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Gun Master

Gun Master

"Gun Master" is a 1v1 side-scrolling fighting game featuring weapon-based combat.

Emulator Arcade
Views 1
Published 2026-02-01 11:59
Game Collections Gunstar
Language English

Game Details:

The game's visual presentation places a strong emphasis on color saturation and character proportions. While it offers standard punch and kick combos, the core system revolves around the use of weapons—including greatswords, dual blades, staves, and even special ranged projectiles. The game introduces a unique guard gauge and counter system. Players must manage their guard durability while blocking attacks to avoid a guard break. The level design is filled with the wild, distinct feel of 90s arcade games, from neon-lit city ruins to cold, sterile labs, with each stage closely tied to the characters' backstories.


Game Guide:

  • Master Spacing: Since each character wields a weapon of a different length, mastering distance is the first key to victory. Characters with long-range weapons (like staff or greatsword users) should use their mid-range priority to control the fight, while short-range characters must use their faster movement speed to close in with side-steps or jumps for burst damage.
  • Use Cancels: In Gun God, some normal attacks can be canceled into special moves to bypass their recovery frames. Mastering the "Light Attack -> Heavy Attack -> Special Move" combo logic can significantly increase your damage output when you capitalize on an opening.
  • Air-to-Ground Pressure: The game's jump-in attacks have very high priority. When the opponent is getting up (on wakeup) or after they use a move with long recovery, use a jumping heavy attack (Jump Heavy), and immediately follow up with a command grab or a low attack upon landing. This can often hit an unexpected blind spot in their defense.
  • Strategic Use of Supers: Powerful Super Moves deal massive damage, but they often have significant recovery animations. Against the AI or high-level opponents, never throw them out randomly hoping for a lucky hit. It's recommended to use a Super to end a confirmed combo, or as a finisher when the opponent is in a Dizzy state.

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