Part II · Lesson 10

Turtle Strategies

Use short, purposeful blocks on the ground or in the air without turning defense into a static habit.

Source-derivedSource material · not Steam-verified Source coverage: 1 document

Scuba Guides source note. This lesson is based on the older Scuba Guides and the supplied source archive. It is an independent community clarity rewrite, not an official GunZ publication; mechanics are not verified for the current Steam/remaster client.

Lesson content

Turtle is a high risk high reward strategy that you can use to make your defense into an offense. Be careful with your turtle though, as you lose mobility in exchange for attempting to recoil your opponent. Holding block for any longer than 1 or 2 seconds is NOT effective turtling. Any decent gladiator will see this and just attack your back since it’s now an open target and they know you can’t attack them with a block up.

Ground Turtle

Honestly, this is one of the worst things you can do against an experienced gladiator. If you intentionally walk for an extended period of time, you basically invite any decent gladiator free access to your back. If you ground turtle, don’t attempt to do it for any longer than 1 second.

Air Turtle

An Air turtle is what happens when you simply hold your block for an extended time during any move. Below are a couple common examples.

Block Launch - If you do a block launch but hold the block, you perform a long range and speedy air turtle that covers quite a bit of distance.

Turtlefly - If you hold the block key after Butterfly or Double Butterfly, including Static Variants, you perform what’s called a Turtlefly. This allows you to both attack and defend at the same time, since you’re including a slash.

Quick Turtle

A Quick turtle can be an extension of an air turtle, or simply landing and holding block for no longer than 1 second - and that’s a long quick turtle. Ideally, you’ll only want to hold the block for no longer than half a second. It’s a pinpoint turtle meant to catch your opponent off guard and give them a recoil.

You can also utilize the Zero Movement principle with quick turtle, where you’ll simply stand still with your block up for a very brief moment.