Reference layer

Move & cancel index

The exact sequences and isolated mechanics that form the shared vocabulary of Gladiator.

Move list

Inputs first.

Use these cards as a quick lookup, then open the related lesson for timing, spacing, and application.

Butterfly

Bfly / BF
Jump Dash Slash Block

Double Butterfly

DBF / DBfly
Jump Slash Block Dash Slash Block

Triple Butterfly

TBF
Jump Slash Block Slash Block Dash Slash Block

The source treats this as a legacy or low-value option.

Ground Slash

GS
Slash Block

Double Ground Slash

Slash Slash Block

Void Slash

VS
Slash (hold) Slash (hold)

Void Block

Block Block Block

Block Rush

Dash Uppercut + Block

Block Launch

Dash (hold optional) Uppercut + Block Jump

Sword Launch

Slash Dash at the slash’s furthest point optional Jump

Light Step

LS
Jump Dash Slash Dash

Double Light Step

DLS
Jump Slash Dash optional Dash Slash Dash

YoYo Butterfly

YoYo Dash at the top of the jump Block

Static movement

Remove the Dash from a movement to create its static variant.

Gear movement

Move the Dash past the Slash to create a Gear variant.
Technical list

What makes the inputs work.

Slash Block Cancel

A slash animation can be overwritten by a block animation.

Dash Slash Cancel

A dash animation can be overwritten by a slash animation.

Uppercut Block Cancel

An uppercut animation can be overwritten by a block.

Dash Uppercut Cancel

A dash can be overwritten by an uppercut.

Slash Massive Charge Cancel

Charging a massive can instantly reset the current animation.

Momentum Slash Cancel

A ground slash while dashing instantly stops the movement.

Invincibility Frames

Specific movement windows can avoid incoming damage.

Animation Lock

Fast inputs can change what an opponent’s client visually displays.