Resources

886 bookmarks
Custom sorting
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
- Most hits are worth around 300 wall damage, and each will build up to around 400 over time- Some specials, and RRC, are different- Wall damage doesn't start falling until all hits finished reaching their max- If you hit the wall with 3000 or more wall damage, you'll stick— SUGOI | Zankoku (@Zankoku) June 17, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
Guilty Gear Strive, MOMENTUM NO WAY JOSE, non crack wall break, etc commentary
Guilty Gear Strive, MOMENTUM NO WAY JOSE, non crack wall break, etc commentary
#guiltygearstrive #ggxx #ggst Few comments and tidbits.. I see people talking about running momentum a lot.. a.. absurd amount to me.. to the point im confused... To the point I think its becoming disingenuous to even what is being shown.. yes momentum exists.. I cant think of a game off hand that has running etc that momentum doesnt exisit anime game wise that you dont carry it over.. but the real disingenuous thing is, is when I see people posting BNBs, that use momentum... and even a absurd amount of momentum.. theres a difference between a combo being hard, a combo being easy, and a combo being unrealistic. And when you start putting combos that use full screen momentum, who are you trying to kid here? Reminds me almost of DBFZ when people were posting combo videos only of medium starter auto combos trying to say its a bnb. Also shown is examples of again old but ill post it again, there are times when you are at the wall and the wall cracking is ambiguous. You need to be counting in your head, you can not rely on the crack.. As you can see here, it will disappear even if you hit the guy sometimes making it deceptive. You need to count it in your head. If you are going off just by what the wall LOOKS like, as I said, this is not good, as you can see, the wall can actually be completely invisible with no cracks, and I can then instantly break it just as I showed in the beta. Again I dont think this is rocket science, this kinda stuff will encourage you to play the game in a safer way, instead of playing the game more optimally. And on the subject of the wall shown again is more examples depending on the speed you do stuff showing different results. Seriously look at that one example imagine thinking youre doing the best ender and you go to DP, and not only do you not get a wall break.. youll lose your momentum and be back at even.. Which again goes back to what I said, promotes you playing safer.
mario050987·youtube.com·
Guilty Gear Strive, MOMENTUM NO WAY JOSE, non crack wall break, etc commentary
Strike or Throw in Guilty Gear Strive
Strike or Throw in Guilty Gear Strive
TLDR Version : Using fuzzy backdash for a similar outcome to fuzzy jump involves slightly less risk. Also, wakeup jab can work, but there's generally a better option, in terms of reward or coverage. A lot of these options might seem like they require the opponent to have their timings down but like, a delayed strike can be intentional or not. You can kind of guess the interactions if there's something else. Safejumps kind of flow into the same subset of options. Against characters with more mixup options like Millia, I-No, and Chipp, the strike throw game isn't as integral to their game knockdown plan as the other mixup options they have, so this is less relevant, but the situation still occurs. I also didn't mention command grabs much, and they do slightly change the numbers around, since if timed correctly I believe they will beat normal throw or late throw tech, so there's that to consider in matchups where opponents have this option as well.
mario050987·youtube.com·
Strike or Throw in Guilty Gear Strive
2021 06 17 23 48 31 trim
2021 06 17 23 48 31 trim
To be clear, unlike in GBVS, you can chip kill even if a true blockstring started when the opponent had more than 1hp.
mario050987·cdn.discordapp.com·
2021 06 17 23 48 31 trim
alex asciutto on Twitter
alex asciutto on Twitter
i'd like to add a thing from what i noticed when i tested it and isn't written here: whenever any of the walls aren't on screen the max amount the wallbreak damage can reach is 1500 (should the value already be higher it just won't go up until one of the walls goes on screen)— alex asciutto (@asciux) June 17, 2021
mario050987·twitter.com·
alex asciutto on Twitter
2021 06 17 23 25 28 trim
2021 06 17 23 25 28 trim
Sacha — Today at 4:28 PM Well, for future reference this is how chip seems to work (which would be similar to the way GBVS handles it) You can only get killed by chip damage when your hp is already 1; if an attack's chip would be enough to kill but you have more than 1 hp, it will reduce it to 1 without killing.(edited) 2021-06-17_23-25-28_Trim.mp4 28.84 MB 0:06/0:16 0:04 @FiteMeTenwoo is ther an option select tech grab like sf5 in this game?
mario050987·cdn.discordapp.com·
2021 06 17 23 25 28 trim
Rooflemonger on Twitter
Rooflemonger on Twitter
Reminder that momentum from running can be a powerful tool in GG Strive, but it can also be used against you!Standing still, ram close slash crouch HS, potemkin cannot punish it.With running momentum she's closer after block, then can be punished!#GGST pic.twitter.com/nDtsS1WXux— Rooflemonger (@Rooflemonger) June 17, 2021
mario050987·twitter.com·
Rooflemonger on Twitter
Panda Kizzie Kay on Twitter
Panda Kizzie Kay on Twitter
I got some tech for some new players today! im going to give some tips on how to use the roman cancels in Guilty Gear Strive!https://t.co/jUE9PKvzC8I still believe this is the best roman cancel system of all time for Guilty Gear pic.twitter.com/f21GrFxmoY— Panda Kizzie Kay (@Kizzie_Kay) June 17, 2021
mario050987·twitter.com·
Panda Kizzie Kay on Twitter
log on Twitter
log on Twitter
Am I being stupid here? RRC and PRC have different quick cancel windows, right? #GGST pic.twitter.com/V3VZHcuCxN— log (@Logblaster) June 17, 2021
mario050987·twitter.com·
log on Twitter
Guilty Gear Strive - How to use the Roman Cancel to create powerful mixups!
Guilty Gear Strive - How to use the Roman Cancel to create powerful mixups!
The Roman Cancel is the heart of Guilty Gear Strive and it allows for so, so much! In this specific video we will be showing you how to use the blue Roman Cancel to create an effective 50/50 mixup, overhead or low, that the enemy has to guess! 0:00 - Intro and setup 3:12 - The particulars 5:49 - The mixup 7:18 - Other characters 9:04 - Stronger options --------------- --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! #romancancel #guiltygear #ggst
mario050987·youtube.com·
Guilty Gear Strive - How to use the Roman Cancel to create powerful mixups!
This is why it's so hard to wakeup super in Strive
This is why it's so hard to wakeup super in Strive
Streamed on https://www.twitch.tv/jmcrofts (live every weekday 5-8PM EST) Main channel: https://www.youtube.com/user/jmcrofts Follow me on Twitter: https://twitter.com/crofts #Jmcrofts #GuiltyGear #GGStrive
mario050987·youtu.be·
This is why it's so hard to wakeup super in Strive
Guilty Gear Strive Content Creators & Players
Guilty Gear Strive Content Creators & Players
Content creators list Content creator / player,YouTube,Twitter,Twitch,Expect new YT content for...,Main character,Expect new content...,Language ahmz1404,user/ahmz1404,ahmz1404,
mario050987·docs.google.com·
Guilty Gear Strive Content Creators & Players
I-NOZUMA on Twitter
I-NOZUMA on Twitter
To highlight my point that the input is more important than the button press, here is me doing a reversal with one hand #ggst pic.twitter.com/4ovqEJXJZR— I-NOZUMA (@superinazuma) June 17, 2021
mario050987·twitter.com·
I-NOZUMA on Twitter
Circa🦋Prime on Twitter
Circa🦋Prime on Twitter
Characters who can bait burst in charge dust combos without meter pic.twitter.com/CLhWuVR8Hj— Circa🦋Prime (@OtherSilhouette) June 17, 2021
mario050987·twitter.com·
Circa🦋Prime on Twitter
RedMufflerMan on Twitter
RedMufflerMan on Twitter
If you Red Roman Cancel during an opponents burst, you can visually confirm if your RC hit, and know whether or not you opponent bursted #GGST #GuiltyGearStrive pic.twitter.com/YWwUUkM7iO— RedMufflerMan (@RedMufflerMan) June 17, 2021
mario050987·twitter.com·
RedMufflerMan on Twitter
a Cool Trick for Baiting Burst in Guilty Gear Strive
a Cool Trick for Baiting Burst in Guilty Gear Strive
Consider Becoming a Patreon: https://www.patreon.com/AndyLO2 Watch Me Live!: https://www.twitch.tv/drewlo2 Follow My Twitter!: https://twitter.com/AndyLO2_ #GuiltyGear #GuiltyGearStrive #GGST
mario050987·youtube.com·
a Cool Trick for Baiting Burst in Guilty Gear Strive
5 Tips On HOW TO IMPROVE In Guilty Gear Strive!
5 Tips On HOW TO IMPROVE In Guilty Gear Strive!

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

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

CHUNK 1 — Use Your Meter Every Round Main Ideas

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

Many beginners hoard meter and forget to spend it.

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

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

Actionable Lessons

Treat meter like a resource that expires every round.

Look for super enders during wall splats.

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

Comprehension Questions

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

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

How can meter help secure a round?

Answers

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

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

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

Action Steps

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

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

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

CHUNK 2 — Monitor Your Risk Gauge Main Ideas

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

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

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

Even basic combos become lethal with high Risk.

Actionable Lessons

Don’t sit still on defense longer than needed.

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

Comprehension Questions

What happens when your Risk Gauge fills completely?

How does Risk affect the damage of combos?

Why is prolonged blocking dangerous?

Answers

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

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

Because your Risk rises, making you extremely vulnerable.

Action Steps

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

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

Watch your Risk Gauge every match.

CHUNK 3 — Use the Dash Button Main Ideas

Strive has a dedicated dash button, which simplifies movement.

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

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

Makes normals and specials deceptively long-range.

Actionable Lessons

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

Dashing into buttons/specials expands your offensive options.

Comprehension Questions

Why is the dash button helpful for beginners?

How does dashing affect the range of moves?

Which character/example is used in the video?

Answers

It makes running more consistent and reduces input errors.

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

Giovanna’s spiral kick.

Action Steps

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

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

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

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

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

In Strive, walking back too much triggers Negative Penalty:

You lose meter.

Opponent gains momentum.

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

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

Actionable Lessons

Don’t constantly retreat; use proactive movement.

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

Comprehension Questions

What happens when you retreat for too long?

How does turtling affect your meter?

Why is losing meter dangerous?

Answers

You trigger Negative Penalty.

You lose meter instead of gaining it.

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

Action Steps

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

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

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

CHUNK 5 — Learn Faultless Defense (FD) Main Ideas

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

FD pushes opponents away, creating space.

Prevents chip damage.

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

Actionable Lessons

Use FD to avoid being trapped in blockstrings.

Manage your meter wisely to ensure FD availability.

Comprehension Questions

What does Faultless Defense physically do to your opponent?

What kind of damage does it prevent?

Why must you manage meter to use FD?

Answers

It pushes them away during blockstrings.

It prevents chip damage.

FD consumes meter—no meter = no FD.

Action Steps

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

Practice FD jump to escape pressure.

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

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

Roman Cancels are the heart of Strive’s system:

Red RC: combo extension

Yellow RC: defensive “get off me” tool

Blue RC: neutral and mix-up tool

RC drastically increases combo routes, pressure, and survivability.

The game’s Mission Mode teaches all RC variants.

Actionable Lessons

Understanding RC multiplies your offensive and defensive power.

New players often underuse RC because it feels complicated.

Comprehension Questions

What are the three basic RC types explained?

What is Yellow RC primarily used for?

What does Mission Mode help you learn?

Answers

Red, Yellow, and Blue RC.

A defensive tool to push opponents off you.

The fundamentals of RC mechanics.

Action Steps

Spend 20 minutes in Mission Mode practicing each RC trigger.

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

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

⭐ SUPER-SUMMARY (1 Page)

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

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

Re-read Chunks 1–3.

Training: practice spending meter and using the dash button.

Day 2 – Defense

Review Chunks 4–5.

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

Day 3 – Mastery

Review Chunk 6.

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

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

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

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

🔹 Condensed Bullet-Point Overview (Quick Review)

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

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

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

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

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

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

Stand block vs crouch block creates different pushback distances.

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

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

Key Insight

Wall-breaking with a super grants:

Immediate meter refund

Hard knockdown

Damage boost while Positive Bonus is active

Comprehension Q&A

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

Action Steps

Prioritize wall breaks when they’ll secure momentum.

Use Positive Bonus windows to close out rounds aggressively.

Chunk 2: Blue Roman Cancel as a Movement Tool Summary

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

Key Insight

BRC isn’t invincible—but displacement avoids hitboxes.

Time-stop slows opponent actions, opening punish windows.

Comprehension Q&A

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

Action Steps

Practice BRC timing versus fireballs in training mode.

Use BRC proactively—not just reactively.

Chunk 3: Potemkin’s Hidden 360 Input Option Summary

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

Key Insight

Empty jump → 360 → Punch works.

Legacy input flexibility helps muscle memory.

Comprehension Q&A

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

Action Steps

Use the input method you’re most consistent with.

Practice instant 360s during jumps.

Chunk 4: Instant Air Block Destroys Uppercuts Summary

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

Key Insight

Normal air block = defender advantage

Instant air block = attacker punish

Comprehension Q&A

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

Action Steps

Bait anti-airs intentionally.

Practice instant air block timing against DPs.

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

Faust has a hidden super version of his item toss:

Input: Three quarter-circles forward + Punch

Cost: 100% meter

Effect: 10 random items on screen

Key Insight

Not listed in command list.

Creates extreme chaos—can flip losing rounds.

Comprehension Q&A

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

Action Steps

Memorize the input if you play Faust.

Learn item interactions to exploit chaos.

Chunk 6: Combo Starters Change Gravity Scaling Summary

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

Key Insight

Same launcher ≠ same combo

Lows reduce juggle potential

Comprehension Q&A

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

Action Steps

Learn multiple routes for different starters.

Don’t assume combo universality.

Chunk 7: Stand Block vs Crouch Block Pushback Summary

Blocking posture changes pushback:

Stand block pushes opponents farther away

Crouch block keeps them closer

This is magnified with Faultless Defense.

Key Insight

Stand block can cause strings to whiff.

Crouch block is safer against lows.

Comprehension Q&A

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

Action Steps

Mix block types based on spacing goals.

Use stand block + FD to escape pressure.

🧠 SUPER-SUMMARY (Under 1 Page)

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

🔁 Optional 3-Day Spaced Review Plan

Day 1 – Systems Awareness

Review Positive Bonus, BRC, combo gravity.

Practice wall breaks and BRC fireball bypass.

Day 2 – Defense Mastery

Drill instant air block vs DPs.

Experiment with stand vs crouch blocking + FD.

Day 3 – Character Tech

Lab Potemkin 360s or Faust 100% super.

Adjust combo routes based on starters.

mario050987·youtube.com·
Guilty Gear Strive - 7 Secret tips the game doesn't tell you about!
Banish @ GG Strive on Twitter
Banish @ GG Strive on Twitter
Its roughly been a week since Strive released, so I have gathered some data from the top 100 ranked players in the celestial floor (of both PS4/PS5 and PC).This is only data, its not meant to be taken as a tier list, the game is still brand new.#GGST #GuiltyGearStrive #Data pic.twitter.com/JvKdH0GiFr— Banish @ GG Strive (@z_Banish) June 16, 2021
mario050987·twitter.com·
Banish @ GG Strive on Twitter
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
i checked exactly one (1) informational video about roman cancels before deciding NO ONE knew about this (i'm sure there's a video out there) essentially the momentum gets multiplied and you get sent further than a dash ordinarily would, Through the Power Of Drift "Aerial Roman Cancel Cancel Super Dash" doesn't really roll off the tongue, but maybe RCSD or RCDash? drift boost? bro idk
mario050987·m.youtube.com·
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
Guilty Gear -Strive- - Ultimate Charge Moves Guide (Part 2)
Guilty Gear -Strive- - Ultimate Charge Moves Guide (Part 2)
A followup to the previous charge moves guide covering some things I missed like dash macro charges and more combos. Follow me on Twitch: https://www.twitch.tv/lightningcayo #GGST_MA #GGST_LE #GGST_PO #GGST_AX
mario050987·youtube.com·
Guilty Gear -Strive- - Ultimate Charge Moves Guide (Part 2)
Guilty Gear Strive drift RC punish vs regular punish example and comment
Guilty Gear Strive drift RC punish vs regular punish example and comment
#ggxx #guiltygearstrive #fgc Just a example of some damage differences say if you know you can punish the guy so a damage difference in some different examples showing starting it off with a drift RC vs saving it for a RC later.. which in a way if you think about it could I suppose potentially not only doing less damage might hurt you if you arent counting correctly the invisable wall rengeration timer blah blah so you might end up waisting a super for nada.. though again I guess that kinda plays in with the whole game.. for a 2 year old game, its not as well thought out as youd think it would be.. theres some interesting ideas here of course, especially the counter hit system being a timer rather and then adding that with the RC doubling the effects but then that is in a way talking about combos, and of course the combo system in this game is super jank.
mario050987·youtube.com·
Guilty Gear Strive drift RC punish vs regular punish example and comment
Jesalina 2H Into Heaven on Twitter
Jesalina 2H Into Heaven on Twitter
So @claytonsomedude showed how crouch block pushback is weaker than standing block, which can ruin/make diff setups. pic.twitter.com/Q9KfXo0CZy— Jesalina 2H Into Heaven (@Jesalina11) June 16, 2021
mario050987·twitter.com·
Jesalina 2H Into Heaven on Twitter
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
streamed June 10, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtu.be·
YRC Is Pretty Good If You Know When to Use It | Guilty Gear Strive
NCG|BloomingLotus🌸 on Twitter
NCG|BloomingLotus🌸 on Twitter
find that i didnt know about. RC drift seems to have a different effect(look at my c.S)away from your opponent seems to be a high popup but not any pushbackDown launches them low to the ground.to your opponent same effect as downUp same effect as away, but has pushback pic.twitter.com/pxCoWxUITK— NCG|BloomingLotus🌸 (@BloomingLotusv2) June 15, 2021
mario050987·twitter.com·
NCG|BloomingLotus🌸 on Twitter
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)
#lordknight #GuiltyGear #GuiltyGearStrive A look at Roman Cancels, a VERY important mechanic in Guilty Gear Strive, as well as a few interesting tidbits that you (might not know. 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·
The 5 types of Roman Cancels in Guilty Gear Strive (and secrets about them)