System & General Resources

System & General Resources

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RedMufflerMan on Twitter
RedMufflerMan on Twitter
If you Red Roman Cancel during an opponents burst, you can visually confirm if your RC hit, and know whether or not you opponent bursted #GGST #GuiltyGearStrive pic.twitter.com/YWwUUkM7iO— RedMufflerMan (@RedMufflerMan) June 17, 2021
mario050987·twitter.com·
RedMufflerMan on Twitter
RedMufflerMan on Twitter
RedMufflerMan on Twitter
If you Red Roman Cancel during an opponents burst, you can visually confirm if your RC hit, and know whether or not you opponent bursted #GGST #GuiltyGearStrive pic.twitter.com/YWwUUkM7iO— RedMufflerMan (@RedMufflerMan) June 17, 2021
mario050987·twitter.com·
RedMufflerMan on Twitter
I-NOZUMA on Twitter
I-NOZUMA on Twitter
To highlight my point that the input is more important than the button press, here is me doing a reversal with one hand #ggst pic.twitter.com/4ovqEJXJZR— I-NOZUMA (@superinazuma) June 17, 2021
mario050987·twitter.com·
I-NOZUMA on Twitter
RedMufflerMan on Twitter
RedMufflerMan on Twitter
If you Red Roman Cancel during an opponents burst, you can visually confirm if your RC hit, and know whether or not you opponent bursted #GGST #GuiltyGearStrive pic.twitter.com/YWwUUkM7iO— RedMufflerMan (@RedMufflerMan) June 17, 2021
mario050987·twitter.com·
RedMufflerMan on Twitter
Circa🦋Prime on Twitter
Circa🦋Prime on Twitter
Characters who can bait burst in charge dust combos without meter pic.twitter.com/CLhWuVR8Hj— Circa🦋Prime (@OtherSilhouette) June 17, 2021
mario050987·twitter.com·
Circa🦋Prime on Twitter
Plink Dash Cancels. GGST Tech?
Plink Dash Cancels. GGST Tech?
If you plink with the dash button then the button of your move, you’ll cancel the dash with your move giving you a slightly further reach. You’ll know if you did it correctly because the smoke from the dash will still show up beforehand. 1st sols Dp without PDC, with PDC 2nd sols 214k with PDC, without PDC 3rd Mays Dolphin without PDC, with PDC 4th Leo’s 236 HS. With PDC, Without PDC SORRY FOR HANDICAM! NOT SURE IF USEFUL YET. Im sure someone will take it and run with it!
mario050987·youtube.com·
Plink Dash Cancels. GGST Tech?
5 Tips On HOW TO IMPROVE In Guilty Gear Strive!
5 Tips On HOW TO IMPROVE In Guilty Gear Strive!

✅ SUMMARY — “5 Tips On HOW TO IMPROVE In Guilty Gear Strive!”

The video gives five beginner-focused improvement tips for Guilty Gear Strive, plus a bonus sixth tip. It focuses on meter usage, defensive mechanics, movement, RC mastery, and breaking bad habits like turtling.

CHUNK 1 — Use Your Meter Every Round Main Ideas

Guilty Gear Strive resets your meter every round, unlike some tag fighters.

Many beginners hoard meter and forget to spend it.

This often causes lost rounds—for example, not using a super during a wall break opportunity and resetting to neutral unnecessarily.

Meter = combo finishers, safety, pressure, and win conditions.

Actionable Lessons

Treat meter like a resource that expires every round.

Look for super enders during wall splats.

Remember that holding meter through the end of the round = wasted advantage.

Comprehension Questions

Why is saving meter between rounds pointless in Guilty Gear Strive?

What is a common mistake beginners make after wall-splatting an opponent?

How can meter help secure a round?

Answers

Because meter resets each round, so unused meter provides zero future value.

They press a normal button to break the wall instead of supering for a guaranteed kill.

Supers and Roman Cancels amplify damage and control, enabling round-closing combos.

Action Steps

Practice ending combos with super when the opponent is about to die.

In training mode, run wall-splat → super kill sequences.

Play a set where you force yourself to spend at least half your bar every round.

CHUNK 2 — Monitor Your Risk Gauge Main Ideas

The Risk Gauge (under the Burst meter) increases when you block too long.

When full, you take drastically increased damage, and every hit becomes a counter hit.

This discourages excessive, passive blocking (“turtling”).

Even basic combos become lethal with high Risk.

Actionable Lessons

Don’t sit still on defense longer than needed.

Use movement, backdash, or Faultless Defense to reduce risk of big damage.

Comprehension Questions

What happens when your Risk Gauge fills completely?

How does Risk affect the damage of combos?

Why is prolonged blocking dangerous?

Answers

You take massive extra damage and every hit becomes a counter hit.

It increases dramatically—small combos can become round-ending.

Because your Risk rises, making you extremely vulnerable.

Action Steps

In training mode, practice “escape sequences”: backdash → jump → FD → mash 5P check.

Learn when to reset to neutral instead of continuing to block forever.

Watch your Risk Gauge every match.

CHUNK 3 — Use the Dash Button Main Ideas

Strive has a dedicated dash button, which simplifies movement.

It improves consistency vs. double-tapping (66).

Moves gain extra reach when performed during a dash (e.g., Giovanna’s spiral arrow).

Makes normals and specials deceptively long-range.

Actionable Lessons

Movement is a huge part of Strive—use the tools the game gives you.

Dashing into buttons/specials expands your offensive options.

Comprehension Questions

Why is the dash button helpful for beginners?

How does dashing affect the range of moves?

Which character/example is used in the video?

Answers

It makes running more consistent and reduces input errors.

It allows moves to start during forward momentum, increasing their reach.

Giovanna’s spiral kick.

Action Steps

Practice dash → normal and dash → special confirms for your character.

Set the training dummy to random jumps and anti-air using dash spacing.

Use dash macro instead of double-tap during matches for stability.

CHUNK 4 — Stop Turtling (Avoid Negative Penalty) Main Ideas

Beginners often walk backward to safety because they’re scared or unsure.

In Strive, walking back too much triggers Negative Penalty:

You lose meter.

Opponent gains momentum.

Meanwhile, your Risk Gauge rises because you’re blocking too much.

Turtling = no meter + more damage taken + cornering yourself.

Actionable Lessons

Don’t constantly retreat; use proactive movement.

Meter is essential for offense and defense—don’t lose it for free.

Comprehension Questions

What happens when you retreat for too long?

How does turtling affect your meter?

Why is losing meter dangerous?

Answers

You trigger Negative Penalty.

You lose meter instead of gaining it.

Because meter gives you RC, supers, and defensive options.

Action Steps

Force yourself to hold ground—move sideways (dash/block), not backward.

Practice forward movement patterns in training mode: dash → FD → block.

Review match replays to identify when you back-walk unnecessarily.

CHUNK 5 — Learn Faultless Defense (FD) Main Ideas

Faultless Defense (green shield) is unique to Guilty Gear.

FD pushes opponents away, creating space.

Prevents chip damage.

Requires meter—which you lose if you turtle too much.

Actionable Lessons

Use FD to avoid being trapped in blockstrings.

Manage your meter wisely to ensure FD availability.

Comprehension Questions

What does Faultless Defense physically do to your opponent?

What kind of damage does it prevent?

Why must you manage meter to use FD?

Answers

It pushes them away during blockstrings.

It prevents chip damage.

FD consumes meter—no meter = no FD.

Action Steps

Drill “FD the last hit” of blockstrings to create space.

Practice FD jump to escape pressure.

Use FD specifically when you’re close to getting opened up.

CHUNK 6 — BONUS: Master Roman Cancels (RC) Main Ideas

Roman Cancels are the heart of Strive’s system:

Red RC: combo extension

Yellow RC: defensive “get off me” tool

Blue RC: neutral and mix-up tool

RC drastically increases combo routes, pressure, and survivability.

The game’s Mission Mode teaches all RC variants.

Actionable Lessons

Understanding RC multiplies your offensive and defensive power.

New players often underuse RC because it feels complicated.

Comprehension Questions

What are the three basic RC types explained?

What is Yellow RC primarily used for?

What does Mission Mode help you learn?

Answers

Red, Yellow, and Blue RC.

A defensive tool to push opponents off you.

The fundamentals of RC mechanics.

Action Steps

Spend 20 minutes in Mission Mode practicing each RC trigger.

Create one RC combo and one RC pressure sequence for your character.

Watch a high-level player of your character and copy one RC setup.

⭐ SUPER-SUMMARY (1 Page)

The video outlines six key improvement principles for beginners in Guilty Gear Strive. First, always use your meter, because it resets every round—letting it expire is throwing away free damage and kill opportunities. Second, monitor your Risk Gauge; blocking too long fills it and causes you to take massively increased damage, punishing passive defense. Third, take advantage of the dash button for consistent movement and extended reach on attacks and specials. Fourth, avoid turtling, which triggers Negative Penalty, drains meter, increases Risk, and corners you—leading to worse defense overall. Fifth, use Faultless Defense (FD) to push opponents away and avoid chip, but manage your meter carefully so you can use it when needed. Finally, master the Roman Cancel (RC) system—Red for combos, Yellow for defense, and Blue for neutral control. RCs unlock creative offense, escape tools, and pressure options. Combined, these principles help new players improve movement, defense, resource management, and overall decision-making.

📅 Optional 3-Day Spaced Review Plan Day 1 – Foundation

Re-read Chunks 1–3.

Training: practice spending meter and using the dash button.

Day 2 – Defense

Review Chunks 4–5.

Training: FD practice, avoid back-walking, Risk Gauge drills.

Day 3 – Mastery

Review Chunk 6.

Training: RC drills, create one RC combo and one pressure setup.

mario050987·youtube.com·
5 Tips On HOW TO IMPROVE In Guilty Gear Strive!
やさい@ボイロ実況/格ゲー on Twitter
やさい@ボイロ実況/格ゲー on Twitter
1分でわかる、ギルティの守り方とその読み合いの流れです攻めが強いゲームだからこそ、守りが一番重要なんです。#GGST今までのリストはYouTubeにまとめてます。https://t.co/KuOlqk999d pic.twitter.com/dGVuRYpXfL— やさい@ボイロ実況/格ゲー (@yuka_pile) June 16, 2021
mario050987·twitter.com·
やさい@ボイロ実況/格ゲー on Twitter
やさい@ボイロ実況/格ゲー on Twitter
やさい@ボイロ実況/格ゲー on Twitter
1分でわかる、ギルティの守り方とその読み合いの流れです攻めが強いゲームだからこそ、守りが一番重要なんです。#GGST今までのリストはYouTubeにまとめてます。https://t.co/KuOlqk999d pic.twitter.com/dGVuRYpXfL— やさい@ボイロ実況/格ゲー (@yuka_pile) June 16, 2021
mario050987·twitter.com·
やさい@ボイロ実況/格ゲー on Twitter
やさい@ボイロ実況/格ゲー on Twitter
やさい@ボイロ実況/格ゲー on Twitter
1分でわかる、ギルティの守り方とその読み合いの流れです攻めが強いゲームだからこそ、守りが一番重要なんです。#GGST今までのリストはYouTubeにまとめてます。https://t.co/KuOlqk999d pic.twitter.com/dGVuRYpXfL— やさい@ボイロ実況/格ゲー (@yuka_pile) June 16, 2021
mario050987·twitter.com·
やさい@ボイロ実況/格ゲー on Twitter
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
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!

🎮 Guilty Gear Strive – 7 Secret Tips the Game Doesn’t Tell You About 🔹 High-Level Summary

This video reveals seven undocumented or poorly explained mechanics in Guilty Gear Strive that meaningfully affect damage, meter usage, neutral, combos, defense, and character-specific tech. These insights reward players who understand system-level interactions, not just move lists, and can decisively swing matches when applied deliberately.

🔹 Condensed Bullet-Point Overview (Quick Review)

Positive Bonus grants extra damage (~5%), not just meter.

Blue Roman Cancel (BRC) functions like a short-range teleport, bypassing fireballs.

Potemkin can use 360° motions for Potemkin Buster (legacy input support).

Instant Air Block (IB) removes landing recovery, allowing anti-air punishments.

Faust has an undocumented 100% meter super that throws 10 items.

Combo routes depend heavily on starters, especially lows (gravity scaling).

Stand block vs crouch block creates different pushback distances.

🧩 CHUNKED BREAKDOWN (Self-Contained Learning Units) Chunk 1: Positive Bonus = Hidden Damage Boost Summary

Positive Bonus doesn’t just regenerate meter—it also increases all damage dealt by ~5%, including normals, throws, and supers. This makes wall breaks even more valuable, especially against low-health opponents.

Key Insight

Wall-breaking with a super grants:

Immediate meter refund

Hard knockdown

Damage boost while Positive Bonus is active

Comprehension Q&A

Q: Why is wall-breaking almost always optimal? A: You gain meter regeneration and increased damage, accelerating win conditions.

Action Steps

Prioritize wall breaks when they’ll secure momentum.

Use Positive Bonus windows to close out rounds aggressively.

Chunk 2: Blue Roman Cancel as a Movement Tool Summary

Neutral (Blue) Roman Cancel displaces your character forward, effectively acting as a short-range teleport. This allows you to pass through fireballs or punish slow projectile startups.

Key Insight

BRC isn’t invincible—but displacement avoids hitboxes.

Time-stop slows opponent actions, opening punish windows.

Comprehension Q&A

Q: When is BRC strongest in neutral? A: Against predictable zoning or slow projectile startups.

Action Steps

Practice BRC timing versus fireballs in training mode.

Use BRC proactively—not just reactively.

Chunk 3: Potemkin’s Hidden 360 Input Option Summary

Potemkin Buster accepts both half-circle and full 360° motions, allowing Street Fighter-style command grab execution.

Key Insight

Empty jump → 360 → Punch works.

Legacy input flexibility helps muscle memory.

Comprehension Q&A

Q: Why does this matter for execution? A: It lowers execution barriers and enables faster grab setups.

Action Steps

Use the input method you’re most consistent with.

Practice instant 360s during jumps.

Chunk 4: Instant Air Block Destroys Uppercuts Summary

Instant air blocking an anti-air removes pushback AND landing recovery, allowing immediate punishments on traditionally “safe” uppercuts.

Key Insight

Normal air block = defender advantage

Instant air block = attacker punish

Comprehension Q&A

Q: What makes instant air block so strong? A: You recover the moment you land, with no landing lag.

Action Steps

Bait anti-airs intentionally.

Practice instant air block timing against DPs.

Chunk 5: Faust’s Undocumented 100% Meter Super Summary

Faust has a hidden super version of his item toss:

Input: Three quarter-circles forward + Punch

Cost: 100% meter

Effect: 10 random items on screen

Key Insight

Not listed in command list.

Creates extreme chaos—can flip losing rounds.

Comprehension Q&A

Q: When should this super be used? A: Desperation, momentum shifts, or chaos-based win conditions.

Action Steps

Memorize the input if you play Faust.

Learn item interactions to exploit chaos.

Chunk 6: Combo Starters Change Gravity Scaling Summary

Combos in Strive are highly starter-dependent. Beginning with lows dramatically increases gravity scaling, often breaking routes that work from other starters.

Key Insight

Same launcher ≠ same combo

Lows reduce juggle potential

Comprehension Q&A

Q: Why does a combo fail when starting from a low? A: Gravity scaling increases earlier, killing airtime.

Action Steps

Learn multiple routes for different starters.

Don’t assume combo universality.

Chunk 7: Stand Block vs Crouch Block Pushback Summary

Blocking posture changes pushback:

Stand block pushes opponents farther away

Crouch block keeps them closer

This is magnified with Faultless Defense.

Key Insight

Stand block can cause strings to whiff.

Crouch block is safer against lows.

Comprehension Q&A

Q: When should you stand block intentionally? A: When you want to force spacing or bait whiffs.

Action Steps

Mix block types based on spacing goals.

Use stand block + FD to escape pressure.

🧠 SUPER-SUMMARY (Under 1 Page)

Guilty Gear Strive hides crucial system mechanics that dramatically impact match outcomes. Positive Bonus secretly boosts damage, Blue Roman Cancel doubles as a teleport, and instant air blocks eliminate landing recovery—turning defense into offense. Character-specific tech (like Potemkin’s 360 input and Faust’s hidden super) rewards legacy knowledge, while combo gravity scaling demands precision in starters. Finally, blocking posture subtly controls spacing and pressure. Mastery in Strive comes not from knowing moves, but from understanding systems.

🔁 Optional 3-Day Spaced Review Plan

Day 1 – Systems Awareness

Review Positive Bonus, BRC, combo gravity.

Practice wall breaks and BRC fireball bypass.

Day 2 – Defense Mastery

Drill instant air block vs DPs.

Experiment with stand vs crouch blocking + FD.

Day 3 – Character Tech

Lab Potemkin 360s or Faust 100% super.

Adjust combo routes based on starters.

mario050987·youtube.com·
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!

🎮 Guilty Gear Strive – 7 Secret Tips the Game Doesn’t Tell You About 🔹 High-Level Summary

This video reveals seven undocumented or poorly explained mechanics in Guilty Gear Strive that meaningfully affect damage, meter usage, neutral, combos, defense, and character-specific tech. These insights reward players who understand system-level interactions, not just move lists, and can decisively swing matches when applied deliberately.

🔹 Condensed Bullet-Point Overview (Quick Review)

Positive Bonus grants extra damage (~5%), not just meter.

Blue Roman Cancel (BRC) functions like a short-range teleport, bypassing fireballs.

Potemkin can use 360° motions for Potemkin Buster (legacy input support).

Instant Air Block (IB) removes landing recovery, allowing anti-air punishments.

Faust has an undocumented 100% meter super that throws 10 items.

Combo routes depend heavily on starters, especially lows (gravity scaling).

Stand block vs crouch block creates different pushback distances.

🧩 CHUNKED BREAKDOWN (Self-Contained Learning Units) Chunk 1: Positive Bonus = Hidden Damage Boost Summary

Positive Bonus doesn’t just regenerate meter—it also increases all damage dealt by ~5%, including normals, throws, and supers. This makes wall breaks even more valuable, especially against low-health opponents.

Key Insight

Wall-breaking with a super grants:

Immediate meter refund

Hard knockdown

Damage boost while Positive Bonus is active

Comprehension Q&A

Q: Why is wall-breaking almost always optimal? A: You gain meter regeneration and increased damage, accelerating win conditions.

Action Steps

Prioritize wall breaks when they’ll secure momentum.

Use Positive Bonus windows to close out rounds aggressively.

Chunk 2: Blue Roman Cancel as a Movement Tool Summary

Neutral (Blue) Roman Cancel displaces your character forward, effectively acting as a short-range teleport. This allows you to pass through fireballs or punish slow projectile startups.

Key Insight

BRC isn’t invincible—but displacement avoids hitboxes.

Time-stop slows opponent actions, opening punish windows.

Comprehension Q&A

Q: When is BRC strongest in neutral? A: Against predictable zoning or slow projectile startups.

Action Steps

Practice BRC timing versus fireballs in training mode.

Use BRC proactively—not just reactively.

Chunk 3: Potemkin’s Hidden 360 Input Option Summary

Potemkin Buster accepts both half-circle and full 360° motions, allowing Street Fighter-style command grab execution.

Key Insight

Empty jump → 360 → Punch works.

Legacy input flexibility helps muscle memory.

Comprehension Q&A

Q: Why does this matter for execution? A: It lowers execution barriers and enables faster grab setups.

Action Steps

Use the input method you’re most consistent with.

Practice instant 360s during jumps.

Chunk 4: Instant Air Block Destroys Uppercuts Summary

Instant air blocking an anti-air removes pushback AND landing recovery, allowing immediate punishments on traditionally “safe” uppercuts.

Key Insight

Normal air block = defender advantage

Instant air block = attacker punish

Comprehension Q&A

Q: What makes instant air block so strong? A: You recover the moment you land, with no landing lag.

Action Steps

Bait anti-airs intentionally.

Practice instant air block timing against DPs.

Chunk 5: Faust’s Undocumented 100% Meter Super Summary

Faust has a hidden super version of his item toss:

Input: Three quarter-circles forward + Punch

Cost: 100% meter

Effect: 10 random items on screen

Key Insight

Not listed in command list.

Creates extreme chaos—can flip losing rounds.

Comprehension Q&A

Q: When should this super be used? A: Desperation, momentum shifts, or chaos-based win conditions.

Action Steps

Memorize the input if you play Faust.

Learn item interactions to exploit chaos.

Chunk 6: Combo Starters Change Gravity Scaling Summary

Combos in Strive are highly starter-dependent. Beginning with lows dramatically increases gravity scaling, often breaking routes that work from other starters.

Key Insight

Same launcher ≠ same combo

Lows reduce juggle potential

Comprehension Q&A

Q: Why does a combo fail when starting from a low? A: Gravity scaling increases earlier, killing airtime.

Action Steps

Learn multiple routes for different starters.

Don’t assume combo universality.

Chunk 7: Stand Block vs Crouch Block Pushback Summary

Blocking posture changes pushback:

Stand block pushes opponents farther away

Crouch block keeps them closer

This is magnified with Faultless Defense.

Key Insight

Stand block can cause strings to whiff.

Crouch block is safer against lows.

Comprehension Q&A

Q: When should you stand block intentionally? A: When you want to force spacing or bait whiffs.

Action Steps

Mix block types based on spacing goals.

Use stand block + FD to escape pressure.

🧠 SUPER-SUMMARY (Under 1 Page)

Guilty Gear Strive hides crucial system mechanics that dramatically impact match outcomes. Positive Bonus secretly boosts damage, Blue Roman Cancel doubles as a teleport, and instant air blocks eliminate landing recovery—turning defense into offense. Character-specific tech (like Potemkin’s 360 input and Faust’s hidden super) rewards legacy knowledge, while combo gravity scaling demands precision in starters. Finally, blocking posture subtly controls spacing and pressure. Mastery in Strive comes not from knowing moves, but from understanding systems.

🔁 Optional 3-Day Spaced Review Plan

Day 1 – Systems Awareness

Review Positive Bonus, BRC, combo gravity.

Practice wall breaks and BRC fireball bypass.

Day 2 – Defense Mastery

Drill instant air block vs DPs.

Experiment with stand vs crouch blocking + FD.

Day 3 – Character Tech

Lab Potemkin 360s or Faust 100% super.

Adjust combo routes based on starters.

mario050987·youtube.com·
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!

🎮 Guilty Gear Strive – 7 Secret Tips the Game Doesn’t Tell You About 🔹 High-Level Summary

This video reveals seven undocumented or poorly explained mechanics in Guilty Gear Strive that meaningfully affect damage, meter usage, neutral, combos, defense, and character-specific tech. These insights reward players who understand system-level interactions, not just move lists, and can decisively swing matches when applied deliberately.

🔹 Condensed Bullet-Point Overview (Quick Review)

Positive Bonus grants extra damage (~5%), not just meter.

Blue Roman Cancel (BRC) functions like a short-range teleport, bypassing fireballs.

Potemkin can use 360° motions for Potemkin Buster (legacy input support).

Instant Air Block (IB) removes landing recovery, allowing anti-air punishments.

Faust has an undocumented 100% meter super that throws 10 items.

Combo routes depend heavily on starters, especially lows (gravity scaling).

Stand block vs crouch block creates different pushback distances.

🧩 CHUNKED BREAKDOWN (Self-Contained Learning Units) Chunk 1: Positive Bonus = Hidden Damage Boost Summary

Positive Bonus doesn’t just regenerate meter—it also increases all damage dealt by ~5%, including normals, throws, and supers. This makes wall breaks even more valuable, especially against low-health opponents.

Key Insight

Wall-breaking with a super grants:

Immediate meter refund

Hard knockdown

Damage boost while Positive Bonus is active

Comprehension Q&A

Q: Why is wall-breaking almost always optimal? A: You gain meter regeneration and increased damage, accelerating win conditions.

Action Steps

Prioritize wall breaks when they’ll secure momentum.

Use Positive Bonus windows to close out rounds aggressively.

Chunk 2: Blue Roman Cancel as a Movement Tool Summary

Neutral (Blue) Roman Cancel displaces your character forward, effectively acting as a short-range teleport. This allows you to pass through fireballs or punish slow projectile startups.

Key Insight

BRC isn’t invincible—but displacement avoids hitboxes.

Time-stop slows opponent actions, opening punish windows.

Comprehension Q&A

Q: When is BRC strongest in neutral? A: Against predictable zoning or slow projectile startups.

Action Steps

Practice BRC timing versus fireballs in training mode.

Use BRC proactively—not just reactively.

Chunk 3: Potemkin’s Hidden 360 Input Option Summary

Potemkin Buster accepts both half-circle and full 360° motions, allowing Street Fighter-style command grab execution.

Key Insight

Empty jump → 360 → Punch works.

Legacy input flexibility helps muscle memory.

Comprehension Q&A

Q: Why does this matter for execution? A: It lowers execution barriers and enables faster grab setups.

Action Steps

Use the input method you’re most consistent with.

Practice instant 360s during jumps.

Chunk 4: Instant Air Block Destroys Uppercuts Summary

Instant air blocking an anti-air removes pushback AND landing recovery, allowing immediate punishments on traditionally “safe” uppercuts.

Key Insight

Normal air block = defender advantage

Instant air block = attacker punish

Comprehension Q&A

Q: What makes instant air block so strong? A: You recover the moment you land, with no landing lag.

Action Steps

Bait anti-airs intentionally.

Practice instant air block timing against DPs.

Chunk 5: Faust’s Undocumented 100% Meter Super Summary

Faust has a hidden super version of his item toss:

Input: Three quarter-circles forward + Punch

Cost: 100% meter

Effect: 10 random items on screen

Key Insight

Not listed in command list.

Creates extreme chaos—can flip losing rounds.

Comprehension Q&A

Q: When should this super be used? A: Desperation, momentum shifts, or chaos-based win conditions.

Action Steps

Memorize the input if you play Faust.

Learn item interactions to exploit chaos.

Chunk 6: Combo Starters Change Gravity Scaling Summary

Combos in Strive are highly starter-dependent. Beginning with lows dramatically increases gravity scaling, often breaking routes that work from other starters.

Key Insight

Same launcher ≠ same combo

Lows reduce juggle potential

Comprehension Q&A

Q: Why does a combo fail when starting from a low? A: Gravity scaling increases earlier, killing airtime.

Action Steps

Learn multiple routes for different starters.

Don’t assume combo universality.

Chunk 7: Stand Block vs Crouch Block Pushback Summary

Blocking posture changes pushback:

Stand block pushes opponents farther away

Crouch block keeps them closer

This is magnified with Faultless Defense.

Key Insight

Stand block can cause strings to whiff.

Crouch block is safer against lows.

Comprehension Q&A

Q: When should you stand block intentionally? A: When you want to force spacing or bait whiffs.

Action Steps

Mix block types based on spacing goals.

Use stand block + FD to escape pressure.

🧠 SUPER-SUMMARY (Under 1 Page)

Guilty Gear Strive hides crucial system mechanics that dramatically impact match outcomes. Positive Bonus secretly boosts damage, Blue Roman Cancel doubles as a teleport, and instant air blocks eliminate landing recovery—turning defense into offense. Character-specific tech (like Potemkin’s 360 input and Faust’s hidden super) rewards legacy knowledge, while combo gravity scaling demands precision in starters. Finally, blocking posture subtly controls spacing and pressure. Mastery in Strive comes not from knowing moves, but from understanding systems.

🔁 Optional 3-Day Spaced Review Plan

Day 1 – Systems Awareness

Review Positive Bonus, BRC, combo gravity.

Practice wall breaks and BRC fireball bypass.

Day 2 – Defense Mastery

Drill instant air block vs DPs.

Experiment with stand vs crouch blocking + FD.

Day 3 – Character Tech

Lab Potemkin 360s or Faust 100% super.

Adjust combo routes based on starters.

mario050987·youtube.com·
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!
Banish @ GG Strive on Twitter
Banish @ GG Strive on Twitter
Its roughly been a week since Strive released, so I have gathered some data from the top 100 ranked players in the celestial floor (of both PS4/PS5 and PC).This is only data, its not meant to be taken as a tier list, the game is still brand new.#GGST #GuiltyGearStrive #Data pic.twitter.com/JvKdH0GiFr— Banish @ GG Strive (@z_Banish) June 16, 2021
mario050987·twitter.com·
Banish @ GG Strive on Twitter
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
i checked exactly one (1) informational video about roman cancels before deciding NO ONE knew about this (i'm sure there's a video out there) essentially the momentum gets multiplied and you get sent further than a dash ordinarily would, Through the Power Of Drift "Aerial Roman Cancel Cancel Super Dash" doesn't really roll off the tongue, but maybe RCSD or RCDash? drift boost? bro idk
mario050987·m.youtube.com·
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
i checked exactly one (1) informational video about roman cancels before deciding NO ONE knew about this (i'm sure there's a video out there) essentially the momentum gets multiplied and you get sent further than a dash ordinarily would, Through the Power Of Drift "Aerial Roman Cancel Cancel Super Dash" doesn't really roll off the tongue, but maybe RCSD or RCDash? drift boost? bro idk
mario050987·m.youtube.com·
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH