System & General Resources

System & General Resources

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SWGA Maho on Twitter
SWGA Maho on Twitter
Here's a video, first is no mash, then a bit so grey beat, then enough to mash out, last part shows that you can't jump for some time after it even if you hold up, and yes you can get command thrown during that time.#GGST pic.twitter.com/nvvsFDAXOc— SWGA Maho (@SWGA_Maho) February 17, 2021
mario050987·twitter.com·
SWGA Maho on Twitter
SWGA Maho on Twitter
SWGA Maho on Twitter
Here's a video, first is no mash, then a bit so grey beat, then enough to mash out, last part shows that you can't jump for some time after it even if you hold up, and yes you can get command thrown during that time.#GGST pic.twitter.com/nvvsFDAXOc— SWGA Maho (@SWGA_Maho) February 17, 2021
mario050987·twitter.com·
SWGA Maho on Twitter
SWGA Maho on Twitter
SWGA Maho on Twitter
Here's a video, first is no mash, then a bit so grey beat, then enough to mash out, last part shows that you can't jump for some time after it even if you hold up, and yes you can get command thrown during that time.#GGST pic.twitter.com/nvvsFDAXOc— SWGA Maho (@SWGA_Maho) February 17, 2021
mario050987·twitter.com·
SWGA Maho on Twitter
SWGA Maho on Twitter
SWGA Maho on Twitter
A thread about a few things I noticed playing the #GGST beta, don't forget I'm a lowly monkey Leo player so I could be wrong.First IB window is 3f and throw is 2f startup, which makes IB throw pretty hard but really strong as there's a lot of things that are -2 or worse.— SWGA Maho (@SWGA_Maho) February 17, 2021
mario050987·twitter.com·
SWGA Maho on Twitter
SWGA Maho on Twitter
SWGA Maho on Twitter
A thread about a few things I noticed playing the #GGST beta, don't forget I'm a lowly monkey Leo player so I could be wrong.First IB window is 3f and throw is 2f startup, which makes IB throw pretty hard but really strong as there's a lot of things that are -2 or worse.— SWGA Maho (@SWGA_Maho) February 17, 2021
mario050987·twitter.com·
SWGA Maho on Twitter
SWGA Maho on Twitter
SWGA Maho on Twitter
A thread about a few things I noticed playing the #GGST beta, don't forget I'm a lowly monkey Leo player so I could be wrong.First IB window is 3f and throw is 2f startup, which makes IB throw pretty hard but really strong as there's a lot of things that are -2 or worse.— SWGA Maho (@SWGA_Maho) February 17, 2021
mario050987·twitter.com·
SWGA Maho on Twitter
Alioune on Twitter
Alioune on Twitter
#GGST Not sure if its known but you can RC drift in all 4 directions in strive, not just back or forward.— Alioune (@Alioune85) February 17, 2021
mario050987·twitter.com·
Alioune on Twitter
Alioune on Twitter
Alioune on Twitter
#GGST Not sure if its known but you can RC drift in all 4 directions in strive, not just back or forward.— Alioune (@Alioune85) February 17, 2021
mario050987·twitter.com·
Alioune on Twitter
Alioune on Twitter
Alioune on Twitter
#GGST Not sure if its known but you can RC drift in all 4 directions in strive, not just back or forward.— Alioune (@Alioune85) February 17, 2021
mario050987·twitter.com·
Alioune on Twitter
Rav on Twitter
Rav on Twitter
Yeap it’s looks like it’s universal mechanics. Concept #ggstrive #ggst_le #ggst_system pic.twitter.com/GKIpq6cwDD— Rav (@PerfectDays0) February 17, 2021
mario050987·twitter.com·
Rav on Twitter
Rav on Twitter
Rav on Twitter
Yeap it’s looks like it’s universal mechanics. Concept #ggstrive #ggst_le #ggst_system pic.twitter.com/GKIpq6cwDD— Rav (@PerfectDays0) February 17, 2021
mario050987·twitter.com·
Rav on Twitter
Rav on Twitter
Rav on Twitter
Yeap it’s looks like it’s universal mechanics. Concept #ggstrive #ggst_le #ggst_system pic.twitter.com/GKIpq6cwDD— Rav (@PerfectDays0) February 17, 2021
mario050987·twitter.com·
Rav on Twitter
Tanovan Philippe on Twitter
Tanovan Philippe on Twitter
Guilty gear st Characters defense ranking^^ on exciting fracture (faust super) Giovanna is quite strong lol as usual Chipp is the weakest and Millia is just after him#ggstrive https://t.co/MOHXPAvfnR— Tanovan Philippe (@Tanovan) February 16, 2021
mario050987·twitter.com·
Tanovan Philippe on Twitter
Beginner tips for the Guilty Gear Strive Beta
Beginner tips for the Guilty Gear Strive Beta

Beginner Tips for the Guilty Gear Strive Beta — Summary

  1. Core Summary (High-Level Overview)

This video provides foundational advice for new and transitioning players entering the Guilty Gear Strive beta, especially those coming from Dragon Ball FighterZ. The creator focuses on character selection, combo structure, and basic defense principles, emphasizing that Strive is more approachable than past Arc System Works titles while still rewarding smart decisions.

Key themes:

Pick characters based on appeal and simplicity, not tier lists.

Combos are more forgiving and universal due to new system mechanics.

Defense is less about constant action and more about space control and patience.

Understanding Faultless Defense and movement options is critical early on.

  1. Condensed Bullet-Point Version (Quick Review)

Pick characters you like, not just what’s “strong”

Characters fall into:

Beginner-friendly

Specialist

Newcomers (unknown meta)

Strive combos are easier due to:

No air tech

High damage

Simple hit confirms

Defense tips:

Blocking is okay

Use Faultless Defense to create space

After space is gained: poke, jump, or super jump

Super jump is a powerful, underused escape option

  1. Chunked Breakdown (Self-Contained Learning Units) Chunk 1: Character Selection Philosophy

Summary: Players should choose characters based on enjoyment and comfort rather than strength or meta predictions. Strive’s beta environment makes tier concerns irrelevant, and fun increases learning speed.

Character Groupings:

Beginner-Friendly: Sol, Ky, Leo, Potemkin, May

Specialists: Millia, Zato, Chipp, Ramlethal, Axl, Faust

Newcomers: Nagoriyuki, Giovanna (meta still unknown)

Comprehension Questions

Why shouldn’t beginners worry about tiers in the beta?

What makes a “specialist” character harder to learn?

Answers

Balance is unfinished and enjoyment improves learning.

They rely on unique mechanics or non-standard playstyles.

Action Steps

Pick one character you like visually or conceptually

Commit to learning them for several sessions without switching

Chunk 2: Combo Structure & Hit Confirms

Summary: Strive simplifies combo execution by removing air teching. Opponents fall naturally after being hit, making confirms easier and combos more intuitive.

Key Differences from DBFZ:

No air flip-out

Easier links

More universal confirms

High damage rewards simple conversions

Comprehension Questions

How does the lack of air tech change combos?

Why does this help beginners?

Answers

Opponents fall naturally, allowing easier follow-ups.

It reduces execution barriers and guesswork.

Action Steps

Practice basic normal → normal confirms

Focus on consistency, not max damage

Chunk 3: Defensive Fundamentals

Summary: Defense in Strive rewards patience. Blocking is acceptable, and Faultless Defense (FD) helps regain space when under pressure.

Three Key Defensive Ideas:

Blocking is okay

Use Faultless Defense to push opponents away

Once space is created, act decisively

Comprehension Questions

What is Faultless Defense used for?

Why is blocking emphasized?

Answers

To push the opponent out and reset spacing.

It prevents panic and unnecessary damage.

Action Steps

Practice FD inputs in training mode

Learn to recognize when pressure ends

Chunk 4: Escaping Pressure with Movement

Summary: After creating space, movement choices matter. Super jumping is especially strong because many characters struggle to cover that space safely.

Common Escape Options:

Far slash / long-range poke

Jump

Super jump (recommended)

Comprehension Questions

Why is super jump strong in Guilty Gear?

What does it force the opponent to do?

Answers

It reaches areas many characters can’t easily contest.

Forces commitment or hesitation.

Action Steps

Practice super jumps from block situations

Observe opponent reactions and adapt

  1. Super-Summary (One-Page Synthesis)

Guilty Gear Strive is designed to be more accessible without losing depth. Beginners should choose characters they enjoy, not chase tiers—especially in a beta. Characters fall into beginner-friendly, specialist, and newcomer categories, each offering different learning curves. Combos are easier thanks to the removal of air teching, making hit confirms more forgiving and damage more consistent. Defense revolves around patience: blocking is valid, Faultless Defense helps create space, and once space is gained, players should act decisively. Super jumping is a powerful escape tool that forces opponents into difficult choices. Mastering these fundamentals sets a strong foundation for long-term improvement.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read character categories

Pick your main

Watch 1–2 matches of that character

Day 2 – Application

Practice basic confirms

Drill Faultless Defense

Test super jump escapes in matches

Day 3 – Reflection

Review what situations gave you trouble

Identify 1 defensive habit to improve

Rewatch key sections of the summary

mario050987·youtube.com·
Beginner tips for the Guilty Gear Strive Beta
Beginner tips for the Guilty Gear Strive Beta
Beginner tips for the Guilty Gear Strive Beta

Beginner Tips for the Guilty Gear Strive Beta — Summary

  1. Core Summary (High-Level Overview)

This video provides foundational advice for new and transitioning players entering the Guilty Gear Strive beta, especially those coming from Dragon Ball FighterZ. The creator focuses on character selection, combo structure, and basic defense principles, emphasizing that Strive is more approachable than past Arc System Works titles while still rewarding smart decisions.

Key themes:

Pick characters based on appeal and simplicity, not tier lists.

Combos are more forgiving and universal due to new system mechanics.

Defense is less about constant action and more about space control and patience.

Understanding Faultless Defense and movement options is critical early on.

  1. Condensed Bullet-Point Version (Quick Review)

Pick characters you like, not just what’s “strong”

Characters fall into:

Beginner-friendly

Specialist

Newcomers (unknown meta)

Strive combos are easier due to:

No air tech

High damage

Simple hit confirms

Defense tips:

Blocking is okay

Use Faultless Defense to create space

After space is gained: poke, jump, or super jump

Super jump is a powerful, underused escape option

  1. Chunked Breakdown (Self-Contained Learning Units) Chunk 1: Character Selection Philosophy

Summary: Players should choose characters based on enjoyment and comfort rather than strength or meta predictions. Strive’s beta environment makes tier concerns irrelevant, and fun increases learning speed.

Character Groupings:

Beginner-Friendly: Sol, Ky, Leo, Potemkin, May

Specialists: Millia, Zato, Chipp, Ramlethal, Axl, Faust

Newcomers: Nagoriyuki, Giovanna (meta still unknown)

Comprehension Questions

Why shouldn’t beginners worry about tiers in the beta?

What makes a “specialist” character harder to learn?

Answers

Balance is unfinished and enjoyment improves learning.

They rely on unique mechanics or non-standard playstyles.

Action Steps

Pick one character you like visually or conceptually

Commit to learning them for several sessions without switching

Chunk 2: Combo Structure & Hit Confirms

Summary: Strive simplifies combo execution by removing air teching. Opponents fall naturally after being hit, making confirms easier and combos more intuitive.

Key Differences from DBFZ:

No air flip-out

Easier links

More universal confirms

High damage rewards simple conversions

Comprehension Questions

How does the lack of air tech change combos?

Why does this help beginners?

Answers

Opponents fall naturally, allowing easier follow-ups.

It reduces execution barriers and guesswork.

Action Steps

Practice basic normal → normal confirms

Focus on consistency, not max damage

Chunk 3: Defensive Fundamentals

Summary: Defense in Strive rewards patience. Blocking is acceptable, and Faultless Defense (FD) helps regain space when under pressure.

Three Key Defensive Ideas:

Blocking is okay

Use Faultless Defense to push opponents away

Once space is created, act decisively

Comprehension Questions

What is Faultless Defense used for?

Why is blocking emphasized?

Answers

To push the opponent out and reset spacing.

It prevents panic and unnecessary damage.

Action Steps

Practice FD inputs in training mode

Learn to recognize when pressure ends

Chunk 4: Escaping Pressure with Movement

Summary: After creating space, movement choices matter. Super jumping is especially strong because many characters struggle to cover that space safely.

Common Escape Options:

Far slash / long-range poke

Jump

Super jump (recommended)

Comprehension Questions

Why is super jump strong in Guilty Gear?

What does it force the opponent to do?

Answers

It reaches areas many characters can’t easily contest.

Forces commitment or hesitation.

Action Steps

Practice super jumps from block situations

Observe opponent reactions and adapt

  1. Super-Summary (One-Page Synthesis)

Guilty Gear Strive is designed to be more accessible without losing depth. Beginners should choose characters they enjoy, not chase tiers—especially in a beta. Characters fall into beginner-friendly, specialist, and newcomer categories, each offering different learning curves. Combos are easier thanks to the removal of air teching, making hit confirms more forgiving and damage more consistent. Defense revolves around patience: blocking is valid, Faultless Defense helps create space, and once space is gained, players should act decisively. Super jumping is a powerful escape tool that forces opponents into difficult choices. Mastering these fundamentals sets a strong foundation for long-term improvement.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read character categories

Pick your main

Watch 1–2 matches of that character

Day 2 – Application

Practice basic confirms

Drill Faultless Defense

Test super jump escapes in matches

Day 3 – Reflection

Review what situations gave you trouble

Identify 1 defensive habit to improve

Rewatch key sections of the summary

mario050987·youtube.com·
Beginner tips for the Guilty Gear Strive Beta
Beginner tips for the Guilty Gear Strive Beta
Beginner tips for the Guilty Gear Strive Beta

Beginner Tips for the Guilty Gear Strive Beta — Summary

  1. Core Summary (High-Level Overview)

This video provides foundational advice for new and transitioning players entering the Guilty Gear Strive beta, especially those coming from Dragon Ball FighterZ. The creator focuses on character selection, combo structure, and basic defense principles, emphasizing that Strive is more approachable than past Arc System Works titles while still rewarding smart decisions.

Key themes:

Pick characters based on appeal and simplicity, not tier lists.

Combos are more forgiving and universal due to new system mechanics.

Defense is less about constant action and more about space control and patience.

Understanding Faultless Defense and movement options is critical early on.

  1. Condensed Bullet-Point Version (Quick Review)

Pick characters you like, not just what’s “strong”

Characters fall into:

Beginner-friendly

Specialist

Newcomers (unknown meta)

Strive combos are easier due to:

No air tech

High damage

Simple hit confirms

Defense tips:

Blocking is okay

Use Faultless Defense to create space

After space is gained: poke, jump, or super jump

Super jump is a powerful, underused escape option

  1. Chunked Breakdown (Self-Contained Learning Units) Chunk 1: Character Selection Philosophy

Summary: Players should choose characters based on enjoyment and comfort rather than strength or meta predictions. Strive’s beta environment makes tier concerns irrelevant, and fun increases learning speed.

Character Groupings:

Beginner-Friendly: Sol, Ky, Leo, Potemkin, May

Specialists: Millia, Zato, Chipp, Ramlethal, Axl, Faust

Newcomers: Nagoriyuki, Giovanna (meta still unknown)

Comprehension Questions

Why shouldn’t beginners worry about tiers in the beta?

What makes a “specialist” character harder to learn?

Answers

Balance is unfinished and enjoyment improves learning.

They rely on unique mechanics or non-standard playstyles.

Action Steps

Pick one character you like visually or conceptually

Commit to learning them for several sessions without switching

Chunk 2: Combo Structure & Hit Confirms

Summary: Strive simplifies combo execution by removing air teching. Opponents fall naturally after being hit, making confirms easier and combos more intuitive.

Key Differences from DBFZ:

No air flip-out

Easier links

More universal confirms

High damage rewards simple conversions

Comprehension Questions

How does the lack of air tech change combos?

Why does this help beginners?

Answers

Opponents fall naturally, allowing easier follow-ups.

It reduces execution barriers and guesswork.

Action Steps

Practice basic normal → normal confirms

Focus on consistency, not max damage

Chunk 3: Defensive Fundamentals

Summary: Defense in Strive rewards patience. Blocking is acceptable, and Faultless Defense (FD) helps regain space when under pressure.

Three Key Defensive Ideas:

Blocking is okay

Use Faultless Defense to push opponents away

Once space is created, act decisively

Comprehension Questions

What is Faultless Defense used for?

Why is blocking emphasized?

Answers

To push the opponent out and reset spacing.

It prevents panic and unnecessary damage.

Action Steps

Practice FD inputs in training mode

Learn to recognize when pressure ends

Chunk 4: Escaping Pressure with Movement

Summary: After creating space, movement choices matter. Super jumping is especially strong because many characters struggle to cover that space safely.

Common Escape Options:

Far slash / long-range poke

Jump

Super jump (recommended)

Comprehension Questions

Why is super jump strong in Guilty Gear?

What does it force the opponent to do?

Answers

It reaches areas many characters can’t easily contest.

Forces commitment or hesitation.

Action Steps

Practice super jumps from block situations

Observe opponent reactions and adapt

  1. Super-Summary (One-Page Synthesis)

Guilty Gear Strive is designed to be more accessible without losing depth. Beginners should choose characters they enjoy, not chase tiers—especially in a beta. Characters fall into beginner-friendly, specialist, and newcomer categories, each offering different learning curves. Combos are easier thanks to the removal of air teching, making hit confirms more forgiving and damage more consistent. Defense revolves around patience: blocking is valid, Faultless Defense helps create space, and once space is gained, players should act decisively. Super jumping is a powerful escape tool that forces opponents into difficult choices. Mastering these fundamentals sets a strong foundation for long-term improvement.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read character categories

Pick your main

Watch 1–2 matches of that character

Day 2 – Application

Practice basic confirms

Drill Faultless Defense

Test super jump escapes in matches

Day 3 – Reflection

Review what situations gave you trouble

Identify 1 defensive habit to improve

Rewatch key sections of the summary

mario050987·youtube.com·
Beginner tips for the Guilty Gear Strive Beta
James Chen on Twitter
James Chen on Twitter
Guilty Gear StrIVe knowledge dump:I will be posting these up as I think of them, but good things to know.The cancel window of Normals is ANY RECOVERY FRAME AFTER the move connects. This prevents Hit Stun / Block Stun OS'es, as there is now no window late enough to not cancel.— James Chen (@jchensor) February 17, 2021
mario050987·twitter.com·
James Chen on Twitter
James Chen on Twitter
James Chen on Twitter
Guilty Gear StrIVe knowledge dump:I will be posting these up as I think of them, but good things to know.The cancel window of Normals is ANY RECOVERY FRAME AFTER the move connects. This prevents Hit Stun / Block Stun OS'es, as there is now no window late enough to not cancel.— James Chen (@jchensor) February 17, 2021
mario050987·twitter.com·
James Chen on Twitter
James Chen on Twitter
James Chen on Twitter
Guilty Gear StrIVe knowledge dump:I will be posting these up as I think of them, but good things to know.The cancel window of Normals is ANY RECOVERY FRAME AFTER the move connects. This prevents Hit Stun / Block Stun OS'es, as there is now no window late enough to not cancel.— James Chen (@jchensor) February 17, 2021
mario050987·twitter.com·
James Chen on Twitter
Krackatoa on Twitter
Krackatoa on Twitter
PRC offers some tangible slowdown for linking from lights into more rewarding buttons.Incessant twitch chat perstering wins again. Thanks a bunch to @Rooflemonger for the info.https://t.co/NvVkbBTBog— Krackatoa (@Koryuken) February 17, 2021
mario050987·twitter.com·
Krackatoa on Twitter
Krackatoa on Twitter
Krackatoa on Twitter
PRC offers some tangible slowdown for linking from lights into more rewarding buttons.Incessant twitch chat perstering wins again. Thanks a bunch to @Rooflemonger for the info.https://t.co/NvVkbBTBog— Krackatoa (@Koryuken) February 17, 2021
mario050987·twitter.com·
Krackatoa on Twitter
Krackatoa on Twitter
Krackatoa on Twitter
PRC offers some tangible slowdown for linking from lights into more rewarding buttons.Incessant twitch chat perstering wins again. Thanks a bunch to @Rooflemonger for the info.https://t.co/NvVkbBTBog— Krackatoa (@Koryuken) February 17, 2021
mario050987·twitter.com·
Krackatoa on Twitter