash Forward » Stab » Jump » Dash to the Opposite Side » (Right/ Left) » Repeat

Pros: Ever play the game Space Invaders? Aren’t they just hard to hit? This move gives uses the power of the dagger and the evasion of the pattern given from those annoying space invaders. Effective.

Cons: No block.

----------------
F10 Block Tap
----------------

Combo1 (if your opponent has a decent lag to work with): Stab at a distance so your opponent’s client reads it as a hit and so yours doesn't, so you do not get recoiled.

Combo2: Quickly turn your camera as you stab so your opponent’s client reads it as a hit and so yours doesn't, so you do not get recoiled. You can also look down.

Pros: A good way to harass an opponent without being countered.

Cons: People who aren't that good use it.

------------------
F11 Ghost Evade
------------------

This is used when your block tap fails and/ or you get recoiled.

Combo: Recoil » Turn left or right to a 45° angle » Opponent uses Massive » You are unhurt

Pros: A great way to get out of the ever-so-over-used massive stun.

Cons: Can be countered.

Added (2009-03-13, 1:59 Am)
---------------------------------------------
---------------------
F12 Magician Switch
---------------------

Combo: Recoil » Turn left or right to a 45° angle » Switch to Gun1 or Gun2 » Opponent uses Massive » Turn facing his feet » Shoot » *Laugh

*Optional

Pros: Ghost Evade, but OFFENSIVE!

Cons: Can be countered

--------------------
F13 Dagger Gatling
--------------------

Note: If this is not timed properly, it will not work. If it does, you don’t have to go through the animation and do want you want.

Combo: Lunge » They Slash You » Animation Cancelled

Pros: A great way to immobilize your target for a couple of seconds without having to pain yourself by having to go through the lunge animation.

Cons: Can be easily messed up. You HAVE to take damage.

-----------------
F14 Instant Fall
-----------------

Note1: The lunge has to be done near the end of the opponents animation. If done so, they cannot safe fall and you see an animation lock on them.

Note2: When a person is hanging and you lunge them, they will instantly “fall” because it is a static move and there is no animation after the hang.

Combo1: Lunge (near the end of their animation)

Combo2: Stab » Lunge (near the end of their animation)

Pros: A very effective way of immobilizing your opponent.

Cons: Tricky.

-------------------------
F15 Extended Lunge
-------------------------

Combo: Dash » Lunge (flip)

Note: The lunge (flip) should be done at the same time as the dash, meaning on the second tap of your movement key, lunge.

Pros: It is an excellent way of evading attacks while knocking down your opponent. Also a great way of moving around the map.

Cons: Difficult to execute and can put you in danger if done wrong. Example, you try to E-Lunge, but you fail, leaving you open to attack.

----------------
F16 Lunge Tap
----------------

Note: Like the extended lunge, on the second tap of the backwards key, lunge and in between those two backwards key taps you MUST stab.

Combo: Backward Key » Stab » Backward Key » Lunge

Pros: No recoil because you are lunging backwards when the stab animation occurs.

Cons: Tricky.

----------------
F17 Wall Strike
----------------

Combo: Jump » Dash » Stab » Repeat

Pros: A decent way of scaling a wall

Cons: A bit sluggish.

------------------------
F18 Jump Shoot Dash
------------------------

Combo1 (starting off with a gun): Jump » Shoot » Switch to Dagger » Dash

Combo2 (starting off with a dagger): Dash » Jump » Switch to Gun1 or Gun2 » Shoot » Switch to Dagger » Dash

Pros: Evasion mixed with offense.

Cons: Predictable and the evasion is pretty bad.

----------------------
F19 Jump Shoot Flash
----------------------

Combo1 (starting off with a gun): Jump » Shoot » Switch to Dagger » Dash » Stab » Dash

Combo2 (starting off with a dagger): Dash » Jump » Switch to Gun1 or Gun2 » Shoot » Switch to Dagger » Dash » Stab » Dash

Pros: Much more evasive than Jump Shoot Dash.

Cons: Vulnerable. Not as evasive as other steps.

-------------------
F20 Flip Stab Shot
-------------------

Combo1: Jump » Dash (toward a wall) » Jump » Stab » Switch to Gun1 or Gun2 » Shoot

Combo2 (aka Continuous Stab Flip Shot): Jump » Dash (toward a wall) » Jump » Stab » Switch to Gun1 or Gun2 » Shoot » Switch to Dagger » Repeat (without the initial jump)

Pros: An okay way to attack airborne.

Cons: It’s just okay. It’s predictable and not that evasive.

-----------------------
F21 Circling/ Cornering
-----------------------

Circling: Dash (at the desired direction) » Stab » Repeat

Cornering (when opponent is in a corner): Dash to the Side (left/ right) » Stab » Dash to the opposite side (right/ left) » Stab » Repeat

Pros: A great way to immobilize your opponent with a dagger.

Cons: No block.

Added (2009-03-13, 2:00 Am)
---------------------------------------------
-------------
G01 Videos
-------------

All of the downloadable videos and youtube videos will be posted here. The youtube videos will also be posted at the end of each move.

-------------------------------
0001 Video Table of Contents
-------------------------------
Ctrl + F:

0001 | Video Table of Contents
0002 | Korean Style
0003 – Silent Step
0004 – Wall Slash
0005 – Light Step
0006 – Butterfly
0007 - Chainsaw Butterfly
0008 - COD (Circle of Death) Butterfly
0009 – Double Butterfly
0010 – Triple Butterfly
0011 – Slash Shot
0012 – Reload Slash Shot
0013 – Half Step
0014 – Double Half Step
0015 – Reload Half Step
0016 – Flash step
0017 – Aerial Flash step
0018 – Reload Shot
0019 – Eighth Step
0020 – PPQ (and PPQ+)
0021 – Instant Fall
0022 – Multiple Wall Running
0023 – Forbidden Step
0024 - Block Tap
0025 | Hybrid Style
0026 – Millionth Step
0027 | Dagger Style
0028 – Dagger Hop
0029 – Quick Stick
0030 – Quick Climb
0031 – Gravity Shift
0032 – Yoyo Hop
0033 - Continuous Yoyo Step
0034 – Blink Step
0035 – Space Invade
0036 – Block Tap
0037 – Ghost Evade
0038 – Magician Switch
0039 – Dagger Gatling
0040 – Instant Fall
0041 – Extended Lunge
0042 – Lunge Tap
0043 – Wall Strike
0044 - Jump Shoot Dash
0045 - Jump Shoot Flash
0046 - Flip Stab Shot
0047 - Circling/ Cornering

--------------------
0002 Korean Style
--------------------

0003 Silent Step:

0004 Wall Slash:

0005 Light Step:

0006 Butterfly:

0007 Chainsaw Butterfly:

0008 COD (Circle of Death) Butterfly:

0009 Double Butterfly:

0010 Triple Butterfly:

0011 Slash Shot:

0012 Reload Slash Shot:

0013 Half Step:

0014 Double Half Step:

0015 Reload Half Step:

0016 Flash Step:

0017 Aerial Flash Step:

0018 Reload Shot:

0019 Eighth Step:

0020 PPQ (and PPQ+):

0021 Instant Fall:

0022 Multiple Wall Running:

0023 Forbidden Step:

0024 Sword Block Tap:

-------------------
0025 Hybrid Style
-------------------

0026 Millionth Step:

--------------------
0027 Dagger Style
--------------------

0028 Dagger Hop:

0029 Quick Stick:

0030 Quick Climb:

0031 Gravity Shift:

0032 Yoyo Hop:

0033 Continuous Yoyo Step:

0034 Blink Step:

0035 Space Invade:

0036 Dagger Block Tap:

0037 Ghost Evade:

0038 Magician Switch:

0039 Dagger Gatling:

0040 Instant Fall:

0041 Extended Lunge:

0042 Lunge Tap:

0043 Wall Strike:

0044 Jump Shoot Dash:

0045 Jump Shoot Flash:

0046 Flip Stab Shot:

0047 Circling/ Cornering:

THE END!

Everything is completely made by me. If not, it was edited thoroughly so it can be considered as my own works.

 
Forum » Razor Gunz » General Descussion » Full GunZ Guide (K/ D/ H) With Replays, Tips AND MORE! (A full tutorial of Korean Style/ Dagger Style/ Hybrid Style.)
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