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The game allows players to perform exaggerated, gravity-defying action moves, including wall running, flipping, tumbling, and blocking bullets with swords.
The game allows players to perform exaggerated, gravity-defying action moves, including wall running, flipping, tumbling, and blocking bullets with swords.

In the early stages of the International Edition, GunZ had problems coping with the mass influx of users. 5 additional match servers were added, leaving the total at 6. However, in February, MAIET closed down one match server, leaving the current amount of match servers at 5.


==Gunz History==
==Gunz History==
A little known fact about the storyline and history of GunZ is that the background story is actually from GunZ's absolute first incarnation: a single player, turn-based combat RPG.
A little known fact about the storyline and history of GunZ is that the background story is actually from GunZ's absolute first incarnation: a single player, turn-based combat RPG.

In the early stages of the International Edition, GunZ had problems coping with the mass influx of users. 5 additional match servers were added, leaving the total at 6. However, in February, MAIET closed down one match server, leaving the current amount of match servers at 5.


==Kill System==
==Kill System==

Revision as of 01:32, 27 October 2006

GunZ: The Duel (International Edition)
File:Gunzforumlogo.jpg
Developer(s)MAIET Entertainment
Publisher(s)MAIET Entertainment
& ijji
Designer(s)Venister
EngineGunZ Engine
Platform(s)Windows
ReleaseJune 2005 (Beta Edition)
Genre(s)Third-person shooter/RPG
Mode(s)Online Multiplayer

GunZ the Duel (Korean: 건즈 더 듀얼), also known as GunZ, is a Third-Person Multiplayer Online Shooting/Role Playing Game (MOSRPG), created by Korean-based MAIET Entertainment. International GunZ, in its beta, is currently free to play, and is planned to remain free after its official release. Though the International Edition is in its beta stage, the Korean version is considered complete.

The game allows players to perform exaggerated, gravity-defying action moves, including wall running, flipping, tumbling, and blocking bullets with swords.

Gunz History

A little known fact about the storyline and history of GunZ is that the background story is actually from GunZ's absolute first incarnation: a single player, turn-based combat RPG.

In the early stages of the International Edition, GunZ had problems coping with the mass influx of users. 5 additional match servers were added, leaving the total at 6. However, in February, MAIET closed down one match server, leaving the current amount of match servers at 5.

Kill System

Scoring kills in GunZ earns a player "bounty", which enables one to buy new clothes, weapons and accessories. Weapons include dual firearms, katanas, daggers, kodachi, and grenades. Other items which directly affect the player's attributes are also sold, i.e. rings and health/armor packs (providing HP and/or AP). In the Korean version, many items such as "eyes" and hats are sold; however, they have not appeared in the international version and will not until the full release of GunZ: The Duel (International).

Players acquire EXP, or Experience Points, by killing other players. These points contribute to the progression or advancement of a player's 'level'. Higher levels allow players to wield better weapons and wear better armour. The amount of EXP, as well as bounty, a player receives for a successful kill depends on the level of the enemy defeated. However, suiciding or accidental death results in EXP subtraction past level five. When a player's EXP drops to the point in which a character has negative EXP, it is possible to delevel, or move back one level. In addition, when a low level player kills a player level 21 or higher, the latter loses EXP (in the range of 7 level difference or more).

In GunZ, when a player achieves a kill, they receive one or more of four animations:

  • Excellent - When a player deals excessive damage to multiple targets at the same time and kills several other players, a golden aura is displayed above the player's head.
  • Fantastic - When a player deals the majority of the damage to a single target, a purple aura is shown. The player does not have to eliminate the target; another player can finish the target off, and both players will receive the aura. It may also be displayed if the target commits suicide.
  • Unbelievable - When a player deals excessive damage to a single target in a very short period of time, a blue aura is shown. It is also displayed when the target commits suicide.
  • Headshot - When a player eliminates a target by hitting them in the head, a red bullseye with an eagle is shown above the player's head. Headshots can be achieved by melee weapons or explosives, in addition to any other ranged weaopns.

Weapons

In the game, there are 7 types of ranged weapons, 3 types of melee weapons (2 additional versions yet to be released), 3 types of grenades, and 5 types of accessories (24 if one includes every elemental variant; one type of accessory is unreleased, and the level one elements are only available in the Korean and Japanese versions):

Guns

  • Pistols: Pistols are a good all-purpose weapon, with a quick rate of fire, good accuracy, and low weight. However, pistols are ineffective in close-quarters, as they do not do much damage in comparison to other weapons and their bullets do not spread like a revolver or shotgun. Pistols are the most accurate weapon in the game.
  • Revolvers: Revolvers have a relatively slow rate of fire, and a small cylinder size. However, they deal extraordinary amounts of damage and are quite light. Much of this damage is dealt straight to the health of an opponent due to the incredibly high Critical Rate (See end of section), possibly killing them off when they still have a large amount of armour left. They are useful at all ranges, making them more popular than pistols. Revolvers are the third most accurate guns in the game.
  • Shotguns: Shotguns are capable of dealing the most damage of any gun, but they can only hold a small amount of ammunition. Shotguns fire 12 pellets per shot, and if a full blast hits, a shotgun can easily take most or all of an opponent's health and armor. However, each individual pellet is comparatively weak. A shotgun's pellets spread randomly around the aiming cursor, which makes it ineffective at long ranges. Among players who use Korean-Style, shotguns are the most popular and arguably the most effective weapon for the style, because the gun works well at mid-range due to the spray and can combo with the style's attack methods to do enormous amounts of damage quickly.
  • Rifles: Assault rifles are one of the easier weapons to use for new players. Their automatic fire, good accuracy, and good magazine size make them a desirable weapon among many types of players. They are generally the second most accurate weapon in the game. However, rifles deal the least damage of all automatic weapons, and it is difficult to use at close range; its lack of spread makes it difficult to hit the opponent with many shots.
  • Submachine Guns: Submachine Guns (SMGs) have the highest rate of fire of all weapons, and have the highest damage of all automatic weapons, making these weapons have enormous damage potential. They are, however, much less accurate, and heavy. SMGs are the heaviest weapons in the game (with the heaviest weapon in the SMG sub-class weighing 32 WT, in comparison to the heaviest rocket launcher, which weighs 30 WT). SMGs are most popular among those who frequent Deathmatch or Berserker modes, but they are a comparative rarity in team games. SMGs are also a favorite among new players, as all but two of the starting packs of equipment contain Renard(s), the weakest SMG. They are also very forgiving of bad aim because of their enormous spread.
  • Rocket Launchers: Rocket launchers do the most damage for a single shot among all guns, with a staggering 55 damage for the strongest version. Rockets travel at a set speed, instead of bullets which will instantly hit the target. Rockets create an explosion upon impact, which can deal damage to blocking opponents. The explosion will deal splash damage to all opponents within the range of the explosion. The closer the target is to the point of impact, the more damage they receive. Rocket launchers reduce speed by 10% and prevents wall running when in use.
  • Machine Guns: Machine guns are automatic weapons that do a large amount of damage and hold the most amount of ammunition per magazine of all guns. They have a slower rate of fire than the SMGs, and the spread of the shots is quite large, which limits their use to short to mid range. However, they weigh less than most dual Submachine Guns, and can sustain their fire for much longer. Machine guns reduce speed by 10% and prevents wall running when in use.

Pistols, Sub-machine Guns (SMGs) and Revolvers can be bought either in sets of one or two. Single sets have twice the reloading speed and are more accurate, while double sets are heavier and stronger. When dual handguns are fired, the damage of the weapons shown in the Shop or on the Equipment screen is only done if both bullets hit.

A function of both melee and ranged weapons is Critical Rate. The game does not provide any graphical evidence to indicate a successful critical hit. A successful critical hit results in the ignoring of enemy AP, and dealing all damage of the attack to the HP of the enemy. Revolvers and Daggers have the highest critical rates, and shotguns and (Large) Swords have the lowest.

Melee

  • Katanas/Swords: Katanas deal the greatest damage and have the lowest attack speed of the current three types of melee weapons. The secondary attack is an uppercut which knocks the opponent into the air, capable of knocking them off edges or leaving them open to attack. It is possible to recover from the uppercut by pressing the jump button at or before the peak of the flip. Katanas can block, blocking bullets and melee attacks by using the default shift button or by holding both mouse buttons. If a melee attack is blocked, the blocked attacker is thrown off balance, and the defender gains an instant Massive Strike (see later in the section). Blocking cannot protect the lower body, and blocks fail after a certain period of time or amount of bullets.
  • Daggers: Daggers have the highest attack speed of the melee weapons, but also do the least amount of damage. The secondary attack is a forward thrust that pushes the player forward and can knock down an opponent. The forward thrust suffers from start-up and recovery time. It is possible to recover from a thrust by pressing the jump button before falling (the window of opportunity is smaller than that for katanas/kodachis). A unique feature of a dagger is the ability to attack while running, which no other melee weapon possesses. Daggers of any kind are incapable of blocking. They are also the lightest melee weapons, making them ideal for users of heavy ranged weapons.
  • Kodachis: Kodachis do more damage than daggers and are faster than swords, although they are heavier than both. The final attack in a ground combo deals double the normal damage. Their secondary attack functions the same as the sword, but the animation is longer, and it is harder to hit with. However, a player can carry their momentum while using it, unlike the sword. Kodachis can block as well, though a different animation is used. Kodachis are not popular among players due to their low damage compared to swords and high delay compared to daggers, along with their higher weight.
  • Dual Daggers: Weapons that have been coded into the game that have yet to be added. Additional information: Currently, Dual Daggers have no attack animation for ground, air, or massive strike. The secondary attack is similar to kodachis, a spin with both blades. Visually, dual daggers make the user look hunched over with arms and legs spread, breathing heavily. When walking, the user takes long, light strides. Aside from asthetics, the posture has a unique feature; it shortens the height of a player's hitbox by 25%, reducing the likliness of receiving a headshot from enemy fire. Like Daggers, Dual Daggers can move while attacking, and the secondary attack does damage. More information as it comes, as Dual Daggers are only partially coded. Please note, though the blocking animation for dual daggers exists, it is not yet known whether or not they will be able to upon release. -Fun fact: The stance of the dual daggers is an actual fighting style of Korea. It is seen used by one of the characters in the Korean movie "To Catch a Virgin Ghost" and others.
  • Large Swords: The absolute strongest melee weapons, the weakest one doing 18 damage per hit. Incidentally, they are also the heaviest and slowest. The weight equals the attack power, and the delay is always over 250, the lowest being 260. The normal attack executes a standard four hit combo like with swords. The secondary attack is a slow spin and a half, which launches the opponent into the air. The unique aspect of large swords aside from the slow speed and insane power is the Parry Blocking. Parry Blocking is executed when the block button is released, and shows a quick flick of the sword. During this flick any bullets are blocked, as well as melee attacks. Unlike the swords and kodachis, the large sword does not throw the opponent off balance when one blocks successfully. It does, however, grant the player an instant massive strike. Wall running is disabled with large swords.

All melee weapons have the ability to charge up if the left mouse button is held. Once charged, a white glow will appear around the blade of a player's weapon. Tapping the button again releases a Massive Strike which damages and stuns the opponent. In a fight, this can also be done by successfully blocking a slash from the opponent, but the glow will not last as long. The glow goes away if unused or the player switches weapons, and the user is vulnerable to attack after using it.

Grenades

  • Fragmentation Grenade: Thrown and explodes after a set amount of time, regardless of contact with the ground, dealing damage to anyone within its blast radius. Normally used for unexpecting campers, for a group of people in a crowded area, and to make sure an area is safe before going in. In the game, they are known as FG[#].
  • Flashbang Grenade: Thrown and explodes after a set amount of time. They burst into a flash of light after a set amount of time. An affected player will not be able to hear anything and cannot see anything around them for a set amount of time. The person must be looking at the grenade when it explodes for it to take effect. Flashbangs will affect any player, including teammates in team games. Also, it has been known to cause strange "color" errors in cases where minimal quality graphics cards are involved in which the character models become glitched. In the game, they are known as FB[#].
  • Smoke Grenade: Thrown and explodes after a set amount of time. They release a cloud of smoke, creating a visual barrier around the grenade. Three smoke grenades are needed to fully conceal an area. They are notorious for creating lag for other players, especially when multiples are in effect. NOTE: The smoke can be hidden by a change in graphic settings. In the game, they are known as SG[#].

Accessories

  • Rings: Rings have a varied effect. They can add AP, add HP, or even increase weight capacity. Rings have two of their own separate sections on the Equipment screen.
  • Med Kits: Med Kits can be used to restore HP in increments of 10. They are available in sets ranging from 2 to 4.
  • Repair Kits: Repair Kits can be used to restore armor in increments of 10. They are available in sets ranging from 2 to 4.
  • Bullet Kits: Bullet Kits are unreleased but fully coded items. Like the on-stage ammo pickup (yellow bullet), they restore ammo of the currently held gun (or Gun I if melee is currently being used). Unlike the on-stage ammo pickup, it only adds one full magazine to the player's reserve.
  • Elements: Elements are magical attributes applied to the user's melee weapon. Only one may be equipped at a time, and it must be in the Item I slot. To activate an equipped element, simply gain a Massive Strike by blocking or charging. There are four elements, with four varying effects. Note: Elements are only available in the Japanese and Korean version of GunZ The Duel.
    • Fire burns for five seconds, and removes opponent's AP; once AP is gone, it begins to burn HP. Fire has a flaming red sprite on both the weapon and the victim.
    • Ice slows the opponent down, and removes their ability to dash or wall run for a short period of time. Ice has a blue snowflake sprite on both the sword and the victim.
    • Lightning stuns the opponent in the air for a brief time, damaging them slightly as they are stunned. A note, after the stun animation ends, the opponent will be unable to move from their current position, but will be able to attack or defend. This lasts until the lightning effect is complete. Lightning has a bluish gray static-like sprite on the weapon and an electrocuted animation on the victim.
    • Poison drains enemy HP slowly and has a bubbling green sprite on the weapon and a greenish tinge on the victim.
  • Elements have five levels. At the first level they last for the shortest time and do the least damage. At level 5, they are the strongest and last for the longest time. Note that there are graphical changes to one's melee weapon; the streaks that follow the player's blade when they slash are colored to match the element. When a melee weapon is charged, the element surrounds it in varying degrees, as well as when the blade is uncharged at level 2 and 3. Note that there are two intensities of level one (Coin and Hand Stamp) and level two (Medal and Jewel). Coins can be bought at the GunZ cash shop on Korean and Japanese versions. The rest can be acquired through Quest Mode only, but have not been inserted in the program format.

Techniques

One of the key features of GunZ is the ability to execute many different acrobatic stunts featured within the game. Some of them, however, are completely impossible, such as dashing in mid-air.

Sword Guard
While holding either a sword or kodachi, press the guard key to deflect enemy bullets. This does not protect the lower half of the body.
Vertical Wallrun
While running straight against a wall hold forward and press jump.
Horizontal Wallrun
While running at about a 15 to 45 degree angle to a wall hold forward and jump.
Wall Jump
While in the air next to a wall press jump.
Wall Hang
While in the air next to a wall and equipped with a melee weapon press and hold right click to cling to the wall. Hold forward and jump again while holding right click to scale the wall.
Safe Fall
While being stunned, tap the space bar to recover and land with less shock.
Tumble
With a ranged weapon equipped double tap forward, sideways, or back to perform a tumble in that direction.
Dash
With a melee weapon equipped double tap forward, sideways, or back to dash in that direction.

Korean-Style Techniques

Expanding on the original techniques, what is commonly known as the Korean Style (K-Style) of play is technically a style of play mostly based on a programming oversight within GunZ: the ability to cancel certain moves. Much like in Fighting Games such as Street Fighter, this allows a player to cancel a move into another, or even allows a player to repeat actions when they shouldn't be able to, thus creating complex combo moves. Because it's based on a programming oversight, people using K-Style were often considered to be cheating, but this opinion has since changed.

However, there are also other types of styles and gameplay methods that are not listed here. They are European-Style (E-Style), and Dagger-Style (D-Style). K-Style, however, is the most popular fighting style in GunZ; nearly every game room has a player who uses K-Style, either in full or the use of certain moves.

Gear Taps are common variations of the entire bunch of slashshot steps. The difference in Gear Taps (name is derived from the Korean GunZ website) is that the dash and the jump are switched. Rather than jump, then dash, then perform the rest of the step, in Gear Taps the dash is performed before the jump. There are all Gear Taps as there are regular steps, ie Half Gear Tap, Half Half Gear Tap, Full Gear Tap, etc.

Basics Behind Cancelling

Guard Cancelling
At any point during a slash with a sword or kodachis, players may immediately cancel the animation by pressing block.
Switch Cancelling
At any point during a slash in the air with a sword or kodachis, players may immediately cancel the animation by switching weapons. Daggers must complete the stab animation before being allowed to switch weapons.
Slash Cancelling
Wall Interaction - At any point during a jump off a wall from either a wall jump or a wall run, players can cancel the locked state, allowing them to fully rotate the camera, switch weapons, and block by slashing with a sword or kodachis or stabbing with a dagger.
Dashing - At any point during a dash, players can cancel the locked state, allowing them to fully rotate the camera, switch weapons, block, or dash by slashing with a sword or kodachis or stabbing with a dagger.
Reload Cancelling
At any point after shooting a ranged weapon, players may cancel the delay in switching weapons by tapping reload.
Jump Cancelling
At any point before a dash, players may cancel the delay from the previous dash by jumping; this can also apply to dashing while already airborne.

Movement Techniques

Infinite Walljump / Flying / Slash Climbing / Wall Cancelling
( WALL JUMP -> SLASH -> DASH ) This consists of cancelling a Wall Jump with a slash. Slashing cancels the neutral state of the Wall Jump that doesn't allow players to do anything, which allows them to dash back towards the wall to jump again. Players are able to repeat this indefinitely. It is possible to execute while facing any direction. Slashshot (Full Step) can be done mid-air while executing this by inserting a switch to gun after the slash.
Quick-Slash Climb
( WALLJUMP -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH TO WALL ) This is a variant of the Infinite Walljump. It consists of cancelling the wall jump with a slash, then quickly cancelling the delay after that slash by the switches. Players are able to repeat this indefinitely. This allows the player to climb much faster than by not cancelling the slash.
Wall Spring / Propell
( DASH TOWARDS WALL AT ANGLE -> JUMP -> SLASH -> JUMP ) This consists of cancelling a wall-run right away in order to flip off the wall and gain forward aerial momentum quickly. This move can be done in mid-air with two jumps, similar to the Aerial Horizontal Wallrun, and can be chained when two walls are close together.
Light Step
( JUMP -> DASH -> SLASH -> DASH ) Allows players to dash twice during one jump by cancelling the slash with another dash. It increases one's running speed and can be used to dodge faster. A jump can be added in before the second dash, resulting in a slightly slower Light Step called Advanced Light Step.
Aerial Horizontal Wallrun / Multi-Wall Run
( DASH TOWARDS WALL IN MIDAIR AT ANGLE -> WALL JUMP -> JUMP ) Allows players to execute a wallrun in midair. This is done by cancelling the very first frames of a Wall Jump with an attempt to Wallrun.
Super Dash
( FALL -> DASH REPEATEDLY ) After falling for roughly 1 second, the character model's animation will freeze and will be able to dash indefinitely, regardless of what weapon the character is wielding. Effective to reload on a long fall, such as on the wall at the stairs in Dungeon. A female character wielding a rocket launcher will have its animation freeze sooner than with any other weapon.
Flash Step
( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH ) Combining the principles of the Quick Slash and the Light Step, this allows players to move around much faster than a normal dash, as it dashes more than the length of a regular dash, with the same repeatability as a regular dash, as the Light Step allows the player to move further, and the Quick Slash allows the player to end slashes quicker. This move can also be used as an offensive melee attack as well. A jump can be added in before the second dash, resulting in a slightly slower Flash Step called Advanced Flash Step.
Stylish Step
( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> DASH -> BLOCK ) This move has the same principle as the Flash Step, except there is a block at the end to deflect bullets. It may also be done with a second jump before the second dash, similar to the Advanced Flash Step, but the name of the technique does not change.

Combat Techniques

Slashshot (Full Step, SS)
( MIDAIR DASH -> SLASH -> SWITCH TO GUN -> SHOOT ) The basis of almost all quick-movement combat within the game, this is one of the first types of cancelling most people learn. It consists of cancelling a mid-air slash immediately into a weapon switch to shoot. It can be repeated by switching back to a sword after execution.
Jump-Shoot-Dash (JSD)
( JUMP -> SWITCH TO GUN -> SHOOT -> SWITCH TO SWORD -> DASH ) An alternative to the Slashshot, this technique does not allow players to move while shooting, although it is easier to master. It is used with daggers in place of Slashshot.
Butterfly (BF or BFly)
( JUMP -> DASH -> SLASH -> BLOCK ) One use of guard cancelling, this move allows players to continuously cancel slashes into blocks, giving them very short slash attacks repetitively while allowing them to move forward or dodge side to side. It offers players a chance of blocking bullets or a melee attack. Effective in gladiator mode, as well as in general combat.
Half Step (HS)
( MIDAIR DASH -> SLASH -> SWITCH TO GUN -> DASH -> SHOOT ) One variation on the Full Step, this allows a player to dash as players draw their gun to shoot, giving a quick dodging opportunity mid-switch.
Half Half Step (HHS)
( MIDAIR DASH -> SLASH -> SWITCH TO GUN -> JUMP -> DASH -> SHOOT ) This variation of the Half Step has the character land on the ground first and jump before they perform the dash.
Reload Shot (RS)
( SHOOT -> TAP RELOAD -> SWITCH TO DIFFERENT WEAPON ) The core of this technique is pressing reload at the same time as pressing the key to switch to the second weapon AND immediately after shooting the first gun. This technique uses reload cancelling to minimize the delay in weapon switching after shooting, and will will work with any weapon that has a long shooting animation.
Wind Step / Mos Step
( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> JUMP -> DASH -> SHOOT -> JUMP -> DASH ) Contrary to popular belief, this is NOT reload shot. Players mentioned MosNanDa's "Wind Step," and in the same few days, other players introduced Reload Step, which is a move that many players in Korean GunZ use. Reload step and Wind Step however, are not one and the same. Wind Step is a shooting step similar to half step, halfhalf step, or full step, but only a few players know the actual Wind Step. It is basically a Half Half Step with an extra Jump Dash for connection.
Wall-Post
( JUMP -> DASH AT WALL -> SLASH -> WALLJUMP -> SWITCH TO GUN -> DASH AWAY FROM WALL -> SHOOT ) A Wall-Post is a Half-Step or Slashshot off of a wall instead of the ground.
Quick Slash (QS)
( MIDAIR SLASH -> SWITCH TO GUN -> SWITCH TO SWORD ) This makes a sword attack much shorter by cancelling the full slash animation into the animation of the weapon draw.
Swapshot (Streaming)
( WHILE MOVING, SHOOT -> SWITCH TO OTHER GUN -> SHOOT -> SWITCH TO OTHER GUN -> SHOOT -> ... ) This technique allows players to consecutively fire two high-delay weapons in an alternating fashion, allowing them to output a high amount of damage in a short amount of time. While moving back and forth quickly and using this technique with revolvers, players can negate the "recoil" effect of the revolvers and shoot accurately repeatedly. A player can combine this with the reload portion of Wind Step to fire two [shotgun] shots consecutively. It may be done in mid-air while falling, while walking, or while wall-running. Med Kits and Repair Kits are streamable, although players must use different packs for it to work. For ease, players may run into a wall while switching and dropping the packs for all of the packs to land in the same spot.
Instant-kill / Insta-kill
( SWORD / KODACHI LAUNCH -> SWITCH TO GUN -> SHOOT ) This technique simply allows players to shoot an enemy mid-air after a launch; shooting multiple times with Swapshot will increase the damage. In battle, a Massive Strike counterattack will enable them to perform the Insta-kill more easily. Rifles and other automatic weapons will keep an enemy aloft in the air for some time if hit directly from below and followed properly. With the initial launch, one can cancel the animation, allowing more time to shoot. Because this is often done with shotguns, the amount of damage done in total is so high that very often players can completely kill an opponent through this method, particularly when using higher level guns such as the Avenger series. Players can also continue the combo if they miss; when they land, launch them up again and repeat (very deadly if mastered). As mentioned earlier in the Launch Combo, another variation of this Instakill can be done with automatic weapons.
Sword Instant-kill
( SWORD LAUNCH -> SLASH WHILE UNDER ENEMY ) After the apex of the sword launch, dash underneath the enemy, Butterflying or slashing to juggle them in midair. In a successful chain, the enemy will be killed without being able to defend. The person being juggled can however slash back. As with other launch techniques, players may block to cancel the initial launch animation, although it is not as useful. This is also known as butterfly juggle.
Instant-Fall
( UPPERCUT -> BLOCK -> JUMP -> SLASH ) This technique performs the Sword Launch move then immediately slashes them in the midair as the opponent is being launched. This makes it much harder or impossible to use the safefall technique after being launched, making them vulnerable while laying on the ground. It also cuts the rising animation and, true to its namesake, causes the opponent to fall almost instantly. This is normally used in conjunction with weapon switches as another instant-kill, for example in the combination UPPERCUT -> BLOCK -> JUMP -> SLASH (causes the insta-fall) -> CHANGE TO GUN -> SHOOT.
Double Butterfly (DBFly)
( JUMP -> SLASH -> BLOCK -> DASH -> SLASH -> BLOCK ) This move allows 2 butterflies in one jump, increasing the amount of slashes possible in a shorter amount of time. One use of Double Butterfly is INSTA-FALL -> DOUBLE BUTTERFLY, where the player on the ground will be hit with the slashes of the double butterfly, therefore resulting in another form of Instant-Kill.
Quick-Slash Butterfly
( JUMP -> DASH -> SLASH -> SWITCH TO GUN -> SWITCH TO SWORD -> BLOCK ) This move has the same speed as the regular butterfly, and is used similarly. Its speed is not faster than that of the regular butterfly - the only noticeable difference from the regular butterfly, when done quickly enough, is a switch sound effect.

The following are some glitches that add some level of unpredictability to the game, but aren't as widespread as the ones listed above. They are related to melee weapon use.

Reverse Massive (Glitch Strike or Turtle)
Due to the odd collision detection in melee attacks, it is possible to bypass someone's guard when executing a Massive Strike. To hit someone who is blocking facing toward the player, turn away entirely and execute a Massive Strike. To hit someone who is blocking facing upwards, strike while facing upwards. To hit someone who is blocking facing downwards, strike while facing downwards.
Blocking Massive Attacks
Based on the above Reverse Massive, players must predict where and how their opponent will throw their Massive Attack and block accordingly. If the opponent often turns away to hit the player with a Massive Attack, then they should turn away at the same time they do to prevent themself from being hit. If a player's opponent looks down when doing it, they should look up (Sky Block) instead, and vice-versa.
Low Ceiling Sword Launch Combo
In areas with low ceilings, players can prevent someone from safefalling when they do a sword or kodachi uppercut by slashing two-three times while they are in mid-air.
Guard Break / Foot Slash
Players can prevent oneself from bouncing off someone's block by looking straight down while slashing. It will register to them as though they had blocked the attack, but players may continue to follow up unhindered because the game client will not consider that they have been blocked. This lets players hit them while their guard falls due to their game client thinking they've successfully blocked an attack.

Gameplay

Official Gameplay Modes

Released in International Gunz

  • Deathmatch - The standard game type found in many shooters. All players fend for themselves. The first person to reach a specified number of kills wins. The game ends when a player reaches the number of kills equal to the number of rounds. The symbol of Deathmatch is a skull.
  • Deathmatch + Berserker - The first person who gets a kill at the start of the game is selected as the Berserker. The Berserker can be easily identified by him or her glowing blue. This player's guns will be more powerful during this mode, but their health will slowly drain during the match. The Berserker must defeat other players to regain health. Any player that defeats the Berserker will in turn become Berserker and regain full health. The previous Berserker will become a normal player upon respawning. The symbol of Berserker is a skull with flames in the eye sockets.
  • Team Deathmatch - Players are divided into two teams in which they work together to defeat the opposing team. Each round, both teams fight each other - if a player dies, they can not respawn until the round is over, where their team or the opposing team is defeated. There is no specified kill limit. The symbol of Team Deathmatch is two skulls.
  • Gladiator - Same as Deathmatch, except players are only allowed to use melee weapons. The symbol of Gladiator is a vertical and diagonal sword clashing together.
  • Team Gladiator - Team Deathmatch with Gladiator rules. Bow rules are not uncommon. The symbol of Team Gladiator is a vertical and two diagonal swords clashing together.
  • Assassination - Similar to Team Deathmatch, however, one person on each team is randomly selected as a target. A team must defeat the targeted player on the other team to win. The symbol of Assassination is a purple circle with two orange borders, resemblant of an aiming reticle.
  • Training - Similar to Deathmatch, but no experience or bounty is gained from kills, and experience is not lost through suicides or from level difference. The symbol of Training is an arm.

Planned for Release in International Gunz

  • Classic - A gameplay mode being developed. It is the exact reverse of Gladiator; guns only. There are no item-packs like in Gladiator, as well.
  • Team Classic - The team version of Classic.
  • Team Deathmatch + Extreme - Players are divided into two teams in which they work together to defeat the opposing team. Victory is obtained by the team who reaches the objective number of kills (which can be set at the beginning of the game) first. Unlike Team Deathmatch, players do not have to wait until the round is over to respawn. The symbol of Team Deathmatch Extreme is a pile of skulls.
  • Duel Mode - Players are involved in a tournament setting, where players actively fight 1vs1 (one-on-one) battles, and move up the ranks until the last player remains, who is declared the winner. The symbol for Duel Mode is a pistol pointed to the right.
  • Survival - A gameplay mode being developed. It pits a team of players against wave after wave of Quest Mode monsters. Rewards of EXP and bounty are given after each survived wave. The symbol for this is a Goblin's face.
  • Clan War - A gameplay type available only to specific Clan War servers. This pits clans against equally numbered and similarly leveled clans for ranking. There are five rounds of three minute games in a Clan War. When playing a Clan War game, players do not lose experience from being beaten by those that are much lower level than them; they also get 1.5 times the experience as normal. Interestingly, when starting a clanwar, the map is selected at random. Currently active in Korean and Japanese Gunz.
  • Ladder - A gameplay mode being developed. This mode's details are entirely unknown, except that it contributes to personal ranking rather than clan.
  • Quest - A gameplay mode available only on Quest Mode servers. It is currently in testing. It pits players in a team of up to four against NPC monsters which get harder as players level up. Currently there are around 23 monster types; the only ones currently being tested, however, are five types of Goblin. The progression of standard scenarios is very straight-forward; destroy every NPC in a room to advance to the next room. After all rooms have been cleared, items gained throughout the mission are distributed to each participant remaining. In addition to standard scenarios, there are more difficult special scenarios, gained through the sacrifice of quest items in different combinations in the waiting room. Special scenarios involve fighting bosses and much harder enemies. NPC attacks in any scenario can be physical or magical, with magic abilities having various effects, from healing NPCs, to slowing down players. Currently, no items can be gained from Quest Mode. Items that may drop later range from quest items, to Monster Bible information, to event items, to equipment.

Player-made Game Modes

  • Attack and Defend - Played in a Team Deathmatch or Assasssination game. Teams take turns "attacking and defending". The attacking team leaves their spawn point and travels to the other team's spawn point and begins attacking them. The defending team must stay at their spawn point and defend themselves from the attackers. The attacking and defending teams switch every round. This type of game is commonly played in the map Mansion.
  • Rejoin at ## Kills - Played in a Deathmatch or Berserker game. The ##s are replaced with a number lower than the amount that ends a game (ex. 95 in a 100 kill limit game). The point of these games is for players to gain large amounts of EXP without being interrupted by the game ending and/or waiting for other players to start the game.
  • Naked - Played in a Deathmatch or Berserker game (often combined with a "Rejoin at ## game"). Players are expected to join the game without any armour, equipment or rings with Armour Point bonuses. This allows for easier kills and faster rates of gaining EXP.
  • Bow Rules - Common in Team Gladiator matches where the player must use the "/salute" or "/bow" emote before a 1 v 1 with another player.
  • Swap - Commonly Team Deathmatch or Assassination game where one player usually gets ## kills and the other player gets ## kills, and they continue to take turns as such. Many experienced players disapprove of this action because it makes inexperienced players open to join experienced games.
  • Line Swap - Commonly Deathmatch or Berserker game where a group of players (usually four) take turns killing each other for experience. The swapping is done in a line where the one in front will get killed, followed by the second, third, and so on. Line swapping is common in the Expert and Elite channels.
  • Unofficial Clan War - Two clans fight each other in a normal Team Deathmatch, normally played in the map Town. The game is usually passworded, and takes place in one of the clans' clan channel.

Localized Versions

There are currently localized 5 versions of GunZ available (excluding International Edition), available in the following countries:

There are also plans to bring a localized version to the Philippines that will be sponsored by Level Up!.

See also

External links