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
Ground juggles are what happens when you manage to catch your opponent in a mistake, mixed together with a speedy and full on rush. It’s entirely possible to 100-0 a player when you catch them in this.
Tips to Use For Longest Juggle
To do a full on ground juggle you need to use a vertical angle of at least 0 degrees (Horizontal), and sometimes mix in sky slashes, usually around 45, and sometimes even a full 90. The closer you get to the target the higher you need to aim. A full 90 is only to be used when you’re right on top of the target.
Furthermore, you should almost never use a Double Ground Slash (Unless using kodachis) to continue the juggle, and seldomly use a ground slash unless you’re less than 1 body away from the opponent. Mostly you’ll want to use a mixture of Butterfly, Double Butterfly, and their static Variants, while moving directly at the opponent while controlling your momentum. If you end up being right next to the target, you typically want to use a ground slash, or (and much harder to continue the juggle with) a 45 degree Butterfly. If you use a Static variant right next to a target you’ll typically move yourself out of range or knock them back towards the ground.
Juggling From a Flinch
IF you manage to Counter Slash a player without receiving a massive, you can typically get 3 to 4 good slashes on your target before they either manage to hit you with a Sacrificial Slash or block a slash to let them drop to the ground. You should continue with the offensive for one or two more hits before readying yourself to Avoid a Massive, which will almost always come.
Juggling From a Massive Fail
This is the most ideal state to catch your opponent. If your opponent tries to Jump Massive you, and you manage to slash them, they’ll be in a stunned state where they continuously cycle the Massive Throw Animation every time you flinch them without being able to block or attack you. You can attempt 1 of 2 things to enter into a ground juggle.
A Double Ground Slash Evade (Slash Evade but continuing with a second slash), into a butterfly, and follow it up with Air Combos.
A Tip Slash followed immediately into two butterflies and continue from there.