D-Style (Dagger Style), is an emergent gameplay style that is used in all versions of GunZ. D-Style is fairly common on private GunZ servers, but it is rarely seen on mainstream GunZ versions such as IJJI GunZ, NA GunZ and EU GunZ. It exploits basic flaws in the game engine to cancel moves that would otherwise be time-consuming and expose the user to risk. D-Stylers are at a disadvantage to their K-Stylers peers due to their lack of a block and a windup-type stun, but can still hold their own against them.
A great D-Styler is capable of stringing together melee and combat techniques to outmaneuver his opponent. It is essential to be able to improvise one's strategy to new situations (like with any style). Being able to go from a tumble directly into a YoYo Step is a sign of a knowledgable D-Styler. Knowing the basics of timing, angles and other factors can lead to a generic flow that can be called "Dagger Style".
Stab : Attack Button (fire button)
The most basic thing a D-Styler has is his / her stab. Stabbing cancels certain animations such as wall running, wall climbing, ground movement (if held), and dashes.
* Lunge : Alternative Button (same button used for flip)
A common misconception is that someone lunging is a "dagger noob", this however, is very wrong. A simple lunge may be very useful in certain situations, but E-Lunge is usually a better option.
Dagger Train : Dash + Stab (cancel dash)
The staple ground movement of a D-Styler, the Dagger Train is both fast and effective. Used for evasion or attacking, the Dagger Train should be mastered.
Dagger Hop : Jump + Dash + Stab (cancel dash)
Dagger Hop allows a fast and effective way to move around the map. It can be used to simply move at higher speeds than normal, evade an opponent or attack an opponent (point dagger at opponent).
Dagger Flash : Jump + Dash + Stab (cancel dash) > Dash (other side) + Stab (optional)
Similar to Dagger Hop, Dagger Flash is a quick and easy way to move around the map, evade attacks, or attack an opponent (similar to Dagger Machine). Dagger Flash has 2 dashes in 1 jump, which is nice.
Float Step : Dash + Stab (cancel dash) + Jump
This is a very basic move that is invaluable. Anywhere from evading a slash, moving out of the way of a grenade, or starting any number of gun moves, Float Step is priceless. When doing a Float Step, it should look like your character is jump into the air diagonally.
Gear Tap : Float Step without the Stab
It's exactly like Float Step, but less maneuverable. It's advantage is that is does have the cooldown of changing weapons (from the stab), so you are able to do gun moves faster.
Block Tap : When and opponent is blocking, look all the way up or down > Stab
The most basic way for a D-Styler to avoid getting recoiled from attacking a block. There are many different ways to Block Tap, the easiest being looking up or down while stabbing. When a K-Styler turtles, all you need to do is run in > look up or down > stab > dash back > watch the noob waste a massive right in front of you > pb their face. Another way to Block Tap is to stand in line with an opponent, look the same way they are, and stab.
Massive Tap : Block Tap > Look at opponent > Stab
The stab in Massive Tap prevents the opponent from using their massive instantly (no by much, but it's enough), and pushes them back through the pushback of the stab. Using this similarly like Magic Switch, one is able to make an opponent stand still and be unable to move while you shoot at them.
* Ghost Evade : When recoiled by a block, looks 45 degrees to the left or right to avoid getting massived
Block Tapping is a nice and effective way of avoiding getting recoiled, but sometimes you may still be recoiled by a block. With Ghost Evade, you may avoid being massived by turning your hitbox 45 degress to the left or right of an opponent. In addition you can also flip evade, same exact thing except this will dodge the flip.
Walk Charge : Hold a directional button > Stab (hold) + Press Enter > Press Stab once (to exit chat typing)
Useful for when you are in a fight and need to charge up a massive. While the chat box is open, any massive or attack will cause you to slide in the direction of the attack.
* E-Lunge: : Directional Key > Directional Key + Alternative Button
When E-Lunge, your character will seem to slide forward / sideways / backwards at very high speeds and propels your character farther than a normal lunge. E-Lunge extends the hit range of a normal lunge by about 2x and increases the distance traveled by about 4x (depending on direction of E-Lunge). Very useful for knocking down or hurting an opponent while minimizing the risk to oneself, E-Lunge is the tool for the job.
* Curved E-Lunge : Dash > Turn camera as far as possible left or right > E-Lunge as soon as possible
Curved E-Lunge is basically a normal E-Lunge, but has a larger hitbox and more maneuverability.
Wall Cancel : Jump (off wall) + Stab (cancel animation) > Dash (at wall) + Stab (cancel dash)
Wall Cancel is an invaluable move allowing a person to climb a wall in a matter of seconds. Nearly all wall moves start with a wall cancel.
Wall Raid : Wall Run > Hold Forward > Stab > Jump (immediately)
Sometimes it is useful to run on a wall for an extended period of time ie: your ally is being attacked on the other side of the map, and you need to get there quickly. Mostly a flashy move, Wall Raid has it's uses.
Quick Stick (Hells Climb) : Hold Wall Hang (right click while in air) + Hold Forward Key > Jump > Release Wall Wang + Release Forward Key > Stab (cancel animation) > Wall Hang (note: this move is repeatable)
Hells Climb used to be the fastest and easiest way to climb a wall at extreme speeds, though due to a patch it is no longer viable as the fastest way to climb a wall. It still has uses.
Edit by KakuSniper (D-Styler in IJJI GunZ): It may still be performed equally as fast. First if you are climbing at straight up it's best ideal to hold the forward key (W) so you don't jump off the wall. If climbing at a diagonal or semi-circle (like in Stairway map) do not hold the forward key to climb a lot higher.
Dagger Machine : Get around an opponent > Continuously Stab (note: Remember that the delay times on the daggers could effect 1-Speed, 2-Timing, 3-Number of hits it takes to kill)
The basic D-Style trap. When an opponent is stabbed, they get stuned for a small period of time. While the speed of a dagger may not be able to keep them permanently stunned, keeping behind the opponent causes them to be unable to defend, attack, or escape.
Edit by KakuSniper (D-Styler in IJJI GunZ): I personally thought that Dagger Machine was a Stab the opponent in the back and dashing to the front, stabbing them again, then stabbing them in the back and repeat. I've seen this done successfully and if done correctly, it will leave the opponent in an Animation Lock, unable to re-act and move (You can start a Dagger Machine from the front, but maintaining distance will help keep momentum).
Juggle : When an opponent is in the air use Dagger Machine
A more advanced trap, the Juggle alows for insta kills with high speed daggers. Like the Dagger Machine, Juggle uses the stun of a dagger to keep an opponent from doing anything, however it also utilizes the pushback from the stab to keep and opponent in the air.
Shimmer Shot : Switch to Gun + Shoot + Reload > Switch to Dagger + Dash
Basically a Slash Shot (K-Style), but without the slash and jump. It's good, trust me. Lot's of evasion and maneuverability.
Sling Shot : Be in some kind of movement (take 1 step, or have recently dashed) > Jump > Shimmer Shot
Now this move really is bascially a Slash Shot (K-Style), but without the slash. Even more evasion and maneuverability than Shimmer Shot.
Switch Dash : Shimmer Shot without shooting
Only real use is to train for Shimmer Shot or keep you prepared to use a Shimmer Shot.
* Magic Switch : Ghost Evade + Switch to Gun > Shoot + Reload
When getting massived, you recieve a huge amount of recoil which compensates for the amount of time an opponent cannot move or attack cause by the massive. By Ghost Evade, you take away the compensation of a massive and are able to get a few shots off at an opponent who is inches away and unable to move.
Fade Shot : Switch to Gun + Tumble + Shoot + Reload > Switch to Dagger + Dash (when dagger comes out)
Basically giving a name to messing up at a YoYo or some other kind of gun move. Fade Shot however does has some uses, and may be used intentionally for Phantom.
JSD : Jump + Switch to Gun + Shoot + Reload > Switch to Dagger + Dash
The most basic gun move that a dagger has. In it's simplest form, you can chain JSD's fairly quickly, allowing many shots to be fired in a short amount of time and adding some evasiveness to your style.
YoYo Step : Jump + Switch to Gun (at the same time) > Dash (at height of jump) > Shoot + Reload
The YoYo is what most D-Stylers are known for, it is a largely evasive and easily chained gun move. Usually when a person wants to shoot their gun, they are unable of any quick or evasive movements (other than tumble). With YoYo, you are able to dash (quick movement) and shoot at the same time.
Blink Step : Switch to Gun > Jump + Switch to Dagger (at the same time) > Dash (at height of jump) + Switch to Gun + Shoot + Reload
Female characters cannot do YoYo (something to do with game mechanics), so in order to get around this basic flaw, Blink Step was created. It is basically a normal YoYo, but with switching between guns and dagger.
Edit by KakuSniper (D-Styler in IJJI GunZ): Female Character's can perform YoYo. But, she may not perform YoYo if she is switching to a Shotgun or Light Machine gun.
YoYo SHS : During the shot of a YoYo; Shimmer Shot
Almost no difference to a normal YoYo except that it changes to dagger faster and can allow for the player to use an evasive move like Dagger Flash quicker.
YoYo Half : YoYo > Switch to Dagger + Dash (other side) + Stab (cancel dash) > Dash (other side)
The stab and dash are done before landing. The YoYo Half greatly increases the evasiveness and maneuverability.
* YoYo Half Phantom : YoYo > Tumble
Similar to a normal YoYo Half, the YoYo Half Phantom uses a tumble instead of a dash, adding some Phantom ability but removing the ability to have a quick response.
YoYo Quarter : YoYo > Switch to Dagger + Dash (other side) + Stab (cancel dash) > Dash (other side) + Stab (cancel dash)
Both stabs and dashes are done before landing. The YoYo Quarter greatly increases the evasiveness and maneuverability even beyond that of the YoYo Half.
Float YoYo : Dash > Stab (hold long enough for dagger to start charging and stop all movement) > YoYo
A YoYo that starts with an evasive first dash, and can lead or extend many different types of combos.
Perfect YoYo : YoYo > YoYo > YoYo > YoYo > and so on
Perfect YoYo is just chaining YoYo's together without mistake. It's best use if for reloading while in a fight.
Wall YoYo : Wall Cancel > YoYo
YoYo off of a wall. It has good evasion and can be used to get a better view / aim of a target.
Hells YoYo : Quick Stick > Dash (at height of jump) + Switch to Gun > Shoot + Reload
Hells YoYo is a variation on the common YoYo. The dash at height of jump in Hells YoYo is a different timing than that of a normal YoYo, making the move hard to do at first and difficult to use efficiently. Even with it's difficulty, Hells YoYo is perfect for duels in places like Mansion or Shower Room.
Phantom (all moves marked with * refer to Phantom) : the ability to dodge attacks through a method other than blocking
Phantom is the ability to dodge an attack by moving or shrinking the size of a players hitbox. A hitbox is the area in which a players character can give or recieve attacks. Tumble and Lunge temporarily shrinks the players hitbox to about half it's normal size. Moves like Ghost Evade, Magic Switch, all move the defending players hitbox out of the range of the attacking players hitbox.
https://www.youtube.com/watch?v=eeNuYtwU0YA (GunZ: The Duel)
https://www.youtube.com/watch?v=JTyRlv5xkXw (GunZ 2: The Second Duel)