K-Style Combo Reference
Searchable input tables for butterfly, reload cancel, wall tech, and sword chains.
GunZ combo input reference
The combo input reference is an interactive study tool for GunZ The Duel players who want fast answers without scrubbing decade-old forum threads. On the live site, each row expands into timing notes, required weapons, and map-specific caveats. This article explains how to use the table, what combos we track for the 2026 Steam remaster, and how to combine the tool with K-Style guides and controls.
GunZ skill expression lives in input density — chaining cancels within a single jump. The reference standardizes notation so English, Spanish, German, and Portuguese-speaking clans can coach the same routes.
How notation works
We use compact keys aligned with default PC binds (rebindable):
| Token | Meaning |
|---|---|
LMB | Primary attack / sword slash |
RMB | Block or alternate fire depending on weapon |
W/A/S/D | Movement |
Sp | Jump (Space) |
Q | Quick weapon slot (commonly dagger) |
R | Reload (also cancel window) |
1/2/3 | Weapon slots |
→ | Immediate next input within the same frame window |
Example chain: Sp → LMB → R → LMB reads as jump, slash, reload cancel, slash. The live widget highlights when reload cancel is optional for style versus mandatory for speed.
Core categories in the table
Sword fundamentals
- Butterfly — diagonal slash alternation while airborne; foundation for aggressive spacing
- Half-butterfly variants — lower height, used under low ceilings on indoor maps
- Jab feints — single-tap cancels to bait blocks before a full chain
Reload cancel routes
- Rifle reload cancel (RC) — animation break into secondary slash or swap
- Shotgun RC into dagger — close-range stun setups
- SMG tap chains — different timing than rifle; flagged separately to avoid patch confusion
Wall and movement tech
- Wall cancel (WC) — collision redirect off vertical surfaces
- Wall run chains — maintain momentum into butterfly entry
- Flip tech — map-dependent; table marks unsupported collision in red on the interactive UI
Each entry links to deeper prose in K-Style hub when a combo requires more than a one-line reminder.
Sample reference rows (static preview)
The interactive page renders sortable/filterable rows. Preview of starter entries:
| Combo name | Inputs | Weapon | Difficulty | Notes |
|---|---|---|---|---|
| Basic butterfly | Sp → LMB ↔ RMB (alternate) | Sword | ★★☆ | Maintain crosshair on head height |
| Rifle RC shot | LMB → R → LMB | Rifle | ★★☆ | Release R on magazine insert frame |
| WC entry | Sp → W → WC → Sp | Any | ★★★ | Approach wall at 45° for consistency |
| Dagger stun opener | Q → LMB → 2 | Dagger/Sword | ★★☆ | Swap timing depends on ping |
| Shotgun blast cancel | LMB → Q → LMB | Shotgun/Sword | ★★★ | Practice in empty duel lobbies first |
Filters on the live tool include weapon, difficulty, PvP/PvE relevance, and remaster verified toggles updated after beta patches.
Using the tool in practice sessions
- Pick one combo row and pin it above your client with the site’s sticky mode (or second monitor)
- Set a loadout matching the weapons column — switching mid-drill skews timing
- Run 10 clean repetitions at sub-60 ping before increasing speed
- Record failures: did reload cancel fail because of FPS drop or input buffer changes? Note build version from updates hub
- Teach clanmates by sharing permalink URLs to specific rows once the interactive UI ships
Remaster considerations
MasangSoft pledged to preserve K-Style inputs in the 2026 remaster. Still, collision mesh updates can alter wall routes. When a row shows remaster verified ✓, testers confirmed the chain on current beta collision. Unverified rows remain visible but tinted amber — practice them after major patches.
Report discrepancies through beta feedback channels outlined on the beta tracker. Include your region, FPS, and whether legacy HUD scaling was enabled.
Accessibility and localization
Combo names display in your selected wiki language, but input tokens stay universal (LMB, R, etc.) so hardware guides remain shareable across regions. Screen reader mode on the live tool reads sequences as ordered lists rather than ambiguous arrows.
Related resources
Combo Input Reference
| Move | Input Sequence | Difficulty |
|---|---|---|
| Butterfly | Jump → Dash → Slash → Block | Basic |
| Slash Shot | Jump → Dash → Slash (hold) → Switch Gun → Shoot | Basic |
| Half Step | Jump → Dash → Slash → Switch Gun → Dash → Shoot | Intermediate |
| Reload Shot | Shoot → Reload → Switch Gun → Shoot | Intermediate |
| Wall Cancel | Wall Jump → Slash → Dash (to wall) | Intermediate |
| Flash Step | Jump → Dash → Slash → Switch Gun → Switch Sword | Advanced |
| Double Butterfly | Jump → Slash → Block → Dash → Slash → Block | Advanced |
| Forbidden Step | Jump → Dash → Slash → Switch → Dash → Shoot → Reload | Advanced |
| Triple Butterfly | Jump → Slash → Block × 3 | Expert |
| Gear Tap | Dash → Jump → Slash → Switch Gun → Shoot | Expert |
Frequently Asked Questions
Quick answers to the most common questions.
Is the combo reference interactive?
Yes on the live site — sortable tables, filters, and expandable timing notes. This MDX page documents the tool and shows static previews.
Do combos differ on the Steam remaster?
Inputs should match legacy GunZ. Collision or netcode tweaks may change reliability; verified rows reflect current beta testing.
Can I suggest new combos?
After launch, community submissions with video proof may be added. Focus on widely used competitive routes first.