Resources

886 bookmarks
Custom sorting
Taking BAD Guilty Gear Strive advice and making it better
Taking BAD Guilty Gear Strive advice and making it better

✅ SUMMARY — Taking BAD Guilty Gear Strive Advice and Making It Better

LK goes through common but oversimplified pieces of Strive advice and shows how to refine them into real, reliable strategies. Each example highlights why generic “just do X” advice fails and what to do instead based on move properties, option density, commitment, and reward.

⭐ BULLET-POINT QUICK REVIEW

Bad advice is usually technically correct, but too narrow, too committal, or ignores matchup dynamics.

May Dolphin: Don’t rely on 6P; use fast jabs (5P/5K) for lower commitment and better reward.

Leo Crossup (bt.S / Cross-through): Throwing isn’t reliable; instead, look for crossup only after normals with few cancel options. Use FD and awareness after 2S.

Giovanna Specials (236K / 214S): Don’t tunnel vision on reacting with 6P. Instead, FD/Jump after the end of Gatlings to force her to overextend.

Chipp Alpha Blade: 6P works but isn’t the best answer. FD to force whiff, anti-air trade combos, walk-under, hit landing, or intercept horizontally.

I-No Stroke: Throwing works only in specific windows. Look for Stroke after moves with few cancel routes (like 6H), not everywhere.

Core lesson: Replace “just do this” advice with context-dependent decision rules.

📚 CHUNKED SUMMARY WITH QUESTIONS + ACTION STEPS Chunk 1 — Why Bad Advice Happens

Many players give advice that’s technically correct but oversimplified, ignoring Strive’s system, character-specific options, delays, and risks. LK’s goal is to refine these into strategically sound versions.

✔ Comprehension Questions

Why does LK think “bad advice” persists even when it technically works?

What makes advice too generic to be reliable in Strive?

✔ Answers

Because people repeat legacy knowledge or simple rules without considering Strive’s specific properties.

It ignores commitment, timing variation, and character-specific tools.

✔ Action Steps

Always question whether advice accounts for timing, space, or options.

Evaluate the commitment and reward of any suggested counter.

Chunk 2 — May Dolphin: Why 6P Is Not Ideal

People say “just 6P Dolphin.” 6P works, but:

It’s high commitment with long recovery.

May can delay Dolphin and counter-hit your 6P.

You don’t get good reward unless you have meter.

Better option: Use 5P or 5K—shorter duration, safer, less punishable if May delays, and often leads to combos.

✔ Questions

Why is 6P high commitment against Dolphin?

Why are fast jabs better in this matchup?

✔ Answers

Long total duration and vulnerability to delay variations.

They recover fast, avoid getting blown up by delays, and yield better conversions.

✔ Action Steps

Practice anti-Dolphin jab timings.

Lab what combo routes your character gets off 5P/5K vs Dolphin.

Chunk 3 — Leo Crossup: Why Throwing Isn’t Enough

Advice: “Just throw Leo’s cross-through.”

Problems:

The range varies, making throws inconsistent.

Strive has strong delay cancel options, letting Leo alter timing or use alternatives.

Some normals (close slash, 2S) give him tons of options; you can’t tunnel vision.

Better rule:

Look for crossup after moves with few cancels, like f.S.

After flexible normals, use FD to create space and observe habits.

✔ Questions

Why is throw unreliable as a universal answer?

When is crossup more predictable?

✔ Answers

Throw range/timing varies and Leo has multiple cancel options.

After normals that have few cancel routes, like far slash.

✔ Action Steps

Identify which Leo normals have limited follow-ups.

Practice FD spacing to escape close-range mix loops.

Chunk 4 — Giovanna: Don’t 6P Every Special

Bad advice: “Just 6P her special moves on reaction.”

Problems:

Her close slash is plus and she can frame trap you while you’re looking for specials.

Her normals are extremely safe, so waiting for specials cedes pressure.

Over-focusing on specials blinds you to her real turn-taking structure.

Better rule:

At the end of her Gatlings (5H, sweep), use FD or super jump to escape or reset.

Once she overextends trying to catch your jump/FD, you regain space to use 6P.

✔ Questions

Why does focusing on 6P make her pressure stronger?

When should you jump or FD?

✔ Answers

Because she gets free turns off safe normals while you wait.

At the end of her string where specials start.

✔ Action Steps

Drill FD → super jump as an escape option.

Recognize the animation cues for Giovanna’s string endings.

Chunk 5 — Chipp Alpha Blade: 6P Is Not “The Answer”

People say “just 6P” Alpha Blade. Problems:

Alpha Blade advances; 6P may cause your character to shift or corner yourself.

The move has low attack level, making anti-air trades very favorable for you.

FD pushes Chipp far enough that his follow-up 2K whiffs.

You can walk under, hit landing recovery, or meet him horizontally.

Better rule: Use the tool that gives your character the best reward, space, or safety, not the standard universal answer.

✔ Questions

Why is FD strong here?

Why are trades favorable against Alpha Blade?

✔ Answers

It pushes Chipp out so his primary follow-up misses.

Low attack level → you get full combo on trade.

✔ Action Steps

Test FD vs Alpha Blade with your character’s anti-airs.

Practice walking under and punishing landing recovery.

Chunk 6 — I-No Stroke: Throwing Helps but Only in the Right Spots

Bad advice: “Throw Stroke.”

Problems:

Stroke is +3, so she keeps her turn.

Waiting for Stroke makes you predictable.

She can vary timing or switch options.

Better rule:

Look for Stroke after moves with little cancel flexibility, like 6H.

She can only let it recover, do S Stroke (-6), or do H Stroke (throwable).

In more flexible spots, consider jump back, backdash, or defensive movement.

✔ Questions

When is throwing Stroke good?

Why shouldn’t you always wait for it?

✔ Answers

After moves where she can only special cancel and has few options.

Because she has too many mix options and you become predictable.

✔ Action Steps

Identify fixed cancel points in I-No’s pressure.

Practice option-select throw vs Stroke timings.

🔥 SUPER-SUMMARY (Under 1 Page)

In this video, LK refines common Guilty Gear Strive matchup advice by showing how generic “just do X” rules often fail because they ignore commitment, space, timing variation, cancel routes, and character-specific risk/reward. He demonstrates this across several matchup misconceptions:

May Dolphin: 6P works but is too committal. Use fast jabs for safer interrupts and better conversions.

Leo Crossup: Throwing isn't reliable; instead, identify normals with few cancel routes and defend there. Against flexible options, rely on FD and awareness.

Giovanna Specials: Reacting with 6P is too narrow because she can overwhelm you with safe normals. Escape at the end of her strings with FD or super jump.

Chipp Alpha Blade: 6P is not the most consistent answer. Use FD to force whiff, trade anti-airs for combos, walk under, or punish landing.

I-No Stroke: Throwing only works in specific spots. Look for Stroke after limited-cancel moves like 6H, and use jump/backdash elsewhere.

The key insight: Replace oversimplified matchup advice with flexible, system-informed strategies that account for options, commitment, and situation. Good advice is not “do X,” but do X when the situation’s structure supports it.

🧠 3-Day Spaced Review Plan Day 1 — Structural Understanding

Read chunks 1–3.

Lab Dolphin jab punishes & Leo 2S/FS cancel routes.

Day 2 — Defensive Escapes

Read chunks 4–5.

Practice Giovanna FD → jump and Chipp FD → whiff punish sequences.

Day 3 — Application & Integration

Read chunk 6 + super-summary.

Build a personal “anti-generic-advice checklist”:

What’s the commitment?

What’s the reward?

How many options does the opponent have here?

mario050987·youtube.com·
Taking BAD Guilty Gear Strive advice and making it better
How NOT To Burst
How NOT To Burst
Support the Channel and stay updated through Social Media. It's quick and easy and really helps us out! - TWITCH- https://www.twitch.tv/animeilluminati TWITTER- https://www.twitter.com/jiyunaJP FACEBOOK- https://www.facebook.com/jiyunajp INSTAGRAM- https://www.instagram.com/jiyunajp ANIMEILLUMINATI Clips Channel - https://www.youtube.com/channel/UCV3Eyd0ezXIEgb5PviwSvrg Editing & Thumbnail by: https://twitter.com/dodonpahchi #GuiltyGearStrive #GuiltyGear #GGStrive
mario050987·youtube.com·
How NOT To Burst
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
IB MAJOR DISCOVERY In a blockstring, you MUST go back to 5 (idle) for a few frames to perform an instant block.Knowing this makes autopiloted tight strings extremely vulnerable to fuzzy instant blocking.Please RT to make this knowledge common.#GGST pic.twitter.com/AsNq7wmH3r— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
TORI on Twitter
TORI on Twitter
ポチョの前後の二段ジャンプは着地硬直のくらい判定がおかしいのか、ジオの2Kの攻撃判定がおかしいのか知らないけど、着地硬直の3Fに当たらないみたいです。流石に修正案件かな。(垂直二段ジャンプや、前後の二段ジャンプでもFDを張っていると着地硬直のモーションが変わるので当たる) pic.twitter.com/Oh0Q8d9MhQ— TORI (@tori3_) July 11, 2021
mario050987·twitter.com·
TORI on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Now I know what they had in vision when nerfing BDs for Strive. They wanted that BD is still viable in neutral as majority of far buttons doesn't have that much active frames (except few buttons) but for closeup defense, it's highly risk due close buttons has more actives #GGST pic.twitter.com/P7q1JTPG9u— TA | wauhti ❄️ (@SpiidiOnNoita) July 10, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
In this video, I go over the many defensive options you have in Guilty Gear Strive. Hopefully it helps some people out there with their defense! Game: Guilty Gear Strive Developer: Arc System Works Publisher: Arc System Works Dust Loop Wiki Defense Page: https://www.dustloop.com/wiki/index.php?title=GGST/Defense SonicSol Faultless Defense Guide: https://youtu.be/6UAWL26cq9c Outro: OSRSBeatz https://youtu.be/FLZiT7yGlck My Twitch: https://www.twitch.tv/kungfushrimp #guiltygear #ggst #fgc
mario050987·youtube.com·
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
AtomicRedd on Twitter
AtomicRedd on Twitter
Apparently you can get a PRC if you RC on the same exact frame you land from an airdash. Probably some sort of bug but other than that this can probably be used for very specific situations like punishing a whiffed anti air. In my opinion BRC should work just as fine. #GGST pic.twitter.com/Z0kXW2YfxH— AtomicRedd (@Atomic_Redd) July 8, 2021
mario050987·twitter.com·
AtomicRedd on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive bonus part 3Movement (pre/post PB)Walk 60/25 secRun 30/15 secBackdash/walking too far increase it#ggst pic.twitter.com/eliWPpLACx— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive Bonus no wallbreak4super>super5super>anything3~5 Dust(depend on combo)24~26 IB(depend air/ground)#ggst pic.twitter.com/qpWVsu7CCt— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
Everything you need to know about Throws in Guilty Gear Strive
Everything you need to know about Throws in Guilty Gear Strive
Throws are very important in guilty gear strive! They are in every fighting game to be sure, but there's a lot of little rules and character specifics that you may not be aware of and they can make a world of difference! So lets take a journey in this guide and tell you everything you need to know about throws in Guilty Gear Strive! 0:00 - Intro 0:57 - Throws are fast! 1:27 - Character differences 3:59 - Hard knockdowns 8:11 - Rule of 5(important!) 10:47 - Odds and Ends 12:47 - In Closing --------------- --On Twitter @ https://twitter.com/rooflemonger --On Twitch @ https://www.twitch.tv/rooflemonger --Rooflemonger monkey merch! @ https://teespring.com/stores/rooflemonger --Help support the Channel on Patreon! https://www.patreon.com/rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #fgc #guiltygear #ggst
mario050987·youtube.com·
Everything you need to know about Throws in Guilty Gear Strive
3 MISTAKES YOU ARE MAKING with your BURST and HOW TO FIX IT | Guilty Gear Strive (-Strive-)
3 MISTAKES YOU ARE MAKING with your BURST and HOW TO FIX IT | Guilty Gear Strive (-Strive-)
Top 3 Mistakes you're making when using your Burst Guide Tutorial. Your Burst is one of the most important tools in your arsenal so don't waste it and especially don't get it baited. These tips, will help you to stop using your Burst in bad situations and help you use it to win more games. Intro: 00:00 Mistake #1: 00:05 Mistake #2: 00:46 Mistake #3: 1:41 Ways to use Burst Better: 2:13 Follow the socials! https://twitter.com/KripThirteen https://www.twitch.tv/kripthirteen
mario050987·youtube.com·
3 MISTAKES YOU ARE MAKING with your BURST and HOW TO FIX IT | Guilty Gear Strive (-Strive-)
Improve Your Defense FAST in Guilty Gear Strive With These Tips!
Improve Your Defense FAST in Guilty Gear Strive With These Tips!
A discussion on the basic components of defense in Guilty Gear Strive and the "M.T.S." drill that I use to practice my defense! Subscribe to the channel here: https://www.youtube.com/channel/UC_tyKfn9ynagY-0PQj9B_cA?sub_confirmation=1 #ggst #guiltygear #fgc 0:00 Intro 2:19 Blocking Infomercial 4:00 Defense Basics + Extras 10:14 Backdash and Fuzzy 11:11 Defense Drill for Practice! 12:43 Outro
mario050987·youtube.com·
Improve Your Defense FAST in Guilty Gear Strive With These Tips!
JLP | GloryMain on Twitter
JLP | GloryMain on Twitter
#GGST I DID NOT KNOW WHIFFING SPECIALS GAVE YOU METERhttps://t.co/ulJW2LbsNm pic.twitter.com/dsZ8YmTWRB— JLP | GloryMain (@GloryMain_) July 7, 2021
mario050987·twitter.com·
JLP | GloryMain on Twitter
How to use Training Mode to become BETTER at Guilty Gear Strive!
How to use Training Mode to become BETTER at Guilty Gear Strive!

✅ Summary of “How to use Training Mode to become BETTER at Guilty Gear Strive!”

This video teaches how to use training mode as a problem-solving lab to answer the key question behind every loss:

“Why did I get hit, and what can I do next time?”

Instead of memorizing combos, the creator emphasizes recreating real match situations, testing options, and discovering practical solutions through trial and error. Using Leo as an example, he demonstrates how to:

Recreate corner throw situations

Test escape options (Yellow Burst, jumps, Blue Roman Cancel, lows, delays)

Understand Leo’s parry mind game

Learn what challenges are guaranteed or fake

Test left/right mixups and debunk assumptions

Use training mode as an exploration tool rather than a punishment tool

Training mode becomes a sandbox for discovering truths, building confidence, and breaking down stressful mixups into clear, manageable decision points.

✅ Condensed Bullet-Point Version

Training mode is for recreating the situations that beat you, not just practicing combos.

Ask: Where did I get hit? How? Why? What were my options?

Recreate Leo’s corner throw → overhead/strike/throw pressure.

Test defensive responses: Yellow Burst, jump → Blue Roman Cancel (BRC), challenge buttons.

Leo’s overhead does not automatically give your turn back—must test options.

Leo can parry after overhead; you can bait or delay to punish.

If you guess wrong vs parry, you get blown up → accept the mind game.

Test mid-screen throw situations → discovered left/right wasn't real.

Training mode = trial and error → discovering hidden counterplay.

Continually test, adjust, and rebuild your knowledge.

✅ Chunked Summary With Questions, Answers, and Action Steps Chunk 1 — Training Mode's Purpose: Recreate Losses

The creator stresses that every loss contains data. You should identify how you were hit and recreate those exact moments in training mode. Training mode allows you to simulate situations repeatedly until you understand your responses.

Questions

What is the primary purpose of training mode according to the video?

Why is recreating situations important?

What mindset should you have when entering training mode?

Answers

To recreate real match scenarios and discover solutions.

Because repeated scenarios reveal what works, what doesn't, and why you lost.

A problem-solving mindset rather than a combo-grinding mindset.

Action Steps

After a loss, write down one situation that confused or overwhelmed you.

Recreate it in training mode using recording slots.

Test at least three different responses and log which ones succeed.

Chunk 2 — Example: Leo’s Corner Throw Pressure

Leo puts opponents into repeated guess situations with throw → 5K → strike/throw/overhead. The video shows how to recreate that exact sequence in training mode.

Questions

What sequence is used in the example?

Why is this a commonly hated scenario?

What does recreating it help reveal?

Answers

Leo throws you in the corner, then pressures you with 5K mix.

Because it forces overwhelming guesses with big consequences.

It reveals your defensive options and what actually works.

Action Steps

Record Leo doing throw → 5K → overhead/strike/throw.

Practice: Yellow Burst, backdash, mash, jump, BRC down.

Compare risk/reward for each option.

Chunk 3 — Testing Defensive Tools (Yellow Burst, Jump → BRC)

Yellow Burst creates space and ends Leo’s momentum. Jump → downward Blue Roman Cancel freezes time and gives a punish opportunity.

Questions

What benefit does Yellow Burst offer?

What does jump → BRC down allow?

Why test multiple options?

Answers

It pushes Leo far away and resets neutral.

A freeze-frame punish scenario.

To find both optimal and situational tools.

Action Steps

Practice reacting to Leo’s pressure with Yellow Burst on throw.

Drill jump → BRC down timing to consistently punish.

Chunk 4 — Understanding Leo’s Parry Mind Game

Blocking Leo’s overhead does NOT give you your turn. He can parry your retaliation, forcing a mix between:

Challenging with a delay

Low crushing his parry

Not pressing a button

Risking being wrong and getting hit

Questions

Why isn’t it automatically your turn after blocking Leo’s overhead?

How do you beat parry?

What happens if you guess parry but he doesn’t parry?

Answers

Because Leo can cancel into parry, which beats immediate challenges.

Delay your button or hit low.

You get hit by Leo’s offense for taking the wrong risk.

Action Steps

Practice delayed buttons after blocking overhead.

Test different timing windows to avoid parry without being punishable.

Record Leo doing overhead → parry vs overhead → strike and practice reacting.

Chunk 5 — Testing True/Fake Left-Right Mixups

Mid-screen throw left/right mixups seem strong, but the creator tests them and discovers:

Soul’s 3f jab can contest the side-switch attempt

This means the mixup is fake and not guaranteed

Training mode uncovers truths even the player didn’t know

Questions

What assumption is tested?

What does switching to Soul reveal?

What does this teach about training mode?

Answers

That mid-screen throw → dash-through is a real mixup.

The 3f button interrupts Leo before he crosses.

That training mode exposes misinformation and teaches you real data.

Action Steps

Record mid-screen throw attempts from characters who dash through.

Test if your character’s fastest button interrupts → write the results.

Add these findings to your matchup notes.

Chunk 6 — Training Mode Philosophy

Training mode is trial and error, not a punishment chamber. You shouldn’t feel bad when something doesn’t work—your goal is simply to discover truth.

Questions

What mindset should you avoid?

What mindset should you adopt?

Why is training mode essential?

Answers

Avoid self-blame or expecting instant mastery.

Adopt curiosity and experimentation.

Because it reveals your do’s and don’ts through controlled repetition.

Action Steps

Treat every failed experiment as data, not failure.

Create a small notebook labeled Training Mode Discoveries.

Each session, record one thing you learned.

✅ Super-Summary (Under 1 Page)

This video teaches players to use training mode as a scientific lab for problem solving, not just a place to drill combos. After every loss, ask: Why did this hit me? What could I have done? Recreate the situation in training mode and test every defensive option.

Using Leo’s pressure as an example, the creator demonstrates how to simulate corner throw scenarios, test Yellow Burst, jump → Blue Roman Cancel, delayed buttons, and how to answer Leo’s post-overhead parry mixups. He emphasizes that your turn doesn’t automatically return after blocking an overhead—each option must be checked in the lab.

Mid-screen left/right mixups that seem real may not actually be legitimate; training mode revealed that Soul’s 3f jab interrupts a supposed guaranteed side-switch. This discovery reinforces the central philosophy: training mode exposes the truth.

The ultimate goal is to approach training mode with curiosity and experimentation. Trial and error is normal. You don’t need to know the matchup beforehand—the lab will teach it to you. By replaying situations, asking the right questions, and documenting what works, you slowly build genuine matchup knowledge and practical counterplay.

✅ 3-Day Spaced Review Plan Day 1 — Immediate Review

Reread the bullet points and chunk summaries.

Recreate one scenario from your own matches in training mode.

Day 2 — Application

Recreate the Leo examples (throw → 5K → mix).

Drill: Yellow Burst, jump → BRC, delayed buttons.

Test a “fake mixup” in your own matchups.

Day 3 — Integration

Add discoveries to your FGC Codex.

Play sets focusing specifically on applying your lab findings.

Identify a new confusing situation to bring into training mode.

mario050987·youtube.com·
How to use Training Mode to become BETTER at Guilty Gear Strive!
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
For some reason doing the same combo from a guard crush deals more damage than landing the combo normally, even at 0 RISC? pic.twitter.com/tyXCVT2W4O— SUGOI | Zankoku (@Zankoku) June 16, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
defence in gg
defence in gg
defence in gg is not super approachable and takes a long time to fully get used to so dont feel bad. truthfully, defence in gg varies significantly on who you play, and who you play against. there's t...
mario050987·evernote.com·
defence in gg
How to WIN with your character in Guilty Gear Strive
How to WIN with your character in Guilty Gear Strive
#lordknight #GuiltyGearStrive #GuiltyGear In today's video we talk about "win conditions" in Guilty Gear - a situation where your character is at their strongest. You can also flip it and look at it as a situation to avoid at all costs from your opponent. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g 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 Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
How to WIN with your character in Guilty Gear Strive
supers4iy4n_kid on Twitter
supers4iy4n_kid on Twitter
#GGST Shout out to @JusteMetaTv for the inspiration. I think I found an easy way to IB things mid-pressure. On the numpad, starting from 8 and going right all the way to 4 can give you a good and easy IB timing. I've tested this on a few character's strings and it works. pic.twitter.com/d2CIBgBjhB— supers4iy4n_kid (@supers4iy4nkid) July 6, 2021
mario050987·twitter.com·
supers4iy4n_kid on Twitter
Noponis on Twitter
Noponis on Twitter
PSA for those unaware:YRC does NOT hit hurtboxes(the green rectangles)It hits your collisionbox(the yellow rectangle) .As you can see in this image, my hurtbox is in YRC's hitbox, yet I am unscathed.Very important knowledge for far reaching buttons.Don't get robbed!#GGST pic.twitter.com/TpAFjuFWq4— Noponis (@Noponis) July 5, 2021
mario050987·twitter.com·
Noponis on Twitter
paradise @ buff Ky on Twitter
paradise @ buff Ky on Twitter
As a note to anyone making combo guides or tech videos, if you leave the combo recipe on record, it will leave your inputs on screen until you reset. You can also set the inputs to be P/K/S/HS. #GGST pic.twitter.com/95jDRy7H7y— paradise @ buff Ky (@big_splitz) July 5, 2021
mario050987·twitter.com·
paradise @ buff Ky on Twitter
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Defensive OS idea: FDIB meaties into fuzzy jump, see comments below. #GGSThttps://t.co/JTZLs8J6VH pic.twitter.com/ZZ06H3Zpnw— Shinjin is シンジン (@shinjinbaiken) July 5, 2021
mario050987·twitter.com·
Shinjin is シンジン on Twitter
Guilty Gear: STRIVE: Jumping RC Dash Cancel Tutorial
Guilty Gear: STRIVE: Jumping RC Dash Cancel Tutorial
Lucy Goosy here! So I've been seeing this stuff on some clips on twitter and I figured not only should I learn how it works, but also make a video for it for those who want to learn how as well! Sorry for the scatterbrained commentary as this is my first edited video and I didn't really have a script going forward; I just kinda gunned it. Still hope it helps people! ^^ HONK Twitter: https://twitter.com/Goosy_Is_Lucy Twitch: https://www.twitch.tv/lucy_is_goosy
mario050987·youtube.com·
Guilty Gear: STRIVE: Jumping RC Dash Cancel Tutorial
Pfhor ☄ 🔎🥕🥐🦈❤️@Crossbell on Twitter
Pfhor ☄ 🔎🥕🥐🦈❤️@Crossbell on Twitter
This is probably very situational knowledge but grounded wallstick is completely untechable. #ggst pic.twitter.com/FaXcdFsOEX— Pfhor ☄ 🔎🥕🥐🦈❤️@Crossbell (@Pfhorpls) July 5, 2021
mario050987·twitter.com·
Pfhor ☄ 🔎🥕🥐🦈❤️@Crossbell on Twitter
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Defensive OS: FDIB meaties and back dash throws. Hold FD during KD for easier execution. #GGST pic.twitter.com/dpxqrUt0mb— Shinjin is シンジン (@shinjinbaiken) July 4, 2021
mario050987·twitter.com·
Shinjin is シンジン on Twitter
HOW TO USE 6P ANTI AIR | Guilty Gear Strive Tutorial
HOW TO USE 6P ANTI AIR | Guilty Gear Strive Tutorial

Chunked Summary Chunk 1: Introduction to 6P Anti-Air

Veterans often recommend pressing 6P (stand Heavy Punch) when opponents are airborne.

Advice can feel oversimplified, but the video demonstrates why, when, and how it works.

The focus is understanding hitboxes, hurtboxes, and timing in interactions between characters.

Comprehension Questions:

What is the common advice veterans give for airborne opponents? Answer: Press 6P to anti-air them.

Why can this advice seem insufficient? Answer: It doesn’t explain the timing, hitbox interactions, or reasoning behind it.

Action Steps:

Watch interactions carefully in training mode, focusing on hitboxes and hurtboxes.

Note how 6P interacts with different jumps to develop intuition.

Chunk 2: Kai vs. Mei Example

Kai’s 6P can reach Mei’s jump heavy despite the short apparent range.

Reasons:

Kai’s hurtbox disappears temporarily during 6P startup.

Mei’s hurtbox extends far below her attack animation.

Successful hits depend on timing and positioning.

Trades occur if 6P is pressed slightly late, causing hitboxes to overlap.

Comprehension Questions:

Why does Kai’s 6P reach Mei’s jump heavy? Answer: Kai’s upper body hurtbox disappears, and Mei’s hurtbox extends downward.

What causes a trade instead of a clean hit? Answer: Pressing 6P later, so hitboxes overlap.

Action Steps:

Practice frame-by-frame analysis of attacks to see how timing affects outcomes.

Experiment with pressing 6P earlier and later to observe clean hits versus trades.

Chunk 3: Targeting Hurtboxes

The key is hitting the extended hurtbox, not the visible collision box.

Even attacks that look like they’re out of reach can be countered if the hurtbox extends during their animation.

Example: Kai 6P can counter Mei jump heavy from further than expected.

Comprehension Questions:

What part of an attack should 6P aim to hit? Answer: The opponent’s extended hurtbox.

Can visually distant attacks still be countered by 6P? Answer: Yes, if the hurtbox extends into range.

Action Steps:

Use training mode to mark hurtboxes visually.

Practice spacing 6P so it intersects with the extended hurtbox, not just the attack’s hitbox.

Chunk 4: Other Characters and Exceptions

Most air normals have extended hurtboxes, but some are exceptions (e.g., Ramlethal jump S).

Timing is critical: too early or too late results in misses or trades.

Some attacks create tight windows where 6P must be precisely timed.

Comprehension Questions:

Do all air normals have extended hurtboxes? Answer: Most do, but some exceptions exist.

What happens if you press 6P too early or too late? Answer: Too early → miss; too late → trade or miss depending on distance.

Action Steps:

Identify exception moves in your matchups.

Practice timing 6P at different ranges to learn safe windows.

Chunk 5: Post-6P Recovery & Options

After landing or whiffing 6P, you often have time to block or punish follow-ups.

Can also counter double jumps or air dashes with practice.

Setting training mode to random air options helps improve reaction timing.

Risk is low without meter, as far-range attacks from the opponent are generally not threatening.

Comprehension Questions:

What can you do after 6P recovers? Answer: Block, punish, or press 6P again on their next airborne option.

How does meter affect the risk of 6P? Answer: With meter, opponents can convert into bigger punish; without meter, risk is low.

Action Steps:

Practice 6P followed by defensive or offensive options.

Use training mode recording to simulate double jumps, air dashes, and neutral jumps.

Chunk 6: Summary Insights

6P is reliable, safe, and versatile against airborne attacks.

Main considerations:

Timing relative to opponent’s attack

Positioning to target hurtbox

Awareness of exceptions

Post-6P recovery options

Risk is low if opponent has no meter; can be a strong anti-air tool.

Comprehension Questions:

Why is 6P considered reliable? Answer: It can target extended hurtboxes, trades are predictable, and risk is low without meter.

What must a player be aware of when using 6P? Answer: Timing, positioning, exceptions, and recovery options.

Action Steps:

Develop muscle memory for 6P timing across characters.

Use hurtbox analysis to improve anti-air decisions.

Super-Summary (Condensed)

6P in Guilty Gear Strive is a highly effective anti-air tool when used to target extended hurtboxes of airborne attacks. Its effectiveness relies on timing, positioning, and knowledge of hitbox interactions. Trades usually occur when 6P is pressed slightly late. Most air normals have extended hurtboxes, but exceptions exist, requiring careful attention. After 6P, players often have time to block, punish, or counter additional airborne options, with low risk when opponents lack meter. Practicing 6P in training mode with variable enemy options builds timing, spacing, and recovery awareness, making it a versatile and safe anti-air strategy.

Key Actionable Steps:

Analyze hitboxes/hurtboxes in training mode.

Time 6P to intersect extended hurtboxes, not just collision boxes.

Practice frame-precise 6P for exceptions.

Develop post-6P reactions: block, punish, or re-press.

Use random air options in training to simulate real scenarios.

Optional 3-Day Spaced Review Plan

Day 1: Watch examples of 6P vs various air normals; focus on timing and hurtboxes.

Day 2: Practice in training mode with different jump attacks and air dashes; note successes and misses.

Day 3: Test application in matches; review recordings to refine timing, spacing, and recovery awareness.

mario050987·youtube.com·
HOW TO USE 6P ANTI AIR | Guilty Gear Strive Tutorial
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY #GGST_SO How to Instant Faultless Defense? Trying to do it raw is tough, its best to do it in the gaps of blockstrings. Block 1st hit, then hold 2 buttons & press back when you want to IB, & you get a pushblock that costs a very small amount of meter + makes you + pic.twitter.com/PVtFjRdhMJ— Juste Meta Gaming TV (@JusteMetaTv) July 5, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST #GGST_KY #GGST_SO Turns out there's delay teching in strive! If you want to OS Sol you can block 1st hit normally, release block, then tap back, then slightly after tap Dust. If they strike, you block or get IB, if throw, you tech, if cmdg you grab their dash up! pic.twitter.com/FA2N3eZHa9— Juste Meta Gaming TV (@JusteMetaTv) July 5, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Jacob Kim on Twitter
Jacob Kim on Twitter
not sure if this is a bug, but you can prc moves that normally can't be prc'd on whiff if they're in hitstun or blockstun already pic.twitter.com/YlViZqCq68— Jacob Kim (@Ninjaelephant31) June 23, 2021
mario050987·twitter.com·
Jacob Kim on Twitter
B-Ran (AKA McPuffle) on Twitter
B-Ran (AKA McPuffle) on Twitter
#GGST_KY Full RISC gives moves a zoom in counter hit but 5D's property changes when this happens becoming a fast overhead launcher. pic.twitter.com/JmMYTUJ62O— B-Ran (AKA McPuffle) (@ShowYouCanSYC) June 27, 2021
mario050987·twitter.com·
B-Ran (AKA McPuffle) on Twitter