System & General Resources

System & General Resources

3123 bookmarks
Newest
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY #GGST_SO Turns out there's delay teching in strive! If you want to OS Sol you can block 1st hit normally, release block, then tap back, then slightly after tap Dust. If they strike, you block or get IB, if throw, you tech, if cmdg you grab their dash up! pic.twitter.com/FA2N3eZHa9— Juste Meta Gaming TV (@JusteMetaTv) July 5, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
One Combo For Every Character -GG STRIVE
One Combo For Every Character -GG STRIVE
Only some of them are optimal/practical, but they all look kinda neat) ---------------------------------------------- Anji - 0:07 Nago - 0:18 I-No - 0:35 Leo - 0:42 Chipp - 0:52 Faust - 1:13 Milia - 1:27 Axl - 1:40 May - 1:54 Sol - 2:07 Zato - 2:20 Gio - 2:37 Ram - 2:47 Pot - 3:02 Ky - 3:19 ----------------------------------------------
mario050987·youtube.com·
One Combo For Every Character -GG STRIVE
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Defensive OS: FDIB meaties and back dash throws. Hold FD during KD for easier execution. #GGST pic.twitter.com/dpxqrUt0mb— Shinjin is シンジン (@shinjinbaiken) July 4, 2021
mario050987·twitter.com·
Shinjin is シンジン on Twitter
HOW TO USE 6P ANTI AIR | Guilty Gear Strive Tutorial
HOW TO USE 6P ANTI AIR | Guilty Gear Strive Tutorial

Chunked Summary Chunk 1: Introduction to 6P Anti-Air

Veterans often recommend pressing 6P (stand Heavy Punch) when opponents are airborne.

Advice can feel oversimplified, but the video demonstrates why, when, and how it works.

The focus is understanding hitboxes, hurtboxes, and timing in interactions between characters.

Comprehension Questions:

What is the common advice veterans give for airborne opponents? Answer: Press 6P to anti-air them.

Why can this advice seem insufficient? Answer: It doesn’t explain the timing, hitbox interactions, or reasoning behind it.

Action Steps:

Watch interactions carefully in training mode, focusing on hitboxes and hurtboxes.

Note how 6P interacts with different jumps to develop intuition.

Chunk 2: Kai vs. Mei Example

Kai’s 6P can reach Mei’s jump heavy despite the short apparent range.

Reasons:

Kai’s hurtbox disappears temporarily during 6P startup.

Mei’s hurtbox extends far below her attack animation.

Successful hits depend on timing and positioning.

Trades occur if 6P is pressed slightly late, causing hitboxes to overlap.

Comprehension Questions:

Why does Kai’s 6P reach Mei’s jump heavy? Answer: Kai’s upper body hurtbox disappears, and Mei’s hurtbox extends downward.

What causes a trade instead of a clean hit? Answer: Pressing 6P later, so hitboxes overlap.

Action Steps:

Practice frame-by-frame analysis of attacks to see how timing affects outcomes.

Experiment with pressing 6P earlier and later to observe clean hits versus trades.

Chunk 3: Targeting Hurtboxes

The key is hitting the extended hurtbox, not the visible collision box.

Even attacks that look like they’re out of reach can be countered if the hurtbox extends during their animation.

Example: Kai 6P can counter Mei jump heavy from further than expected.

Comprehension Questions:

What part of an attack should 6P aim to hit? Answer: The opponent’s extended hurtbox.

Can visually distant attacks still be countered by 6P? Answer: Yes, if the hurtbox extends into range.

Action Steps:

Use training mode to mark hurtboxes visually.

Practice spacing 6P so it intersects with the extended hurtbox, not just the attack’s hitbox.

Chunk 4: Other Characters and Exceptions

Most air normals have extended hurtboxes, but some are exceptions (e.g., Ramlethal jump S).

Timing is critical: too early or too late results in misses or trades.

Some attacks create tight windows where 6P must be precisely timed.

Comprehension Questions:

Do all air normals have extended hurtboxes? Answer: Most do, but some exceptions exist.

What happens if you press 6P too early or too late? Answer: Too early → miss; too late → trade or miss depending on distance.

Action Steps:

Identify exception moves in your matchups.

Practice timing 6P at different ranges to learn safe windows.

Chunk 5: Post-6P Recovery & Options

After landing or whiffing 6P, you often have time to block or punish follow-ups.

Can also counter double jumps or air dashes with practice.

Setting training mode to random air options helps improve reaction timing.

Risk is low without meter, as far-range attacks from the opponent are generally not threatening.

Comprehension Questions:

What can you do after 6P recovers? Answer: Block, punish, or press 6P again on their next airborne option.

How does meter affect the risk of 6P? Answer: With meter, opponents can convert into bigger punish; without meter, risk is low.

Action Steps:

Practice 6P followed by defensive or offensive options.

Use training mode recording to simulate double jumps, air dashes, and neutral jumps.

Chunk 6: Summary Insights

6P is reliable, safe, and versatile against airborne attacks.

Main considerations:

Timing relative to opponent’s attack

Positioning to target hurtbox

Awareness of exceptions

Post-6P recovery options

Risk is low if opponent has no meter; can be a strong anti-air tool.

Comprehension Questions:

Why is 6P considered reliable? Answer: It can target extended hurtboxes, trades are predictable, and risk is low without meter.

What must a player be aware of when using 6P? Answer: Timing, positioning, exceptions, and recovery options.

Action Steps:

Develop muscle memory for 6P timing across characters.

Use hurtbox analysis to improve anti-air decisions.

Super-Summary (Condensed)

6P in Guilty Gear Strive is a highly effective anti-air tool when used to target extended hurtboxes of airborne attacks. Its effectiveness relies on timing, positioning, and knowledge of hitbox interactions. Trades usually occur when 6P is pressed slightly late. Most air normals have extended hurtboxes, but exceptions exist, requiring careful attention. After 6P, players often have time to block, punish, or counter additional airborne options, with low risk when opponents lack meter. Practicing 6P in training mode with variable enemy options builds timing, spacing, and recovery awareness, making it a versatile and safe anti-air strategy.

Key Actionable Steps:

Analyze hitboxes/hurtboxes in training mode.

Time 6P to intersect extended hurtboxes, not just collision boxes.

Practice frame-precise 6P for exceptions.

Develop post-6P reactions: block, punish, or re-press.

Use random air options in training to simulate real scenarios.

Optional 3-Day Spaced Review Plan

Day 1: Watch examples of 6P vs various air normals; focus on timing and hurtboxes.

Day 2: Practice in training mode with different jump attacks and air dashes; note successes and misses.

Day 3: Test application in matches; review recordings to refine timing, spacing, and recovery awareness.

mario050987·youtube.com·
HOW TO USE 6P ANTI AIR | Guilty Gear Strive Tutorial
Guilty Gear: STRIVE: Jumping RC Dash Cancel Tutorial
Guilty Gear: STRIVE: Jumping RC Dash Cancel Tutorial
Lucy Goosy here! So I've been seeing this stuff on some clips on twitter and I figured not only should I learn how it works, but also make a video for it for those who want to learn how as well! Sorry for the scatterbrained commentary as this is my first edited video and I didn't really have a script going forward; I just kinda gunned it. Still hope it helps people! ^^ HONK Twitter: https://twitter.com/Goosy_Is_Lucy Twitch: https://www.twitch.tv/lucy_is_goosy
mario050987·youtube.com·
Guilty Gear: STRIVE: Jumping RC Dash Cancel Tutorial
TNuke on Twitter
TNuke on Twitter
Ky 236S/K option select. Hitting 5S/2S or 5H on normal hit or blocking leads to safe 236S. On couter hit leads to 236K 66RC into 5D Extension combo pic.twitter.com/O3euRwsaM2— TNuke (@TNuke222) June 16, 2021
mario050987·twitter.com·
TNuke on Twitter
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
Just showing you can os 6h punish for backdash, and close safejump beating 6p. Generally, sj fdc is the way to go. pic.twitter.com/yiod47rxtJ— Panda | SKD @ TFW NO #BBCFROLLBACK (@SuperKawaiiDesu) June 14, 2021
mario050987·twitter.com·
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
えぬけー2nd on Twitter
えぬけー2nd on Twitter
GGST攻略このゲームの起き上がり投げ無敵時間の影響で、ザトーのような最速技が6フレームのキャラは投げを重ねられると2Pが吸われて投げに負ける。5フレーム組も1fでも遅れたら負ける。下段と2択になる #PS4share pic.twitter.com/hGdyviX3N0— えぬけー2nd (@nk2_mokkasu) June 12, 2021
otakupcgaminghd·twitter.com·
えぬけー2nd on Twitter
Jacob Kim on Twitter
Jacob Kim on Twitter
not sure if this is a bug, but you can prc moves that normally can't be prc'd on whiff if they're in hitstun or blockstun already pic.twitter.com/YlViZqCq68— Jacob Kim (@Ninjaelephant31) June 23, 2021
mario050987·twitter.com·
Jacob Kim on Twitter
Jacob Kim on Twitter
Jacob Kim on Twitter
not sure if this is a bug, but you can prc moves that normally can't be prc'd on whiff if they're in hitstun or blockstun already pic.twitter.com/YlViZqCq68— Jacob Kim (@Ninjaelephant31) June 23, 2021
mario050987·twitter.com·
Jacob Kim on Twitter
Jacob Kim on Twitter
Jacob Kim on Twitter
not sure if this is a bug, but you can prc moves that normally can't be prc'd on whiff if they're in hitstun or blockstun already pic.twitter.com/YlViZqCq68— Jacob Kim (@Ninjaelephant31) June 23, 2021
mario050987·twitter.com·
Jacob Kim on Twitter
Rotating Your Options at Round Start is Important | Guilty Gear Strive
Rotating Your Options at Round Start is Important | Guilty Gear Strive

Summary:

In this video, the creator discusses the importance of rotating your round start options in Guilty Gear Strive, and the decision-making process involved in adapting to your opponent's behavior at the start of a round. The video emphasizes understanding the Rock-Paper-Scissors (RPS) dynamic of round start interactions and how to counter your opponent's choices by changing your own approach.

Key Concepts:

Importance of Rotating Round Start Options:

Players who use the same option repeatedly at the start of rounds can be easily countered. Rotating between different options keeps your approach unpredictable.

Example of Round Start Interactions:

Far Slash vs. 6P: The player opens with far slash, but their opponent counters it with 6P, a powerful anti-air move, demonstrating how round start choices interact.

After being hit, the player adjusts their strategy by choosing different options in subsequent rounds, testing out counters like 2S and 2D to beat the 6P.

Adjusting to Opponent's RPS Choices:

Players can react to what their opponents do at round start and adapt. The opponent's use of 6P is countered by 2S, and later, the player avoids the predictable 6P by using dash up 2D.

The opponent, in turn, changes their approach by jumping and air dashing, keeping the round start RPS cycle dynamic.

Training Mode Tips:

The video suggests using Training Mode's Position Reset to test and practice different round start options. By selecting different opponent responses (like 6P or crouching attacks), players can experiment and learn which options are most effective against specific scenarios.

Specific Advice for Certain Characters:

The player mentions May's 2S as a particularly strong round start option, joking about how some players don’t use her great buttons effectively.

Safe Options:

Walking back is recommended as a safe option for round start, since it doesn't commit you to an unsafe position but still allows you to respond to the opponent’s actions.

Bullet Points for Quick Review:

Rotate your round start options to avoid being predictable.

Use RPS interactions (e.g., 6P vs. far slash) to understand the best counters.

Adjust your strategy based on the opponent's previous choices (e.g., use 2D to counter 6P).

Use Training Mode's Position Reset feature to practice different round start interactions.

May’s 2S is a powerful tool and should be utilized more often by May players.

Walking back is a safe round start option that doesn’t expose you to major risks.

Chunks Breakdown: Chunk 1: Rotating Round Start Options

Key Point: Repeating the same round start option leads to predictability and easy counters.

Comprehension Question: Why is it important to rotate your round start options? Answer: Rotating options prevents your opponent from easily countering you by making your actions less predictable.

Action Step: In your next gameplay session, consciously rotate through different round start options (e.g., far slash, 6P, jump, walk back) to keep your opponent guessing.

Chunk 2: Round Start Interactions and Adjusting to Opponents

Key Point: Observing and adjusting to your opponent’s round start option is essential.

Comprehension Question: What happens when a player keeps using the same round start option, like 6P? Answer: The opponent can adapt and find counters, like 2S or 2D, to beat it.

Action Step: Pay attention to what your opponent chooses at round start and adapt your options accordingly, changing up your strategy if they consistently counter you.

Chunk 3: Training Mode for Testing Round Start Options

Key Point: Training Mode’s Position Reset feature is a great tool for testing various round start interactions.

Comprehension Question: How can you use Training Mode to improve your round start decisions? Answer: By resetting the position and setting up your opponent to use specific moves (like 6P or crouching attacks), you can practice countering different round start options.

Action Step: Use the Position Reset feature in Training Mode to practice different round start situations and experiment with what options beat your opponent’s typical choices.

Chunk 4: Specific Character Advice and Safe Options

Key Point: May’s 2S is a strong option for round start, and walking back is a safe, low-risk choice.

Comprehension Question: What is the benefit of walking back at round start? Answer: Walking back is safe because it doesn’t commit you to a risky move and allows you to react to your opponent’s choices.

Action Step: If you're unsure what to do at round start, try walking back and analyzing the opponent’s response before committing to an aggressive move.

Super-Summary:

This video highlights the importance of rotating your round start options to avoid predictability in Guilty Gear Strive. By adapting to your opponent’s choices (e.g., countering a 6P with 2S or 2D), you can break the cycle of easy counters and create a more dynamic start to the round. Using Training Mode's Position Reset allows players to practice different round start situations and refine their strategies. The video also provides specific advice on using May’s 2S and the benefit of walking back as a safe, non-committal round start option.

Optional Spaced Review Plan:

Day 1: Review key concepts about rotating options and observing your opponent’s choices.

Day 2: Practice rotating round start options in actual gameplay and use Training Mode’s Position Reset to test various counters.

Day 3: Focus on safe options (like walking back) and character-specific strategies (e.g., May’s 2S). Revisit the video for additional insights.

otakupcgaminghd·youtube.com·
Rotating Your Options at Round Start is Important | Guilty Gear Strive
B-Ran (AKA McPuffle) on Twitter
B-Ran (AKA McPuffle) on Twitter
#GGST_KY Full RISC gives moves a zoom in counter hit but 5D's property changes when this happens becoming a fast overhead launcher. pic.twitter.com/JmMYTUJ62O— B-Ran (AKA McPuffle) (@ShowYouCanSYC) June 27, 2021
mario050987·twitter.com·
B-Ran (AKA McPuffle) on Twitter
B-Ran (AKA McPuffle) on Twitter
B-Ran (AKA McPuffle) on Twitter
#GGST_KY Full RISC gives moves a zoom in counter hit but 5D's property changes when this happens becoming a fast overhead launcher. pic.twitter.com/JmMYTUJ62O— B-Ran (AKA McPuffle) (@ShowYouCanSYC) June 27, 2021
mario050987·twitter.com·
B-Ran (AKA McPuffle) on Twitter
B-Ran (AKA McPuffle) on Twitter
B-Ran (AKA McPuffle) on Twitter
#GGST_KY Full RISC gives moves a zoom in counter hit but 5D's property changes when this happens becoming a fast overhead launcher. pic.twitter.com/JmMYTUJ62O— B-Ran (AKA McPuffle) (@ShowYouCanSYC) June 27, 2021
mario050987·twitter.com·
B-Ran (AKA McPuffle) on Twitter
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Defensive OS: FDIB meaties and throw break normal throws. Hold FD during KD for easier execution. #GGST pic.twitter.com/Bvsg6PmoT4— Shinjin is シンジン (@shinjinbaiken) July 4, 2021
mario050987·twitter.com·
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Defensive OS: FDIB meaties and throw break normal throws. Hold FD during KD for easier execution. #GGST pic.twitter.com/Bvsg6PmoT4— Shinjin is シンジン (@shinjinbaiken) July 4, 2021
mario050987·twitter.com·
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Defensive OS: FDIB meaties and throw break normal throws. Hold FD during KD for easier execution. #GGST pic.twitter.com/Bvsg6PmoT4— Shinjin is シンジン (@shinjinbaiken) July 4, 2021
mario050987·twitter.com·
Shinjin is シンジン on Twitter
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
so even if you gold break the stagger on H dolphin...command grab is guaranteed. S dolphin is the same its just distance dependent since the stagger stun is less. These situations arent rare in the past games but in the context of this one, a bizarre oversight...maybe a bug?— Majin 「O」boomer @ #FightingTuesday 99 (@2dJazz) June 14, 2021
mario050987·twitter.com·
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
so even if you gold break the stagger on H dolphin...command grab is guaranteed. S dolphin is the same its just distance dependent since the stagger stun is less. These situations arent rare in the past games but in the context of this one, a bizarre oversight...maybe a bug?— Majin 「O」boomer @ #FightingTuesday 99 (@2dJazz) June 14, 2021
mario050987·twitter.com·
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
so even if you gold break the stagger on H dolphin...command grab is guaranteed. S dolphin is the same its just distance dependent since the stagger stun is less. These situations arent rare in the past games but in the context of this one, a bizarre oversight...maybe a bug?— Majin 「O」boomer @ #FightingTuesday 99 (@2dJazz) June 14, 2021
mario050987·twitter.com·
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
le pulsr on Twitter
le pulsr on Twitter
I think I have my true darkness route for May. OTG 2P Vertical Dolphin into OHK + OS /Close Slash. OHK + OS covers opponents throw / jump / backdash / DP options. While close slash handles the mash.Close slash won't cover 3f wakeup tho.#GGST_MA pic.twitter.com/5cKmXvfsxW— le pulsr (@atomicoffspring) June 13, 2021
mario050987·twitter.com·
le pulsr on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
空中行動回数を使いきった後に黄色RCを食らっても空中行動回数が復活するがなんの役に立つかはまだわからない #GGST #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/Sr9r2Rx7Kw— wikiの人 (@kuroro_w) July 3, 2021
mario050987·twitter.com·
wikiの人 on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
空中行動回数を使いきった後に黄色RCを食らっても空中行動回数が復活するがなんの役に立つかはまだわからない #GGST #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/Sr9r2Rx7Kw— wikiの人 (@kuroro_w) July 3, 2021
mario050987·twitter.com·
wikiの人 on Twitter