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vryu先生 on Twitter
vryu先生 on Twitter
Didnt know frame advantage on stage transition depends on move u used. xD#ggsthttps://t.co/SFzVahcUza pic.twitter.com/VZlvmjL2lw— vryu先生 (@vryu123) June 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
Rip on Twitter
Rip on Twitter
You guys didnt know about this either...right?Or was it just me😬 #GuiltyGearStrive #walltech pic.twitter.com/7Vglan7m72— Rip (@reepal) June 8, 2021
mario050987·twitter.com·
Rip on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】カウンターまとめ_Ver.1.002ざっくりと解析。間違ってたり抜けがあったらすみません。あとちょこちょこ出てくる用語っぽいものは暫定で勝手に呼称してるだけですのであしからず。#GGST #けだこフレーム表 pic.twitter.com/hSn1UGNpJh— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 8, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Guilty Gear -Strive- How the wall works EXPLAINED!? WOW
Guilty Gear -Strive- How the wall works EXPLAINED!? WOW
Is there any need to explain it? I explained it for you guys how long ago now? Just like exactly how this game was gonna work over a year ago? Its not different. Seriously how do you expect someone to count single frames in their head, its really ridiculous and it just will encourage people to play the game in a more safe way. Its not logical to assume someone will count single frames through out the entire course of a match if its even possible in the first place.. Sure youll have ideas of what you want to do, but assuming situations like this will not take place where you are a single frame off changes what your combo is, is ridicuous. Go watch the other videos where I show examples of how just single minute differences actually can cause you to even lose meter in this game https://store.playstation.com/#!/tid=CUSA19210_00
mario050987·youtube.com·
Guilty Gear -Strive- How the wall works EXPLAINED!? WOW
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】基礎データまとめ_Ver.1.002いつもの。個別に出してた奴をまとめたもの。#GGST #けだこフレーム表 pic.twitter.com/VS22LIVY2z— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 8, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】ジャンプ関連まとめ_Ver.1.002殆どOBT#2 から変更なし。ミリア、ラムレザルなどの一部のみOBT#2から変更あり。#GGST #けだこフレーム表 pic.twitter.com/tLZt4pSPTa— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 8, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】バックステップまとめ_Ver.1.002OBT#2から変更なし。#GGST #けだこフレーム表 pic.twitter.com/i8luR6CBxj— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 7, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】起き上がりまとめ_Ver.1.002OBT#2から変更なし。全キャラ共通でうつ伏せ、仰向け共に全体55F。ただしレオのみ起き上がり始めから起き上がり終わりまでの時間が短い。#GGST #けだこフレーム表 pic.twitter.com/GkHITjpqu3— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 7, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
mi33 on Twitter
mi33 on Twitter
名残雪 製品版Ver1.02時データダウン追い打ち補正は一部怪しいけど他は調べ直したし記載間違えも訂正したからこれでもう調べるのやめるFの詳細は他の誰かに任せた…#GGST pic.twitter.com/vJG3453Opm— mi33 (@yukimisan33) June 7, 2021
mario050987·twitter.com·
mi33 on Twitter
GGST Guide #1: Anji
GGST Guide #1: Anji
OVERVIEW Introduction Hello, and welcome to the first video in a series of GGST character guides. I’m making these videos to help out newer players just getting into the guilty gear series, as well as those who might be interested in learning specific characters, but have no clue where to start. ...
mario050987·docs.google.com·
GGST Guide #1: Anji
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】根性値まとめ_Ver.1.002OBT#2から変更なし。#GGST #けだこフレーム表 pic.twitter.com/eNLMCRD417— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 7, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】防御係数まとめ_Ver.1.002OBT#2から変更なし。#GGST #けだこフレーム表 pic.twitter.com/1lxZalkjnO— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 7, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】体力まとめ_Ver.1.002Xrdシリーズと変更なし。全キャラ共通で「420」。#GGST #けだこフレーム表 pic.twitter.com/omvToEFath— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 7, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
mi33 on Twitter
mi33 on Twitter
名残雪 OBT時データF等は調べてない ダウン追い打ち補正はOBT1調べ 他はOBT2調べ間違ってても知らない製品版との比較用#GGST pic.twitter.com/bRrUAWu038— mi33 (@yukimisan33) June 7, 2021
mario050987·twitter.com·
mi33 on Twitter
5 Tips for Beginners | Guilty Gear Strive Improvement Guide for New Players
5 Tips for Beginners | Guilty Gear Strive Improvement Guide for New Players

5 Tips for Beginners | Guilty Gear Strive Improvement Guide

Full Summary (High-Level Overview)

This video provides a practical roadmap for beginners in Guilty Gear Strive who want to improve but feel overwhelmed. The core message is that improvement does not start with flashy combos—it starts with understanding system mechanics, learning how to beat common beginner tactics, developing solid execution habits, leveraging community resources, and maintaining a healthy learning mindset. The guide emphasizes efficiency, curiosity, and enjoyment as the fastest paths to long-term growth.

Condensed Bullet-Point Version (Quick Review)

Learn system mechanics and character basics before worrying about optimization

Beat wake-up throw mash with meaties, jumps, and knockdown awareness

Develop a reliable anti-air plan (6P, air-to-air, air throw, character tools)

Improve execution by learning simple, consistent combos, not optimal ones

Use training mode briefly but consistently; play real matches often

Use airdash macro for consistency and safety

Study high-level replays and engage with community resources

Maintain a growth mindset: curiosity > fear, fun > forcing results

Chunked Breakdown Chunk 1: Build a Strong Foundation (System & Character Basics) Key Ideas

Beginners should first learn:

Core system mechanics

Character move lists

Basic game flow

Tutorials, mission mode, and training mode are essential for establishing a baseline.

Why It Matters

Without understanding how the game fundamentally works, it’s impossible to know what to improve or why things fail.

Comprehension Questions

Why shouldn’t beginners skip system mechanics?

What modes help establish a foundation?

Answers

Mechanics define interactions and decision-making.

Tutorial, mission mode, and training mode.

Action Steps

Complete tutorial and several mission mode challenges.

Test multiple characters briefly to understand archetypes.

Learn your character’s normals, specials, and movement.

Chunk 2: Beat Wake-Up Throw Mash Key Ideas

Wake-up throw mash is extremely common at low levels.

Throws are fast but not invincible—they have startup.

Meaty attacks beat wake-up throws cleanly.

Learn knockdown types:

Soft knockdown (techable)

Hard knockdown (guaranteed oki)

Alternatives to beat throw mash:

Neutral jump → button

Character-specific meaty tools

Delayed pressure

Comprehension Questions

Why do meaties beat wake-up throws?

What’s the difference between soft and hard knockdowns?

Answers

Throws have startup; meaties hit first.

Hard knockdowns guarantee pressure; soft ones don’t.

Action Steps

Practice meaty timing after common knockdowns.

Use neutral jump vs throw-happy opponents.

Occasionally use throws yourself to understand their risks.

Chunk 3: Develop a Reliable Anti-Air Strategy Key Ideas

Jumping is strong in Strive due to air blocking.

You can’t stop all jumps—but you must contest them.

Universal option: 6P

Strong head invulnerability

Late timing still works

Often special-cancelable

Other anti-air tools:

Air-to-air normals (j.P)

Air throws

Character-specific anti-air normals (e.g., 2H, 5P)

Comprehension Questions

Why is anti-airing harder in Strive than older games?

What makes 6P so important?

Answers

Air blocking is universal.

Head invulnerability and late timing forgiveness.

Action Steps

Identify your best 6P cancel option.

Practice air-to-air j.P spacing.

Learn one grounded and one airborne anti-air solution.

Chunk 4: Improve Execution (Without Over-Grinding) Key Ideas

Dropping combos causes massive momentum swings.

Beginners should not grind optimal combos.

Learn only:

Basic midscreen combo

Corner combo + wall break

Common hit confirms

Training mode should be short and consistent (10–15 minutes).

Goal: land combos 10/10 times on both sides.

Matches matter more than drills.

Use the airdash macro:

Easier instant air dashes

Cleaner backdashes

Tournament-legal and encouraged

Comprehension Questions

Why are optimal combos low priority for beginners?

What’s the benefit of the airdash macro?

Answers

Neutral and consistency matter more early.

Reliability, safety, and execution ease.

Action Steps

Pick 2–3 simple combos and master them.

Practice briefly, then play matches immediately.

Map and use the airdash macro.

Chunk 5: Use Community Resources & Build the Right Mentality Key Ideas

Community Learning

Watch high-level replays of your character.

Copy strategies before innovating.

Use Twitch streams and Discord for questions and learning.

Mentality

Fighting games take time—this is normal.

Strive has a lower skill floor than older titles.

Approach learning with curiosity, not fear.

Fun accelerates learning.

Play characters you enjoy, not just top tiers.

Comprehension Questions

Why is copying high-level play effective?

How does enjoyment affect improvement?

Answers

It shortcuts problem-solving.

Fun increases consistency and learning speed.

Action Steps

Watch 1–2 high-level replays per week.

Ask questions in Discord or streams.

Switch characters if you’re not enjoying the game.

Super-Summary (Under 1 Page)

To improve at Guilty Gear Strive as a beginner, focus on fundamentals over flash. Learn the system mechanics and your character first, then address common beginner problems like wake-up throw mash and uncontrolled jumping. Develop a consistent anti-air plan using 6P, air-to-airs, and character-specific tools. Improve execution by learning simple, reliable combos, practicing briefly but consistently, and prioritizing real matches. Use built-in replays, streams, and community resources to shortcut learning. Above all, maintain a growth mindset rooted in curiosity and enjoyment—because having fun is the fastest way to improve and stick with the game long-term.

Optional 3-Day Spaced Review Plan

Day 1

Re-read Chunks 1–2

Practice meaties and knockdown pressure

Play 5–10 ranked or casual matches

Day 2

Re-read Chunks 3–4

Practice anti-airs and simple combos

Watch one high-level replay

Day 3

Re-read Chunk 5 + Super-Summary

Reflect on mistakes without judgment

Play for fun and experimentation

mario050987·youtube.com·
5 Tips for Beginners | Guilty Gear Strive Improvement Guide for New Players
Just Defend 18-ish times = Positive Bonus?
Just Defend 18-ish times = Positive Bonus?
Not sure if this is a known thing already, but it only seems to happen after a certain number of Just Defends. Like a lot of them-- 20+ from my testing.
mario050987·youtu.be·
Just Defend 18-ish times = Positive Bonus?
Guilty Gear Strive Guide - Basic Mechanics Explained (for Mortal Kombat 11 Players) - GGST Tutorials
Guilty Gear Strive Guide - Basic Mechanics Explained (for Mortal Kombat 11 Players) - GGST Tutorials

Guilty Gear Strive Discussion #1 – Basic Mechanics (for MK11 Players)

  1. Full Summary (Concepts, Examples, Lessons)

This video explains how Guilty Gear Strive (GGST) differs from Mortal Kombat 11 (MK11) at a mechanical and conceptual level, aimed at MK11 players considering switching or learning Strive. The core message: GGST is an anime fighter built around mobility, offense, and player-created structure, whereas MK11 is more grounded, defensive, and system-driven.

Key contrasts include:

Visual & Genre Differences: GGST is an anime fighter with stylized visuals, air mobility, freezes on hit, and exaggerated effects. MK11 is realistic, grounded, and brutal. This visual style reflects deeper mechanical differences.

Button System: MK11 uses four attack buttons plus dedicated mechanics (throw, block). GGST uses five buttons: Punch (P), Kick (K), Slash (S), Heavy Slash (HS), and Dust (D). The Dust button is universal and multifunctional (overhead, sweep, throw launcher), replacing several MK11-specific mechanics.

Notation System: GGST uses numpad notation (e.g., 5 = stand, 2 = crouch, 6 = forward). Learning this notation is essential to communicate with the GG community and understand guides.

Proximity Normals: Some normals change behavior when close to the opponent—something MK11 does not have.

Combo Structure: MK11 combos rely on preset strings and meter amplification. GGST has no strings—players must build combos manually using links, cancels, and Roman Cancels.

Roman Cancel System: Roman Cancels slow time and allow combo extension, pressure resets, and creative offense. Different colors serve different purposes (e.g., Red RC for combo extension).

Blocking System: MK11 has a block button. GGST uses hold-back blocking, with standing blocks for overheads and crouching blocks for lows. Instant Block functions like Flawless Block but requires follow-up actions manually.

Meter System (Tension Gauge): MK11 meters regenerate automatically and are split into offense/defense. GGST’s Tension Gauge rewards aggression—moving forward and attacking builds meter; retreating drains it.

Defensive Mechanics:

Faultless Defense: Pushes opponents away during pressure.

Burst (Psych Burst): Combo breaker equivalent to MK11 breakaway.

Damage Scaling & Risk Gauge: Repeated pressure fills the Risk Gauge, increasing damage taken and reducing scaling—rewarding sustained offense.

Counters: Counter-hitting with Slash or Heavy Slash leads to significantly higher damage, similar to MK11 crushing blows but more universal.

Corner & Wall Break: Corner pressure can break the wall, granting massive damage and positive meter gain afterward—turning corner dominance into a win condition.

Movement & Mobility: GGST allows running forward, double jumps, air dashes, air blocking, and aerial combat—making the air as important as the ground.

Neutral & Footsies: Neutral exists but is less dominant than in MK11 due to mobility tools. Space control is still important but more dynamic.

Character Design: GGST has highly unique characters:

Faust (random item chaos)

Zato (two-character control)

Sol & Ky (Ryu/Ken-style fundamentals)

Overall lesson: GGST rewards creativity, aggression, and system mastery, while MK11 rewards structure, patience, and predefined tools.

  1. Condensed Bullet-Point Review

GGST = anime fighter; MK11 = grounded fighter

Five-button system with universal Dust mechanics

Numpad notation is essential

No preset combo strings—players build their own

Roman Cancels replace MK11-style combo extensions

Hold-back blocking replaces block button

Instant Block ≈ Flawless Block (manual follow-ups)

Tension meter rewards forward movement

Faultless Defense pushes opponents away

Burst = combo breaker

Risk Gauge increases damage after sustained pressure

Wall breaks reward corner dominance

Air mobility is central to gameplay

Characters are highly unique and expressive

  1. Chunked Breakdown (Self-Contained Learning Units) Chunk 1 – Visual Style & Genre Identity

GGST is an anime fighter with exaggerated visuals, air mechanics, and stylized hit effects, contrasting MK11’s realism.

Comprehension Q: Why does GGST’s visual style matter mechanically? Answer: It reflects increased mobility, air combat, and expressive mechanics.

Action Step: Adopt a mindset of movement and expression, not realism.

Chunk 2 – Button System & Dust Mechanics

GGST’s five-button layout includes the Dust button, which replaces several MK11-specific tools with universal mechanics.

Q: What makes Dust unique? A: It functions as overhead, sweep, launcher, or throw depending on input.

Action Step: Practice Dust options in training to understand universal offense.

Chunk 3 – Notation & Communication

GGST uses numpad notation to describe movement and attacks.

Q: Why is notation critical? A: Guides, discussions, and combo notation all depend on it.

Action Step: Memorize numpad directions before deep study.

Chunk 4 – Combo Philosophy

MK11 uses fixed strings; GGST requires manual linking and canceling.

Q: Why is GGST harder at first? A: Combos must be created, not memorized.

Action Step: Practice linking normals instead of hunting for “strings.”

Chunk 5 – Roman Cancels

Roman Cancels allow time manipulation for offense, pressure, and combo extension.

Q: How do RCs replace MK11 amplifies? A: They provide flexible combo and pressure extensions.

Action Step: Learn Red Roman Cancel timing early.

Chunk 6 – Blocking & Defense

GGST uses directional blocking, Instant Block, and Faultless Defense.

Q: How does defense differ from MK11? A: Defense is more active and timing-based.

Action Step: Drill Instant Block into immediate punish attempts.

Chunk 7 – Meter, Burst, & Risk

Tension rewards aggression; Burst breaks combos; Risk punishes excessive blocking.

Q: Why does GGST favor offense? A: Meter drains when retreating and Risk increases damage taken.

Action Step: Practice forward movement even when playing defensively.

Chunk 8 – Corner, Mobility & Neutral

Wall breaks, air mobility, and dynamic neutral reshape spacing battles.

Q: Why is the corner different in GGST? A: It leads to wall breaks and momentum rewards.

Action Step: Train corner pressure routes instead of corner escapes only.

Chunk 9 – Character Identity

Characters range from simple fundamentals to extreme complexity.

Q: Who should MK players start with? A: Sol or Ky for familiar fundamentals.

Action Step: Sample multiple characters before committing.

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive is a fundamentally different fighting game from Mortal Kombat 11. It replaces preset strings, block buttons, and passive meter with manual combo construction, directional defense, and aggression-driven systems. Roman Cancels, air mobility, wall breaks, and the Risk Gauge all push players toward creative offense and momentum control. MK11 players must shift from structured execution to expressive decision-making, learning to build pressure, manage space in both air and ground, and embrace character uniqueness. Mastery in GGST comes not from memorization, but from understanding systems, timing, and flow.

  1. Optional 3-Day Spaced Review Plan

Day 1 (Foundations)

Review button layout, Dust mechanics, and notation

Practice blocking & movement basics

Day 2 (Systems)

Study Roman Cancels, Burst, Tension, and Risk

Practice simple RC extensions

Day 3 (Application)

Focus on corner pressure, wall breaks, and air mobility

Play matches with one character and reflect on decisions

mario050987·youtube.com·
Guilty Gear Strive Guide - Basic Mechanics Explained (for Mortal Kombat 11 Players) - GGST Tutorials
Easiest / Hardest Characters to Learn in GGST? | Guilty Gear Strive Ease of Use Tier List
Easiest / Hardest Characters to Learn in GGST? | Guilty Gear Strive Ease of Use Tier List
Very common question I get is, "is X character easy / hard and should I pick them up?" So I made a tier list to hopefully address this question. I hope this helps you in determining who you want to play in Guilty Gear Strive. 13:30 Closing thoughts about who to pick up Timestamps: 00:00 Intro 00:55 Zato 01:30 Ky 02:08 Ramlethal 02:50 Giovanna 03:30 May 04:13 Pot/Sol 05:06 Nagoriyuki 05:46 Leo 06:38 Axl/I-no 09:10 Chipp/Milia 10:12 Faust 11:10 Anji 13:30 Closing thoughts Edited by Caste - https://www.youtube.com/user/6castehappybrothers4 Twitter: https://twitter.com/CasteHappy My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links: ⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_ ⭐⭐Follow on Twitch: https://www.twitch.tv/diaphone_ ⭐⭐Join the Discord: https://discord.gg/XBKyePN I appreciate the viewership, if there is anything you would like to see, please let me know down in the comments below. #GGST #Diaphone #TierList
mario050987·youtube.com·
Easiest / Hardest Characters to Learn in GGST? | Guilty Gear Strive Ease of Use Tier List
Guilty Gear Strive 101: Throw Mechanics
Guilty Gear Strive 101: Throw Mechanics
#GGST #GuiltyGear Strive #GGST_SO Some quick show case on how throw system works in Guilty Gear Strive! SUBSCRIBE Here ► www.youtube.com/NurseLee My Twitter: ► @NurseLee_ - Credits, Special Thanks, and other Links - Song Track: Big Blast Sonic - Cover by LittleVMills ►https://www.youtube.com/watch?v=MckHTUUog8s
mario050987·youtube.com·
Guilty Gear Strive 101: Throw Mechanics
KokuJin KazHama on Twitter
KokuJin KazHama on Twitter
I had a strange feeling about the last #GGST open beta, especially that jumps makes you reaaaally vulnerable. Was it the case in the previous one? https://t.co/HjHW0kKBeN— KokuJin KazHama (@hdoucoure) May 17, 2021
mario050987·twitter.com·
KokuJin KazHama on Twitter
A Starter Guide to Gatlings & RCs (Guilty Gear Strive)
A Starter Guide to Gatlings & RCs (Guilty Gear Strive)
streamed Feb. 17, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #GGST #GGSTrive #GuiltyGear #FGC
mario050987·youtube.com·
A Starter Guide to Gatlings & RCs (Guilty Gear Strive)
A LOT of people are mad about this Guilty Gear Strive change....
A LOT of people are mad about this Guilty Gear Strive change....
#lordknight #GuiltyGearStrive #GuiltyGear People were upset when they heard the change to landing for this most recent Guilty Gear Strive beta. Here's the specifics behind the change, and my opinion on how it affects the game (spoilers, it's OK). Follow me on Twitter - https://www.twitter.com/lordknightbb​ Pull up to the clips channel - https://www.youtube.com/channel/UCleY...​ Come chill with us on Twitch - https://www.twitch.tv/lordknight​ I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc​ My team started a YT as well! - https://www.youtube.com/channel/UCbGK...​ Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi​ Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
A LOT of people are mad about this Guilty Gear Strive change....
SonicFox @ Seattle on Twitter
SonicFox @ Seattle on Twitter
So it turns out that if you use Red RC by itself and dont do anything, its a HKD.This means Milia setplay can loop pic.twitter.com/O3YD6wMXJ5— SonicFox @ Seattle (@SonicFox) May 16, 2021
mario050987·twitter.com·
SonicFox @ Seattle on Twitter