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Guilty Gear strive beta.. Why have they still not fixed the wall?
Guilty Gear strive beta.. Why have they still not fixed the wall?
So youre telling me, a game that is supposed to be simpler still has not fixed this stuff? This is such a obvious fundamental problem of the game. How do you expect people to play this game to its full potentially optimally speaking when the walls health is still invisable, and basically you are stuck to trying to count the frames in your head.. I mean this is something simple.. A combo with no hits between.... next time a few hits before.. we can see the full combo doesnt work.. next time the same few hits.. but i wait a few extra frames and you can see it causes a difference.. Just a few frames.. Now imagine playing this in a real match, where you have to count to yourself the entire match while youre playing.. oh he hit me there, but then I hit him there.. and its like by the time you hit the wall, how you realistically react to going for whats optimal now when you dont even know where you are? am i gonna get another shock state? Do I have to save it? Do I have one more hit than I think? And again from the last beta its still the all with out he slide, and you can only cause crumple as low to the ground as possible so theoretical stuff is still taken out.. Seriously this game is like 2 years old now, how is this stuff not obvious to everyone? https://store.playstation.com/#!/tid=CUSA24910_00
mario050987·youtube.com·
Guilty Gear strive beta.. Why have they still not fixed the wall?
Guilty Gear -Strive- - Charge Moves Guide
Guilty Gear -Strive- - Charge Moves Guide
Want to know how to do charge special moves and use them in combos for Guilty Gear -Strive-? Here you go. Timestamps: 0:00 - Charge Moves 2:41 - Leo Charge Moves & Combos 4:36 - Potemkin Charge Move & Combos 5:22 - May Charge Moves & Combos Follow me on Twitch: https://www.twitch.tv/lightningcayo #GGST_MA #GGST_LE #GGST_PO
mario050987·youtube.com·
Guilty Gear -Strive- - Charge Moves Guide
𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 on Twitter
𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 on Twitter
Make sure to use rc drift in strive and dash bind. Press dash and a direction right b4 u rc. Change ur arcs:) #GGST pic.twitter.com/c65RR2tKw4— 𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 (@DIEBYTHETHIGH) May 15, 2021
mario050987·twitter.com·
𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 on Twitter
TENMA on Twitter
TENMA on Twitter
#GGST OB2 Attack Level DataMostly same from OB1 but counter hit frame are all reduced by 1, Kedako is unsure if this an error on his end from last time or is a change. Cells highlighted in yellow are the attacks he found and investigated. https://t.co/GB3acgspdO pic.twitter.com/ydl5VxXsSO— TENMA (@TENMA0105) May 15, 2021
mario050987·twitter.com·
TENMA on Twitter
Aaron/RED (PsrK) on Twitter
Aaron/RED (PsrK) on Twitter
NEW VIDEO!!!Explaining the Roman Cancel system in #GGStrive Enjoy my cursed thumbnails lol⬇️⬇️⬇️⬇️https://t.co/b3Ct4AtrVu pic.twitter.com/6eUwc6JqfD— Aaron/RED (PsrK) (@REDvsFantasy) May 15, 2021
mario050987·twitter.com·
Aaron/RED (PsrK) on Twitter
NAH|Rei on Twitter
NAH|Rei on Twitter
IB FD is gonna be pretty big for some situationshttps://t.co/MGdvWiSIO8 pic.twitter.com/866TrsxINW— NAH|Rei (@ReiUnCo) May 15, 2021
mario050987·twitter.com·
NAH|Rei on Twitter
TENMA on Twitter
TENMA on Twitter
#GGST OB2 Wake Up TimingSame as OB1, all characters share same wake up time of 55F, regardless of face down or up. Throw Invuln after wake up is 5F for all characters. https://t.co/QaaRJ2urXN— TENMA (@TENMA0105) May 15, 2021
mario050987·twitter.com·
TENMA on Twitter
響鬼 on Twitter
響鬼 on Twitter
偶然発見したんだけど、十字キー入力しながらリセットするとポジション選べるのね!←押しながらで←端→押しながらで→端↓押しながらで中央↑押しながらでサイドチェンジ結果      便利(^_^)#GGST pic.twitter.com/ByN6SA8Xpv— 響鬼 (@hibikitatakuoni) May 15, 2021
mario050987·twitter.com·
響鬼 on Twitter
Henry Dooley on Twitter
Henry Dooley on Twitter
#PS5Share, #GuiltyGearStriveOpenBeta delays can affect wallbreak? pic.twitter.com/mFsAX3gETA— Henry Dooley (@henry_dooley) May 15, 2021
mario050987·twitter.com·
Henry Dooley on Twitter
Dash macro throw kara shenanigans
Dash macro throw kara shenanigans
Im lining up Kys scabbard with the guys book in the background to show the difference in range. Doing a quick dash macro input before your Dust input for throw it seems like you can get more range. You can do this with just about anything that can be cancelled into from dash so it probably has much wider application outside of this.
mario050987·youtube.com·
Dash macro throw kara shenanigans
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Defense modifier changes Sol: x0.98 (previously x1.00) Ky: x1.00 (previously x1.03) Axl: x1.07 (previously x1.06) Chipp: x1.26 (previously x1.30) Faust: x1.01 (previously x1.00) Millia: x1.18 (previously x1.21) Zato: x1.07 (previously x1.09) Giovanna: x1.03/x0.97/x0.92 (previously x1.00/x0.95/x0.90)
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
James Chen on Twitter
James Chen on Twitter
HUGE landing lag after Air Blocking moves, but it counts entirely as Block Stun. You can Roman Cancel anytime while falling and even the landing delay, but it's ALWAYS "Dead Angle" RC (Yellow). But otherwise, after Air Blocking, you're STUCK... but you CAN'T be Thrown. #GGStrive— James Chen (@jchensor) May 14, 2021
mario050987·twitter.com·
James Chen on Twitter
ProblemSkater on Twitter
ProblemSkater on Twitter
Cant grab burst recovery anymore lol. #ggst #PS4sharehttps://t.co/CjmOWB0Yry pic.twitter.com/kiXAsXbXwk— ProblemSkater (@problem_skater) May 14, 2021
mario050987·twitter.com·
ProblemSkater on Twitter
Dad Ninja on Twitter
Dad Ninja on Twitter
#GGST OTG hits don't wall break any more #PS4sharehttps://t.co/7s7Avjf4bp pic.twitter.com/z32eyKR33Q— Dad Ninja (@Pen7Ninja) May 14, 2021
mario050987·twitter.com·
Dad Ninja on Twitter
Dad Ninja on Twitter
Dad Ninja on Twitter
Wall breaks can kill now.See reply tweet #GGST pic.twitter.com/dUhrqL3szr— Dad Ninja (@Pen7Ninja) May 14, 2021
mario050987·twitter.com·
Dad Ninja on Twitter
shingen on Twitter
shingen on Twitter
#GGST メルブラみたいな動きで草生えた pic.twitter.com/On6wKhNoiE— shingen (@shingen97594191) May 14, 2021
mario050987·twitter.com·
shingen on Twitter
TENMA on Twitter
TENMA on Twitter
#GGST OpenBeta2 Defense Multiplier DataNotable changes - Sol and Faust aren't 1.00 anymore - Defense buff for Chipp and Millia- Giovanna (Full) now tied for highest defense with Potemkin (previously higher than Pot) https://t.co/oVv0u8Wnc7 pic.twitter.com/WTzr8yXLbF— TENMA (@TENMA0105) May 14, 2021
mario050987·twitter.com·
TENMA on Twitter
TENMA on Twitter
TENMA on Twitter
#GGST OB2 Guts RatingNotables:- Anji has GutsRating 5- Sol GR increased from 1 > 2- May GR increased from 3 > 4- Millia GR decreased from 3 > 2- Nagoriyuki GR increased from 1 > 4 https://t.co/lD0PIk8O1M pic.twitter.com/QCRMAuDk9C— TENMA (@TENMA0105) May 14, 2021
mario050987·twitter.com·
TENMA on Twitter
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
Took on ky, but im assuming it's universal:-New "avg" jump startup: 4f + 1f off the ground restriction-3f unactionable landing recovery on air normals, dj, airdash-Prox OS bdash is gone, bdash priority on trip guard (single jump only)-Prox DP should still work, lol— Panda | SKD @ TFW NO #BBCFROLLBACK (@SuperKawaiiDesu) May 14, 2021
mario050987·twitter.com·
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
MoTempest on Twitter
MoTempest on Twitter
Some universal tech I found during the last beta: BRC let's you net some juicy late confirm OTG damage. Used this a bunch to close out rounds. This allows you to get unscaled Overdrive damage off of an OTG with some characters. Kinda busted - let's see if it makes it in lol👀 pic.twitter.com/1XKka0GiHP— MoTempest (@EvenMoTempest) May 13, 2021
mario050987·twitter.com·
MoTempest on Twitter
Training Room Tutorial #1 - Covering Mashing and Recovery Options
Training Room Tutorial #1 - Covering Mashing and Recovery Options
I wanted to do a quick a youtube series helping players get the most out of the training room. A lot of players feel that the training room is used for mostly combo practice and that's not the only thing it's for. 0:00 Intro 0:40 Pressuring the Opponent 02:57 Covering Recovery Options
mario050987·youtube.com·
Training Room Tutorial #1 - Covering Mashing and Recovery Options
Sharnt-Gro-Muzo on Twitter
Sharnt-Gro-Muzo on Twitter
Everything you need to know about the stagger mechanic in strive (beta) #ggstrive #GGST https://t.co/hWgT6vdJO8— Sharnt-Gro-Muzo (@SharntGroMuzo) April 23, 2021
mario050987·twitter.com·
Sharnt-Gro-Muzo on Twitter
Coffee With Kensou - Acceptance & Acknowledgement In Fighting Games
Coffee With Kensou - Acceptance & Acknowledgement In Fighting Games
  1. Core Summary (Essence of the Video)

The video is a long-form conversation between Kensou and Stealth (Nico) about acceptance and acknowledgement in fighting games—and how confusing those two ideas can stall your growth.

Acceptance = making peace with things you cannot control or change (your character’s HP, top tiers existing, brackets, past losses, patch direction, your current level right now).

Acknowledgement = clearly recognizing things you can act on and then doing the work (your matchup knowledge, bad habits, decision-making, learning pace, character choice, practice structure).

They apply this lens to:

matchups (Chip vs Potemkin, Zero in MVCI, Bison in SFV),

tournaments (who showed up, going 0–2, multi-game burnout),

advice (useless “just block” / “just don’t get hit” vs specific and actionable),

adapting across games (Marvel 3 → Infinite, older Guilty Gear → Xrd/Strive),

mindset (tilt, comparing yourself to others, learning speed, over-accepting failure).

The big theme: know when to accept reality so you stop wasting energy fighting it, and know when to acknowledge a problem so you can actively work on it. That distinction lets you set better goals, handle losses without breaking, and actually enjoy improving.

  1. Condensed Bullet-Point Takeaways

Acceptance = “This is out of my control. I make peace with it.”

Acknowledgement = “This is real, and I can do something about it.”

Example: Chip vs Potemkin

Accept: Chip has low life.

Acknowledge: You must use your movement/tools to avoid risky positions.

You can only beat the people who show up to the tournament. Don’t invalidate your own wins.

Top tiers and dumb stuff exist. Accept that, then learn how to fight it.

Neutral is too dynamic for catch-all answers. There is no “one trick” that always works.

Bad advice sounds like “just block,” “just run away,” “just whiff punish.” Good advice is specific and situational.

Emotional state matters: tilted players can’t receive good advice well.

Don’t obsess over player names. Respect them, but play the situations, not the legend.

Multi-game tournaments drain mental energy; 2–3 main games is already a lot.

Going 0–2 is part of the ecosystem. Someone has to. Use it as a starting point, not a verdict.

Don’t compare your learning speed to others. Everyone’s pace and background differ.

Losing is a bigger teacher than winning; success without pressure doesn’t always grow you.

Over-accepting failure (“I just lose, whatever”) can stunt your growth; acknowledge what you can improve.

Make realistic, concrete goals (e.g., “deal with Gamora guns better”), not just “win EVO.”

Old-game status doesn’t auto-transfer to new games. Accept that every installment is its own beast.

Know when to drop a character or game competitively while still enjoying it casually.

The accept/acknowledge framework applies to life too: relationships, work, anything.

  1. Chunked Breakdown Chunk 1 – Acceptance vs Acknowledgement (Core Concept & Matchup Example)

What this part covers

Stealth’s initial question: “Am I really accepting something, or just acknowledging it?”

Fighting game version: Chip vs Potemkin in Guilty Gear.

Distinction:

Accept: permanent constraints (low life, a move’s frame data, your current rank right now).

Acknowledge: active problems you can navigate (how you position vs command grabs, which tools you use, how you route neutral).

Key ideas

Saying “this matchup is unwinnable” is often false acceptance.

Real acceptance: “This is hard and I have low life.”

Real acknowledgement: “I need to use my mobility/tools better and avoid the situations that kill me.”

Comprehension Questions (Chunk 1)

What’s the difference between accepting and acknowledging in their framework?

In the Chip vs Potemkin example, what must Chip players accept, and what must they acknowledge?

Why is it harmful to “accept” that a matchup is unwinnable?

How does acknowledging your lack of a tool help you improve?

Why is problem-solving a separate skill from just knowing your character is strong or weak?

Answers

Acceptance is making peace with things you cannot change; acknowledgement is recognizing a reality you can act on.

Accept: Chip has very low life and gets blown up quickly. Acknowledge: he has strong tools and movement to avoid Potemkin’s win conditions.

Because it shuts down problem-solving; you stop looking for ways to play around the matchup.

It shifts your mind to “How do I work around this?” instead of “I’m doomed,” which opens up creative solutions.

Because merely knowing “this is strong/weak” doesn’t automatically give you the routes, spacing, or sequences that actually solve situations.

Action Steps (Chunk 1)

Pick one matchup you complain about and explicitly list:

What you must accept (e.g., damage, range).

What you can acknowledge and work on (spacing, anti-options, lab work).

In your next session, play a long set focusing solely on staying out of the situations that get you killed.

Write a small “tool list” for your character vs that matchup: 2–3 neutral tools, 1–2 defensive options, 1–2 offensive patterns that are safe.

Chunk 2 – Tournaments, Brackets, and Top Tiers

What this part covers

People saying “You only won because X top player wasn’t there.”

Stealth’s example: winning MVCI tournaments when Dual Kevin didn’t attend.

You can only beat who’s in front of you.

Acceptance of “broken” characters like Zero, Elphelt, etc.

Key ideas

It’s not your fault if someone doesn’t show up.

Results are legitimate based on the bracket you actually played.

Acceptance: some characters are busted and will be top tier no matter what.

Acknowledgement: learn how to fight those characters instead of endlessly complaining.

Comprehension Questions (Chunk 2)

Why is it wrong to dismiss someone’s win because another player wasn’t there?

What’s the healthy way to view top tiers like Zero or Elphelt?

How does acceptance help with tournament results?

How does acknowledgement guide you after losing to a top tier?

Why is endlessly blaming brackets harmful?

Answers

Because players can only fight who actually entered; attendance is outside their control.

Accept their strength and presence in the meta, then focus on learning the matchup.

It helps you stop obsessing over “what ifs” and start using actual results as data.

It points you toward specific matchup study, labbing, and set-play to counter them.

It keeps you from taking responsibility, which means you won’t improve.

Action Steps (Chunk 2)

After your next tournament, write down:

One thing you accept (e.g., “These were the players in my pool.”).

Two things you acknowledge & can work on (e.g., “I didn’t know X setup,” “I froze in scramble situations.”).

Take one character you struggle vs and schedule a 30–60 minute lab block just for that matchup.

Practice saying out loud after a loss: “They showed up, they played well, now I study this.”

Chunk 3 – Advice: Giving It and Receiving It

What this part covers

Useless advice: “Just block,” “Just run,” “Just whiff punish it,” “Just don’t get hit.”

Good advice is specific and contextual (“On wakeup here, block instead of up-backing; your turn comes after X situation.”)

Some people are bad at articulating advice.

Emotional state matters: tilted players can’t really take feedback.

Don’t give unsolicited advice to someone who’s clearly frustrated.

Key ideas

Acceptance: not everyone is good at explaining, and sometimes you’re too salty to listen.

Acknowledgement: you can ask for clarification, ask for examples, or review footage yourself.

Better framing: expand on someone’s existing style instead of trying to overwrite their identity.

Comprehension Questions (Chunk 3)

What’s the problem with “just block” as advice?

Why does your emotional state affect how well you can use feedback?

How can a strong offensive player be coached more effectively?

Why is unsolicited advice often unhelpful?

What should you do if someone gives you vague advice?

Answers

It’s too general; it doesn’t specify when, where, or what to look for.

When you’re tilted, your brain is busy defending your ego, not processing information.

By teaching them when it’s not their turn and how to “wait, then act” instead of telling them to stop attacking entirely.

Because the player may not be in a mental state to hear it, and it can feel condescending.

Ask them to expand (“In what situation?” “What should I look for?”) or treat it as a cue to review your replays yourself.

Action Steps (Chunk 3)

Next time you give advice, force yourself to use this format:

“When X situation happens and they do Y, you can respond with Z because reason.”

If someone says “just block,” reply with one follow-up question: “In what spots specifically should I choose to block instead of challenge?”

After a salty session, write down one situation that annoyed you and describe it neutrally (“They did X, I did Y, I got hit”), then revisit it when you’re calmer.

Chunk 4 – Decision-Making, Risk/Reward, and Names

What this part covers

Players saying “If I had just done X, I would have won.”

Nico’s approach: using SWOT-like thinking (strengths, weaknesses, opportunities, threats).

Treating “random” actions as information, not as cosmic injustice.

Daigo/Tokido as masters of risk/reward; US players often label the same reads as “random” instead of genius.

Don’t psych yourself out because of famous names.

Key ideas

Acceptance: the round is over, you can’t change the past.

Acknowledgement: your decision-making led to that situation; you can change your future choices.

Respect skill without giving their name mystical power.

Comprehension Questions (Chunk 4)

What does Nico do mentally after losing to something “random”?

How can treating losses as information change your mindset?

Why is it dangerous to over-focus on a famous player’s name?

What’s the difference between calling something “random” and calling it a “read”?

How does acceptance

mario050987·youtube.com·
Coffee With Kensou - Acceptance & Acknowledgement In Fighting Games
NurseLee_ on Twitter
NurseLee_ on Twitter
uploaded new video for Guilty Gear Strive! Now that 3rd Beta is on the way for Strive, I gotta show players what to expect! https://t.co/Flkb0aaIb1#GuiltyGearStrive #GGST_SO #GuiltyGear— NurseLee_ (@NurseLee_) April 7, 2021
mario050987·twitter.com·
NurseLee_ on Twitter
How to play & learn Neutral or Footsies with Street Fighter 5. An Easy Guide to play Fighting Games!
How to play & learn Neutral or Footsies with Street Fighter 5. An Easy Guide to play Fighting Games!
The neutral game or footsies, is a hard concept to grasp at first, but in this video I explain it concisely and clearly in under 11 minutes using Street Fighter V - Champion Edition as an example so that it is easy for beginners to understand. Covering the very basics of the mind game and the three style structure mentioned by Machabo's Guilty Gear Article. Bruce Lee also in "Enter the Dragon" mentions the flow of a fight and how we react to our opponents and its a useful quote to explain approaching this hurdle in fighting games. Machabo article on fundamentals: https://www.guiltygear.se/g...
mario050987·youtube.com·
How to play & learn Neutral or Footsies with Street Fighter 5. An Easy Guide to play Fighting Games!