Learn entry and exit as a pair

The detailed PC tables name holding G as Post Up and releasing G as Exit Post. Read that sustained state before adding direction or a finishing key. A list saying only “press G” is incomplete.[1][2]

  1. Check that you are reading the PC post reference, not defense or a controller chart.
  2. Hold G for the reported post state.
  3. Read the additional direction/finishing input with that state in mind.
  4. Release G for the listed exit, then compare a normal action separately.

A dropstep combines a hold and two taps

The documented pattern is hold G + a movement direction + E → E. W/A/S/D supplies direction. Both E presses belong to the post action; an arrow is a later press, whereas + joins held inputs.[1][2]

Keep heldG+direction· thenE→E

Original input diagram, not a screenshot or animation simulation.

The keyboard board keeps held keys visible as the next E press appears. It does not establish cadence, a badge requirement or whether a character can trigger a particular animation.

Keep a hook separate from a normal shot

The tables list a directional post hook as G + A or D + hold E. Spin hooks and post fades have further directional or modifier context. We do not collapse those into a universal “G + E” shortcut.[2]

If G seems to do the wrong thing

Compare hold versus tap, current possession/state and the direction being applied. These are questions for using the reference, not a certified fix for a client bug. If the Alpha prompts bind the action differently, follow them and the creator’s chart.

Current animation thresholds and build requirements have not been verified here. Use shooting and finishing for E/Space differences and dribbles and spins for stationary combinations. Keeping contexts separate avoids treating one overloaded letter as if it always meant the same action.