Just to try and help and compile all of this info for you:
Tension:
Dead Angle Attack - f+P+K. basically an alpha counter. Costs 50% of your entire tension bar
Supers - character specific, costs 50% of your whole tension bar
Fautless Defense - b+P+K. Push blocks, removes chip damage, lets you block grounded attacks in the air
Roman Cancels - Press PKS during a move’s animation. There are two types of Roman Cancels. ‘Red’ cancels or normal Roman Cancels cost 50% of your tension. You can RC any move that connects with the opponent ( they block or get hit ). This does not include projectile type attacks. The second type, ‘Blue’ cancles or Force/False Roman Cancels cost 25% of your tension. You can only FRC certain moves and at certain points in their animations (think just frames). Sol’s gunflame cannot be RC’d because it is a projectile, but you can FRC it by pressing PKS in the 2 frame window his sword touches the ground.
Negative penalty - You get this for being excessively defensive, I guess. when you have NP, you gain tension at an incredibly slow rate. Things that trigger NP (to my knowledge): excessive (air)backdashing, walking back, standing completely still, jumping back. Not hard to avoid NP and still play defensively.
Gaining tension - walking forward, jumping foward, (air)dashing fowards, connecting normals, blocking, or performing specials will give you meter (Robo-ky is a bit different)
Burst:
You can burst when you have a Full burst meter with Dust and any button (ie. P+D, or H+D). Burst meter fills on its OWN. The more you are “beat up” the faster it fills supposedly, I dont know how that works. Bursts have variable invincibilty frames, depending if you burst offensively or defensively. The former grants the most inv. frames.
Defensive - When you burst while blocking, being hit, or when grounded, your burst will be blue or defensive. If your burst whiffs, you will compeltely empty your burst gauge. If it connects you will retain 1/3 of the burst meter.
Offensive - When you burst when not in one of the aforementioned positions, your burst will be gold (offensive). Performing this will always net you 1/3 of your burst meter. When you connect, you get 100% tension.
Attacks:
P, K, S, HS, D are your 5 attack buttons. They chain weak to strong generally with P being the ‘weakest’. standing D is your overhead which launches when you hold up. standing D is generally slow, but some characters have fairly effective and deceptive dusts. ducking D is your generic sweep. jumping D is a unique attack to each character. most of them are incredibly useful.
command attacks:
f+P - has upper body invincibilty of varying amounts. Basic anti air attack and is also good against some projectiles.
f+HS - your character’s strongest (and usually slowest) attack
other characters have f+K or d/f+P etc. thats all on the movelists, though.
Useful info:
Backdashes are inv. at the startup usually for ~10 frames or so.
Throws are instant (1F) and un-techable. Learn the throw game in GG, its an important part since they are so strong. They can be used defensively and offensively.
To block in the air, you MUST Faultless Defend (b+P+K) if you want to block grounded moves. (i.e. you jump and axl does standing P, you have to block with b+P+K) If it is an air to air situation, you can block normally
Tech falling is done by pressing a button when you are falling while holding a direction. There are three types of techs: forward (hold forward+button), neutral (press button), and back (hold back+button). Usually you are going to want to forward or back tech because you can tech faster. However, varying you tech timing is an important thing to learn later.
Bursts while inv. can be airthrown EASILY. dont get predictable with them
thats all for now…