System & General Resources

System & General Resources

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David Broweleit on Twitter
David Broweleit on Twitter
Just found something universal in GGSTIf you wall crack someone who is standing or crouching WITHOUT LAUNCHING them, they will force crumple and not be able to techThey can be hit on wall or in crumple state but it breaks ofcLikely reset options available but very low dmg🧐 pic.twitter.com/9Uw3p2SrP8— David Broweleit (@Dacidbro) June 11, 2021
mario050987·twitter.com·
David Broweleit on Twitter
Mal on Twitter
Mal on Twitter
Wall health is basically like stun:It has a threshold at 3000 where it will wallstick and a single 5P from May inflicts 305 damage on the first frame but for each frame Ky is near to the wall and in hitstun it increases higher up to 350. This is probably so they stick nicer?— Mal (@Malrodin) June 11, 2021
mario050987·twitter.com·
Mal on Twitter
Mal on Twitter
Mal on Twitter
Wall health is basically like stun:It has a threshold at 3000 where it will wallstick and a single 5P from May inflicts 305 damage on the first frame but for each frame Ky is near to the wall and in hitstun it increases higher up to 350. This is probably so they stick nicer?— Mal (@Malrodin) June 11, 2021
mario050987·twitter.com·
Mal on Twitter
Mal on Twitter
Mal on Twitter
Wall health is basically like stun:It has a threshold at 3000 where it will wallstick and a single 5P from May inflicts 305 damage on the first frame but for each frame Ky is near to the wall and in hitstun it increases higher up to 350. This is probably so they stick nicer?— Mal (@Malrodin) June 11, 2021
mario050987·twitter.com·
Mal on Twitter
EC LaForce on Twitter
EC LaForce on Twitter
counterhit OS also applies to wallsplat hitstop, 5K - (quickly) 6HS - 63214HS #GGST_KY #GGST #GuiltyGearStrive pic.twitter.com/z355akN6jm— EC LaForce (@ECLaForce) June 11, 2021
mario050987·twitter.com·
EC LaForce on Twitter
Guilty Gear strive Difference between standing and blocking BROKE BACK MOUNTAIN pushback
Guilty Gear strive Difference between standing and blocking BROKE BACK MOUNTAIN pushback
#ggstrive #guiltygearstrive #ggxxSo again something else I talked about before, of course theres different hurt boxs hit boxs blah bah vs ducking and standing so when you get hit by something yadda yadda.. but curiously this game seems to have a pretty noticeable difference in actual just push back or knockback of attacks now vs standing and ducking. So this of course can drastically change not just what is hitting you earlier changing the advantage or disadvantage obviously but changing if you are even in RANGE to punish in the first place. Or maybe you want to be pushed away so you can jump a fireball like shown example.. so besides the normal idea of GG in terms of IB and FD allowing you to stay closer or farther or even with FD of course making the opponent to wiff which in this game because of how counter hits work on time giving even more potentially drastic punishes in a sense.. or maybe I should say theoretical punishes since the combo system in this game is ass with the wall.... whatever the case ya now another layer of blocking in this game. On another note gotta love that slowly but surely all these dudes are somehow now saying the stuff I said about the game when it was first coming out. Who woulda thought, youd think youd just listen to the guy thats been right for like 20 years but I guess they really just want to assume its luck. I guess one of my videos even got posted with out my commentary as well just to save face take what I did as usual ridiculous
mario050987·youtube.com·
Guilty Gear strive Difference between standing and blocking BROKE BACK MOUNTAIN pushback
Guilty Gear strive Difference between standing and blocking BROKE BACK MOUNTAIN pushback
Guilty Gear strive Difference between standing and blocking BROKE BACK MOUNTAIN pushback
#ggstrive #guiltygearstrive #ggxxSo again something else I talked about before, of course theres different hurt boxs hit boxs blah bah vs ducking and standing so when you get hit by something yadda yadda.. but curiously this game seems to have a pretty noticeable difference in actual just push back or knockback of attacks now vs standing and ducking. So this of course can drastically change not just what is hitting you earlier changing the advantage or disadvantage obviously but changing if you are even in RANGE to punish in the first place. Or maybe you want to be pushed away so you can jump a fireball like shown example.. so besides the normal idea of GG in terms of IB and FD allowing you to stay closer or farther or even with FD of course making the opponent to wiff which in this game because of how counter hits work on time giving even more potentially drastic punishes in a sense.. or maybe I should say theoretical punishes since the combo system in this game is ass with the wall.... whatever the case ya now another layer of blocking in this game. On another note gotta love that slowly but surely all these dudes are somehow now saying the stuff I said about the game when it was first coming out. Who woulda thought, youd think youd just listen to the guy thats been right for like 20 years but I guess they really just want to assume its luck. I guess one of my videos even got posted with out my commentary as well just to save face take what I did as usual ridiculous
mario050987·youtube.com·
Guilty Gear strive Difference between standing and blocking BROKE BACK MOUNTAIN pushback
623 on Twitter
623 on Twitter
æŠ•ă’ă«é‡‘ăƒä»•èŸŒă‚ă‚‹ #PS4sharehttps://t.co/HkdWhmOIAz pic.twitter.com/1mfkxPOhDb— 623 (@623syoryu) June 11, 2021
mario050987·twitter.com·
623 on Twitter
Guilty Gear Strive Beginner's Guide - EVERYTHING YOU NEED TO KNOW
Guilty Gear Strive Beginner's Guide - EVERYTHING YOU NEED TO KNOW

Guilty Gear Strive Beginner’s Guide – Complete Summary 1) High-Level Summary (Conceptual Overview)

This video is a comprehensive beginner’s crash course for Guilty Gear Strive, covering:

Who to play (character recommendations)

Core combo system (Gatlings)

Anti-air fundamentals

Roman Cancel system (RC) in full detail

Burst mechanics

Dust button & mix-ups

Wall break system & meter economy

Defensive mechanics (blocking types)

The central theme:

Strive rewards smart meter usage, clean fundamentals, and knowing when to take momentum via wall breaks and Roman Cancels.

2) Condensed Bullet-Point Cheat Sheet (Quick Review)

Play who looks fun; balance is strong overall

Beginner-friendly characters: Sol, Ky, Ramlethal

Avoid early: Zato, Nagoriyuki (technical)

Gatlings are limited—not light → medium → heavy

Learn 6P (universal anti-air)

Roman Cancels (RC) use 50% meter:

Red RC = combo extensions

Purple RC = cancel whiffs / mistakes

Blue RC = slowdown for reactions

Yellow RC = defensive “get off me”

Burst = combo breaker; Gold Burst = full meter

Dust button = overhead / sweep / throws

Wall breaks = huge value (Positive Bonus)

Super wall break > normal wall break if possible

Faultless Defense is your main defensive tool

Instant Block & IBFD exist but are advanced

3) Chunked Breakdown (Numbered, Self-Contained) Chunk 1: Choosing a Character

Summary Beginners should prioritize fun and simplicity, not tier lists. Early meta suggests Sol and Ram are strong, but everyone is viable.

Recommended for beginners

Sol Badguy – strongest + easiest

Ky Kiske – straightforward fundamentals

Ramlethal – strong buttons, simple plan

Avoid early

Zato-1 – puppet complexity

Nagoriyuki – blood gauge management

Comprehension Questions

Why is picking a “fun” character more important than tier lists?

Why are Zato and Nago harder for beginners?

Answers

Enjoyment sustains learning; all characters are viable.

They require complex execution and system management.

Action Steps

Pick one character and commit for at least a week.

Ignore tier discourse while learning basics.

Chunk 2: Gatlings & Basic Combos

Summary Strive’s Gatling system is restricted compared to older Guilty Gear titles.

No universal light → medium → heavy chains

Universal strings:

Close Slash → Heavy Slash

2K → 2D

Smooth transitions = valid Gatlings

Comprehension Questions

How do you recognize a valid Gatling?

Why is training mode important here?

Answers

The animation flows smoothly without stopping.

Each character has unique Gatlings.

Action Steps

Go into Training Mode

Test button flow instead of guessing strings

Chunk 3: Anti-Airs & Jump Control

Summary Strive is jump-heavy, so anti-airs are mandatory.

6P (forward + punch):

Universal

Upper-body invincible

Reliable vs jump-ins

2H:

Higher reward

Riskier than 6P

Comprehension Questions

Why is 6P so important?

When should you use 2H instead?

Answers

It consistently beats air attacks.

When you want higher reward and can predict jumps.

Action Steps

Practice reacting to jumps with 6P

Use 2H once timing improves

Chunk 4: Roman Cancel System (Core Mechanic)

Summary Roman Cancels cost 50% meter and define Strive’s gameplay.

Red RC

Combo extender

Makes unsafe moves safe

Launches opponent

Drift RC

Move during RC slowdown

Enables optimal combos & positioning

Fast RC

Input immediately after RC

Better damage scaling

Different combo routes

Comprehension Questions

Why is Drift RC important?

What’s the tradeoff between Red RC and Fast RC?

Answers

It allows repositioning and extended combos.

Launcher vs better damage scaling.

Action Steps

Bind RC to a button

Learn basic Drift RC directions

Chunk 5: Purple, Blue & Yellow RC

Summary

Purple RC

Cancels whiffs

Undo mistakes

Enables fake pressure & baiting

Blue RC

Slows time

Neutral control & reactions

Yellow RC

Defensive RC

Pushes opponent away

Only usable while blocking

Comprehension Questions

When should you use Purple RC?

Why can’t Yellow RC be used anytime?

Answers

After a whiff or unsafe action.

It’s a defensive mechanic tied to blocking.

Action Steps

Use Purple RC to save unsafe moves

Treat Yellow RC as emergency defense

Chunk 6: Burst & Gold Burst

Summary

Burst

Combo breaker

Very valuable

Can be baited

Gold Burst

Full meter on hit

Offensive momentum tool

Comprehension Questions

Why shouldn’t you burst early?

What’s Gold Burst’s main value?

Answers

Long cooldown; better saved for key moments.

Immediate full meter advantage.

Action Steps

Save Burst unless round-critical

Use Gold Burst to snowball momentum

Chunk 7: Dust Button & Mix-Ups

Summary

Dust is your main opening tool.

Tap Dust = universal overhead

Hold Dust + Up = launcher combo

Linked to sweep & throws

Comprehension Questions

Why is charged Dust high risk, high reward?

What visual cue indicates Dust overhead?

Answers

Slow startup but massive damage.

Orange glow effect.

Action Steps

Use Dust sparingly

Condition opponent first

Chunk 8: Wall Breaks & Positive Bonus

Summary

Wall breaks are extremely valuable.

Wall damage accumulates near corner

Wall splat → break

Grants Positive Bonus

Faster meter gain

Super Wall Break

Hard knockdown

Better okizeme

Still grants Positive Bonus

Comprehension Questions

Why always aim for wall breaks?

When should you super wall break?

Answers

Meter gain outweighs cost.

Whenever you have meter available.

Action Steps

Always convert corner hits

Spend meter to secure wall breaks

Chunk 9: Defensive Mechanics

Summary

Regular Block – basic defense

Faultless Defense (FD)

Pushback

Prevents chip

Costs meter

Instant Block (IB)

Frame-perfect

Removes pushback

Instant FD

IB + FD combined (advanced)

Comprehension Questions

Why is FD the go-to defense?

Why are IB techniques advanced?

Answers

Reliable pushback and safety.

Tight timing requirements.

Action Steps

Master FD first

Treat IB as long-term skill

4) Super-Summary (Under 1 Page)

Guilty Gear Strive emphasizes clarity, momentum, and meter management. Beginners should pick a fun, simple character, learn limited Gatlings, and control air space with 6P. The Roman Cancel system is the heart of the game—enabling combo extensions, neutral control, and defensive escapes. Wall breaks are critical due to Positive Bonus, making meter usage highly efficient. Defense revolves around Faultless Defense, while advanced techniques like Instant Block can be learned later. Mastering fundamentals, smart RC usage, and wall break conversions will carry players far in Strive.

5) Optional 3-Day Spaced Review Plan

Day 1

Character choice

Gatlings

Anti-airs

Red RC basics

Day 2

Purple / Blue / Yellow RC

Burst & Gold Burst

Dust mix-ups

Day 3

Wall break optimization

Positive Bonus awareness

Faultless Defense practice

mario050987·youtube.com·
Guilty Gear Strive Beginner's Guide - EVERYTHING YOU NEED TO KNOW
Guilty Gear Strive Beginner's Guide - EVERYTHING YOU NEED TO KNOW
Guilty Gear Strive Beginner's Guide - EVERYTHING YOU NEED TO KNOW

Guilty Gear Strive Beginner’s Guide – Complete Summary 1) High-Level Summary (Conceptual Overview)

This video is a comprehensive beginner’s crash course for Guilty Gear Strive, covering:

Who to play (character recommendations)

Core combo system (Gatlings)

Anti-air fundamentals

Roman Cancel system (RC) in full detail

Burst mechanics

Dust button & mix-ups

Wall break system & meter economy

Defensive mechanics (blocking types)

The central theme:

Strive rewards smart meter usage, clean fundamentals, and knowing when to take momentum via wall breaks and Roman Cancels.

2) Condensed Bullet-Point Cheat Sheet (Quick Review)

Play who looks fun; balance is strong overall

Beginner-friendly characters: Sol, Ky, Ramlethal

Avoid early: Zato, Nagoriyuki (technical)

Gatlings are limited—not light → medium → heavy

Learn 6P (universal anti-air)

Roman Cancels (RC) use 50% meter:

Red RC = combo extensions

Purple RC = cancel whiffs / mistakes

Blue RC = slowdown for reactions

Yellow RC = defensive “get off me”

Burst = combo breaker; Gold Burst = full meter

Dust button = overhead / sweep / throws

Wall breaks = huge value (Positive Bonus)

Super wall break > normal wall break if possible

Faultless Defense is your main defensive tool

Instant Block & IBFD exist but are advanced

3) Chunked Breakdown (Numbered, Self-Contained) Chunk 1: Choosing a Character

Summary Beginners should prioritize fun and simplicity, not tier lists. Early meta suggests Sol and Ram are strong, but everyone is viable.

Recommended for beginners

Sol Badguy – strongest + easiest

Ky Kiske – straightforward fundamentals

Ramlethal – strong buttons, simple plan

Avoid early

Zato-1 – puppet complexity

Nagoriyuki – blood gauge management

Comprehension Questions

Why is picking a “fun” character more important than tier lists?

Why are Zato and Nago harder for beginners?

Answers

Enjoyment sustains learning; all characters are viable.

They require complex execution and system management.

Action Steps

Pick one character and commit for at least a week.

Ignore tier discourse while learning basics.

Chunk 2: Gatlings & Basic Combos

Summary Strive’s Gatling system is restricted compared to older Guilty Gear titles.

No universal light → medium → heavy chains

Universal strings:

Close Slash → Heavy Slash

2K → 2D

Smooth transitions = valid Gatlings

Comprehension Questions

How do you recognize a valid Gatling?

Why is training mode important here?

Answers

The animation flows smoothly without stopping.

Each character has unique Gatlings.

Action Steps

Go into Training Mode

Test button flow instead of guessing strings

Chunk 3: Anti-Airs & Jump Control

Summary Strive is jump-heavy, so anti-airs are mandatory.

6P (forward + punch):

Universal

Upper-body invincible

Reliable vs jump-ins

2H:

Higher reward

Riskier than 6P

Comprehension Questions

Why is 6P so important?

When should you use 2H instead?

Answers

It consistently beats air attacks.

When you want higher reward and can predict jumps.

Action Steps

Practice reacting to jumps with 6P

Use 2H once timing improves

Chunk 4: Roman Cancel System (Core Mechanic)

Summary Roman Cancels cost 50% meter and define Strive’s gameplay.

Red RC

Combo extender

Makes unsafe moves safe

Launches opponent

Drift RC

Move during RC slowdown

Enables optimal combos & positioning

Fast RC

Input immediately after RC

Better damage scaling

Different combo routes

Comprehension Questions

Why is Drift RC important?

What’s the tradeoff between Red RC and Fast RC?

Answers

It allows repositioning and extended combos.

Launcher vs better damage scaling.

Action Steps

Bind RC to a button

Learn basic Drift RC directions

Chunk 5: Purple, Blue & Yellow RC

Summary

Purple RC

Cancels whiffs

Undo mistakes

Enables fake pressure & baiting

Blue RC

Slows time

Neutral control & reactions

Yellow RC

Defensive RC

Pushes opponent away

Only usable while blocking

Comprehension Questions

When should you use Purple RC?

Why can’t Yellow RC be used anytime?

Answers

After a whiff or unsafe action.

It’s a defensive mechanic tied to blocking.

Action Steps

Use Purple RC to save unsafe moves

Treat Yellow RC as emergency defense

Chunk 6: Burst & Gold Burst

Summary

Burst

Combo breaker

Very valuable

Can be baited

Gold Burst

Full meter on hit

Offensive momentum tool

Comprehension Questions

Why shouldn’t you burst early?

What’s Gold Burst’s main value?

Answers

Long cooldown; better saved for key moments.

Immediate full meter advantage.

Action Steps

Save Burst unless round-critical

Use Gold Burst to snowball momentum

Chunk 7: Dust Button & Mix-Ups

Summary

Dust is your main opening tool.

Tap Dust = universal overhead

Hold Dust + Up = launcher combo

Linked to sweep & throws

Comprehension Questions

Why is charged Dust high risk, high reward?

What visual cue indicates Dust overhead?

Answers

Slow startup but massive damage.

Orange glow effect.

Action Steps

Use Dust sparingly

Condition opponent first

Chunk 8: Wall Breaks & Positive Bonus

Summary

Wall breaks are extremely valuable.

Wall damage accumulates near corner

Wall splat → break

Grants Positive Bonus

Faster meter gain

Super Wall Break

Hard knockdown

Better okizeme

Still grants Positive Bonus

Comprehension Questions

Why always aim for wall breaks?

When should you super wall break?

Answers

Meter gain outweighs cost.

Whenever you have meter available.

Action Steps

Always convert corner hits

Spend meter to secure wall breaks

Chunk 9: Defensive Mechanics

Summary

Regular Block – basic defense

Faultless Defense (FD)

Pushback

Prevents chip

Costs meter

Instant Block (IB)

Frame-perfect

Removes pushback

Instant FD

IB + FD combined (advanced)

Comprehension Questions

Why is FD the go-to defense?

Why are IB techniques advanced?

Answers

Reliable pushback and safety.

Tight timing requirements.

Action Steps

Master FD first

Treat IB as long-term skill

4) Super-Summary (Under 1 Page)

Guilty Gear Strive emphasizes clarity, momentum, and meter management. Beginners should pick a fun, simple character, learn limited Gatlings, and control air space with 6P. The Roman Cancel system is the heart of the game—enabling combo extensions, neutral control, and defensive escapes. Wall breaks are critical due to Positive Bonus, making meter usage highly efficient. Defense revolves around Faultless Defense, while advanced techniques like Instant Block can be learned later. Mastering fundamentals, smart RC usage, and wall break conversions will carry players far in Strive.

5) Optional 3-Day Spaced Review Plan

Day 1

Character choice

Gatlings

Anti-airs

Red RC basics

Day 2

Purple / Blue / Yellow RC

Burst & Gold Burst

Dust mix-ups

Day 3

Wall break optimization

Positive Bonus awareness

Faultless Defense practice

mario050987·youtube.com·
Guilty Gear Strive Beginner's Guide - EVERYTHING YOU NEED TO KNOW
RKS | Blue on Twitter
RKS | Blue on Twitter
Korean backdash un Strive, I've seen everything#GGST pic.twitter.com/g2UJ8XqsYX— RKS | Blue (@tcmblue) June 11, 2021
mario050987·twitter.com·
RKS | Blue on Twitter
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Depending on where you are on the screen and land 5[D]8, you'll be given a certain amount of time and it varies. Screen advantage = Less time Screen disadvantage = More time Twitter: https://twitter.com/ShowYouCanSYC​​ Twitch: https://www.twitch.tv/showyoucan
mario050987·youtube.com·
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Depending on where you are on the screen and land 5[D]8, you'll be given a certain amount of time and it varies. Screen advantage = Less time Screen disadvantage = More time Twitter: https://twitter.com/ShowYouCanSYC​​ Twitch: https://www.twitch.tv/showyoucan
mario050987·youtube.com·
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Depending on where you are on the screen and land 5[D]8, you'll be given a certain amount of time and it varies. Screen advantage = Less time Screen disadvantage = More time Twitter: https://twitter.com/ShowYouCanSYC​​ Twitch: https://www.twitch.tv/showyoucan
mario050987·youtube.com·
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Depending on where you are on the screen and land 5[D]8, you'll be given a certain amount of time and it varies. Screen advantage = Less time Screen disadvantage = More time Twitter: https://twitter.com/ShowYouCanSYC​​ Twitch: https://www.twitch.tv/showyoucan
mario050987·youtube.com·
Guilty Gear Strive: How Full Charge Dust (5[D]8) Works
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
#ky #guiltygear #ggstrive So something I talked about when the game was first announced and have continued to do so is my RC vs you etc.. and even ghetto ways of using drift RC to punish etc.. so heres a example of using it as your almost alpha counter or reversal however you want to think of it.. of course what character punish what is always different but heres a example.. normally ky cant punish this from this distance with a normal(yes you can slide but for sake of video and example throw me a bone here), and if you do the normal alpha counter in the game obviously nothing, but if you stutter, then Drift RC you can use it as a bizarre punish.. of course mid screen another example where you normally have to IB at this distance as ky vs ky to punish, but with this you can even drift rc to punish.. and finally another ghetto way of using the drift RC to punish stuff in abnormal way. Anywho on that note honestly I think kys fireballs frame data is pretty ridiculous in this game for a simple game they really went to far with toning down this move and playing it safe. Oh ya on another note I suppose in terms of punishing this and that, this game seems to have much more so than others a pretty noticeable difference in terms of blocking and standing block when it comes to how far you are pushed back as well which effects what is punishable and what not
mario050987·youtube.com·
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
#ky #guiltygear #ggstrive So something I talked about when the game was first announced and have continued to do so is my RC vs you etc.. and even ghetto ways of using drift RC to punish etc.. so heres a example of using it as your almost alpha counter or reversal however you want to think of it.. of course what character punish what is always different but heres a example.. normally ky cant punish this from this distance with a normal(yes you can slide but for sake of video and example throw me a bone here), and if you do the normal alpha counter in the game obviously nothing, but if you stutter, then Drift RC you can use it as a bizarre punish.. of course mid screen another example where you normally have to IB at this distance as ky vs ky to punish, but with this you can even drift rc to punish.. and finally another ghetto way of using the drift RC to punish stuff in abnormal way. Anywho on that note honestly I think kys fireballs frame data is pretty ridiculous in this game for a simple game they really went to far with toning down this move and playing it safe. Oh ya on another note I suppose in terms of punishing this and that, this game seems to have much more so than others a pretty noticeable difference in terms of blocking and standing block when it comes to how far you are pushed back as well which effects what is punishable and what not
mario050987·youtube.com·
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example
#ky #guiltygear #ggstrive So something I talked about when the game was first announced and have continued to do so is my RC vs you etc.. and even ghetto ways of using drift RC to punish etc.. so heres a example of using it as your almost alpha counter or reversal however you want to think of it.. of course what character punish what is always different but heres a example.. normally ky cant punish this from this distance with a normal(yes you can slide but for sake of video and example throw me a bone here), and if you do the normal alpha counter in the game obviously nothing, but if you stutter, then Drift RC you can use it as a bizarre punish.. of course mid screen another example where you normally have to IB at this distance as ky vs ky to punish, but with this you can even drift rc to punish.. and finally another ghetto way of using the drift RC to punish stuff in abnormal way. Anywho on that note honestly I think kys fireballs frame data is pretty ridiculous in this game for a simple game they really went to far with toning down this move and playing it safe. Oh ya on another note I suppose in terms of punishing this and that, this game seems to have much more so than others a pretty noticeable difference in terms of blocking and standing block when it comes to how far you are pushed back as well which effects what is punishable and what not
mario050987·youtube.com·
Guilty Gear Strive, Drift RC as a reversal/alpha counter punish tech example