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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 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.

RELATED: Guilty Gear Strive: Sin Kiske Beginner's Guide

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.

Updated on May 29, 2023, by Seth Parmer: Asuka R# closes out Season Two of Guilty Gear Strive and is arguably the most complex character ever created in the genre, making his Command List tricky to get the hang of. We have updated this guide to include Asuka and his bizarre moves!

The Basics

Promotional Art for Guilty Gear Strive

On the surface, Guilty Gear Strive is an accessible game 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. Before getting into the character-specific Commands, it is essential to understand the basic terminology and universal attacks every fighter can perform. Below are several tables to help newcomers understand the terminology of Guilty Gear Strives move list!

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 be displayed as numbers or arrows. Below is a list of standard inputs and 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)

Castle of the Silver Feet Stage in Guilty Gear Strive

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! System Attacks are available to every character in Guilty Gear Strive. They are essential attacks/systems that will allow you to counterattacks from the opposition or get out of sticky situations.

  • 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 Command List

Anji Mito using his fans for a spin attack on the enemy in Guilty Gear -Strive-

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.
  • 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 startup. 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.

Asuka R# Command List

Asuka R# casting an onslaught of Cubes at I-No via his Grimoire in Guilty Gear Strive

Asuka R# is the Master of Sorcery, making him the strongest Mage in the world of Guilty Gear, which comes with its pros and cons. He has a wide range of Spells that must be managed near-perfectly to thrive in battle, making him one of the most challenging and complex characters the game has to offer.

COMMAND NORMALS

  • Command Normal 1: Forward + P - Asuka swings his grimoire upward, covering a decent space in front and above himself. His upper body will also be invincible during the attack, making it an excellent anti-air option.
  • Command Normal 2: Forward + K - Asuka summons thorns at his feet that deliver multiple low-profiled hits on his target, making it an excellent option for mix-ups.
  • Command Normal 3: Forward + HS - Asuka makes his grimoire substantially bigger and swings it downward for an overhead attack, making it a perfect option to use against crouch-blocking opponents.

SPECIAL ATTACKS

  • Mana: When Asuka has Mana, his Defense will be strengthened. He will lose Mana by casting specific Spells or when receiving damage, but can gain it back with his Recover Mana Special Attack.
  • Chant: Quarter Circle + P, K, S, or HS - Has Asuka cast a Spell from his Bookmarks via the corresponding button pressed. Chants can be canceled into another itself or his other Special Attacks and can be executed while airborne.
  • Bookmark: Quarter Circle Back + P, K, S, or HS - Will either Restore or Discard a Spell in Asuka's Bookmarks via the corresponding button pressed. If you Discard a Spell, it cannot be recovered until that Test Case gets replenished to 30 Spells.
  • Recover Mana: Down, Down + P, K, or S - Replenishes Asuka's Mana at varying speeds and trade-offs.
    • P Version: Asuka will recover Mana at a very slow rate without sacrificing any of his resources.
    • K Version: Asuka will recover Mana at a much faster rate but at the cost of his Tension, which can be risky depending on the situation.
    • S Version: Asuka will recover Mana at a substantially faster rate but at the cost of his Health, which will drain rapidly as he gains Mana. While extremely risky, it can be useful as a last-ditch effort to gain the upper hand.
  • Change Test Case: P, K, or S after Down, Down + HS - Has Asuka switch between Spell Kitss that focus on different aspects of his playstyle.
    • P Version: A projectile-based Spell Kit that Asuka begins every round with. This Kit will only have 26 Spells in it as Asuka will draw Four Spells from it at the start of every match/round.
    • K Version: A Spell Kit that focuses on mix-up oriented Spells, making it useful for applying pressure on your opponent, especially if you have them in the corner.
    • S Version: A Spell Kit that has many Spells that leave Asuka plus on block after he uses them with some enabling him to teleport. An excellent Spell Kit for applying and maintaining pressure on your opponent.

OVERDRIVES

  • High Compression Submicron Particle Sphere: Half Circle Back > Forward + P or K - Asuka launches a powerful projectile forward, allowing him to influence its effects with his Spells if it's the P Version of the Overdrive. If this attack lands near the corner, it will cause an Area Shift.
  • Bookmark (Full Order): Half Circle Back > Forward + S - Triggers a brief cinematic that gives Asuka the chance to swap out Spells from his Bookmarks with other ones from his currently equipped Test Case. His Mana will drain in the process, and pressing the Dust button will cancel the cinematic entirely. The cinematic lasts for roughly two seconds in total, so you must move fast.

Axl Low Command List

Axl Low holding his chain sickles in a flexing position while taunting in Guilty Gear -Strive-

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 his way. However, Axl is relatively weak at close-range engagements but shines bright in mid-to-long-range battles.

RELATED: Guilty Gear Strive: Damage Scaling Explained

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

  • 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 cannot 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 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 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.

Baiken Command List

Baiken shooting a gun in Guilty Gear Strive

The Unfaltering Awakened Samurai, Baiken is back and better than ever in Guilty Gear Strive and has some new tricks up her sleeve.

Baiken thrives at close-range engagements and will punish anyone with her katana and other hidden tools if they dare challenge her. Furthermore, Baiken now has access to a gun, which is bad news for anyone on the receiving end.

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 - Baiken moves forward with a powerful kick.
  • Command Normal 3: Forward + HS - Baiken swings her katana downward, dealing heavy damage. However, this attack will leave her vulnerable when whiffed.
  • Ground Throw: Back or Forward + D (Hold OK) - Baiken tethers herself to the opponent after landing a Ground Throw. While connected, Baiken and her opponent will be drawn towards one another.

SPECIAL ATTACKS

  • Tatami Gaeshi: Quarter Circle + K (Air OK) - A Tatami mat appears on the ground when Baiken slams her foot down, launching the opponent into the air. If this move is performed in the air, only the Tatami mat will appear and won't disappear until it reaches the ground.
  • Kabari: Half Circle Forward + S or HS - Baiken draws her opponent towards her, making for an excellent poke mid-range attack. The S version acts much like her Ground Throw ability, with the HS version allowing Baiken to perform a follow-up attack.
  • Youzansen: Quarter Circle + S (while in mid-air) - Baiken slashes her surroundings with a devastating overhead attack. This attack has a very fast startup and allows for easy aerial combos.
  • Hiiragi: Quarter Circle + P - Allows Baiken to counterattack an opponent's attack, dealing massive damage when in close-range engagements. Whiffing this attack leaves you vulnerable for a prolonged period of time and susceptible to throws.

OVERDRIVES

  • Tsurane Sanzu-watashi: Quarter Circle, Quarter Circle + S - A devastating attack with a fast, invincible startup. Baiken performs three powerful strikes that will cause an Area Shift when executed near the corner.
  • Kenjyu: Quarter Circle Back, Quarter Circle Back + P (Air OK) - A powerful projectile attack that Baiken launches at the opponent, making for an excellent long-range poke or a finisher in a combo. This will also cause an Area Shift when executed near the corner.

Bedman? Command List

An image of Delilah sitting atop Bedman? in Guilty Gear Strive

Bedman? is the penultimate character for Season Two of Guilty Gear Strive, showcasing tons of potential despite being a Heavy character that can be a bit intimidating to pick up. Classified as a Unique fighter, Bedman? has excellent tools at their disposal to turn the tides of battle in their favor.

They will be a tad tricky to pick up as their gimmicks can be rather challenging to get the hang of, but they can be unrelenting and downright terrifying in the right hands, so hopefully this Command List will shine some light on what they are capable of!

COMMAND NORMALS

  • Command Movement: Allows Bedman? to temporarily stop in mid-air and dash in any of the four cardinal and intercardinal directions, making it an excellent tool for creating pressure.
  • Command Normal 1: Forward + P - Bedman? swings their right arm upward, covering a sizable amount of space in front and above themself. This is an excellent anti-air option, as their upper body will be invincible during the animation.
  • Command Normal 2: Forward + HS - Bedman? slams their massive wheel downward for an overhead attack, making it an excellent option against opponents who are crouch-blocking.

SPECIAL ATTACKS

  • error 6E: A follow-up attack that automatically happens when performing specific Special Attacks. The follow-up attack will be different depending on what Special Attack was used, and the timing it comes out can also be altered.
  • call 4BA: Quarter Circle + P (Air OK) - Bedman? fires a spike forward that travels the length of the screen, allowing them to control space and apply pressure.
    • error 6E follow-up: After a set duration after using call 4BA, Bedman? will fire a bolt of lightning at its target that has slight tracking capabilities.
  • call 4B3: Quarter Circle + S (Air OK) - Bedman? turns its frame into a large, spiked wheel and violently spins forward, carving its target up for severe damage with multiple hits.
    • error 6E follow-up: Following a short period of time after using call 4B3, Bedman?'s head will eject from its frame, travel a short distance, and then explode.
  • call 4B9 (Malfunction): Quarter Circle + HS - Bedman? swings its right arm downward, causing an explosion on impact, dealing significant damage. Holding the input down will delay the attack, allowing you to catch opponents off guard.
    • error 6E follow-up: Following a short period of time after using call 4B3, Bedman?'s head will eject from its frame, travel a short distance, and then explode.
  • call 0x$0.20: Quarter Circle Back + P (Air OK) - Allows Bedman? to instantly activate the follow-up error 6E action after performing a Special Attack. This will allow you to extend combos, keep applying pressure, and much more.
  • call 0x$1.00: Quarter Circle Back + K (Air OK) - Bedman? resets the timer of the follow-up error 6E action after they perform a Special Attack, enabling them to catch their opponent off guard, extend combos, and much more.

OVERDRIVES

  • call 13C: Half Circle Back, Forward + S (Air OK) - Bedman? becomes super-charged, having their Damage and Defense increased by ten percent while also having their error 6E actions obtain new properties.
    • error 6E Electric Spike: The projectile that follows call 4BA up will be a spike charged with electricity, dealing enormous damage on contact that causes an Area Shift when near the corner.
    • error 6E Head Bomb: When Bedman?'s head disengages from its body, it will now travel the entire length of the arena, deal significantly more damage, and cover a much wider range when it explodes. This will also cause an Area Shift if it connects near the corner of the stage.
  • call 4CC: Half Circle Back, Forward + HS - Bedman? charges a ball of energy in its hand before exploding it slightly in front of itself. While it covers a very short distance, its damage is massive and it will cause an Area Shift when near the corner.

Bridget Command List

Bridget in Guilty Gear Strive

Bridget returns to Guilty Gear as Strive's first character of Season Two and showcases her slick yo-yo tricks, fast-paced offense, and impeccable style. Bridget is an All-Rounder fighter who can hold her own from just about anywhere on the stage, giving her many options and routes.

She can apply suffocating amounts of pressure or play things a bit more cautiously if the situation calls for it, making her a significant threat at any point in the round.

COMMAND NORMALS

  • Command Normal 1: Forward + P - Bridget slings her yo-yo forward in an arc motion, slightly launching her opponent on contact. This attack also makes her upper body invincible during its animation, making it an excellent anti-air option.
  • Command Normal 2: Forward + K - Bridget plants her forward-facing leg, then pivots her back leg clockwise, delivering a kick. Can be a decent hit confirm or way to extend into a combo.
  • Command Normal 3: Forward + HS - Bridget turns and faces the opposite direction before jumping backward with a hip-check that briefly lets her recover in the air with a Roman Cancel. She can also cancel into her Special Attacks that can be performed mid-air, granting her several options for mix-ups and overheads. If landing on an opponent in the corner, they will bounce off the wall, leading to a full combo.
  • Command Normal 4: S after Far Standing S or Crouched S - Bridget follows her yo-yo swing up with another, knocking the opponent down on contact. Excellent for poking or applying pressure.
  • Command Normal 5: HS after Standing HS or Crouched HS - Bridget follows her Heavy yo-yo attack up with another, knocking the opponent down on contact. Its swift speed and recovery time make this Command Normal excellent for extending combos, poking, or applying pressure.

SPECIAL ATTACKS

  • Stop and Dash: Quarter Circle or Quarter Circle Back + S or HS (Air OK) - Bridget flings her yo-yo in front of her, keeping it suspended in place temporarily. The 'S' version of this action has Bridget send her yo-yo horizontally, with the 'HS' version sending it diagonally. Additionally, the Quarter Circle input will hit the opponent when Bridget tosses it forward. In contrast, the Quarter Circle Back input will damage them when the yo-yo returns to her.
  • Rolling Movement: Quarter Circle Back + K (Air OK) - Whenever the yo-yo is suspended in place from 'Stop and Dash,' Bridget will dash to it with an attack. If the input is held, Bridget's timing will change. She can also cancel into other actions while traveling to her yo-yo, making for an excellent mix-up tool.
  • Starship: Uppercut + P - Bridget rapidly swings her yo-yo around herself while jumping into the air. This action is invincible on startup, making it an excellent anti-air option or way to interrupt predictable opponents.
  • Kickstart My Heart: Quarter Circle + K - Bridget turns her yo-yo into rollerskates and dashes forward with tremendous speed and momentum with a lunging attack. Holding the forward or back inputs will also control Bridget's speed to some extent.
    • Brake: P during Kickstart My Heart - A follow-up attack to 'Kickstart My Heart" that has Bridget stop short and deliver a quick hit on her opponent. Excellent for poking or extending combos.
    • Shoot: K during Kickstart My Heart - A follow-up attack to 'Kickstart My Heart' that has Bridget leap into the air and violently swing her yo-yo in a circle, knocking her opponent down on contact. Excellent for extending combos or applying pressure.
  • Roger Dive: Quarter Circle + K in Mid-Air - While in mid-air, Bridget pulls her mechanical bear, Roger, out and nosedives into the ground, delivering a two-hit attack on contact. Roger Dive will slightly delay Bridget's jump-in, allowing her to punish opponents caught off guard or pre-emptively using their anti-air options.
  • Rock the Baby: Half Circle Back + P (Air OK) - Bridget summons her mechanical bear, Roger, and rides atop his head as he performs a devastating Command Grab. While this action can be performed in mid-air, she can only Command Grab opponent's who are also in the air unless she lands before the grab comes out.

OVERDRIVES

  • Loop the Loop: Half Circle Back, Forward + S - Bridget sets Roger on the ground in front of her, who performs a barrage of attacks alongside her, dealing devastating amounts of damage and causing an Area Shift when near the wall.
  • Return of the Killing Machine: Half Circle Back, Foward + HS (Air OK) - Bridget summons Roger on a motorcycle, surrounded by a flaming cog, at her opponent, tracking their current location. This attack deals excessive amounts of damage and will cause an Area Shift when in the corner.

Chipp Zanuff Command List

Chipp Zanuff duplicating himself to perform a devastating attack, blowing up the enemy in Guilty Gear -Strive-

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.

He 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 evading low attacks.
  • Command Normal 3: Forward + HS - Chipp spins forward with significant 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 excellent 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.
  • 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. However, this move's startup is slow, 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.
  • 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 change his trajectory 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. This is great for punishing opponents who are far away. The startup is slow, but Chipp will be invincible when starting the attack.
  • 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 Command List

Faust consuming his opponent in Guilty Gear -Strive-

Faust handles a gigantic scalpel and seemingly pulls things from other dimensions to throw at his enemies. Faust's class is "Unique," which fits the incomprehensible underground doctor.

He shines brightest in mid-range combat, is decent at long-range encounters, but should not engage in close-range battle at any cost!

RELATED: Guilty Gear Strive Roster Ranked By Drip

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.
  • 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.
  • 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 Command List

Giovanna petting the wolf spirit Rei in Guilty Gear -Strive-

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.

Goldlewis Dickinson Command List

Goldlewis Dickinson running behind his Thunderbird drone to get closer to Axl Low in Guilty Gear Strive

Goldlewis Dickinson is the first person in the history of the United States to be an active-duty member of the military and the Secretary of Defense. Due to Goldlewis' military background, he is strong, strategic, and has strong judgment.

Dickinson lugs around an enormous steel coffin from Area 51 with a living alien inside it. However, surprisingly, he doesn't believe in aliens and refuses to look at the contents within the coffin. Thanks to his Behemoth Typhoon Special Attack, Goldlewis' command list is unique.

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 - A heavy, long-ranged attack.

SPECIAL ATTACKS

  • Security Level: Goldlewis Dickinson's Security Level gradually levels up over time, leveling up his Thunderbird and Skyfish Special Attacks. Dickinson's Burn It Down Overdrive is also affected by the Security Level.
  • Behemoth Typhoon: Half-circle in any direction + HS - Goldlewis Dickinson swings his coffin around, knocking down his target on hit and staggering them if blocked. Depending on the direction of the half-circle, the properties of the attack will change. Essentially, how you move the half-circle dictates the swing of the coffin and a 1:1 movement.
  • Behemoth Typhoon (Air): Half-circle in and direction + HS - When in the air, Goldlewis will swing his coffin around for a powerful attack. This attack is excellent for hitting opponents on the ground and knocks them down.
  • Thunderbird: Quarter Circle Back + S - Goldlewis sends out a drone that hovers slightly above the ground and flies forward, hitting the enemy multiple times on contact and ending with an explosion. The drone will travel further and deal more hits to the opponent depending on Dickinson's Security Level. Additionally, he can follow behind the drone to get closer to the opponent.
  • Skyfish: Quarter Circle + S - Goldlewis Dickinson pulls a chaingun out of the coffin and sprays bullets across the stage. The bullets act as projectiles, and their number increases along with Dickinson's Security Level. The Skyfish will deal a decent amount of chip damage when blocked by the enemy.

OVERDRIVES

  • Down With The System: Half Circle Back, Forward + P - Goldlewis Dickinson unleashes an invincible attack, sending the opponent flying backward and dealing excessive damage. Additionally, if you input a full-circle + P command, the properties of the attack change, depending on how many circles you input. This attack will cause an Area Shift when close to the corner.
  • Burn It Down: Quarter Circle, Quarter Circle + K - Goldlewis Dickinson marks the ground in front of him for a laser strike. The laser strike deals multiple hits and keeps the opponent locked down in one place, forcing them to block or get hit. The number of times the enemy gets hit depends on Goldlewis' Security Level.

Happy Chaos Command List

A wide shot of Happy Chaos's Deus Ex Machina Overdrive attack in Guilty Gear Strive.
A wide shot of Happy Chaos's Deus Ex Machina Overdrive attack in Guilty Gear Strive.

Happy Chaos, the Gunslinging Broken Messiah blasts his way into Guilty Gear Strive with a command list just as weird as he is. While he performs pretty poorly in close-range engagements, he more than makes up for it at any range mid to long.

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 - Happy Chaos lunges forward with a low attack.
  • Command Normal 3: Forward + S - Happy Chaos moves forward with a high-hitting attack.
  • Command Normal 4: Down + K (while in mid-air) - Happy Chaos launches an overhead attack that lands directly below him. If his attack hits, Chaos will slightly bounce, changing the trajectory.

SPECIAL ATTACKS

  • At the Ready: HS or Quarter Circle + S - Happy Chaos draws his gun, enabling him to shoot at his opponent. If drawn with the Quarter Circle + S command, he will perform a short-ranged attack when readying his weapons. Happy Chaos cannot block while aiming.
  • Fire: HS (during At the Ready or Steady Aim) - Happy Chaos will fire his revolvers, consuming his Concentration and Ammunition. While the crosshair will shrink over time, the accuracy and damage will increase alongside it.
  • Steady Aim: Quarter Circle Back + S - Happy Chaos will steady the aim of his shots, increasing his damage and accuracy. He cannot block, jump, move, or do specific Special Attacks during Steady Aim. Inputting the same command will disengage the stance.
  • Cancel Aim: Down + HS (during At the Ready) - Disengages "At the Ready" stance.
  • Reload: Down, Down + P - Happy Chaos reloads his revolvers.
  • Focus: Quarter Circle Back + P - Happy Chaos focuses his spiritual energy, recovering Concentration, slowing the rate at which his Concentration depletes for a set period of time.
  • Roll: Quarter Circle Back + K - Happy Chaos quickly rolls forward. He can also roll past the opponent during the animation.
  • Scapegoat: Quarter Circle + K - Happy Chaos summons a clone and jumps backward. Summoning clones will cost Chaos a small percentage of his life.
  • Curse: Quarter Circle + P - Happy Chaos throws a vial forward. If the vial hits his opponent, Chaos' accuracy increases.

OVERDRIVES

  • Deus Ex Machina: Half Circle Back, Forward + S - Happy Chaos fires a barrage of bullets at his opponent, dealing significant damage, causing an Area Shift if executed near the corner.
  • Super Focus: Quarter Circle Back, Quarter Circle Back + P - Happy Chaos focuses his spiritual energy, recovering all of his Concentration. Chaos' Concentration will deplete at a slower rate for a short time period after, allowing him to perform more attacks with his guns.

I-No Command List

I-No flying soaring through the sky while playing her guitar in Guilty Gear -Strive-

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 when 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)

Jack-O' Command List

Jack-O' playing with her robot servants in Guilty Gear Strive

Jack-O' is a technical marshal fighter that uses an ensemble of mini robot servants to annihilate her opponent in battle.

Jack-O' doesn't shine in one particular area but poses a threat at any range on the arena due to her controlling her robot minions. Jack-O' can maintain the match's pace once she gets set up correctly and can bring heavy pressure to the opposition as a result.

COMMAND NORMALS

  • Command Normal 1: Forward + P - An upward attack making your upper body invincible. This is great for stopping aerial attacks and jump-ins.
  • Command Normal 2: Forward + HS - Jack-O' performs a fast two-hit attack.

SPECIAL ATTACKS

  • Summon Servant: Quarter Circle + P - Jack-O' summons a robot servant. Jack-O' must have at least 1/3 of her Servant Gauge filled when summoning a servant. Attacking the servant will send it forward, turning it into a projectile. Servants will disappear when attacked by the opponent or after some time passes.
  • Pick Up Servant: Down + P - Jack-O' picks up a nearby servant. She will be unable to block in this stance but can back dash and jump.
  • Throw Servant: Forward + K, P, S, or HS - Jack-O' throws the servant forward with great force, turning it into a projectile. She can throw the servant while in mid-air.
  • Release Servant: D - Jack-O' drops the servant she picked up. She can release the servant from mid-air.
  • Recover: Quarter Circle Back + P - Jack-O' dismisses all servants on the field, recovering her Servant Gauge. Jack-O' can recall her servants when in mid-air.
  • Attack Command: Quarter Circle Back + K - Jack-O' orders all servants on the field to attack. If the servant hits the opponent, it launches them into the air, allowing Jack-O' to follow up with a combo — effective when zoning and for keeping pressure applied. Ordering the servants to attack requires Servant Gauge. Jack-O' can order the servants to attack when in the air.
  • Defend Command: Quarter Circle Back + S - Jack-O' orders all servants on the field to activate a barrier. Activating the barrier when the opponent tries to attack the servants will cause them the stagger, preventing them from disappearing as well — Servant Gauge is required for this order. Jack-O' can perform this command when in the air.
  • Countdown: Quarter Circle Back + HS - Jack-O' orders all servants to explode after a three-second countdown. The explosion deals massive damage and allows Jack-O' to freely move white the countdown cycle begins. Jack-O' must have Servant Gauge to perform this command. She can also issue it while in the air.
  • Servant Shoot: Quarter Circle + K - Jack-O' kicks forward with incredible force. Hitting a servant with the kick will launch it ahead, making it an astonishing zoning projectile. Jack-O' can cancel this attack into another Special Attack, as well as perform it in mid-air.

OVERDRIVES

  • Forever Elysion Driver: Quarter Circle Back, Forward + P - Jack-O' performs a command grab that deals excessive damage. While invincible on startup, Jack-O' must be extremely close to the opposition to grab them successfully. If executed by the corner, it will cause an Area Shift.
  • Cheer Servant On: Quarter Circle, Quarter Circle + S or HS - Jack-O' strengthens all servants for some time. The "S" version makes all servants invincible, making them unable to disappear, even when attacked. The "HS" version will have Jack-O' recover her Servant Gauge rapidly, allowing her to use Servant Commands freely.

Ky Kiske Command List

Ky Kiske holding his hand out in Guilty Gear -Strive-

The almighty all-rounder Ky Kiske is the longtime 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 Command List

Leo Whitefang performing an Overdrive, creating a crescent moon shape out of his energy in Guilty Gear -Strive-

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. Thanks to his unique Brynhildr Stance, Leo Whitefang's move list in Strive is complex but engaging.

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 Command List

May petting Mr. Dolphin in Guilty Gear -Strive-

May, the vibrant Japanese girl that uses a gigantic ship anchor as her melee weapon of choice, is the definition of pure raw aggression.

She 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 just 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 Command List

Millia Rage using her hair as a beast's talon to attack her opponent in Guilty Gear -Strive-

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.

RELATED: Every Arena In Guilty Gear Strive, Ranked

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 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 Command List

Nagoriyuki slashing his opponent with his lblood-sucking long sword in Guilty Gear -Strive-

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 his Blood Lust state. Nagoriyuki's command list is filled with many interesting abilities thanks to his Blood Rage 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 Command List

Potemkin using his flamethrower to set his opponent on fire in Guilty Gear -Strive-

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!
  • 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 Command List

Ramlethal Valentine taking aim with one of her laser firing greatswords in Guilty Gear - Strive-

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 corner of the stage and is also deadly at mid and long-range engagements.

RELATED: Guilty Gear Strive: Every Fighter's Skill Set And Difficulty

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.

Sin Kiske Command List

Sin Kiske performing his Tyrant Barrel Overdrive on Sol Badguy in Guilty Gear Strive

Sin Kiske is the son of Ky Kiske and Dizzy, allowing him to harness Lightning Magic, which he uses expertly alongside his Flag, covering long ranges and maintaining his blazingly fast and oppressive offense.

Sin is a Rushdown Fighter that thrives at most ranges, enabling him to apply pressure and maintain it quite easily. While he struggles at extremely long ranges, those situations are rare thanks to his ability to close the gap between him and his opponent swiftly.

Compared to most of the other new characters added into Guilty Gear Strive, Sin Kiske is the most straightforward and most accessible to get a handle on, making him beginner friendly and a solid overall choice.

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 - Sin stomps his foot down onto his opponent's foot, leaving him plus on block afterward. Additionally, if the opponent is blocking while standing, this attack will hit, making it excellent for mix-ups.
  • Command Normal 3: Forward + HS - Sin rushes forward before delivering a quick jab with the end of his Flag Pole, making for an excellent poke and mid-range option.

SPECIAL ATTACKS

  • Stamina - Enables Sin to perform follow-up attacks or Dash Cancels after performing a Special Attack. There are three bars of Stamina that refill slowly over time once exhausted.
  • Gazelle Step: Forward, Forward - Allows Sin to Dash Cancel after performing any of his Special Attacks, consuming one bar of Stamina.
  • Beak Driver: Quarter Circle + HS - Sin thrusts his Flag forward, covering a far range, making it an excellent way to poke or engage most situations. Pressing HS at the end of the attack will extend it with a bar of Stamina, having Sin thrust forward, closing the gap with blinding speed and ferocity.
  • Hawk Baker: Uppercut + S - Sin swings his Flag upward, traveling high into the air before swinging it overhead downward for a devastating slam. Pressing S after inputting the move will consume one bar of Stamina, having Sin perform a swift strike, making it useful to catch those eager to punish your DP off guard.
  • Hoof Stomp: Quarter Circle Back + S - Sin leaps forward and performs an overhead slam with his Flag, landing a hit on crouch-blocking opponents. Pressing S at the end of the attack will have Sin use one bar of Stamina and perform a quick strike, making it nearly impossible for the opponent to interrupt the attack after blocking.
  • Elk Hunt: Quarter Circle + K - Sin dashes forward with a low profile before unleashing a slash with his Flag, hitting his opponent low, allowing him to use it as a method to attack opponents who are stand-blocking. Pressing K at the end of the attack will have Sin deliver another swift strike, making him plus on block or launching his opponent on hit.
  • Still Growing: Half Circle Back + P - Sin pulls out a random piece of Food and consumes it, supplying him with a small buff. You can learn more about what Food does here!

OVERDRIVES

  • Ride The Lightning (R.T.L.): Half Circle Back, Forward + HS - Sin spins his Flag around in front of himself at rapid speed, enveloping himself in lightning before charging forward. Pressing any of the directions + HS will change the trajectory of the attack, which can be done up to two times during the Overdrive. Additionally, pressing HS after the attack will drain your remaining Tension Meter, allowing you to deliver an extra charging attack. R.T.L. can be performed in midair and will also cause a wall break if close enough to the corner.
  • Tyrant Barrel: Quarter Circle, Quarter Circle + P - Sin steps forward as he charges an orb of electricity in the palm of his hand before releasing it into his opponent at point-blank range. Pressing P after releasing the first attack will have Sin deliver a lightning-imbued strike to his opponent. Holding the input will delay the follow-up attack. An Area-Shift will occur if executed near the corner of the stage.

Sol Badguy Command List

Sol Badguy taunting by giving his opponent a

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. In Guilty Gear Strive, Sol's move list is nearly unmatched as he possesses the best abilities in the game.

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.

Testament Command List

Testament striking Sol Badguy with their crimson scythe in Guilty Gear Strive

The Elegant Grim Reaper, Testament, is a well-rounded fighter who has several tricks up their sleeve. Thanks to their crimson scythe, they can use blood magic, which they pair expertly with their succubus and EXE Beast to dominate the arena and opponent.

Testament has incredible range and can combo off almost everything in their kit, making them one of the most versatile characters in the game.

COMMAND NORMALS

  • Command Normal 1: Forward + P - An attack that makes your upper body invincible, working well to prevent aerial attacks as a result.
  • Command Normal 2: Forward + HS - A long-ranged attack that covers a wide area, leaving Testament vulnerable if they whiff. This attack will also launch the opponent, allowing for combos.

SPECIAL ATTACKS

  • Stain: Some moves will put the opponent into Stain state, allowing Testament to follow-up with specific attacks. Ranged attacks, for example, are much easier to hit, allowing them to apply pressure and launch into more combos.
  • Grave Reaper: Quarter Circle + S or HS (Air OK) - Testament swings their scythe forward and sends out a projectile. The S variant will send the projectile forward. The HS version will launch it at a diagonal. Holding down the attack button will also change the properties of the projectile. Additionally, the projectile will turn into a Succubus.
  • Unholy Diver: Quarter Circle Back + P - Testament sends their crow familiar forward. If their Succubus is out from the Grave Reaper attack, the crow will fly towards her.
  • Possession: Quarter Circle Back + K (Air OK) - Testament disappears before suddenly reappearing in the position of the Succubus from the Grave Reaper attack. If the Succubus isn't out, Testament will reappear in their default position.
  • Arbiter Sign: Quarter Circle Back + S or HS - Testament sends out their EXE Beast, which tracks their opponent's position. The S variant of the attack as the EXE Beast appears below the enemy and has a fast startup. The HS version, however, has the EXE Beast appear from above the opponent with a slower startup.

OVERDRIVES

  • Nostrovia: Quarter Circle, Quarter Circle + P - Testament calls upon their Succubus, having it carry out multiple attacks. This ability has a quick recovery window, allowing Testament to immediately go on the offensive if it gets blocked. Additionally, this attack will also cause an Area Shift if performed near the corner.
  • Calamity One: Quarter Circle, Quarter Circle + K - Testament releases a devastating attack that has a fast startup and makes them invincible on startup. This attack is excellent for ending combos or stopping the opposition's offense. Additionally, you will cause an Area Shift while executing this move near the corner of the arena.

Zato-1 Command List

Zato-1 controlling his alter ego (and shadow) Eddie, forming him into monsters and spikes in Guilty Gear -Strive-

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.

NEXT: Guilty Gear Strive: Bridget Beginner's Guide