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Old 02-08-2008, 08:54 AM   #1 (permalink)
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Default Move and Style System Overview (Work in Progress)

So I was just missing Casval Zem Daikun's old sticky. It's stupid to repeat the intricate mess that is the Style System over and over again to newbies, so let's all together pitch in and make a little definition thread.

And yes, I know there's no bloody full-scale consensus on these things, just give me the most likely/sensible definitions. I'll try to create a general definition, and if that can't happen I'll provide multiple general definitions. Just try not to create too specific a definition.

One last thing: if you contribute I expect you to recognize that these definitions are not set-in-stone and are subject to human perception and logic. Which means that you shouldn't be pissed if more than one definition comes up for kStyle, for example, and in fact if you think there are two major schools of thought regarding something, please post about both, even if one or all of it is illogical BS.

Common Terms that need defining:
Action
Move
Technique
Combo
Glitch
Style (non-dictionary, GunZ Style)
kStyle (you decide for yourself what the k stands for)
kStyle moves
kStyle "steps" or "steps" in general (since arguably Blink Step does not belong to kStylers)
Dagger Style
dStyle moves
European Style
eStyle moves
Spraying
Hybrid Style
hStyle moves
Instafall (all kinds)
Instakill (all kinds)
Monk Style
mStyle moves/Four Divine Gates
Leading

Less Common Terms:
Jet Theory
Kraise/Korean
After Image/Counter Lead
Gear Step

Now get defining.

================================================== ========

STYLE SYSTEM OVERVIEW
Dorky definitions of moves, techniques, styles, and donkey piss.


This is a community project by GunZFactor's band of computer addicts with no lives.


INTRODUCTION:
Welcome to GunZFactor's l33t community guide to the frustratingly complex Style System. So far no lasting guides have managed to encompass and define GunZ: The Duel's extensive Style System. To this day there is still no consensus on how a move differs from a technique, if it differs at all. Ask the people on ijji forums what is Hybrid Style and half of them will tell you it's tactics mixed with speed techniques while the other half will tell you it's nothing more than complete crap.

The reason why so many people find it an excruciatingly difficult task to comprehend the Style System is because many people fail to recognize that the Style System and all it's roots and branches are discovered and named by us, the community. Ah, the community. The majority of which try to get instant fame by introducing random ten-second moose dung and calling it a 'new style'.

If you don't want to spend time scratching your head in futile despair, all you have to understand is that people have different views. People will always have different views on something. If you can't understand or accept that then you might as well go ahead and play GunZ, because this Overview will seek to provide a summary of the major schools of thought available - and give you a choice as to which you wish to believe in. Maybe you think that the Style System is bogus. Fine, that's your point of view. Okay.

In this guide the writers will be using GunZ language - that is, when we define 'Style' or 'technique' or 'action' we're not going to follow the dictionary to the letter on what they mean. Don't fret about complexity, though, because if we don't define it here then you can take the dictionary definition as truth.

You may also find that we can make unsupported claims or provide original research that is not officially certified. If you can't take subjective stuff like that, that's not our problem.

CONTENTS:
Under construction


The GunZFactor General Classification
What is the GunZFactor General Classification (GZFC for short)? It's the underlying, unspoken way of naming and classifying things under which most of the best style guides are written under. Most of the guide writers, beneficiaries and these guides themselves are located on GunZFactor, hence GZFC. To see the list of the stuff I took into account, see the appendix.
Note the GZFC is not without internal disagreement on certain definitions - for instance the problematic EStyle.
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Old 02-08-2008, 09:06 AM   #2 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

Basic Definitions

ACTION
GZFC Definition: A GunZ Action is usually reserved for describing the most basic things you can do in GunZ, usually lone movements that can be executed with a single or double key press. Examples include but are not limited to Lunge, Dash, Tumble, Dance, Fire, Reload, and Massive Strike. Under this definition, things like Slash Shot are 'Moves' that are comprised of several 'Actions' (in this case Jump, Slash, Switch, and Fire). For GZFC, actions are merely the building blocks of minor moves like Slash Shot, Extended Lunge, etc.

Some people may define 'Advanced Actions' as the equivalent of GZFC's basic moves.

Another, separate definition of a GunZ Action includes a broader view of it encompassing bigger and more complex maneuvres up to Slash Shot (close to the dictionary definition).


MOVE

Moves can be tough to define.

GZFC Definition: GunZ Actions are the building blocks of moves under GZFC. When you splice a dash and a lunge together with the right timing, for example, you'll end up with the GunZ Move called the Extended Lunge.
A move is the unique product of two or more actions, usually with a glitch (for Extended Lunge, you manage to move at dash speed for the duration of the lunge). The move has to produce an effect that could not have been otherwise achieved (E-Lunge ushers the user along at dash speed for the longest duration possible), and it has to be in it's simplest form(a move should only have the actions needed for successful execution and nothing else).
Another GZFC example: Reload Shot. RS is made up of basic actions Reload, Switch, and Fire. Walking is not included in the actions of its simplest form, as it is not needed to unlock the glitch's distinct effect (swapping two reloadable guns back and forth quickly to fire them just as quickly).
Moves may not necessarily contain Glitches, though this is disputed. Examples: JSD, Fade Shooting

Other people may define a Move the same as the GZFC definition of GunZ Actions, that is, Dashes, Slashes, Safefall, etc.

Dictionary Definition: move - Definitions from Dictionary.com (See the nouns)

Under GZFC you may also wish to consider Advanced Moves. Advanced Moves are extensions of the simpler/basic Moves, and usually include more than one glitch. Moves that are either long are hard to learn are considered advanced in most cases. (Example: Reload Half Half Step) Definition requirements from the more basic Moves still apply (for example Wall Yoyo gives the distinct ability to gun-dash off a wall).
In the event that a singular glitch is hard to learn (this is subject to human perception), such as Perfect Yoyo (gundashing without switching), you may consider it advanced.

Expert Moves are obviously Advanced Moves with more pronounced levels of "advancement". YoyoQuarter and Pyon Pyon Quickshot are two exceptionally difficult and complex moves that may be considered 'expert'.

Advanced Moves may tread pretty closely to techniques and combos under other certain definitions.

TECHNIQUE
Techniques have all kinds of definitions from here to there. They may be tactical combos, tactical ways to use moves, just moves themselves, all kinds of things. GZFC has no consensus.

Dictionary Definition: technique - Definitions from Dictionary.com

COMBO
GZFC Definition: A combo is two or more actions/moves/glitches/techniques that are done one after another but are not glued together with a glitch. They are roughly synonymous with more advanced or intricate Moves.
Example: YoyoQuarter is simply stacking a Dagger Flash on top of a YoyoHalf. JSF is adding Dagger Flash to JSD.

Wikipedia Article: Combo (video games) - Wikipedia, the free encyclopedia

GLITCH
Also known as an exploit.
Dictionary Definition: A glitch in a game is an unplanned loophole left behind by incomplete or incorrect coding by the programmers of the game. Examples of glitches in other games include rocket-jumping in Quake*, elevatoring with a holdable object in Portal**, and forcing Vultures through mineral fields with spider mines in Starcraft***. Using glitches consciously is called 'glitching'.
What all these glitches have in common is that they are unplanned. In any case, most glitches and exploits in GunZ are considered legitimate (however you can get banned for Monk-Style exploits in ijji GunZ), seeing as common glitches like Slash Shot and Butterfly were in the Official 2005 GunZ Trailer. Most glitches help to improve speed, cram two actions together, or cancel certain animations. Keep in mind that a glitch does not have to be useful to be a glitch.

How do you know what's a glitch and what's not? Some people say that anything beyond the basic movements shown on the main sites for GunZ, plus dagger lunge, melee attacks, and safefalls, is a glitch, because while the producers and publishers permit their usage, they do not officially recognize them. It can be hard deciding whether this move is a glitch or not - you can never be 100% sure if it was planned or unplanned. Like I said, it's all up to you to decide.

GZFC Definition: Glitches are anything beyond the most basic GunZ Actions and Combos derived from those Basic Actions. The Glitch is not neccessarily the Move itself, it's more of the proverbial glue holding simple Actions together to make something new (like scientific elements becoming compounds via chemical reactions).
For example, Wall Jump Combos are derived from the basic Action Wall Jump, so it's not a Move with a Glitch in it. A Slash Shot merges a gun switch into a slash, not a basic Action, but a basic Glitch at work combining multiple Actions (Aerial Slash, Switch).

Some consider Glitches to be the equivalent of the GZFC definition of Moves (For example Slash Shot and Reloadswitch as a Glitch instead of a Move). The reasoning behind this is that Glitches are arguably the essence behind such moves.

An extreme view is that most or all of the supposed Glitches in GunZ: The Duel are not glitches at all, because the programmers supposedly planned for this emergent gameplay and therefore they're not glitches.

Wikipedia article on Glitching: Glitching - Wikipedia, the free encyclopedia


A common misconception is that GunZ players experimenting with the game may manage to "invent" new glitches. Nobody can create glitches out of the game coding because nobody can modify it or add additional things to it. Whenever you see a new 'move' or 'combo' it's only just someone putting old things together in a new way. You can invent new techniques and ways of combining glitches, but not glitches or the core actions/moves themselves.

One of the more interesting aspects of GunZ is that you can usually find more and more new things to do with the screwed-up coding of the game, though it'll eventually reach a saturation point where there's little or nothing left to discover.

* Quake Rocket jumping - YouTube - How to Rocket Jump
** Portal elevatoring - YouTube - Portal Test Chamber 13 - Least Portals (0)
*** Starcraft Vulture jumping - YouTube - SC Legacy Pimpest Plays 2004 2nd Place Boxer's Vulture Jump


Style Definitions:


KSTYLE
also commonly known as K-Style, kStyle, Korean Style, Katana Style, (and possibly Kodachi Style)
kStyle was the first "style" to surface. blah blah blah

DSTYLE
Also known as Dagger Style and dStyle
blah blah blah lunge tap

ESTYLE
Also known as European Style and eStyle
blah blah blah Tsuteto blah revolvers blah aim

HSTYLE
Also known as Hybrid Style and hStyle
blah blah fake blah blah

MSTYLE
Also known as Monk Style and Monk Kung Fu
blahahahaha blah blah






























I need to go sleep. I'll take suggestions in the morning. >_<
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Last edited by Nosedagger; 02-09-2008 at 04:36 AM.
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Old 02-08-2008, 12:53 PM   #3 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

nosenigr is confusing me

oh wait111

..

?? AHH XD
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Old 02-08-2008, 12:57 PM   #4 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

Kstyle sucks
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Old 02-08-2008, 07:54 PM   #5 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

Quote:
Originally Posted by Kiedo View Post
I believe a move is the combining of two or more actions using a glitch, which can then be buffed by adding more glitches or evasive maneuvers into a single fluid movement.
Got definitions for "action", "glitch", and an elaboration for "single fluid movement"?

EDIT: I just defined a glitch in general terms. LAURELS PLZ
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Old 02-09-2008, 01:33 AM   #6 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

Quote:
Originally Posted by Nosedigger View Post

DSTYLE
Also known as Dagger Style and dStyle
blah blah blah lunge tap
I love you. =)
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Old 02-09-2008, 02:19 AM   #7 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

M-Style aka, Monk Style.

Is not a style. It is k-style instead of one block it is 2-3-or-4 blocks on different keys.
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Old 02-09-2008, 02:27 AM   #8 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

I had to eat up Kiedo's post because I forgot to make reserves. <_<

Anyway, thanks guys! Keep the viewpoints coming.
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Old 02-09-2008, 02:43 AM   #9 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

And take note of the GZFC concept, tell me what you think.
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Old 02-09-2008, 08:26 AM   #10 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

K, here's some suggestions.

Quote:
Originally Posted by STM1993 View Post
Can you use a sword and a dagger together? No.
Can you use a sword and kodachis together? No.
Can you use a dagger and kodachis together? No.
Can you lunge with a sword or kodachis? No.
Can you flip with a dagger? No.
Can you block with a dagger? No.
Can you K-Style with a dagger? No.
Can you D-Style with swords or Kodachis? No.

Is "E-Style" really a style? No.
Why? Everyone "E-Styles". Everyone definitely uses tactics(whether simple or complex) and aims. It's the default play style.

Then why the name "E-Style"? Because we have no better name to call this play style that everyone uses.

Doesn't everyone K-Style/D-Style? No. When everyone first started everyone doesn't even use glitches. There are even players now who doesn't even know how to or doesn't even glitch.

Therefore does H-Style (Hybrid) exist? NO!
^ Read this post of mine.
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Old 02-10-2008, 04:09 AM   #11 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

^lol


Alright, I've decided that dumping all the points of view possible is just too confusing. I'll just stick to around two popular Style Systems, and make it easier for everyone.
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Old 02-10-2008, 03:42 PM   #12 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

Could animation locks be defined under a subsection of glitching?
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Old 02-11-2008, 03:19 AM   #13 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

Quote:
Originally Posted by Blindside View Post
Could animation locks be defined under a subsection of glitching?
I want to avoid being too specific, especially the stuff I'm not well-versed in. I might drop in a passing mention or two.
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Old 02-11-2008, 05:02 PM   #14 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

Monk himself even says M-style isn't a style.

It should go under K-style. It's basically just improving upon it.
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Old 02-12-2008, 03:34 AM   #15 (permalink)
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Default Re: Move and Style System Overview (Work in Progress)

Quote:
Originally Posted by Aoshi538 View Post
Monk himself even says M-style isn't a style.
Source ?
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