Grand Chase Striker Advanced Guide by TofuTasty
My name is TofuTasty, but feel free to call me whatever you like. I’ve been playing Grand Chase since Beta, but I didn’t get into competitive PvP until around January of 2012. Since then, I’ve spent a lot of time in the PvP Arena; and I’ve picked up on a lot of tactics to guide my game play. I’ve gone through character after character, job after job, in search for whom I find the most fun to play. I eventually came to Striker, which became my main.
Throughout this guide, I’ll teach you speed, coordination, basics, and advanced components of Striker. There are some minor secrets that I’ll hint at and leave for you to figure out, though; so pay attention!
I encourage you to build on the information I teach you, challenge yourself, stand out, and ask as many questions as possible. If you don’t feel comfortable presenting yourself on the forums, prefer a more personal conversation, or just want to work one on one with me, feel free to contact me through any of these:
- Skype: TofuTasty
- In-game: TofuTasty
- E-mail: TofuTasty@hotmail.com
- YouTube: TofuTasty
Now for the good stuff. . .
Use Ctrl + F, then type in any of the following points to go directly to that Section.
- Background & Information
- Key Config.
- Questions & Answers
Background & Information
Striker is a quick, hard hitting class. Put him in the right hands, and he can work wonders. It’s not all about speed, though; just because Striker is considered an “easier” class to play, it certainly does not mean you throw your brain out the window once you unlock him. Be patient and precise in your movements. It’s better to have one accurate slash than a thousand useless ones; keep that in mind.
Keep note of the following while reading the guide:
- All of the left and right direction keys can be interchanged as long as you change them all to their opposites based on the direction you’re facing
- → → = ← ← but → → ≠ → ←
- Keystrokes located between parenthesis “( )” are supposed to be pressed at the same time.
- Most Platform Slashing methods can be interchanged throughout the guide, but I’ll only list one method, which is my method, to save time. All of the suggested methods will be listed in the Platform Slash section of the guide, however.
After achieving all of Lass’s previous jobs, the time has finally come to start your Striker Mission. It will be well worth the work once you get a taste of what Striker can do, so hang in there.
- Complete Partusay’s Sea 6 times on Champion Mode
- Complete Kamaki’s Castle 6 times
- Complete Temple of Fire 6 times
- Slay 250 monsters ± 2 levels above or below your character
- Complete Sanctum of Destruction 4 times
- Obtain 1 Gem
I highly recommend getting a proper keyboard if you’re going to play Striker. In fact, you really should not be playing him at all on a competitive level without a proper keyboard. Here’s a few features to look for in your shopping:
- Spill-resistant (optional, but safe)
- Able to accept 4+ keystrokes at one time
Here are some of the more commonly used keyboards for Grand Chase competitive PvP:
- Logitech K120 (This is what I use)
These are both my preferred keys and recommended basic set up for Striker. I recommend following the usual up is up, down is down, etc. set up (none of that x is down stuff). Some people have grown more comfortable with different set ups, however. If you have grown too comfortable to another set up and are resistant on switching back to normal, your game play is not ruined. However, you will definitely have a lot more trouble participating in certain techniques, and I do recommend returning back to a “normal” set up.
During a Dash, → →
During a Dash, Z
Double Dash Attack
During a Double Dash, Z
When facing an opponent, Z Z Z Z
After 2 Combo hits, Z ↑
After 3 Combo hits, → →
After 4 Combo hits, → →
Jump attacking is a very important component in your Striker movement. You’ll be chaining it in a lot. It casts instantly, and your weapon stays out until you hit the ground again. It will completely cut off your opponent if you use it in the correct spots.
The best places to use jump attack are when you have a height advantage. Try to stay above your opponent, whether you’re on a slope or a higher platform. If someone tries to rush into you, they’ll usually fail in attempt.
Going up and down between platforms is a more offensive take on jump attack. Staying on a single, higher platform is more defensive. Remember that next time you’re using his jump attack in a match.
There will be points where your slashing will leave you vulnerable in the air. Learn to put a jump attack in those slots, and you’ll both catch your opponent off guard and protect yourself better. It’ll take some time to spot and get the hang of, but you’ll catch on before you know it.
Always jump attack at the end of your team mate’s grabs where the opponent will be landing. Most grabs leave a small frame open for damaging, and your jump attack will hit it every time if you time it correctly.
You can jump attack directly after a slash and usually add on some extra damage before they completely fall if you can manage to jump attack fast enough.
Combo is fantastic. It is quick, deals a good amount of damage, and has the ability to perform a decent lock. You’ll be using this to play off of your team mate’s a lot when they’re stunning your opponent.
To lock, you perform the first three hits of your combo, wait enough time for your combo to reset, then repeat. If you perform this technique at the proper timing, you’ll successfully lock your opponent.
You are also able to hit your opponent up into the air by pressing the up arrow after two combo attacks; however, you will mostly combo lock any time you have the chance to use your combo. If you find a situation where you think hitting them into the air would be more useful, please take advantage, because there are situations.
Switch, also known as teleport, is an extremely useful technique. It’s great for stunning your opponent, avoiding attacks, reaching higher distances than you can jump, and so much more.
Never forget that you have the ability to teleport. It will save you from so many spawn kills and miscellaneous skills from your opponents. If you get caught in a delay while teleporting, you will be invincible from everything except grabs as long as it shows you as invisible during the delay.
Switch can also be used after Double Dash Attack. It won’t be used a whole lot other than correcting accidental Double Dash Attacks (be sure not to always do it after an accidental one, though, because then you become more predictable). Keep in mind that this allows you to get to higher ground in another way other than the basic Z ↑; you can actually get even higher by Double Dashing in the air to use Switch.
You can use teleport then instant cast to get in a quick stun followed by a skill. It’s very situational, but it comes in handy nonetheless.
Grab is performed by dashing, or walking, into an opponent, holding the direction key, and tapping Z.
Striker has a very quick grab, so look for opportunities to chain multiple grabs. There’s a lot of them!
After you have fallen to the ground, press Z.
Striker’s get-up attack is short and clean. Occasionally, it will hit your opponent while they’re beginning a jump, and they’ll fly up into the air (makes for an easy skill catch/grab).
The attack does grant you some invincibility frames, but they’re only brief.
Slashing is taking Striker’s basic dash attack to the next level. It’s one of the main components of your game play, but do not let it overtake all game sense. It’s far too overused by the majority of the community, and it’s mainly just useless movement. Use it precise, and use it smart.
If you have a method for something that is not listed here, I recommend you run it by me before you continue to use it. Do not half anything on Striker; while it may appear better in some areas, it’s actually worse in the long run.
Infinite slash is chaining dash attacks on the ground. You won’t be using an abundance of slashes so much on the ground unless you have a good situation calling for it. Take note that there are multiple ways to perform a slash on the ground; however, this is my recommended method.
In one direction for maximum slash count:
→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____. . .
In one direction for speed:
→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z → →_____ → (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z → → _____. . .
Take note that it may be faster to spam your flash stepping in taps, rather than sliding your fingers, just make sure not to accidentally start performing a shadow step. It would be more like this (all the above standards would still apply with these keystrokes substituted in):
→ (→ ↑) (→ ↓) Z _____→ (→ ↑) (→ ↓) Z _____→ (→ ↑) (→ ↓) Z_____ . . .
Platforms are where your main damage will come from. It’s beyond easy to chain attacks on your opponent here. Master them. If you are not going to work to perfect platform slashing, then I do not recommend playing Striker. I’ll list for you a few of my recommended methods. If you can’t quite adjust to one of them, just try another. They all work well. Learning to platform slash efficiently can take some time, though, so be patient. Your muscle memory will kick in if you give it a couple days, so practice the steps as fast as your fingers can move. Eventually, muscle memory will correct your steps from falling through the platforms.
My Method (The Muscle Memory Method):
If you wish to learn my method of Platform Slashing, then you have to be dedicated to learning the step. It is fast, holds a great rep. count, is smooth, consistent, controlled, and it is easy to become consistent at in a reasonable amount of time if you meet the prerequisites (They’re not hard to meet). You’re going to need to be able to Flash Step, and you’re going to need to be able to do it pretty quickly.
Step 1 consists of learning one slash + a rocket. It should not take but a couple minutes to master this part of the step. If it’s taking you awhile to get near 100 percent success, then you’re not quite ready to learn this method of Platform Slashing. The keys to perform this part of the step are:
→ (→ ↑) ↓ Z _____→ (→ ↑)
Sounds simple enough, right? Good. It should be! You are literally performing a regular Flash Step + Z, then you’re following it up with a Rocket Step as fast as you can. If you perform it correctly, it should look like this:
Step 2 is chaining the step together to form a Platform Slash. Do not attempt Step 2 until you have near perfected Step 1. All you need to do is spam a regular Flash Step over and over with Z’s properly timed in between each step. Press the keys as fast as you possibly can. It’s going to be very, very sloppy at first; and you’re going to fail a lot. However, you will start to see the results quickly. In order for you to perfect the step as quickly as possible, you’re going to need to dedicate yourself to using it with confidence every time you’re on a platform (yes, you are going to fail a lot at first and probably lose some games because of it). By making this commitment, though, you should have the Platform Slash mastered in two weeks at most. So here is how the keys should feel:
→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z_____ . . .
The reason I use the word feel comes down to the reasoning behind the name I choose to use for the Platform Slash itself. You’re pressing these keys as fast as you can for a reason. As a result of this, once your step kicks in to be consistent, you’ll be at a much, much faster speed than you would have if you practiced it in order to be more precise in your key tapping. Your muscle memory will start to kick in to correct itself in order for you to stay on top of the platforms after a little while, and that’s when you’ll start to see the consistency in your slashing. Sometimes what you’re technically pressing will change; however, you’ll still feel like you’re spamming regular Flash Steps, which makes it easier to spam. I’d like to clarify that spamming regular Flash Step does still keep you on the platform, but some people’s muscle memory will change the keys they’re pressing without them intending to do so (which is fine).
Step 3 is mixing Step 1 and 2 together so that you can Rocket Slash at any point during your Platform Slashing.
→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____(→ ↑ ↓) (→ ↑ ↓) Z _____→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____(→ ↑ ↓) (→ ↑ ↓) Z_____ . . .
→ → ↑ (↓ Z) _____→ → ↑ (↓ Z) _____→ → ↑ (↓ Z)_____ . . .
→ (→ ↑) ↓ _____(→ ↑) (→ ↑) ↓ Z _____(→ ↑) (→ ↑) ↓ Z _____(→ ↑) (→ ↑) ↓ Z_____ . . .
DO NOT USE THIS METHOD:
(→ ↑ ↓) (→ ↑ ↓) Z _____(→ ↑ ↓) (→ ↑ ↓) Z _____(→ ↑ ↓) (→ ↑ ↓) Z _____. . .
Demon slashing is the same both on platforms and the ground. You’re literally just slashing back and forth with either a second step or a double dash in between.
On the ground:
→ (→ ↑) ↓ Z → → _____← (← ↑) ↓ Z ← ← _____. . .
On platforms (can be interchanged based on the above methods, but I’m just giving the basic concept):
→ (→ ↑) (↓ ↑ Z) → → _____← (← ↑) (↓ ↑ Z) ← ←_____ . . .
Zoning is slashing back and forth between multiple platforms. It comes in handy when protecting platforms or simply scanning them. You can either slash once per platform, or you can slash twice. Slashing twice will be better most of the time, but it may take more getting used to.
← (← ↑) Z ← ← _____→ (→ ↑) ↓ Z → → _____← (← ↑) Z ← ← _____→ (→ ↑) ↓ Z → → _____. . .
← (← ↑) ↓ Z _____← (← ↑) Z ← ← _____→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z → → _____← (← ↑) ↓ Z _____← (← ↑) Z ← ← _____. . .
You are able to perform a grab after a slash by either stepping or rocketing directly after the attack. It comes in handy very much the more you master it.
→ (→ ↑) ↓ Z _____→ (→ ↑) ↓
You are able to carry your slashes with you. It’s one of your best techniques if you learn to take advantage of the proper situations, and it’s relatively simple to do. You want to double dash directly after your slash.
→ (→ ↑) ↓ Z → →
To travel up this section of platforms (easiest methods):
→ (→ ↑) Z _____→ (→ ↑) (↓ ↑ ) Z
→ (→ ↑) ↓ Z _____→ (→ ↑) Z → →
To travel down this section of platforms, just continue to platform slash consistently down them. If you’re having trouble at first, you can skip the gaps by pressing:
← (← ↑ ↓) Z. If performed at the correct time, you should move directly to the next platform.
Double slash these platforms. Double slash is traveling down platforms while slashing twice per platform. It’s very useful for movement and chaining hits if your opponent gets caught. Bring it into your basic movement, and you’ll be enjoying your results.
→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z _____← (← ↑) ↓ Z _____← (← ↑) ↓ Z _____→ (→ ↑) ↓ Z _____→ (→ ↑) ↓ Z_____ . . .
When facing certain demon slash areas on a slope like this, make sure you double slash them. It adds a good amount of extra damage for just about the same amount of speed.
When starting on the left:
→ (→ ↑) Z _____→ (→ ↑) ↓ Z → → _____← (← ↑) ↓ Z _____← (← ↑) ↓ Z ← ←_____ . . .
When going down slopes on platforms without gaps, it’s very easy to chain up a lot of slash reps with little to no effort at all. It’s a good habit to develop for traveling.
(← ↑ ↓) (← ↑ ↓) Z _____(← ↑ ↓) (← ↑ ↓) Z _____(← ↑ ↓) (← ↑ ↓) Z_____ . . .
Striker is not a job that relies much at all on his MP. He can manage himself very well without using any MP at all; in fact, you’re usually better off just saving it. Saving your MP up will allow for countering if the situation arises, and his already so easy spawn kills. Spend your MP very wisely.
Standing backwards on the edge of platforms, using certain skills, and holding the back arrow can allow you slide backwards off the platforms while using the skill. It has occasions where it will work well, but I don’t recommend gambling high amounts of MP like that.
Rage Cutter should be used as a utility skill, and not much more — whether you take it as using its delay to perform an action on your opponent, to escape an attack, to trick your opponent, or chaining it with other skills — it’s really all up to you. You’re able to “adjust” the distance that your skill takes you by holding the back arrow for shorter distance or the forward arrow for a longer distance. If you do make contact with your opponent, it leaves them open just long enough for you to deal an attack on them (I suggest a Dash Attack).
There are some advanced techniques that you’re able to pull off with this skill as you get more experienced. For instance, you can avoid the delay completely and use the skill completely on your opponent for as many times as you use the skill. You have to time it right so that the second slash still comes out, but you don’t move with it. It’s a huge damage dealer if you can time it right.
I don’t think that it’s been fixed yet, so here’s one of the only down sides to Rage Cutter: if you chain it, sometimes, your opponent is able to hit you while you’re mid skill. Also, make sure not to use the skill too predictably, because it does leave you open to be attacked.
If your opponent happens to get hit airborne when you use your first skill on them, instead of just grabbing them, try to add in some slashes before the grab. It’s actually pretty easy to do after a couple attempts.
Phantom Blade will be one of your most used skills. It’s great for spawn killing, damaging, or catching your opponents off guard. If you’re going to use this skill in any situation other than a spawn kill, always make sure you have at least one bar of MP to save yourself from being too open to attacks afterwards. The skill will still activate if even your opponent tries to delay grab you out of it 99 percent of the time.
If you want to spawn kill with this skill, the best time to use it is about when they hit the floor. The delay should make contact right when they’re crouching to stand up, and the full skill should hit. But, you can use it at just about any given time before then as well, and you’ll still make some contact.
It’s also great to confirm your team mate’s spawn kills with this skill. Let them know you’re going to get the opponent locked in your skill, then once it starts doing damage, let your team mate use their skill on the opponent as well. Not only does it help them get full contact on their skills they can already spawn with, but it helps them get full contact on skills that can’t spawn as well.
Blade Spirit is a fantastic spawn killer, but you have to make sure you time it right. If you can time it perfectly, all three swings will make contact. Most people usually can only get two swings to hit, which is still effective.
You want to use this skill at about the same time as you would Phantom Blade for it to take full effect. Do not use it before then, because you’ll most likely make no contact, except for on rare occasions.
Keep an eye out for opportunities to abuse your instant casting with this skill. You can deal out some fantastic damage. I recommend having an extra bar of MP to make a quick escape just in case you miss, but it’s ultimately up to you.
Quick Slash rules the PvP Arena if you use it right. It’s incredibly over powered.
If you’re going to use it as an attempt to spawn kill, wait until they start running around, then aim it at them.
If you’re just going to use it in general, try to catch them off guard. I personally prefer to jump attack them, then use it. This will leave them either falling in the air or stunned on the ground.
- If you’re fighting “top-heavy” jobs such as Gunslinger or Battle Mage, stay up above them at all times. They’re very platform reliant classes, and if you’re controlling the platforms, they don’t have near as much they can pull out against you.
- If you spam slash into the wall and an opponent runs into them, the slashes will stack onto your opponent. It does a lot of damage and works on both platforms and the ground, but use this knowledge wisely. It leaves you very open. This technique works best when the opponent is in the air.
- Striker has a very quick taunt; use that to your advantage. As commonly frowned upon taunting is, it’s also very smart. It usually draws your opponent in towards you more clueless than usual, leaving them extremely open.
- Certain characters leave small frames open for damage after their grabs. Striker can take advantage of that and either steal a kill or add damage onto their team mate’s attack. It’s easiest to hold a jump attack at the end of their grab near the opponent, but you can manage to get a slash to make contact instead if you time it properly.
- Never make high risk decisions! Only go for an attack if you know for certain you’re going to get it safely.
- If caught in a “grab war” with an opponent, you can use your 2nd bar to avoid their grab. It will still activate even if they attempt to grab you. It may not hit them with 100 percent of the damage, but it’s a good thing to know about.
- When countering, try to time it so you only counter around 1 bar of MP. You’ll get used to it over time; it definitely comes in handy.
1v1’s are extremely defensive. You’ll be doing a lot of defensive jump attacks, precise slashing, and keeping a good amount of distance between you and your opponent. Save your MP for spawn kills, but use it mid-game if you have to. If you’re fighting a range, stick to them like glue. … Just don’t smell the glue too much that you lose brain cells; we still want you to have a thinking ability.
Keep an eye on both your team mates and your opponents at all times. Look for opportunities to play off of your team mates, and take full advantage of them. If you see your team mate in danger, save them. Remember, it’s better to take a smaller amount of damage to the both of your HP rather than to have your team mate lose a whole life.
You want to stay by your team mates as much as possible, or at least be close enough to keep an eye on them. The only time you will not be close to your team is if there’s a ranged character on the other team. If that’s the case, take out the ranged character as quickly as possible, then retreat back to your team mates.
Survival isn’t called “survival” for nothing. Your main goal here is to survive, because you rule the 1v1 arena. Keep a large amount of distance from everybody at all times. If you see a kill open up that you can steal from someone, run in, steal it, then retreat back out again. Play correctly, and you should end up with an easy set up in the end game 1v1. Follow the basic 1v1 standards, and you’ll have yourself an easy win.
Questions & Answers
- Q: How do I make my slashes invisible?
- A: Making your slashes invisible isn’t necessarily something I’d recommend striving for; it will come gradually with time. If you’re curious of the exact timing, however, it’s the equivalent to moving on to your next slash (or double dash) at about the same time you press Z on your last one.
- Q: How do I make my Striker faster?
- While I wouldn’t exactly make speed your main goal on Striker (a lot of times, focusing too much on speed ends up screwing Strikers up into becoming worse), there are a couple ways to improve on your stepping speed. Practicing platform slash will usually help your fingers move a bit faster. It’s good to spam slash into walls for as long as you can, or practice slashing back and forth as well. Doing both of those exercises will not only help speed, but it’ll also help you improve your slashing coordination a bit. Don’t make speed your main focus, though. Try to learn the job itself first; speed will come eventually.
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