Nightmare, could you keep the hating in the past? The change in publisher could be a good thing for this game, but the hate-fest that is the current Gunz community is going to make that hard.
If I may, I'd like to comment on your guide, it might help or give you and others something to think about.
Note: While typing it out it quickly turned into a gigantic wall of text... sorry
but I'll post it in its full length anyway in hopes that someone might find it useful, or Zymphius actually bothers to read it all
If there are any errors in my comments or you have differing opinions, please feel free to comment, that's how people learn and no one person is perfect (especially important for guides! As they're meant to teach the new people).
=== 1 ===
When learning BF the main issue people have is around the dash, such as slashing before dashing, getting confused with the keys or outright failing the dash.
So rather than practicing with Jump > Slash > Block I've found it's easier for most people to practice with Jump > Dash or Jump > Dash > Slash first, making sure to take it slow. By that I mean adding a delay between each action instead of trying to do it as fast as possible, so you get used to the key presses and the order.
To be more specific with DBF, DBF without a dash is usually referred to as "static DBF" and "DBF" for it with a dash. It's not always the case though, most people refer to both as DBF but there is a significant difference between its potential use when done with/without a dash.
To add onto what you said about TBF, when used in combos it can be extremely dangerous, overwhelming and intimidating your opponent. If you're already in their face when you start TBFing the weaknesses of the move no longer apply.
I've seen clanmates and friends of mine use it to great effect in that way. It even intimidates me on occasion, despite my experience.
As Scuba mentioned, angles are just that, angles. It's more an umbrella term for angling related techniques. For example "angling BF" can mean turning slightly before a BF to you can move relatively diagonally, a sideways movement that brings you closer/further, but less so than forward/backwards.
People also angle to they're facing their opponents side or back as they move around/behind them, hitting past their block.
There's also angling with massives/blocking of massives, massives hit in a full 360 around you and the direction of the attack is the direction the attacker is aiming. If they look down, the attack will move down, but will start above the user so it "hits you in the head".
If the attacker turns away from you, it starts behind them and goes infront of them, which hits you in the back.
To simplify it, aim in the SAME direction as your opponent to massive them, the OPPOSITE to block them. Up-up = hit, up-down = block. North - North = hit, North - South = block.
Lastly there's Phasing, which involves slashing towards your opponent then turning a brief moment later (before the actual attack comes out) causing it to register as an indirect hit.
Also you don't need to block when phasing, it's quite common for people demonstrating Phasing to simply ground slash and turn.
==When writing a tutorial I'd recommend only stating things "have to be done" if they're NECESSARY for the technique, noting optional things and personal advice after it. This promotes experimentation and self-learning rather than saying "This is how you use it".
=== 2 ===
I have to applaud you for pointing out tipslashing and for stating that S does have its uses.
Tip slash is not only an excellent way to land that opening hit but also an excellent way to force extremely aggressive people away from you, if they get hit every time they get close it causes serious problems for the other persons offense and quickly limits their options.
Distance plays an important part in fights. Observation, prediction, proper distance and tip slashing have won me countless low ping fights but one hit is just one hit. What you do after that is just as important and if you get into a habit of backing off you're giving up a chance that you could learn to take successfully if you tried.
I'll also point out that k-stylers have some rather nasty opening, when using BF for example, you're extremely vulnerable just after your block finishes.
If someone can get used to your movements they can do something like...
Position themself outside of your BF range, as soon as you go to BF forward you'll miss and be within attack range when your block goes down. If the defender misjudged the distance or uses "footsies" to provoke it, a slight step back may be necessary.
Watch when you side BF, positioning themself at the edge of BF range then aiming slightly ahead of you. If they were to BF they would cut you off the moment your block lowers.
The timing can be difficult to get down but if you can do that, all those "beasty k-stylers" whose BF is so fast you crap yourself will just seem third-rate at best.
=== 4 ===
I'm going to be a little harsher with this one as there is some questionable and incorrect information.
Stalk Step isn't an actual move, at most it's a pseudo-move born from the observation of "stalking", a mindset that focuses on controlled, ground-based combat, following and disabling your opponent with accurate and well placed attacks, rather than overwhelming them with speed and agility. A lot of people refer to Stalk as a move because the play style of people with the mindset is wildly different to a typical k-style, they assumed that the slashing they were doing WAS stalk.
Animation locking doesn't work like that.
The most well known animation lock is the one OTHER people see, from what I understand it occurs when a non-looping animation is repeated before it finishes, which is likely only seen by other people because your image of their character works differently to your own.
The other would be where you get literally stuck in an animation. One example of this is the "sliding dance", you slash then block at the end of it, if done right you'll start to slide and can use emotes such as dancing.
Another example would be getting flipped and free-falling, the fall animation locks when its animation ends and you can proceed to spam slash with no animation. It's most notable with kodachi.
The above also means it doesn't provide a continuous defense, the defense provided is no more thorough than other k-style moves.
Also any fast combo will delay a massive being used if all the attacks land, the number of hits you can land before it goes off is either 3 or 4, I don't quite recall.
Another thing, most Gunz players reverse massive on reflex, you also don't have to 180 to block them. Due to the coverage of the block, looking up will block most reverse massives.
You also said "slash > slash > jump > dbf", did you forget the block? The delay between the second slash and jump would be borderline suicidal. Tip slashing as an opener with long delays also causes bad habits.
I'd recommend using singular attacks, a simple "Slash > Block" or one forward or sideways BF. As soon as it lands, tear your opponent a new one.
Legit QBF is only possible in one way, by messing with your computer and pushing your FPS to a point where the game's at I think it was around 1/5 slow-mo (over and under-clocking).
Even the practitioners of the Divine Gates can just BARELY pull it off in such a state.
As for "stalk step basic moves" offensive power, it's not as powerful as even TBF. When you use slash > block > dbf at anything above an average speed there's a noticeable time at the end where you aren't doing anything, TBF doesn't have that.
=== 5 ===
On massives, to anyone reading pay attention to the first line, he deserves a cookie for it.
=== 6 ===
Being in recoil range doesn't REQUIRE a block rush or an extended block, but it does make it significantly easier. Depending on FPS it's actually possible to recoil while BFing someone quickly.
When blocking upwards to counter footslash you don't need to look all the way up, I usually aim so I can still see at least a bit of the ground. One option is to block rush at the opponent (Dash > Flip > Block together, some people prefer Dash > Block > Flip) and look up the moment you do it. As you're flinging yourself at the opponent seeing them after that point isn't as necessary as it is when trying to fend off a combo.
=== 7 ===
Block rush can be done as either Dash > Flip > Block or Dash > Block > Flip, the reason is that you can't block during a dash so it gets instantly canceled when you flip.
The same works for Butterfly, Jump > Dash > Block > Slash, I find it helpful when trying to do a high speed singular BF (see notes on tip slashing).
Block rush followed by a jump is often referred to as "Block Launch".
=== 8 ===
It's hardly massive EVADING if you block it. The best way I find to stop a massive is to actually intercept it. To get in close with one you have to rush at them completely undefended, if you use a ground massive it's pathetically easy to dodge, if you use an air massive A SINGLE HIT will knock you out of range, so see tip slashing.
On perfect stance, due to block coverage a minor error in angle won't let it hit, the phrasing also comes off as you emphasizing the importance of blocking forward massives. Most k-stylers use reverse massives, the more experienced ones mixing in sky massive to beat their peers sky block and the better ones watching their opponent while doing the previous.
=== 9 ===
This is an example of angling. It's correct though and although I'm not very good at it, I've seen some people use it to great effect.
=== 10 ===
Positioning doesn't require high speed movement, in many cases a step or two is more than enough to get you in that perfect spot.
On prediction, it not only lets you exploit their openings but you'll also feel more comfortable as you adjust to their movements. Most of the time when you're overwhelmed it's simply because they rushed you when you didn't expect it. That's why experienced players are always so calm when someone tries it on them, they see it coming and are ready for it.
Focus, another one that deserves a cookie. A lot of people make the mistake of flailing their sword around thinking the 100 Bfs they're doing across the arena matter. If they aren't hitting then there's something wrong with the way they're using the move.