Glove on Fight 2: Gleam of Force/Controls

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7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
7 8 9
4 5 6
1 2 3
up-back up up-forward
back neutral forward
down-back down down-forward

Numeric Notation

Like all other wikis, the Gleam of Force wiki uses Numeric Notation. This system uses numbers to detail directions. Numeric notation is based off of standard keyboard num-pads, should you need any visual assistance when notating. This is a universal system across fighting games and should be memorized. All notation assumes that your character is facing right.

4 and 6 are walk backwards and walk forwards respectively.

7, 8, and 9 are jumping buttons (jump backwards, jump neutral, jump forwards respectively).

1, 2, and 3 are crouching buttons (crouch backwards, crouch neutral, crouch forwards, respectively).

5 is neutral stick position (not holding any direction).

44 and 66 are dash inputs (dash backward and forward respectively), and can be held.

Special moves are notated by lining up numbers for each direction. For example, a quarter circle forward input would be 236.A. The first input would be 2 (down), followed by 3 (down-forward), then 6 (forward).

GOF2 Controls

Gleam of Force has 2 attacking buttons, and 1 guard button.

Button Notation
A - Light
B - Heavy
C - Guard

With every character, all 9 stick positions have moves attached to a single button (some are duplicates, which are omitted from this wiki) and 1-2 command inputs.

When guarding, characters will dodge incoming attacks for the first few frames of their blocking animation. Dodging a a heavy attack will momentarily slow the opponent, letting you get a counterhit in. If you continue to hold the guard button, you'll revert to a block. If you let your opponent continue to blockstring you, you'll run the risk of getting guardbroken, stunning you momentarily.

Pressing 8C or 2C will make you perform a high parry or a low parry. If an opponent hits your parry, you take no damage and immediately do a counter (the nature of this counter being dependent on the character). Despite having no crouching or jumping, Gleam of Force uses parries to fulfill the purpose of the overhead-low system most fighting games have. If you try to high-parry a low, or vice versa, you'll take extra damage (as if you've been counterhit).

And yes, you can parry a parry, but it's not optimal to continue a parry chain past 2.

The C button has priority over all other inputs, including movement and attacks.

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