Part II · Lesson 02

Angles

Understand mirrored attack and block shapes, vertical angles, horizontal angles, and the visual limits of the model.

Source-derivedSource material · not Steam-verified Source coverage: 1 document

Scuba Guides source note. This lesson is based on the older Scuba Guides and the supplied source archive. It is an independent community clarity rewrite, not an official GunZ publication; mechanics are not verified for the current Steam/remaster client.

Lesson content

Angles are an important part of gladiator, possibly even the life blood of gladiator as a whole. These concepts extend into both Phase Slash and Angle Slash.

The Mirror Rule

To say it in simplest terms, imagine yourself looking at a mirror. If you end up in a mirrored image situation, the attacker will be at a disadvantage. If you slash someone looking directly at you without changing your angle, you’ll be recoiled. If the enemy turns 180 and blocks, then you turn 180 and throw a massive, you’ll miss your massive. These are but a couple basic examples of how the mirror rule applies to gladiator as a whole.

How your Sword Shape and Block Shapes interact

Your sword shape and a Block shape have a simple interaction. Do note that a sword shape and the actual slash are two different entities. You can read more about this in the Phase Slash section. To put it simply, if you create a mirrored situation and slash while the opponent is blocking, the shapes will collide and you will become recoiled.

It’s further important to know that your sword shape has an effective range of about -40 to 40 on both the vertical and horizontal axis, and the block shape also has a range of about -40 to 40 on both the vertical and horizontal axis.

Vertical Angles

Vertical Angles are the set of angles in the up and down spectrum. You can imagine that looking straight forward is 0 degrees, looking straight up is 90 degrees, and looking straight down is -90 degrees.

Sky Angles

Sky Angles begin at 3, and end at 90. There’s no true counter to a full sky angle while in the air, however it’s very awkward to use, and as a further con you lose all vision of your opponent, so it’s not particularly useful. If you use a sky angle, you’re probably just trolling a bit, since you can only really use it to look quickly up, then back down again.

Ground Angles

Ground Angles begin at -3, and end at -90. While on the ground, there’s no real counter to a full ground angle. It’s also worth noting that while up close and personal during an air combo, most people will naturally tend to add a ground angle to their attacks, since it helps keep the opponent in view.

Zero Vertical Angle

Zero Vertical angle is an angle that begins at 3, and ends at -3. It’s performed by looking straight ahead with very little room for error - about 6 degrees total. Assuming default FOV, On males, it begins halfway up the right calf, and ends around a quarter way up the left calf. On females, it begins about a third way up the right calf, and ends slightly above the top of your heel (Assuming you have no shoes equipped)

The reason Zero Vertical Angle is particularly important is because it negates the need to pay attention to Sky and Ground angles when avoiding massives. It’s important to try making Zero Angle muscle memory for whenever you want to dodge a massive.

Horizontal Angles

When speaking about Horizontal Angles, they’re to be spoken of in relation to your opponents current direction from you. It’s a continuation of the mirror rule along the horizontal axis. These are the three most common angles, and will be expounded upon throughout this guide in their proper sections, such as Phasing, Avoiding Massives, and Patterns.

Zero Horizontal Angle

Zero Horizontal angle is looking directly at where your opponent is. Obviously, this is typically the most important angle to attempt when trying to create a mirror situation to either recoil your enemy or dodge a frontal massive.

90 Angle

90 Angle is when you are looking 90 degrees to the left or right of your opponent’s position. This is particularly important because this is considered a safe angle to phase to, as well as during ghost evade.

180 Angle

180 Angle is when you look completely away from the direction your opponent is in. It’s particularly important when setting up Angle Slashes, and dodging reverse massives, as well as typical Sacrificial Blocks.

Effective Full Angles

As stated above, both the sword shape and block shape have an area of effect to both. If these areas of effect overlap, the attacker is recoiled for a slash, or misses their massive with the assumption an evade isn’t used.

Concerning Blocks - On the vertical scale, looking up or down 50 degrees will register as a full Sky or Ground block, thanks to both the sword and block having 40 degrees of range. This means even looking fully down when jumping, a 50 degree block will recoil the attacker. Likewise, assuming you position yourself right, blocking on the horizontal scale at 40 degrees in relation to an attack will also count as if you’re in a mirrored position.

Horizontal Block Example - Assume your opponent passes you on the left with a butterfly, and does a phase slash 180 degrees to their left (Looking at you as they turn), if you look at them when they look at you (By turning 90 degrees), you create a mirror situation and will recoil them and block their slash damage. This relies on the fact that the slash and sword shape will collide between the intersecting 40 degrees of both shapes.