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TUTORIAL: Usa Las Concelaciones CORRECTAMENTE En Guilty Gear Strive (Roman Cancel Guia)
TUTORIAL: Usa Las Concelaciones CORRECTAMENTE En Guilty Gear Strive (Roman Cancel Guia)
Guilty Gear Strive es un juego simple de tomar pero dificil de dominar. Veo que a muchas personas les cuesta trabajo usar cancelaciones o no han escuchado de ellas. Aquí las explico de forma simple para que las usen. 0:00 Intro 0:37 Conceptos 1:17 Cómo se hace 2:18 Roman Cancel Azul 4:30 Roman Cancel Roja 6:39 Roman Cancel Amarilla 8:00 Roman Cancel Morada 9:49 Aplicaciones 11:33 Cierre ----------------------------- Links Sociales: Sigueme en http://twitter.com/ragnadan Super Livestream http://twitch.tv/ragnadan ----------------------------- Guilty Gear Strive es el proyecto mas reciente de Arc System Works y uno al que le estoy prestando mucha atención. En esta serie de videos cubriré todo su contenido, desde pases de temporada, hasta mecanicas y combates online con distintos personajes.
mario050987·youtube.com·
TUTORIAL: Usa Las Concelaciones CORRECTAMENTE En Guilty Gear Strive (Roman Cancel Guia)
Dropping Combos In Strive?
Dropping Combos In Strive?
#Counter #Strive #Giovanna If you're having trouble with dropped combos, but it seems like they should be landing. This may be the video for you.
mario050987·youtube.com·
Dropping Combos In Strive?
VariantBreaker on Twitter
VariantBreaker on Twitter
#GGST #GGSTRIVE Seems to be universalin "max combo damage" that's quick RC Better to use quick RC but if you're forced to use RRC use drift up/back drift which also seem to scale the same https://t.co/aCPkEaJDJk pic.twitter.com/PK8R0217bA— VariantBreaker (@VariantBreaker) July 29, 2021
mario050987·twitter.com·
VariantBreaker on Twitter
Fuzzy Demonstration (Strike/Throw & High/Low) [How-To in description]
Fuzzy Demonstration (Strike/Throw & High/Low) [How-To in description]
Just a short example of defending a basic strike/throw mixup with fuzzy throw ('delayed tech'), as well as a high/low example. 'Fuzzies' are a broad term that more-or-less mean you're trying to defend (and in some cases attack) in multiple ways at roughly the same time (continued below) The reason the first example works is because when the dummy runs j.S → 2K, you can shift to crouch block in rhythm and very briefly shift to 4D (back throw). If your opponent went for the low, you'll shift to crouch block and the game will not execute your throw input as you're in blockstun. If the opponent did indeed leave a delay for your blockstun to expire in order to throw you, your throw input will be executed and you'll tech (ideally you'd switch back to crouch block after your 4D input, but I don't do that in this example). The same line of thinking applies in the second example. After blocking I-No j.S and very briefly shifting to crouch block before going back to stand block, the followup low will be blocked. If she didn't go for the low, you'll stand back up in time to block a followup j.S. Because fuzzies (in this context) take advantage of the opponent's specific rhythm, they are weak to any sort of change in that rhythm. If the opponent is able to detect that you're using a fuzzy to defend against their sequence, they can simply delay their followup to catch you off guard and punish. In the Sol example, the opponent could instead walk back just enough to let your tech input whiff and get a full counterhit combo (a shimmy). In the I-No example, the opponent could delay the 2K to catch you shifting back up to stand block. The other side to this is that if YOU detect the opponent is able to break your fuzzy defense, it means they're leaving some sort of gap that's larger than normal, and you can get away with mashing a larger button than you'd normally be able to, or simply throw them.
mario050987·youtube.com·
Fuzzy Demonstration (Strike/Throw & High/Low) [How-To in description]
CD Mangaka on Twitter
CD Mangaka on Twitter
Stupid training mode thing for #GGST If you're labbing guard break moves, set the dummy's counter actions for after hit, not after block. Guard break counts as a hit apparently.Example below: pic.twitter.com/QDr6ZlYZ8X— CD Mangaka (@CDMangaka) July 29, 2021
mario050987·twitter.com·
CD Mangaka on Twitter
Child Hater DJ🇵🇷 on Twitter
Child Hater DJ🇵🇷 on Twitter
Today i learned: Using a dash macro and neutral jumping at the same time gives you a jump with slight momentum #GGST pic.twitter.com/PWFS1xeqMC— Child Hater DJ🇵🇷 (@AzureCrowDJ) July 29, 2021
mario050987·twitter.com·
Child Hater DJ🇵🇷 on Twitter
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
Lately I've been learning how to play HitBox with games with minimal shortcuts. In this stream highlight I discuss whether or not there's an optimal DP input for the all button controller. What do you guys think? Let me know in the comments! 00:00 - Discussion 07:13 - Match from stream ▶ Watch live on Twitch! https://www.twitch.tv/KaliburVS ▶ Follow me on Twitter! https://twitter.com/KaliburVS ▶ Join the Kalibur Fighters Discord! https://discord.gg/ZH65vpv #FightingGames #FGC
mario050987·youtube.com·
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】基礎データまとめ_Ver.1.007いつもの。ゴールドルイス以外は調整入ってない筈なので、据え置きです。ご了承をば。#GGST #けだこフレーム表 pic.twitter.com/vxYT9g4iA2— TRL | けだこ@野生のフレームおじさん (@kedako_faital) July 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial
Neutral in Guilty Gear -Strive- can be hard to navigate. Characters like Ramlethal, Nagoryuki, and Faust have long range and can make it really hard to get in especially with Chipp. Faultless Defense brake is an advance neutral mechanic that can help you punish players for using these long ranged normals. This is an essential skill to have with Chipp as it allows him to fully utilize his speed to get in. While also giving his opponent something to constantly worry and think about making them easier to approach overall.
mario050987·youtube.com·
Guilty Gear Strive | Faultless Defense Brake Tutorial
BT | KaneKY KISKE on Twitter
BT | KaneKY KISKE on Twitter
dp characters can punish yrc in "safe yrc points" specially good with Ky shock state,use meter for safety #GGST_KY pic.twitter.com/w5mooRezQA— BT | KaneKY KISKE (@Kaneki_RR) July 25, 2021
mario050987·twitter.com·
BT | KaneKY KISKE on Twitter
FUZZY GUARD & FUZZY ATTACK Explained in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips
FUZZY GUARD & FUZZY ATTACK Explained in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips
WHAT IS A FUZZY GUARD AND WHAT ARE INSTANT OVERHEADS? IN ONE MINUTE! LEARN THIS HIGH LEVEL TECHNIQUE IN GUILTY GEAR STRIVE. ➤ Check out my livestreams! http://www.twitch.tv/sonic_sol ➤ Follow me on Twitter! http://twitter.com/sonic_sol ➤ Join the community! https://discordapp.com/invite/cuPcGaA ➤ Coaching! https://metafy.gg/@sonic_sol Definitions: Fuzzy Guard - https://glossary.infil.net/?t=Fuzzy%20Guard Fuzzy Attack - https://glossary.infil.net/?t=Fuzzy%20Attack Instant Overhead - https://glossary.infil.net/?t=Instant%20Overhead TIMESTAMP: 00:00 - Intro / What is Fuzzy Guarding? 00:26 - What is a Fuzzy Attack? (Instant Overhead) 00:39 - Why does Fuzzy Attack blow up Fuzzy Guarding? 00:49 - Conclusion / Multiple Applications TAGS: guilty gear strive,guilty gear,gg strive,What is FUZZY GUARD & FUZZY ATTACK in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips,guilty gear strive tutorial,guilty gear strive guide,fighting games,gg strive guide,gg strive tutorial,guilty gear defense,fuzzy guard,option select,fighting game caster,how to,fuzzy,instant overhead guilty gear,sonicsol,sonicsol ino,sonicsol guilty gear,fgc,guilty gear strive shorts,how to block in guilty gear strive,arcsys #GuiltyGear #GuiltyGearStrive #shorts
mario050987·youtube.com·
FUZZY GUARD & FUZZY ATTACK Explained in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips
matosh.lee on Twitter
matosh.lee on Twitter
R.I.S.C. TableR.I.S.C formula is move * multiplier * 100;Max R.I.S.C is 12800 for everyone. #GGST pic.twitter.com/YW94k9rsO0— matosh.lee (@matosh_lee) July 25, 2021
mario050987·twitter.com·
matosh.lee on Twitter
FG tips - pressure 101, being contestable
FG tips - pressure 101, being contestable

Summary: FG Tips - Pressure 101, Being Contestable

This video delves into the concept of pressure in fighting games, explaining how to apply pressure effectively and make your opponent want to contest your moves. It emphasizes the importance of introducing gaps and creating scenarios where your opponent feels compelled to act, rather than just blocking passively. The key focus is on how to structure pressure so that your opponent has no choice but to engage or risk losing control.

Chunk 1: Introduction to Pressure

Main Idea: Pressure is not just about throwing out attacks—it's about making your opponent engage. If they don’t have a reason to press buttons, you’re not applying pressure effectively.

Key Point: In games like Street Fighter, players often feel pressured when they face characters with strong reversal moves (like DPs). These moves create a natural counter to aggressive play, forcing players to think carefully.

Comprehension Questions:

What is the importance of reversals in applying pressure?

How does the presence of a reversal change a player’s approach to pressure?

Action Step: If you're playing against a character with a reversal move, be mindful of your overextensions. Learn to bait and punish the reversal to gain the advantage.

Chunk 2: The Role of Gaps and Frame Traps

Main Idea: Gaps in your pressure sequences are essential for motivating your opponent to press buttons. The opponent should feel like they have to act or risk being punished.

Key Point: A key aspect of pressure is creating gaps where you can mix up your attacks, throws, or delays. These gaps are where you can trick your opponent into pressing buttons or making a mistake.

Comprehension Questions:

Why are gaps important in pressure?

What happens if your opponent has no incentive to press buttons during a pressure sequence?

Action Step: Practice frame traps and introduce delays in your sequences. Create scenarios where your opponent feels compelled to press a button, making them vulnerable to your follow-ups.

Chunk 3: Understanding Guard Gauge and Pressure Motivation

Main Idea: The guard gauge is an incentive for your opponent to stop blocking indefinitely. They’ll eventually try to break free if they think they can land a counter-hit.

Key Point: Pressure becomes more effective when you incorporate multiple layers of threats: frame traps, throws, and the threat of guard gauge depletion. If your opponent is only blocking, they’ll eventually want to press buttons or jump out.

Comprehension Questions:

What role does the guard gauge play in motivating an opponent to press buttons?

How can you avoid giving your opponent too much time to escape?

Action Step: Learn to mix up your pressure with throws and delays. Force your opponent to make a choice—either continue blocking and risk guard break, or challenge you and potentially get hit.

Chunk 4: Contestable Pressure

Main Idea: To make pressure truly effective, you need to make it contestable. This means giving your opponent a reason to engage. If they never feel pressured to act, your pressure becomes ineffective.

Key Point: Pressure without threat is ineffective. If your opponent can simply block and not be punished, then they have no incentive to act. By introducing delays and mix-ups, you make them second-guess their blocks and give them an opening to be hit.

Comprehension Questions:

What does it mean for pressure to be contestable?

How does contestable pressure force your opponent to engage?

Action Step: Focus on creating moments where your opponent feels they must engage. Add in unpredictable delays, throw options, or conditional attacks that punish their attempts to escape.

Chunk 5: The Art of Delay and Risk

Main Idea: Delaying your pressure adds uncertainty for your opponent, making them more likely to press buttons or attempt an escape, which you can punish.

Key Point: Timing your delays and reading your opponent’s tendencies are crucial. By creating space for your opponent to act, you can capitalize on their mistakes.

Comprehension Questions:

Why are delays an effective tool in pressure?

What does the opponent gain by trying to escape during a delay?

Action Step: Experiment with delay timings in your game. Practice baiting your opponent into making the wrong decision, such as pressing buttons or jumping.

Super-Summary:

Pressure in fighting games is not just about relentless attacks; it’s about motivating your opponent to engage by creating gaps and opportunities for them to act. The key to effective pressure lies in making your sequences contestable—forcing your opponent to make a decision. This could mean pressing buttons, jumping, or throwing. By introducing things like frame traps, delays, throws, and the guard gauge, you can disrupt their passive blocking and open up opportunities for more damage. Always ask yourself: Why would my opponent get hit? Once you understand that, you can structure your pressure to manipulate their actions and gain the upper hand.

Optional Spaced Review Plan:

Day 1: Focus on the basics of pressure, practice recognizing gaps and frame traps. Experiment with creating situations where your opponent is motivated to press buttons.

Day 2: Review contestable pressure and guard gauge. Focus on mixing up throws and delays to keep your opponent guessing.

Day 3: Practice applying these techniques in live matches, and refine your understanding of risk/reward in your pressure sequences. Reflect on moments where your opponent escaped or countered successfully, and adjust accordingly.

This structured approach will help you retain the knowledge and improve your pressure game in fighting games.

mario050987·youtube.com·
FG tips - pressure 101, being contestable
GGST Dash/Run Momentum Guide | Guilty Gear Strive
GGST Dash/Run Momentum Guide | Guilty Gear Strive
I got comments from previous videos that asked why do some combos not work/keep dropping till I realized dash momentum played a factor, so I decided to make a quick low quality guide on explaining dash momentum and how to use them in combos, offense, etc. #GGST #GuiltyGear #Strive #GuiltyGearStrive - Music: Moonlit Melee - Skullgirls OST - Social media: Twitter: https://twitter.com/rebirthofkira?s=21
mario050987·youtube.com·
GGST Dash/Run Momentum Guide | Guilty Gear Strive
BEGINNER'S GUIDE TO GUILTY GEAR STRIVE
BEGINNER'S GUIDE TO GUILTY GEAR STRIVE
This video took a lot of time to make but I'm pretty proud of my work. This was the first time I used an editing software to make a video too! Also, I hope the mic quality was better in this video. Thanks!! Video Timestamps: 0:00 Why should you play Guilty Gear? 1:10 The basics of Guilty Gear Strive 3:29 All of the buttons and what most of them do 6:54 Number pad notation overview 12:44 Blocking and faultless defense overview 17:46 What is the Risc gauge? 19:35 Bursts and Gold Bursts 21:42 Tension and how to get it 24:24 The 4 types of Roman Cancels 39:14 How to input supers 40:30 The Wall and Positive/Negative Bonus 44:15 Outro and Conclusion Here's the full Guilty Gear Strive Opening Intro if you want to watch the whole thing: https://www.youtube.com/watch?v=Yhr9WpjaDzw&t=4s
mario050987·youtube.com·
BEGINNER'S GUIDE TO GUILTY GEAR STRIVE
How to do Half Circle Inputs on Hitbox in Guilty Gear Strive (beginner tutorial)
How to do Half Circle Inputs on Hitbox in Guilty Gear Strive (beginner tutorial)
Hey all! In this video I take a look at how to do half-circle inputs (HCF/HCB, 41236, etc) in Guilty Gear Strive. GGS isn't the most lenient for inputs compared to some other games, and the SOCD cleaning on most all-button controllers can make the motions difficult. Be patient, have fun and you'll get it! My recommended VPNs (Mr. Sujano affiliate discounts - more than 70% off): Easy to use and inexpensive - SurfShark: https://bit.ly/2WI0AGg Fast and great for power users - PIA: https://bit.ly/3pfzzq6 Follow me on: Twitter: https://twitter.com/MrSujano Instagram: https://www.instagram.com/MrSujano/ Discord: https://discord.gg/nPeqU6F Twitch: https://twitch.tv/Mr_Sujano Website: https://mrsujano.com Check out my recommended products on Amazon: https://amzn.to/2UXstsI DISCLAIMER: This video and description contain affiliate links, which means if you click on one of the product links, I’ll receive a small commission at no extra cost to you! This video is for entertainment purposes only. #Hitbox #GuiltyGearStrive #GGStrive #FGC
mario050987·youtube.com·
How to do Half Circle Inputs on Hitbox in Guilty Gear Strive (beginner tutorial)
How To Use Guilty Gear Strives Training Mode to its Fullest
How To Use Guilty Gear Strives Training Mode to its Fullest

✅ SUMMARY (MAIN CONCEPTS + ACTIONABLE LESSSONS)

The video teaches players how to fully utilize Guilty Gear Strive’s Training Mode to test combos, analyze scenarios, practice reactions, lab counterplay, and understand character-specific interactions. The creator explains the importance of configuring dummy behavior precisely—using guard settings, block switching, counter-hit settings, stance changes, recording, randomization, and counterattack settings. By controlling these variables, players can intentionally recreate match situations and develop practical solutions. Training mode is more than a place to learn combos—it's a simulation tool for neutral, pressure, defense, oki, matchup knowledge, and reaction training.

The core message: You can learn almost everything about the game inside training mode if you know how to use all its tools.

⭐ BULLET-POINT SUPER QUICK REVIEW

Use Guard After First Hit to confirm whether combos actually work.

Use All Guard to test what whiffs, what’s fake, and what true strings exist.

Test moves on standing, crouching, and jumping opponents.

Use Counter Hit mode for anti-air and counter-hit routing practice.

Block Switch disabled helps test real vs fake mixups.

Practice vs FD and IB to understand spacing + turn stealing.

Learn to use Reset Position shortcuts (center, corner, side swap).

Use Record/Play to simulate neutral interactions and pressure sequences.

Use Multiple Slots + Random Playback to train real reactions.

Use Counterattack Settings to test punishes, OS, and dealing with defensive habits.

Lab neutral tools by recording problem moves and testing different solutions.

Training mode lets you understand frame data visually and practically.

You can learn matchup knowledge, timing, oki, pressure, and defensive escapes here.

📚 CHUNKED SUMMARY WITH QUESTIONS, ANSWERS, & ACTION STEPS Chunk 1 — Basic Guard Settings & Testing Combos

Summary: Guard settings help determine whether a combo is real, fake, or spacing dependent. “Guard After First Hit” reveals if true combos connect; “All Guard” shows what whiffs or drops. Switching dummy stance (standing/crouching/jumping) exposes character- and situation-specific variations.

Key Insights:

Test timing consistency.

Learn which routes only work on crouch or jump state.

Deepen understanding of combo stability.

Comprehension Questions

Why is Guard After First Hit useful?

What does All Guard reveal about your offense?

Answers

It shows whether a combo is airtight or can be blocked.

It shows which moves or strings whiff at certain ranges.

Action Steps

Pick 1 main combo and test it vs all stances.

Identify where it drops and create a backup route.

Chunk 2 — Counter Hit, Anti-Air, and Block Switching

Summary: Counter-hit mode enables practicing actual counter-hit conversions (critical in Strive). Block Switching Disabled lets players check if setups are real mixups or fake sequences that rely on reaction gaps.

Key Insights:

Counter-hit routes differ from normal hit routes.

Anti-airs must be practiced with counter-hit enabled.

Block switching tests whether mixups are reactable or punishable.

Comprehension Questions

Why test anti-air combos with Counter Hit active?

What does Block Switching Disabled teach you?

Answers

Anti-airs usually trigger counter hits, altering routes.

It shows whether opponents with bad blocking habits get opened up.

Action Steps

Set dummy to crouch → counter hit → test 3 anti-air routes.

Practice recognizing real vs fake mixup setups.

Chunk 3 — FD, IB, and Pushback Interactions

Summary: FD increases pushback; IB reduces it. Understanding these spacing changes helps determine whether your frame traps, grabs, or strings still connect.

Key Insights:

FD pushes you far enough that some strings whiff.

IB can create new throw or challenge opportunities.

Training mode randomization trains reactions to defensive variation.

Comprehension Questions

How does FD change spacing and punish opportunities?

Why randomize block types?

Answers

FD increases pushback, making normals whiff or fail to frame trap.

To train muscle memory and reactions to realistic defense.

Action Steps

Practice your autopilot blockstring vs FD until you learn safe adjustments.

Train these variations with random block types.

Chunk 4 — Reset Position & Movement Tools

Summary: Reset Position allows teleporting to mid-screen, corner, or switching sides instantly. These shortcuts make repetition extremely efficient.

Key Insights:

Reset → Up = swap sides.

Reset → Left/Right = corner placement.

Reset → Down = return to center.

Comprehension Questions

Why use side swap when practicing combos?

Why reset to corner consistently when training corner routes?

Answers

To ensure consistency on both P1 and P2 sides.

To reduce time spent repositioning the dummy.

Action Steps

Practice your hardest combo both left-to-right and right-to-left.

Practice corner carry → reset → repeat.

Chunk 5 — Record/Play & Simulating Scenarios

Summary: Recording dummy actions is the most powerful tool. You can simulate neutral moves, strings, pressure, jump-ins, teleports, or any option you struggle with. Random slot playback trains real reactions.

Key Insights:

You can recreate real match problems exactly.

Random switching forces real decision-making.

Great for learning punishes and counterplay.

Comprehension Questions

Why use multiple recording slots?

Why set playback to random?

Answers

To test several different options from the same situation.

It forces genuine reaction instead of memorized sequence.

Action Steps

Record 2–3 neutral moves from a character you struggle with.

Set to random → practice punishes for 10 minutes.

Chunk 6 — Counterattack Settings (After Block / After Hit / After Recovery)

Summary: Counterattack settings let you test how well your offense handles common defensive responses like mash, backdash, throw, or jump. You can record custom defensive actions to test your meaties and frame traps.

Key Insights:

“After Block” shows which frame traps are real.

“After Recovery” simulates wake-up habits.

Custom recordings allow precise oki testing.

Comprehension Questions

What does After Block teach you about pressure?

Why record custom wake-up options?

Answers

Which strings are fake and which actually beat mash.

To practice timing meaties, safe-jumps, and baits.

Action Steps

Set dummy → After Recovery → Throw → learn to meaty properly.

Set dummy → After Block → Mash 5P → tune your frame traps.

Chunk 7 — Labbing Neutral & Solving Specific Problems

Summary: Training mode is ideal for neutral analysis. You can record problem moves (e.g., f.S, Beyblade, disjoints) and test your answers—reaction punishes, preemptive buttons, jump-ins, backdash OS, etc.

Key Insights:

You can determine what is actually punishable vs what feels overwhelming.

Many “unbeatable” moves have spacing weaknesses.

Training mode enables systematic elimination of confusion.

Comprehension Questions

Why record problem neutral moves?

How does training mode remove misconceptions?

Answers

To test consistent, repeatable counterplay options.

It shows real frame interactions instead of relying on feel.

Action Steps

Record 1 move per matchup you struggle with.

Test at 3 distances: point-blank, mid-range, max range.

Document which punish actually works.

Chunk 8 — The Philosophy of Training Mode

Summary: Training mode is not just for combos—it’s a tool for mastering the entire game: neutral, offense, defense, oki, reactions, matchup knowledge. With enough recording, scenario testing, and repetition, players can self-learn almost everything without needing a coach.

Key Insights:

Every situation can be recreated.

Autonomy in learning = faster improvement.

True mastery comes from understanding the game, not memorizing.

Comprehension Questions

Why is training mode considered “the best friend” of all skill levels?

What is the real value of training mode beyond combos?

Answers

Because it solves problems, teaches matchups, and builds reactions.

It lets you understand the game’s real mechanics and interactions.

Action Steps

Create a 10-minute warm-up routine.

Create a 10-minute problem-solving lab routine.

Create a 10-minute reaction training block.

🧠 SUPER-SUMMARY (UNDER 1 PAGE)

This video explains how to unlock the full power of Guilty Gear Strive’s training mode. It teaches players to use guard options, stance settings, and counter-hit modes to confirm combos and understand move interactions. The video highlights how block switching, FD, and IB settings reveal real vs fake pressure. Reset Position shortcuts improve practice efficiency, while Record/Play enables recreating any match scenario—including punishes, mixups, oki, neutral pokes, teleports, and defensive habits.

Multiple recording slots and random playback allow players to develop real reactions rather than rote memorization. Counterattack settings help identify true frame traps, meaty timings, and reliable ways to punish wake-up or mash behavior. Labbing neutral is emphasized: record any move that gives you trouble and systematically test punishes at different spacings.

The overarching message: Training mode is a complete learning environment that lets you understand every mechanic of the game. With disciplined use—problem solving, reaction training, oki practice, matchup exploration—you can dramatically improve your mastery and climb to high ranks.

📅 OPTIONAL 3-DAY SPACED REVIEW PLAN Day 1 – Fundamentals Refresh

Review Guard settings, stance testing, and counter-hit usage.

Practice one combo vs all conditions.

Day 2 – Reaction & Scenario Training

Revisit Record/Play, randomization, counterattack settings.

Train 3 defensive reactions.

Day 3 – Matchup & Neutral Problem Solving

Pick 1 matchup → record troublesome moves → test options.

Write down 3 reliable punishes and 3 spacing notes.

mario050987·youtube.com·
How To Use Guilty Gear Strives Training Mode to its Fullest
Koogy on Twitter
Koogy on Twitter
Quick air throw tutorial for #GGSTApplies to older titles as well 😎 pic.twitter.com/nf1PxBE3XF— Koogy (@koogyplz) July 23, 2021
mario050987·twitter.com·
Koogy on Twitter
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
In this video I talk about the wallbreak mechanic and why (sometimes) you shouldn't break the wall! I give a few examples and break down my thought process behind it all. Follow me on Twitter! https://twitter.com/SQuirrel147 Follow me on Twitch! I stream consistently over on https://www.twitch.tv/squirrel147 Link to Spooky's channel which I used footage from https://www.youtube.com/user/teamspooky
mario050987·youtube.com·
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Guilty Gear Strive | Tension 101
Guilty Gear Strive | Tension 101
Making the decision between using a roman cancel to extend your combo or doing a overdrive can be tough.Tension in Gear Guilty Gear -Strive- is more important than ever as there are seemingly endless ways to use it but limited opportunities to perform them. Will explain what tension is, how it can be used, and when to use it on what based tailored towards your play style. 00:00 - 01:44 Intro 01:45 - 02:48 How Does Tension Work? 02:49 - 05:30 Defense 05:31 - 09:28 Offense 09:29 - 11:01 Neutral
mario050987·youtube.com·
Guilty Gear Strive | Tension 101
Guilty Gear Strive | Basic Tick Throw Tutorial
Guilty Gear Strive | Basic Tick Throw Tutorial
This video teaches beginners how to do basic tick throws. It's a simple but great way to ramp up your offense. This technique can be used by any character in the game and keeps your opponents on their toes creating more opportunities for yo to get in.
mario050987·youtube.com·
Guilty Gear Strive | Basic Tick Throw Tutorial
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive 00:00 Intro 01:07 What Is Blue Roman Canceling 01:43 Blue RC Anti-Airs 02:43 Back Dash Blue RC Drift 04:08 Offensive Blue RCs via Frame Trapping 06:38 Blue RC vs Wake Up Reversals 08:03 Blue RC For Mobility 09:39 Conclusion Don't forget to take a moment follow the channels below to keep up with updates! #ShinKensou #GGST #GuiltyGearStrive ➽ Twitch: www.twitch.tv/shinkensou ➽ Twitter: https://twitter.com/ShinKensou ➽ Instagram: https://www.instagram.com/justkensou/ ➽ Patreon: https://www.patreon.com/shinkensou ➽ https://www.tiktok.com/justkensou ArtesianBuilds is ready to upgrade your PC to build for you live on http://twitch.tv/artesianbuilds and have it shipped to you in just 3-4 weeks! Get up to $100 off by visiting https://artesianbuilds.com/gaming/?aff=Shinkensou & entering discount code SHINKENSOU at checkout! Hand-built, custom systems begin at just $1,580 or $97/month! DM ArtesianBuilds to talk specs @ https://twitter.com/artesianbuilds,
mario050987·youtube.com·
How To Use Blue Roman Cancels In Guilty Gear Strive
How to FIND IMPROVEMENT | Guilty Gear Strive Tips
How to FIND IMPROVEMENT | Guilty Gear Strive Tips

✅ FULL SUMMARY

The video explains how players can systematically find improvement in Guilty Gear Strive (or any fighting game). The creator frames improvement as analogous to learning a musical instrument or drawing: before you can perform advanced sequences, you must build fundamental comfort with controls, movement, and execution.

Improvement progresses through peaks and plateaus. Early on, players naturally get better just by playing. Later, progress stalls, and it becomes unclear what to work on. The solution is to observe repeated situations in your matches—your pressure getting blocked, opponents jumping out, constantly getting hit by certain tools, failing to convert oki—and then deliberately develop answers to those recurring problems.

The player’s job is to identify one recurring problem at a time and add one new option, tool, or defensive/offensive adjustment that solves it. Replays are essential for spotting patterns. Once a player understands the situation they struggle with, they should go into training mode and build a practical solution—like testing anti-fuzzy jump punishes, better meaty timings, or situational awareness.

Improvement is not about grinding endlessly but about adding small, specific upgrades to your game plan over time. Even advanced players follow this method by refining matchup knowledge, optimizing key buttons, and discovering micro-adjustments. Plateaus are normal—use them as signals to find your next development target.

📌 BULLET-POINT QUICK REVIEW

Improvement mirrors learning an instrument: fundamentals first, flashy stuff later.

Early-game priority = comfort with movement, inputs, and buttons.

Progress happens in peaks and plateaus; plateaus signal what you must develop next.

Identify common repeated situations where you fail or get stuck.

Create specific solutions in training mode for those situations.

Watch replays and ask:

“What keeps happening?”

“Why do they escape/block/hit me here?”

“What option would solve this?”

Add one new tool at a time to your game plan.

Research matchups when stuck vs. a specific character or pattern.

Improvement can be fast or slow; consistency matters more than intensity.

Sometimes the answer is simply do nothing or stop autopiloting a string.

Above all—enjoy the game while improving.

🧩 CHUNKED SUMMARIES (with comprehension Q&A + action steps) Chunk 1 — The Early Stage: Fundamentals Before Everything

Summary: Beginners often expect to perform advanced combos immediately, but fighting games—like drawing or playing piano—require building basic “hand-brain” connections first. Early improvement means practicing movement, button comfort, and fundamental execution. You must gradually sync your hands with what your brain wants the character to do.

Comprehension Questions:

Why does the creator compare fighting games to learning a musical instrument?

What is the real priority during the earliest stage of learning?

Why do beginners feel frustrated watching pros versus playing themselves?

Answers:

Because both require foundational physical coordination built before advanced performance.

Getting comfortable with buttons, inputs, and movement—not flashy combos.

Because pros make complex skills look easy, while beginners haven't built the fundamentals.

Action Steps:

Spend 10–20 minutes daily practicing simple motions and confirms.

Run slow, consistent reps: walk forward/back, backdash, jump timing, basic combos.

Record yourself doing supers or specials on both P1 and P2 sides; fix inconsistency.

Chunk 2 — Peaks & Plateaus: Understanding Your Growth Curve

Summary: Players rise quickly at first, then plateau—winning some games, losing others, not progressing floors. Plateaus aren't failure; they indicate that your execution and game knowledge have matched your current rank. Now improvement requires intentional focus, not passive play.

Comprehension Questions:

What causes early rapid improvement?

What signals that you’ve hit a plateau?

Why does Guilty Gear's rank structure make plateau detection trickier?

Answers:

Everything is new, so you level up by simply playing.

You hover at the same floor/win rate despite playing many matches.

GG’s floor system hides progression more subtly compared to visible league points.

Action Steps:

Track your last 20 matches: count repeated losses and repeated win patterns.

Identify whether your plateau feels mechanical (inputs), strategic (decisions), or matchup-based.

Write a single sentence describing what stops your progress most often.

Chunk 3 — Finding What to Improve: Spotting Repeated Situations

Summary: The key method is identifying common situations that keep occurring—your pressure gets blocked, your oki leads nowhere, opponents escape the same way, certain normals always hit you, etc. You must look at your gameplay honestly to find these patterns. Improvement is situational, not generic.

Comprehension Questions:

What should you look for when reviewing your games?

Why is “one-size-fits-all” advice useless?

How do repeated situations reveal what you lack?

Answers:

Repeated behaviors—both yours and your opponent’s.

Because every player struggles with different specific habits or situations.

They expose where your current toolkit is insufficient.

Action Steps:

Watch one replay and write down 3 repeated occurrences (e.g., missed anti-air, blocked string).

Choose the most common one and commit to fixing only that.

Ask yourself: What option would force the opponent to stop doing that?

Chunk 4 — Building Solutions in Training Mode

Summary: Replay analysis reveals the problem; training mode builds the solution. If opponents fuzzy jump your pressure, simulate it and practice punishes. If wake-up DP beats your offense, learn safe-jump or block-punish sequences. Improvement comes from deliberate repetition of specific counters.

Comprehension Questions:

Why is training mode essential after spotting a problem?

What’s an example the creator used to fix a pressure weakness?

How should you practice new options?

Answers:

Because you must isolate and drill the counter repeatedly to build consistency.

He practiced punishing fuzzy jump by forcing the AI to jump after blocking.

Repetitively, while maintaining focus or even watching videos so it becomes automatic.

Action Steps:

Set the dummy to perform the exact escape option you struggle with.

Practice your punish 20–50 times in a row without dropping.

Add it into your next matches intentionally.

Chunk 5 — Using High-Level Play to Fill Knowledge Gaps

Summary: Once you know what situation you need to solve, watching high-level players becomes meaningful. You look for how pros handle the same scenarios you struggle with. Without a specific question in mind, watching pros is passive entertainment; with the question, it becomes actionable learning.

Comprehension Questions:

When does watching higher-level play become useful?

What should you look for in top-player matches?

Why is it ineffective to watch them without intention?

Answers:

After you've identified the exact situation you want to improve.

What they do in the same situation you're struggling with.

Because you won’t notice the details or integrate them into your gameplay.

Action Steps:

Search replays of your character vs. the matchup you're stuck on.

Watch for 1–2 repeated options top players use.

Implement only one of those options in your own play immediately.

Chunk 6 — Matchup Learning & Micro Adjustments

Summary: Sometimes improvement stalls due to matchup-specific ignorance: e.g., not understanding Soul gunflame pressure or Axel zoning escape patterns. Micro adjustments—spacing, saving resources, using different buttons—can transform a losing matchup. Small insights compound into major results.

Comprehension Questions:

Why do plateaus often relate to matchups?

What insight did the creator learn vs. Faust?

How do micro-adjustments influence win rate?

Answers:

Because unfamiliar tools repeatedly confuse you, causing predictable loses.

Faust wins by staying full-screen when Nago’s blood is high; solution was conserving blood and using safer movement.

They compound to increase consistency and reduce avoidable losses.

Action Steps:

Pick one matchup you consistently lose.

Research 1–3 key tools that give you trouble.

Build a mini cheat-sheet: “When they do X, I do Y.”

Chunk 7 — Variation, Creativity, and Breaking Autopilot

Summary: A big part of leveling up is learning not to be predictable. The creator explains how stopping autopilot strings (e.g., with Millia) opened new pressure opportunities. Simple choices—like ending a combo instead of cancelling into a special—can disrupt opponents' scouting and create fresh mixups.

Comprehension Questions:

Why is variation important in offense?

What did the creator change in their Millia pressure?

How does unpredictability create stronger offense?

Answers:

Predictable strings get scouted and punished.

He sometimes ended the string early instead of autopiloting into special moves.

Opponents don’t know which option to prepare for, leading to more mistakes.

Action Steps:

Identify one autopilot habit you rely on (string, jump timing, special).

Play 10 games where you deliberately vary or remove that habit.

Observe how opponents react differently.

🧠 SUPER-SUMMARY (1 Page, Integrative)

Improvement in Guilty Gear is not about grinding endlessly but about understanding how learning works. Like an instrument or drawing, fighting games require foundational physical comfort before advanced creativity. Beginners should focus on movement, inputs, and consistent execution.

Progress naturally rises and then plateaus. Plateaus are not failures—they are indicators that your unconscious learning has reached its limit. At this stage, deliberate improvement begins. You must watch your matches and identify repeated situations that cause problems: your pressure gets blocked, your oki fizzles, oppon

mario050987·youtube.com·
How to FIND IMPROVEMENT | Guilty Gear Strive Tips
Wall break and corner risks in Guilty Gear Strive
Wall break and corner risks in Guilty Gear Strive
This video won't teach you exactly how wall break works. It has been one month since the game's out and we don't really know the answer for that. However, for people who are starting into fighting games here are some hints on how that work and why you should avoid it.
mario050987·youtube.com·
Wall break and corner risks in Guilty Gear Strive