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
Most people don’t particularly pay attention to this until it’s pointed out, but it’s definitely a cornerstone of gladiator strategy, especially at higher levels.
The One Step Theory
The concept of the One Step Theory is one step will determine the fight. One step determines if you hit or miss, One step determines if you’re hit or dodge. One step theory applies to most everything in gladiator, from the way you move to the way your opponent moves. At the highest level of plays, utilizing the One step theory allows you to easily bypass a block by simply taking one step in a direction, and getting out of any combo by moving one step in the proper direction. Below are a few examples.
Using 1 Step to initiate a combo - Assume you stunned your opponent. Jump past them with at half drift, turn 180, and slash. You’ve displaced yourself to their back and now have full access to their side or back.
Using 1 Step to maintain a combo - Assume you’re mid combo. If you flinch your opponent, your opponent will move one step backwards. In this case you should use a full drift. The next hit your opponent manages to block your sword, taking no step back. You should use a half drift instead to stay on top of them.
Using 1 step to get out of a combo - Assume your opponent is trying to use a Triangle pattern on you. You know he’s going to dash backwards and try to hit your back. Turn 90 degrees on the side they’re passing, and take 1 step backwards, and their next slash won’t be able to reach you.
Deconstructing a Ground Slash
Let’s break down a ground slash into each component from the most technical aspect. Most people would simply look at ground slash, and go “Slash > Block.”. Just these two parts. In actuality it’s 3.
Deconstructed Ground Slash : Slash > 1 Step Forward > Block.
This one step forward changes the position of your next slash 1 step in front of you. You might think this is very minor, but if you’re right on top of your opponent, and apply the One Step rule, you’re now on the side of the opponent after your ground slash, which means you now have access to their front, back, and side, depending on how you angle and phase. This is the core concept of Elbowing.
Movement Outcome
As stated above, each move might shift you or your opponent. Here are some common outcomes you should be aware of.
Ground Slash - You move 1 step forward.
Double Ground Slash You move 1.5 steps forward.
Flinch - Getting hit will make you take 1 step away from the opponent.
Block - Blocking a hit will result in you not moving outside of your own inputs.
Getting Recoiled - This will result in you stopping movement.
Getting Flinched In the Air - This will result in you taking 2 steps worth of movement.
Positioning
Positioning yourself smartly is the entire point of the One Step Theory. Moving yourself to the right spot at the right time is the goal. This can be done either defensively or offensively, but the main idea is to always know where you and your opponent will be slashing at. If you know where your opponent will be, and where they’ll be looking, you know where to attack. On the opposite side, if you know where your opponent will be and where they’ll slash at, you can either step in or out of the slash, depending on what’s more ideal.