System & General Resources

System & General Resources

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the hidden property that all command throws have
the hidden property that all command throws have
Streamed on https://www.twitch.tv/jmcrofts (live every weekday 5-8PM EST) Main channel: https://www.youtube.com/user/jmcrofts Follow me on Twitter: https://twitter.com/crofts #Jmcrofts #GuiltyGear #GGStrive
mario050987·youtube.com·
the hidden property that all command throws have
Help! Beginners Guide Guilty Gear Strive
Help! Beginners Guide Guilty Gear Strive
Hey Guys I am Kagura, and I wanted to make a video to share helpful advice for Guilty Gear Strive. I am by no means an expert I am new to the Guilty Gear Series. I have made it to the celestial floor in Guilty Gear Strive. I have played SFIV and SFV for a while. #GuiltyGear #GiltyGearStrive Links Down Below Liinks to other youtubers channels Sajam----------------------------------------------------------- https://www.youtube.com/channel/UCVsmYrE8-v3VS7XWg3cXp9g KizzieKay------------------------------------------------------ https://www.youtube.com/user/Boogaloo310 Lordknight --------------------------------------------------- https://www.youtube.com/user/DukeKnight Jmcrofts------------------------------------------------------- https://www.youtube.com/user/jmcrofts Brendan Mushi---------------------------------------------- https://www.youtube.com/channel/UCLi1hzUp1tIwErHBgDUtRpA SFV SEMINAR LINKS----------------------- https://game.capcom.com/cfn/sfv/column/112424 https://game.capcom.com/cfn/sfv/column/130281 https://game.capcom.com/cfn/sfv/column/131382 https://game.capcom.com/cfn/sfv/column/131384 https://game.capcom.com/cfn/sfv/column/131405 https://game.capcom.com/cfn/sfv/column/131406 https://game.capcom.com/cfn/sfv/column/131422 https://game.capcom.com/cfn/sfv/column/131427 https://game.capcom.com/cfn/sfv/column/131432 https://game.capcom.com/cfn/sfv/column/131448 https://game.capcom.com/cfn/sfv/column/131545 https://game.capcom.com/cfn/sfv/column/131611 https://game.capcom.com/cfn/sfv/column/131617 https://game.capcom.com/cfn/sfv/column/132455
mario050987·youtube.com·
Help! Beginners Guide Guilty Gear Strive
wish on Twitter
wish on Twitter
a lot of people have probably figured this out already but if not, in #GGST after using an air action you automatically turn around to face your opponent in the airyou don't have to end your air dash on the other side or double jump on the other side, simply using it works pic.twitter.com/IbCKnpPwos— wish (@_wishcraft) June 18, 2021
mario050987·twitter.com·
wish on Twitter
wish on Twitter
wish on Twitter
a lot of people have probably figured this out already but if not, in #GGST after using an air action you automatically turn around to face your opponent in the airyou don't have to end your air dash on the other side or double jump on the other side, simply using it works pic.twitter.com/IbCKnpPwos— wish (@_wishcraft) June 18, 2021
mario050987·twitter.com·
wish on Twitter
Team Spooky on Twitter
Team Spooky on Twitter
Here is another #GuiltyGearStrive tips vid'Counter Hit Confirm'With Anji 6H, on normal hit I can go for my standard Fuujin combo. On counter hit, I have time to buffer fully charged H fuujin for a beefier combo. Even multihit moves work.Master this to increase your damage! pic.twitter.com/mhLXY8OrSF— Team Spooky (@teamspooky) June 18, 2021
mario050987·twitter.com·
Team Spooky on Twitter
Team Spooky on Twitter
Team Spooky on Twitter
Here is another #GuiltyGearStrive tips vid'Counter Hit Confirm'With Anji 6H, on normal hit I can go for my standard Fuujin combo. On counter hit, I have time to buffer fully charged H fuujin for a beefier combo. Even multihit moves work.Master this to increase your damage! pic.twitter.com/mhLXY8OrSF— Team Spooky (@teamspooky) June 18, 2021
mario050987·twitter.com·
Team Spooky on Twitter
Team Spooky on Twitter
Team Spooky on Twitter
Here is another #GuiltyGearStrive tips vid'Counter Hit Confirm'With Anji 6H, on normal hit I can go for my standard Fuujin combo. On counter hit, I have time to buffer fully charged H fuujin for a beefier combo. Even multihit moves work.Master this to increase your damage! pic.twitter.com/mhLXY8OrSF— Team Spooky (@teamspooky) June 18, 2021
mario050987·twitter.com·
Team Spooky on Twitter
Team Spooky on Twitter
Team Spooky on Twitter
Here is another #GuiltyGearStrive tips vid'Counter Hit Confirm'With Anji 6H, on normal hit I can go for my standard Fuujin combo. On counter hit, I have time to buffer fully charged H fuujin for a beefier combo. Even multihit moves work.Master this to increase your damage! pic.twitter.com/mhLXY8OrSF— Team Spooky (@teamspooky) June 18, 2021
mario050987·twitter.com·
Team Spooky on Twitter
wish on Twitter
wish on Twitter
a lot of people have probably figured this out already but if not, in #GGST after using an air action you automatically turn around to face your opponent in the airyou don't have to end your air dash on the other side or double jump on the other side, simply using it works pic.twitter.com/IbCKnpPwos— wish (@_wishcraft) June 18, 2021
mario050987·twitter.com·
wish on Twitter
faultydefense on Twitter
faultydefense on Twitter
The hit from Red Roman Cancel adds both damage proration and gravity to a combo. Avoiding the hit by making it whiff or using Purple Roman Cancel will often lead to more damage. This is especially apparent with more resources or corner. pic.twitter.com/TBZ5jN4AWg— faultydefense (@faultydefense) June 18, 2021
mario050987·twitter.com·
faultydefense on Twitter
faultydefense on Twitter
faultydefense on Twitter
The hit from Red Roman Cancel adds both damage proration and gravity to a combo. Avoiding the hit by making it whiff or using Purple Roman Cancel will often lead to more damage. This is especially apparent with more resources or corner. pic.twitter.com/TBZ5jN4AWg— faultydefense (@faultydefense) June 18, 2021
mario050987·twitter.com·
faultydefense on Twitter
faultydefense on Twitter
faultydefense on Twitter
The hit from Red Roman Cancel adds both damage proration and gravity to a combo. Avoiding the hit by making it whiff or using Purple Roman Cancel will often lead to more damage. This is especially apparent with more resources or corner. pic.twitter.com/TBZ5jN4AWg— faultydefense (@faultydefense) June 18, 2021
mario050987·twitter.com·
faultydefense on Twitter
⬇↘➡↗gamer on Twitter
⬇↘➡↗gamer on Twitter
#GGST So I found out that the big Counter Hit OS that @Rooflemonger showed in one of his Strive videos also works for Wall Splats. Wall Splats, much like the big counter hits, also read the most recent inputs rather than the older inputs. pic.twitter.com/CpiByWUOYp— ⬇↘➡↗gamer (@CADPgamer) June 18, 2021
mario050987·twitter.com·
⬇↘➡↗gamer on Twitter
⬇↘➡↗gamer on Twitter
⬇↘➡↗gamer on Twitter
#GGST So I found out that the big Counter Hit OS that @Rooflemonger showed in one of his Strive videos also works for Wall Splats. Wall Splats, much like the big counter hits, also read the most recent inputs rather than the older inputs. pic.twitter.com/CpiByWUOYp— ⬇↘➡↗gamer (@CADPgamer) June 18, 2021
mario050987·twitter.com·
⬇↘➡↗gamer on Twitter
⬇↘➡↗gamer on Twitter
⬇↘➡↗gamer on Twitter
#GGST So I found out that the big Counter Hit OS that @Rooflemonger showed in one of his Strive videos also works for Wall Splats. Wall Splats, much like the big counter hits, also read the most recent inputs rather than the older inputs. pic.twitter.com/CpiByWUOYp— ⬇↘➡↗gamer (@CADPgamer) June 18, 2021
mario050987·twitter.com·
⬇↘➡↗gamer on Twitter
How To APPLY PRESSURE in Guilty Gear Strive
How To APPLY PRESSURE in Guilty Gear Strive

✅ FULL SUMMARY — “How to Open Your Opponent’s Defense”

The video explains how to condition opponents using grabs, then use delayed frame traps, staggers, dash-cancels, and spacing resets to blow up their button attempts. It focuses on Sol Badguy, but the principles are universal across Guilty Gear.

🔵 Condensed Bullet-Point Summary

Grabs are 2f startup and the most universal way to open people up in Strive.

Once opponents fear grabs, they start pressing buttons → that’s when frame traps matter.

Sol’s key frame-trap starters: Close Slash, 5K (3f), delayed jabs, delayed 6P, delayed 6S / f.S strings, etc.

Guilty Gear lets you delay gatlings to give opponents a false window → creates counter-hits.

Use staggers + dash-cancels to reset spacing and maintain pressure.

Frame traps differ per character, but stagger pressure and conditioning are universal.

Sol’s infamous f.S > f.S string is NOT real unless you conditioned the opponent to stop pressing.

If they mash, challenge with 5K/jab/2P or backdash when not cornered.

Once you condition them to freeze, you can run pressure loops, grabs, and strike/throw 50/50s.

Most players lose because they respect Sol too much.

🟥 CHUNK 1 — Grabs as the Primary Opener & Why Conditioning Matters Summary

Grabs (2f startup) are incredibly strong in Strive and the easiest way to open a blocking player.

After being grabbed several times, opponents will start mashing to defend against future throws.

This creates the perfect opportunity to transition from throw conditioning → strike trapping.

Comprehension Questions

Why are grabs considered essential in Strive?

What predictable behavior emerges after repeated throws?

What strategic shift should you make once opponents start mashing?

Answers

They are 2f, beat most defensive options, and universally threaten blocking behavior.

Opponents start pressing buttons preemptively.

Switch to frame traps and delayed strikes to catch counter-hits.

Action Steps

Practice 3–5 throw loops into delayed close slash.

Identify when opponents begin to mash—this is your green light for frame traps.

Drill throw → close slash/5K timing to catch CH consistently.

🟧 CHUNK 2 — Core Sol Frame-Trap Tools & How Delays Work Summary

Sol’s key tools for opening mashing opponents:

5K (3f) as the universal “mash-check.”

Close Slash (cl.S) into stagger pressure.

Delayed gatlings to create fake gaps.

Delayed 6P to catch buttons after jabs.

Guilty Gear allows delaying strings, which is the hidden sauce of the game’s pressure.

Comprehension Questions

What does delaying a gatling accomplish?

What Sol button checks 3f options reliably?

Why does Sol’s 6P require a delay to function as a trap?

Answers

It creates a fake window that invites a mash → counter-hit punish.

5K (3f).

Because without delay, the buttons chain too fast and don’t leave a mashable gap to punish.

Action Steps

Practice delayed cl.S → 5K → 6S chains in training mode with counter-mash enabled.

Create 3 timing versions: tight, delayed, heavily delayed.

Train to visually confirm counter-hit pop-ups.

🟨 CHUNK 3 — Using Staggers & Dash-Cancels to Sustain Pressure Summary

Strive’s pushback means strings naturally create space.

You must dash back in to maintain pressure cycles.

Staggers (slight button delays) create:

Panic mash attempts → counter-hits

Throw opportunities

Resets into new pressure sequences

Not every character has complex frame trap trees, but every character can use staggers + spacing resets.

Comprehension Questions

Why dash-cancel during pressure?

What do staggered buttons accomplish?

Why are frame traps tied to conditioning?

Answers

To close the gap created by pushback and reset pressure distance.

They provoke mash attempts and create ambiguous pressure rhythm.

Because opponents only stop pressing once you show them they’ll get CH for doing so.

Action Steps

Drill dash-in → cl.S stagger → cl.S delay → 5K sequences.

Practice “pressure rhythm shifts”: 1 delay, 2 delays, no delay.

Study opponent tendencies: does this player mash early or late?

🟩 CHUNK 4 — The Truth About Sol’s f.S Pressure (The “Fake” String) Summary

Sol’s infamous f.S → f.S harassment is not real unless the opponent respects you.

Most players get hit because they are conditioned to stop pressing.

Real counterplay:

Mash 5K / 2P / jab

Backdash (if not cornered)

Sol can delay f.S to catch backdashes, but it’s a read.

Comprehension Questions

Is Sol’s f.S loop real?

What is the safest universal response outside the corner?

Why does this pressure work on players?

Answers

No—most fast buttons interrupt it.

Backdash.

Because they over-respect or have been conditioned earlier.

Action Steps

In training, set Sol to do f.S → f.S and practice interrupting with 5K or backdash.

When you play Sol: Only use f.S pressure after you’ve conditioned hesitation.

Track when opponents start respecting—this is your moment to introduce greedy pressure.

🟦 CHUNK 5 — Universal Principles: Respect, Conditioning, & Overextension Summary

Sol is strong but not unbeatable.

If he’s bulldozing you, you're respecting too much or not challenging the right gaps.

Every abusive pattern has a defensive option, and every defensive option has an offensive counter—the classic Yomi cycle.

Winning with Sol = Condition → Punish → Stagger → Throw → Repeat with adaptations.

Comprehension Questions

Why do people think Sol is unstoppable?

What usually explains your failure vs pressure characters?

What must you analyze before choosing a defensive option?

Answers

Over-respecting or misunderstanding when to challenge.

Giving too much respect.

Opponent habits & timing patterns.

Action Steps

Play match sets focusing ONLY on calling out overextensions.

After each round, ask: Where did I over-respect?

Track which options you’ve conditioned and which remain untested.

⭐ SUPER-SUMMARY (1 Page)

This video teaches the fundamentals of opening a defensive opponent in Guilty Gear Strive using conditioning, frame traps, and stagger pressure. Because grabs start at 2 frames, they serve as the baseline opener—after landing multiple throws, opponents begin preemptively mashing, creating vulnerability to delayed strikes.

Sol Badguy excels here with tools such as cl.S, 5K (3f), delayed gatlings, and delayed 6P or 6S to catch mashers. Guilty Gear’s system allows intentional delay windows in strings, letting you trick opponents into believing they can act, only to eat counter-hits. Effective pressure also requires dash-cancels to compensate for pushback and maintain proximity; pressure becomes a dance of rhythm, spacing, and psychological manipulation.

While Sol’s infamous f.S pressure looks oppressive, it isn’t real unless the opponent has been conditioned to stop pressing. Many strings can be interrupted or escaped via 5K/jab, 2P, or backdash. Sol players succeed when they rotate between:

Throw → Frame trap → Stagger → Dash → Throw This loop forces mental stack overload and makes opponents crumble.

Ultimately, the video reinforces a universal fighting game truth: If a character seems oppressive, you are either respecting too much or failing to challenge the right gaps. Condition first, exploit patterns second, then adapt dynamically.

🗓 3-Day Spaced Review Plan DAY 1 — Understanding

Re-read Chunk 1 + Chunk 2.

Practice throw conditioning → delayed cl.S sequences.

DAY 2 — Execution

Drill staggers + dash-cancel pressure (Chunk 3).

Practice interrupting fake strings (Chunk 4).

DAY 3 — Application

Play 10 games focusing only on:

identifying mash timing

adjusting stagger rhythm

conditioning → exploiting

Reflect: What habits do opponents show? What delays worked?

mario050987·youtube.com·
How To APPLY PRESSURE in Guilty Gear Strive
⬇↘➡↗gamer on Twitter
⬇↘➡↗gamer on Twitter
#GGST So I found out that the big Counter Hit OS that @Rooflemonger showed in one of his Strive videos also works for Wall Splats. Wall Splats, much like the big counter hits, also read the most recent inputs rather than the older inputs. pic.twitter.com/CpiByWUOYp— ⬇↘➡↗gamer (@CADPgamer) June 18, 2021
mario050987·twitter.com·
⬇↘➡↗gamer on Twitter
The ULTIMATE Guilty Gear Strive Beginner Guide
The ULTIMATE Guilty Gear Strive Beginner Guide
Welcome to my guilty gear strive beginner guide! In this video guide I will walkthrough everything that you need to know to get started with Guilty Gear Strive. There are various tutorials, tips, and tricks scattered through this guide so feel free to use the timestamps! Intro - 0:00 Button Mapping - 0:24 Movement - 1:14 Offense Basics (Normals, Dust, Specials) - 2:24 Defense Basics (Blocking, Instant, Faultless, Burst) - 9:10 What is Tension? - 16:08 What are Roman Cancels? - 18:53 What is the RISC Meter? - 23:46 How Do Counter Hits Work? - 26:27 The Corner & The Wall - 28:25 What Character Should I Play? - 30:52 What Controller Should I Use? -32:31 Outro - 33:42
mario050987·youtube.com·
The ULTIMATE Guilty Gear Strive Beginner Guide
The ULTIMATE Guilty Gear Strive Beginner Guide
The ULTIMATE Guilty Gear Strive Beginner Guide
Welcome to my guilty gear strive beginner guide! In this video guide I will walkthrough everything that you need to know to get started with Guilty Gear Strive. There are various tutorials, tips, and tricks scattered through this guide so feel free to use the timestamps! Intro - 0:00 Button Mapping - 0:24 Movement - 1:14 Offense Basics (Normals, Dust, Specials) - 2:24 Defense Basics (Blocking, Instant, Faultless, Burst) - 9:10 What is Tension? - 16:08 What are Roman Cancels? - 18:53 What is the RISC Meter? - 23:46 How Do Counter Hits Work? - 26:27 The Corner & The Wall - 28:25 What Character Should I Play? - 30:52 What Controller Should I Use? -32:31 Outro - 33:42
mario050987·youtube.com·
The ULTIMATE Guilty Gear Strive Beginner Guide
sleepmode! on Twitter
sleepmode! on Twitter
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
mario050987·twitter.com·
sleepmode! on Twitter
sleepmode! on Twitter
sleepmode! on Twitter
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
mario050987·twitter.com·
sleepmode! on Twitter
sleepmode! on Twitter
sleepmode! on Twitter
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
mario050987·twitter.com·
sleepmode! on Twitter
Askiir on Twitter
Askiir on Twitter
After more testing, I think this should be referred to as an RC-Delayed airdash. It's not converting the momentum from your jump and RC drift. You only get the momentum conversion if the sigil appears. The sigil only appears if you exhaust your air option pic.twitter.com/aRUwUKcaST— Askiir (@Askiir) June 18, 2021
mario050987·twitter.com·
Askiir on Twitter
Askiir on Twitter
Askiir on Twitter
If you cancel a fast upwards drift RC into an air normal after a neutral jump, most of your vertical momentum is converted into horizontal. This is likely not too useful but this is more a showcase of combining interesting mechanics#GGST pic.twitter.com/gWm5yPTTFv— Askiir (@Askiir) June 18, 2021
mario050987·twitter.com·
Askiir on Twitter