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CL | Novril on Twitter
CL | Novril on Twitter
"Strive has a 5F throw invincibility frames after waking up. Overhead Kiss has a 6F startup and 1-6F throw invincibility.Works against reversal throws, Shoryus, and 6F abare." https://t.co/2cu65CM5gq— CL | Novril (@novriltataki) June 13, 2021
mario050987·twitter.com·
CL | Novril on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 60F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 8~14F) Slowdown does not end if an attack hits or is blocked. Red RC: Tension Cost: 50% Attack Level: 2 CH Type: Unable to verify Start-up: 2F Total Duration: 1F+super freeze 44F Blockstun: 24F Slowdown: 40F (on hit), 20F (on block) Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 7~13F) If opponent is hit after slowdown ends, proration does not occur. On hit, launches and downs. Slowdown ends if an attack hits or is blocked. Purple RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 20F Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end if an attack hits or is blocked. Yellow RC: Tension Cost: 50% Attack Level: 1 CH Type: Weak Start-up: 13F Total Duration: 12F+super freeze 28F+33F Slowdown: 12F Blockstun: 17F Proration: Forced 50% Invul: 1F~end of super freeze Dash Input RC: No RC Cancel: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Loïc *WydD* Petit on Twitter
Loïc *WydD* Petit on Twitter
#GGST I was wondering why I couldnt hit "reversal" easily in the missions and in matches. My stupid brain needed to have an answer... so I plugged my lab on.Reversal buffer is 3 frames.Measured using XInput injection.As a recall: SF4 is 6f, SF5 is 5f. No idea about other GG. pic.twitter.com/JQr9r8ADLl— Loïc *WydD* Petit (@WydD) June 12, 2021
mario050987·twitter.com·
Loïc *WydD* Petit on Twitter
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
  1. Summary (Core Concepts & Lessons)

This video teaches how to lab any situation in Guilty Gear Strive by building reactive bots that recreate the exact pressure, mixups, or problem moves you struggle with. Instead of guessing, relying on memory, or asking online, you learn to:

Record enemy sequences (pressure strings, mixups, specials).

Play them back consistently.

Test punishes, escapes, RPS, and defensive options.

Practice reacting to all variations by setting recordings to random.

Understand why things hit you: plus frames, spacing, side-switches, gaps.

Create a universal framework: If something beats you → recreate it → test answers → ingrain responses.

Main message: Training mode is the most powerful tool in all fighting games, and you can beat everything if you know how to lab it.

  1. Bullet-Point Quick Review

Use Counter Attack Settings to test whether moves are plus/minus.

Use Recording Slots to recreate real opponent sequences.

Practice punishes & defensive answers in context, not in isolation.

Build multiple variations (e.g., Gio flipkick, spiral doggo, dash pressure).

Use Random Playback to simulate realistic mixups.

Test:

6P interactions

Mash checks

Jump / fuzzy jump escapes

Throws

Backdash

YRC / DP

Spacing-based punishes

Lab Leo backturn mix, Sol 6S round start, and any other problem.

The more you lab, the more fear & confusion disappear.

  1. Chunked Summary (with Q&A + Action Steps) Chunk 1 — Why Training Mode Solves Everything

Summary: Players often ask how to beat problem moves (Leo mix, Gio flipkick, Sol bandit bringer). The answer: training mode can recreate every scenario, letting you explore plus frames, punish windows, spacing interactions, and counterplay.

Comprehension Questions

Why is training mode superior to guessing or asking online?

What does setting the opponent to All Guard help you test?

Why is isolating individual moves insufficient?

Answers

Because you get repeatable, hands-on practice and real timing.

It shows whether your punish options are real or if the opponent is plus.

Because moves behave differently inside pressure strings.

Action Steps

Pick one move you hate.

Enter training mode → All Guard → Counterattack Settings → test options.

Write down: Is it plus? What beats it? What loses? What trades?

Chunk 2 — Using Counterattack Settings to Check Punishes

Summary: By setting the opponent to automatically perform a move on block, you learn exactly what punishes or challenges work. Example: testing Giovanna’s flipkick with 6P, close slash, 2H, etc.

Comprehension Questions

What does the bot doing a move “after block” reveal?

Why test multiple speeds of buttons?

Answers

Whether you interrupt, punish, trade, or lose.

To identify your fastest consistent punish and the spacing-dependent ones.

Action Steps

Run: 5P, 5K, 2K, 6P, 2H vs the bot’s move.

Mark which ones work “always,” “sometimes,” and “never.”

Chunk 3 — Recording Sequences for Realistic Pressure

Summary: Most moves aren’t used raw—they come in blockstrings. Example: Gio → c.S → 2S → Flipkick. So you record the entire sequence to recreate real pressure, not fantasy neutral.

Comprehension Questions

Why does recording sequences matter?

Why might your punish fail if you’re not close enough?

How does recording flipkick after block help?

Answers

Because moves behave differently inside pressure, timing changes.

Because close normals turn into far normals, changing frame data.

You can test where your 6P/abare fits in the RPS.

Action Steps

Record the exact pressure string you keep losing to.

Practice blocking it 10 times.

Practice punishing it 10 times.

Chunk 4 — Building Multiple Mixup Variations

Summary: Gio can do:

c.S → 2S → Flipkick

Dash → Spiral Doggo

Dash → Throw / Kick pressure Record all three, then set them to Random Playback to recreate a real mixup sequence. You can also create option-select defenses (e.g., 6P only activates when flipkick occurs).

Comprehension Questions

What does random playback simulate?

How does an option-select emerge naturally when labbing?

Answers

Real matches where the opponent varies their pressure.

A move you buffer may only come out during specific gaps.

Action Steps

Record 3+ variations of an opponent’s mix.

Set playback to Random.

Drill: “Identify → Block → Punish.”

Chunk 5 — Labbing Leo Backturn Mix

Summary: Leo’s side-switch → overhead mix is infamous. You record: c.S → c.S → Side Switch → Overhead Then test options: throw, fuzzy jump, DP/YRC, mashing, etc.

Comprehension Questions

What is a fuzzy jump?

Why does throw often beat Leo?

Answers

A timed block → jump sequence that escapes gaps safely.

Leo steps forward slightly before attacking, entering throw range.

Action Steps

Record Leo’s backturn mix.

Practice:

Throw escape timing

Fuzzy jump

YRC escape

Jump + block OS

Chunk 6 — Labbing Round Start (e.g., Sol 6S)

Summary: You can set moves to occur automatically after position reset, making it easy to lab round-start situations. Test every button: 6P, 2H, jump, backdash, etc.

Comprehension Questions

How does “After Position Reset” help?

What’s the purpose of testing multiple round-start buttons?

Answers

It recreates the exact round start spacing.

Some interactions are spacing/frame perfect; others are safer or more consistent.

Action Steps

Record Sol round-start 6S.

Test all your character’s available options and document what wins/losses.

Chunk 7 — The Philosophy: You Can Beat Everything

Summary: Fighting games uniquely allow you to program the enemy. Once you know how to lab a scenario, the answers become obvious, repeatable, and ingrained. You stop being afraid, because now you know.

Comprehension Questions

Why does labbing eliminate fear?

Why is labbing more efficient than researching matchups online?

Answers

You’ve seen every option already; nothing surprises you.

You discover real answers in seconds instead of waiting for others.

Action Steps

Choose one matchup stress point per day.

Build the bot.

Learn the punishes & escapes.

Record results in your Codex.

  1. SUPER-SUMMARY (Under 1 Page)

This video teaches a universal method for beating any move, pressure string, or mixup in Guilty Gear Strive through systematic use of training mode. You set the dummy to perform specific moves (with Counter Attack Settings) to learn frame advantage and punish options. Then you use Recording Slots to recreate real match situations, not isolated inputs: sequences like Gio’s flipkick pressure or Spiral Doggo strings. By recording multiple variations and setting playback to Random, you simulate realistic mixups and test whether your defensive choices—6P, mash, backdash, throw, fuzzy jump, YRC—are valid.

The same method works for notoriously difficult pressure, such as Leo’s backturn mix. Recording his sequences lets you test reactions, timing traps, throw punishes, and DP escapes until you internalize the answers. You can also lab round-start options by setting the dummy to act immediately after position reset, allowing you to test interactions like Sol 6S vs your best buttons.

The core philosophy: Any problem in Strive can be solved by recreating it in training mode until you understand the exact RPS. Instead of guessing or asking others, you build hands-on knowledge that sticks. You gain confidence, remove fear, and expand matchup mastery through practical repetition. Training mode is an engine for learning, not just combos—and once mastered, it allows you to literally “beat everything.”

  1. Optional 3-Day Review Plan Day 1 — Labbing Foundations

Practice counterattack testing.

Record one opponent string you struggle with.

Learn 1–2 punish options.

Day 2 — Random Playback Drills

Build 3 variations of a mixup.

Set to Random.

Block → React → Punish for 20 minutes.

Day 3 — Specialized Scenarios

Lab one round-start situation and one mid-pressure escape (e.g., Leo backturn).

Document findings in your FGC Codex.

Run a final 10-minute free lab session to reinforce knowledge.

mario050987·youtube.com·
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
-Learn a new* way to secure your rounds in Strive.-Use the slowdown created by counters/held Dust to negate burst to your rivals.And this time any character can do it, not only those who have a super in the air.(I am still surprised by May's unburstable combo damage) https://t.co/ihYYhTJfT1 pic.twitter.com/qeDmmu5ipg— NhurGG✩セルヒオ- 🥐👯‍♀️🚑 (@GgNhur) June 12, 2021
mario050987·twitter.com·
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
Guilty Gear Strive Roman Cancel Tutorial
Guilty Gear Strive Roman Cancel Tutorial
Guilty Gear Strive Roman Cancel Tutorial This video will demonstrate everything you need to know about Roman Cancels in Guilty Gear Strive. There are 4 types of roman cancels each with their or unique utility in matches! I Hope you all find this Guilty Gear Strive Roman Cancel Tutorial useful and I look forward to see you all in the next video! --------------------------------------- Please Don't forget to like and subscribe to my channel. --------------------------------------- Subscribe Now ►► https://www.youtube.com/channel/UC0fk_v0on1iFchxQov-e5bg?sub_confirmation=1 ---------------------------------------- ---------------------------------------- Join Our Discord Server ►► https://discord.gg/B8B3brQ​ ---------------------------------------- ▬▬▬ LET'S BE FRIENDS ▬▬▬ ♥️ Twitter - https://twitter.com/DaikenXDan​ ♥️ Facebook - https://www.facebook.com/Daikenxdan-257459255194189 ♥️ Instagram - https://www.instagram.com/daikenxdan/​ ♥️ Twitch - https://www.twitch.tv/daikenxdan​ #GuiltyGear #GuiltyGearStrive #GGST #ArcSys #ArcSystemWorks
mario050987·youtube.com·
Guilty Gear Strive Roman Cancel Tutorial
ProblemSkater on Twitter
ProblemSkater on Twitter
Looks like they added full inv lmao. #GGST :( pic.twitter.com/RAxsnEDNmq— ProblemSkater (@problem_skater) June 12, 2021
mario050987·twitter.com·
ProblemSkater on Twitter
NAH|Rei on Twitter
NAH|Rei on Twitter
Quick idea I had for whiff throws if your opponent jumps corrrectly. Using fast 8RC throw to make reacting harder. Useful for making your throw game a lot stronger/scarier when you have 50%+tension. pic.twitter.com/XizsgzCPq6— NAH|Rei (@ReiUnCo) June 12, 2021
mario050987·twitter.com·
NAH|Rei on Twitter
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide

Summary of Video: "Guilty Gear Strive Staggers Don't Work Like You Think They Do" The video tutorial focuses on the mechanics of "staggers" in Guilty Gear Strive, explaining common misconceptions about stagger recovery, how to handle staggered situations in practice, and how players can avoid being tricked by "fake" combos. The main concepts include stagger timing, combo behavior, and the importance of precise button pressing to recover properly from staggers. Here's a breakdown of the video’s content:

Key Concepts and Takeaways

  1. Stagger Mechanics in Guilty Gear Strive

Stagger is a mechanic where a move causes the opponent to reel back, entering a staggered state.

Players can "shake" out of the stagger, but this requires pressing a button at the correct timing.

There are multiple stagger recovery speeds: slow, normal, and fast. The video focuses on how to achieve the "fast" recovery, which is crucial for proper defense and escaping from combos.

  1. The Common Misconception: Purple Combos

A purple combo counter indicates a combo where the opponent could block.

Many players mistakenly believe that a purple combo means they failed to escape the stagger or mistimed their button presses.

However, a purple combo merely means that the opponent was able to block during the combo. It does not necessarily mean that the player failed to escape the stagger.

  1. Stagger Recovery and Button Input

To recover from a stagger state, you need to press buttons at the right moment to achieve the "fast" recovery state.

The "gold halo" indicator (shown when pressing buttons correctly) helps confirm that the recovery is happening as intended.

Tapping buttons rapidly or consistently can help achieve this recovery, though some players prefer different methods (like tapping once or using a "piano" input).

  1. Invincible Reversal and Block Stagger State

During a stagger, players are locked into a "blocking only" state for a brief period (around 10 frames, but it may vary by character or move).

Players cannot use invincible reversals (such as a DP move) during this state because the stagger prevents input commands from being processed correctly.

Even if a player attempts to jump or press forward to attack, they will only be able to block due to the stagger's "jailing" effect.

  1. Practical Tips for Dealing with Staggers

Always set the training dummy to "fast" recovery to practice matching out of staggers efficiently.

Practice timing by pressing buttons correctly, ensuring that you consistently see the gold halo when recovering.

If a combo seems like a "true combo" because of stagger, remember that it might be avoidable if you press the right buttons.

Be aware of stagger states when trying to perform reversals or escape, as these states prevent most other actions.

Bullet Points for Quick Review

Stagger Explanation: Moves can cause stagger, which puts the opponent in a reeling state.

Purple Combo Misconception: Purple combos don’t mean you failed to escape. They indicate the opponent can block.

Stagger Recovery Timing: Achieve "fast" recovery by pressing buttons at the right moment (gold halo).

Invincible Reversals: Cannot perform invincible reversals during stagger; you're locked into blocking.

Training Mode Tips: Always use "fast" recovery for practice and focus on button timing.

Chunks and Breakdown Chunk 1: Understanding Stagger Mechanism

Stagger puts the opponent in a vulnerable state, and you must press buttons at the correct time to recover.

Comprehension Question: What does "stagger" mean in Guilty Gear Strive? Answer: Stagger is a state caused by certain moves where the opponent reels back and must recover by pressing buttons at the right time. Action Step: Practice staggering situations in training mode to familiarize yourself with how to recover.

Chunk 2: Misconception about Purple Combos

Purple combo counters are misleading; they don't mean the combo was "unbreakable."

Comprehension Question: What does a purple combo counter indicate? Answer: A purple combo counter shows that the opponent could have blocked at any point during the combo. Action Step: In training, set the dummy to block and practice pressing buttons at the right time to prevent a purple combo from landing.

Chunk 3: Recovery Timing and Button Input

Achieving fast recovery from stagger is about pressing the right button at the right time, often resulting in a gold halo to indicate correct timing.

Comprehension Question: How do you know you’ve recovered from a stagger correctly? Answer: You’ll see a gold halo indicating that you pressed the buttons correctly at the right time. Action Step: Test your timing by repeatedly pressing buttons in stagger situations and looking for the gold halo.

Chunk 4: Invincible Reversals and Stagger State

When staggered, you’re forced into a blocking state and cannot perform invincible reversals.

Comprehension Question: What happens if you try to perform a reversal during a stagger? Answer: You cannot perform a reversal during a stagger and will be forced to block. Action Step: Recognize stagger states in real matches to avoid trying invincible reversals when blocked.

Super-Summary In Guilty Gear Strive, stagger mechanics create a brief window where you must recover by pressing buttons at the right time. Misconceptions about stagger recovery, particularly with purple combos, can lead to confusion. The key to recovery is timing: pressing buttons correctly (indicated by a gold halo) helps achieve fast recovery and avoid combos that seem "unbreakable." Additionally, during stagger states, players are locked into a blocking-only condition, meaning invincible reversals and attacks won’t work. To improve, practice stagger timing in training mode and understand that purple combo counters just mean the opponent could block during the combo, not that it’s a true combo.

Optional Spaced Review Plan

Day 1: Focus on understanding stagger mechanics and practicing fast recovery. Use the gold halo indicator to check timing.

Day 2: Practice countering purple combos and recognizing when they can be blocked. Set the training dummy to block and practice your escape.

Day 3: Refine your timing and reinforce the habit of blocking during staggered states. Work on avoiding trying reversals during staggers.

This spaced review plan will help cement stagger mechanics and recovery timing, enabling better gameplay against stagger-based combos.

mario050987·youtube.com·
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
KenDeep — Today at 5:04 PM Soooooo Wallbreak is a value that is stored per player (not per wall). The value starts at 0. Each move does an initial damage value on hit, and THEN ticks every frame until the max damage value of that move has reached. For example: I-No 5P does an initial 305 damage, and then ticks for 5 damage per frame until 370 wallbreak damage has been added. Each attack has their own value (K starts at 305 and jumps to 380). So its not attack level bound. After an attack has finished being added to the damage sum, the wallbreak damage value starts to tick down (regardless if in hitstun or not). I am not sure yet how much it ticks down - I had instances where it ticks down 5 per frame, and instances where it ticks 10 per frame. The point of wallstick is 3000 damage. After the wallbreak has reached that value, any hit will cause wallstick. The value will jump to 10.000 and continue tick UP (this doesnt seem to have any point for us players but might as well mention it). After the opponent techs, the damage value will jump back to a value of 2500 and start ticking down in the same manner again. As soon as the opponent recovers from a wallbreak, the damage value will have decreased to zero. Supers cause wallbreak damage value-independently. Inos Super barely reaches 1000 wallbreak-damage but still wallbreaks, which leads me to believe that the wallbreak via supers is property based. That's all I found out concerning wallbreak values so far. @Sway probably very relevant for wiki/ressources/etc Saurok963 — Today at 5:06 PM you are my hero Alecahzam — Today at 5:06 PM GOD BLESS THIS WALLSTICK EXPLANATION TuneZz — Today at 5:06 PM Damm Alecahzam — Today at 5:06 PM somebody pin this shit I Potemkin Buster on Wakeup — Today at 5:10 PM I sent it to the dl server :chipplrd: PSN: Fragger-4645 — Today at 5:10 PM Let me know if this is the wrong channel, however I wanna ask a very basic question: is there no ranked/casual in this game? I basically see a "ranked" with the public rooms with floors and private rooms where I can invite friends I Potemkin Buster on Wakeup — Today at 5:10 PM (That's fine with you, right? I forgot to ask first) I Potemkin Buster on Wakeup — Today at 5:11 PM Parks aren't ranked, so you can fight anyone there without any consequences JustATomato — Today at 5:11 PM someone pin this KenDeep — Today at 5:11 PM for me its fine, they can contact me if they want, im always available I Potemkin Buster on Wakeup — Today at 5:11 PM (Also I'm pretty sure you can queue for unranked fights ?) oke PSN: Fragger-4645 — Today at 5:12 PM I dont know because there's only the "parks" or whatever There's nothing else, for public matches Sway pinned a message to this channel. See all pinned messages . — Today at 5:13 PM Noriko — Today at 5:13 PM I feel like it didn't take a datamine to figure that out, I've been saying that for a while now KenDeep — Today at 5:15 PM i doubt you knew that the damage value didnt add instantly MikeMuscles — Today at 5:15 PM I mean when people were doing the same combo twice and one wallstuck and the other didn't and the only difference is a 1 frame delay Then yeah It did :V Noriko — Today at 5:16 PM Well yeah, nobody could figure the details, but everyone knew that the wallbreak was a gauge per character that drained when not being hit KenDeep — Today at 5:16 PM but it also drains while being hit lol Noriko — Today at 5:16 PM It ticks down after the wallbreak damage has been added, not during MikeMuscles — Today at 5:17 PM "Everyone could figure out that it worked, but not how it worked" yeah that's... why we needed a datamine That's a part of... figuring how things work Noriko — Today at 5:17 PM :nervous: Alright, you're correct KenDeep — Today at 5:19 PM Its just funny if youre trying to tell me that you knew the damage value didnt add instantly but over time and then decreased even while in hitstun :valle: that shit was not obvious at all Nightish — Today at 5:19 PM Is this the right place to ask for any tips on landing those wacky motion inputs? Specifically 632146. On ps4 dualshock btw Noriko — Today at 5:19 PM What I was trying to say is that we already knew how to operate the wall how we need it to The details are cool, but they don't change how we interact with it KenDeep — Today at 5:20 PM But now we know WHY it behaves the way it does and we can now teach that much easier to other people who dont grasp it as much because now we can say more than just "well yeah thats how I feel lmao" and there were good players who didnt understand wallbreak fully yet Noriko — Today at 5:21 PM Which we won't go into detail about because we can't do anything more than say what we've already intuited from it
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Apples🍎 on Twitter
Apples🍎 on Twitter
It seems like there might be some sort of overlap on the timing of RRC after a big counter hit where you can sneak in projectiles without causing PRC. Real weird, no idea what applications this could end up having.#GGST pic.twitter.com/y86fRs246B— Apples🍎 (@TheApples_) June 11, 2021
mario050987·twitter.com·
Apples🍎 on Twitter
My Dumb Way Of Remembering Roman Cancels [Guilty Gear Strive]
My Dumb Way Of Remembering Roman Cancels [Guilty Gear Strive]
Red Boi Cancel, Yellow Boi Cancel, Blue Boi Cancel, and Purple Boi Cancel go brrrrrrr and are complicated to me, a newcomer, ngl - Timestamps: 0:00 - 0:14 / Burst 0:15 - 0:41 / Red Roman Cancel 0:42 - 1:00 / Yellow Roman Cancel 1:01 - 1:18 / Purple Roman Cancel 1:19 - 1:37 / Blue Roman Cancel 1:38 - 2:00 / Tech - Videos / Music / Sources used: My own recordings on Guilty Gear Strive PC Warrior's Everyday - Azure Striker Gunvolt Smell Of The Game - Guilty Gear Strive - #GGStrive #GGS #GGST #GuiltyGear #GuiltyGearStrive #FGC #FightingGames #May #Ramlethal #Ankrusa #GuiltyGearStriveMatches #GGSTMatches #GGSMatches #GuiltyGearMatches #Meme -
mario050987·youtube.com·
My Dumb Way Of Remembering Roman Cancels [Guilty Gear Strive]
GUILTY GEAR STRIVE CHARACTER OVERVIEW | Who Should You Play
GUILTY GEAR STRIVE CHARACTER OVERVIEW | Who Should You Play
GUILTY GEAR STRIVE CHARACTER OVERVIEW | Who Should You Play Guilty Gear Strive has just launched globally so what better time to talk about what Guilty Gear Strive Character should you play! This will be a character overview going over every character unique mechanics and playstyles as well as letting you know their strengths and weaknesses. I hope you all find this helpful in finding the right character for you in Guilty Gear Strive! --------------------------------------- Please Don't forget to like and subscribe to my channel. --------------------------------------- Subscribe Now ►► https://www.youtube.com/channel/UC0fk_v0on1iFchxQov-e5bg?sub_confirmation=1 ---------------------------------------- ---------------------------------------- Join Our Discord Server ►► https://discord.gg/B8B3brQ​ ---------------------------------------- ▬▬▬ LET'S BE FRIENDS ▬▬▬ ♥️ Twitter - https://twitter.com/DaikenXDan​ ♥️ Facebook - https://www.facebook.com/Daikenxdan-257459255194189 ♥️ Instagram - https://www.instagram.com/daikenxdan/​ ♥️ Twitch - https://www.twitch.tv/daikenxdan​ Timecodes: Intro - 0:00 Sol - 0:20 Ky - 2:26 Chipp - 7:10 May - 10:03 Millia - 13:24 Zato - 16:19 Nagoriyuki - 19:39 INO - 22:27 Anji - 25:37 Giovanna - 29:43 Leo - 32:45 Ramlethal - 37:36 Faust - 41:18 Potemkin - 45:26 Axl - 51:06 Outro - 54:24 #GuiltyGear #GuiltyGearStrive #GGST
mario050987·youtube.com·
GUILTY GEAR STRIVE CHARACTER OVERVIEW | Who Should You Play
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
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
ShinPhil on Twitter
ShinPhil on Twitter
so anyway. pic.twitter.com/jp2XHKOyxp— ShinPhil (@Shin_Phil) June 11, 2021
mario050987·twitter.com·
ShinPhil 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
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, 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
I Hear Black on Twitter
I Hear Black on Twitter
You can use backdrift RC on certain buttons to bait as well #GGSThttps://t.co/HubfDgF0bu pic.twitter.com/l26zvUtVLf— I Hear Black (@X1Ashe) June 11, 2021
mario050987·twitter.com·
I Hear Black on Twitter
I Hear Black on Twitter
I Hear Black on Twitter
A well timed backdash can avoid guard cancel bubble as well. #GGSThttps://t.co/HubfDgF0bu pic.twitter.com/nAPhGYNg9e— I Hear Black (@X1Ashe) June 11, 2021
mario050987·twitter.com·
I Hear Black on Twitter