Runs have a sliding 5f recovery animation during which you can not normal block, but can cancel into jumps and attacks.
Potemkin cannot run or dash at all, but can use Hammer Fall -> Break as a pseudo dash instead.I-No's run is unique in that it puts her airborne, allowing her to attack from ground to air very quickly.Instead they dash forward a preset distance, with their dashes having different properties such as passing through the opponent. Slayer, Johnny, Bedman, and Leo do not have a run.Take special note that a forward dash can be canceled at any point into any ground attack or jump. You even gain tension while running forward. In general, the longer the character runs, the faster he or she will become. To perform a run, double tap forward and hold the second input. This can be useful for punishing whiffed moves and getting close to opponents after knocking them down. Running can be used to cover a lot of distance in a short amount of time. Running is an often used movement option within Guilty Gear and is available to a majority of the cast. Walking forward also gives your character a small amount of tension. Walking can be useful to move short distances in the place of a dash or run. Ground Movement Walking Walking is the most basic of all movement options.