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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
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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
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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
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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...
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How to play & learn Neutral or Footsies with Street Fighter 5. An Easy Guide to play Fighting Games!
Alioune on Twitter
Alioune on Twitter
#GGST Instant Faultless fuzzy super jump is going to be hard to deal with on opponent's wakeup.— Alioune (@Alioune85) March 8, 2021
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Alioune on Twitter
miles on Twitter
miles on Twitter
#ggst hit confirm on ch is cheap. Huuuge cancel window like 45 frames. #PS4sharehttps://t.co/gBzjHfXvYl pic.twitter.com/GXEDRF1TUr— miles (@morriganVS) March 5, 2021
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miles on Twitter
Zach on Twitter
Zach on Twitter
Here is a somewhat example of the movement ideas. Notice how much FURTHER the throw goes after the BRC input. pic.twitter.com/i5lWFyEovR— Zach (@FreddieWompton) February 21, 2021
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Zach on Twitter
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
I was looking at my recorded footage from the open beta on Shotcut, so this isn't conclusive evidence or anything, but I think Strive might be doing the same thing Xrd does where it counts the last airborne frame as grounded for the purpose of throws and such. #GGST pic.twitter.com/wuJaJm9qmH— Stephen Tchaou (@bubbaex) February 28, 2021
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Stephen Tchaou on Twitter
How to Improve your Defense in Fighting Games
How to Improve your Defense in Fighting Games
Hey all in this video i want to discuss how you can improve your defense in fighting games, This video is aimed at beginner and intermediate level players in order to expand on concepts of defense as well as giving practical advises that are universal for fighting games, Timestamps: 00:00 - Intro 01:00 - What is Offense? 02:46 - Understanding Defense 10:30 - Defense and Mind games 12:20 - Practicing and Applying Defense Please subscribe and follow me on twitter to stay up to date! ----------------------------------------------------------------------------------------------------------- Twi...
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How to Improve your Defense in Fighting Games
4 Ways to Hit Confirm in ANY Fighting Game
4 Ways to Hit Confirm in ANY Fighting Game

Summary:

In this video, the creator explains four key methods for hit confirming in fighting games. These methods help players determine whether their attacks have landed successfully on the opponent, allowing them to follow up with combos or continue pressure. The four methods are:

Visual Confirmation (Obvious Method):

Players can visually distinguish between a hit and a block based on the character's reaction. A character will either stagger back or show signs of being hit (e.g., a recoil animation).

A spark effect often appears when a hit lands, similar to a muzzle flash in a shooter game, which is a prominent visual cue.

Audio Confirmation (Less Common Method):

A key difference between a hit and a block is the distinct sound they produce. Hits tend to have a sharper, more impactful sound, while blocks are usually softer. This method can be effective, especially if the player is using headphones or playing in a quiet environment.

Health Bar Confirmation:

Players can observe the opponent's health bar to confirm if a hit has landed. If the opponent loses health or gains gray life, this indicates a successful hit. This is a more indirect method but can be useful when the visual and audio cues are less clear.

Stun Meter Confirmation:

In games where a stun bar is present, players can track the increase in the opponent’s stun meter after landing a hit. This indicates that the opponent is entering hit stun and the player has successfully landed an attack.

Bullet Points (Condensed):

Visual Confirmation: Look for character animations (e.g., recoil or spark effects).

Audio Confirmation: Listen for distinct sound differences between hits and blocks.

Health Bar Confirmation: Check if the opponent loses health or gains gray life.

Stun Meter Confirmation: Track changes in the opponent's stun bar after a hit.

Chunks & Comprehension Questions:

Chunk 1: Visual Confirmation

Main Idea: Identifying a hit vs. block based on character animations and spark effects.

Comprehension Questions:

What visual cue indicates a successful hit in many fighting games?

How can the animation of a character help with hit confirmation?

Action Steps: Focus on watching the opponent’s character animations more closely, especially after your attack lands. Look for visual cues like recoil or spark effects to know if you've hit.

Chunk 2: Audio Confirmation

Main Idea: Using the sound difference between a hit and a block.

Comprehension Questions:

How does sound differ between a hit and a block in fighting games?

Why might audio confirmation be more difficult in some settings?

Action Steps: If you have access to headphones, try to listen for the sound differences between hits and blocks. Practice this in-game to develop a better ear for these cues.

Chunk 3: Health Bar Confirmation

Main Idea: Checking the opponent's health bar or gray life for confirmation.

Comprehension Questions:

What happens to the opponent’s health bar when you land a successful hit?

What does gray life indicate in some fighting games?

Action Steps: In your matches, focus on the opponent’s health bar to confirm hits. This can help you strategize and confirm your combos or follow-up actions.

Chunk 4: Stun Meter Confirmation

Main Idea: Watching the opponent’s stun bar to confirm a successful hit.

Comprehension Questions:

What does an increase in the opponent’s stun meter indicate?

Why is the stun bar useful for confirming hits in certain games?

Action Steps: Pay attention to the opponent’s stun meter during matches. If you notice an increase, it means your attack has landed and the opponent is in hit stun.

Super-Summary:

In the video, the creator discusses four primary methods of hit confirming in fighting games: visual cues (e.g., character animation or sparks), audio cues (e.g., sound differences between hits and blocks), health bar observation (noting changes in health or gray life), and stun meter tracking (noticing increases in the stun bar). These methods help players determine if their attacks have landed successfully and can lead to more consistent and strategic gameplay.

Optional Spaced Review Plan:

Day 1: Review Chunk 1 and 2 (Visual & Audio Confirmation). Focus on training yourself to identify these cues in matches.

Day 2: Review Chunk 3 and 4 (Health Bar & Stun Meter Confirmation). Apply these methods to your gameplay and test their effectiveness.

Day 3: Review all four chunks, combining the methods into your hit-confirming strategy during actual practice or matches.

mario050987¡youtube.com¡
4 Ways to Hit Confirm in ANY Fighting Game
Napalm_Cake on Twitter
Napalm_Cake on Twitter
Some characters can recover from stagger faster than others! (stagger recovery is set to the fastest option)#GGST #GGST_MA #GGST_ZA pic.twitter.com/iVmfMiaDs0— Napalm_Cake (@Napalm_Cake) February 25, 2021
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Napalm_Cake on Twitter
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
I noticed something pretty cool in the Strive beta's training mode. If you hit Record once to enter pre-recording mode, you can hit Play to cycle through different Recording slots. Seems like a nifty way to set several different recordings without having to go to the menu. #GGST pic.twitter.com/mYZpyOcDTg— Stephen Tchaou (@bubbaex) February 25, 2021
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Stephen Tchaou on Twitter
NurseLee_ on Twitter
NurseLee_ on Twitter
Quick Tips on Roman Cancel...it does everything you need! It's a very powerful tool in Strive now. some examples of BRC with Sol. #GGST #GuiltyGearStrive #GGST_SO pic.twitter.com/FggzJsd6AM— NurseLee_ (@NurseLee_) February 25, 2021
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NurseLee_ on Twitter
NurseLee_ on Twitter
NurseLee_ on Twitter
More Guilty Gear Strive Info & Tech during my Lab Session During Open-Beta. YRC! Cannot be used Against Guard Crushing Move Properties. #GGST #GGST_SO #GGST_PO pic.twitter.com/IFTqFexd8x— NurseLee_ (@NurseLee_) February 25, 2021
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NurseLee_ on Twitter
Guilty Gear Strive: Basic Offense Primer
Guilty Gear Strive: Basic Offense Primer
Guilty Gear Strive is a very different game from its predecessors. In this video I cover the simple offensive mindset I use for playing Strive, and a few techniques for better structuring basic offensive play. Follow Me On Twitter: https://twitter.com/RedMufflerMan​ Check Me Out On Twitch: https://www.twitch.tv/redmufflerman
mario050987¡youtube.com¡
Guilty Gear Strive: Basic Offense Primer
This is Guilty Gear Strive's most controversial mechanic....
This is Guilty Gear Strive's most controversial mechanic....
#lordknight #GuiltyGear #GuiltyGearStrive A lot of people have mixed feelings about Guilty Gear Strive's wall break mechanic. Let's chat about that and the counter hits a bit. 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 My team started a YT as well! - https://www.youtube.com/channel/UCbGKK2q1Gfc5DBzCY4...
mario050987¡youtube.com¡
This is Guilty Gear Strive's most controversial mechanic....
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH State: N/A Start-up: 7F Duration: 6F+super freeze 39F Slowdown: 60F Proration: N/A Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 8~14F) Slowdown does not end on hit or block. Red RC: Tension Cost: 50% Attack Level: 2 CH State: Unable to verify Start-up: 2F Duration: 1F+super freeze 44F Static Difference: -24F Slowdown: 40F (on hit), 20F (on block) Proration: N/A Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 7~13F) On hit, launches and downs. Slowdown ends on hit or block. Purple RC: Tension Cost: 50% Attack Level: N/A CH State: N/A Start-up: 7F Duration: 6F+super freeze 39F Slowdown: 20F Proration: Forced 80% Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end on hit or block. Yellow RC: Tension Cost: 50% Attack Level: 1 CH State: Vulnerable Start-up: 13F Duration: 12F+super freeze 28F+33F Slowdown: 12F Static Difference: -17F Proration: Forced 50% Invul: 1F~end of super freeze Movement (Drift) RC: No Empty (Fast) RC: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC. Seems the details on Roman Cancel are slightly different from the closed beta, so I typed out Kedako's new notes, more or less.
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Discord - A New Way to Chat with Friends & Communities
Instant Faultless Defence is Very Important
Instant Faultless Defence is Very Important
All footage and understanding taken from the second beta.Footage from -Jiyuna - https://www.youtube.com/watch?v=fggC4l1BHcQ&ab_channel=ANIMEILLUMINATITastySt...
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Instant Faultless Defence is Very Important
Wolfy on Twitter
Wolfy on Twitter
I noticed with everyone else, I can jump cancel IAD manually just fine (754) but with Zato it doesn't work unless I use the dash button. Might this be a bug or am I doing something wrong? #GuiltyGearStrive #GGST pic.twitter.com/jMTl2JEIk4— Wolfy (@MiyakoWolfy) February 23, 2021
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Wolfy on Twitter
TENMA @Disgaea 6 on Twitter
TENMA @Disgaea 6 on Twitter
#GGST Open Beta Roman Cancel DataKedako note: was experiencing frame skips with capture so there may be errorsTL note: Kara-RC refers to cancelling the slowdown with an attack during a specific frame. Not sure if the English community already coined a term so I went literal. https://t.co/PNpvJ3daVr pic.twitter.com/y5vBqpyre6— TENMA @Disgaea 6 (@TENMA0105) February 23, 2021
mario050987¡twitter.com¡
TENMA @Disgaea 6 on Twitter
TENMA @Disgaea 6 on Twitter
TENMA @Disgaea 6 on Twitter
#GGST Open Beta Recovery Data*Only tested with SolGround Recovery(Tech) is where you tumble a bit when landing from a comboAir Recovery(Tech) is when you're pinned to the wall but no follow up occurs and you recover out of it. (cont) https://t.co/8gRCHCdW78— TENMA @Disgaea 6 (@TENMA0105) February 23, 2021
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TENMA @Disgaea 6 on Twitter
TENMA @Disgaea 6 on Twitter
TENMA @Disgaea 6 on Twitter
#GGST Open Beta Clash Data On Clash, 16F hitstop occurs for both playersThis hitstop does not alter depending on attack levelOn Clash, both player gains 10% Tension After Clash you can cancel into any of the following:- Any attack- Dash- FD- Gold Burst- PRC (cont) https://t.co/5xbjEItcZl— TENMA @Disgaea 6 (@TENMA0105) February 23, 2021
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TENMA @Disgaea 6 on Twitter
'TOP 10 MECHANICS' To Know Guilty Gear Strive (Beginners Guide)
'TOP 10 MECHANICS' To Know Guilty Gear Strive (Beginners Guide)

🎮 Guilty Gear Strive — 10 Things to Know Before You Play (Beginner’s Guide) 1️⃣ Full Summary (Conceptual Overview)

This video explains the core mechanics and systems of Guilty Gear Strive that every beginner must understand before playing seriously. It focuses on movement, defense, meter usage, Roman Cancels, Burst, Dust attacks, counters, RISC gauge, wall breaks, and offensive structure.

The key theme:

Strive rewards proactive play, pressure, and smart meter usage. Running away weakens you, while smart offense, conditioning, and Roman Cancels unlock massive damage and momentum.

The guide emphasizes:

Efficient movement and dash macros

Strong blocking and defensive options

Understanding Tension, Roman Cancels, and Burst

Using Dust, counters, and RISC to open opponents

Exploiting wall mechanics for damage

Using command normals and mix-ups to maintain pressure

2️⃣ Condensed Bullet-Point Cheat Sheet

Use Dash Macro (recommended on R2) for easier movement

Blocking basics:

High = stand block

Low = crouch block

Air = block while airborne

Instant Block keeps you close for punishes

Faultless Defense (FD):

Costs meter

No chip damage

Pushes opponent away

Tension Gauge:

Builds by moving forward & attacking

Depletes if you retreat

Enables Overdrives, Roman Cancels, FD

Roman Cancels (RC):

Blue: Neutral slowdown

Red: Combo extension

Purple: Recovery cancel / safety

Yellow: Defensive pushback

Burst: Emergency escape from pressure

Dust Attacks:

Standing Dust = overhead

Down Dust = sweep (low)

Forward Dust = throw

Air Dust = air combo tool

Counter Hits increase stun & combo potential

RISC Gauge:

Fills when opponent blocks

Full RISC = all hits become counters

Wall Bounce / Wall Break = big damage & momentum

Command Normals help continue combos after cross-ups

3️⃣ Chunked Breakdown (Self-Contained Learning Units) 🔹 Chunk 1: Movement Fundamentals

What it Covers

Forward dash, backdash

Double jump & super jump

Air dashes

Dash macro (highly recommended)

Why It Matters Movement defines spacing, pressure, and escape options—especially in Strive’s aggressive system.

Comprehension Q

Why is the dash macro recommended? A: It simplifies execution and enables consistent movement under pressure.

Action Steps

Bind dash to a macro button

Practice air dash → block → land

Drill super jump escapes in the corner

🔹 Chunk 2: Blocking & Advanced Defense

What it Covers

High / low blocking rules

Air blocking

Instant Block

Faultless Defense (FD)

Instant FD

Why It Matters Defense isn’t passive—good blocking creates punish opportunities.

Comprehension Q

What’s the difference between normal block and FD? A: FD costs meter but prevents chip damage and increases pushback.

Action Steps

Practice Instant Block timing

Use FD against pressure strings

Learn when to spend meter defensively

🔹 Chunk 3: Tension Gauge & Overdrives

What it Covers

How tension builds and drains

Negative penalty for retreating

Overdrives (supers)

Why It Matters Strive forces engagement—playing too passive removes your resources.

Comprehension Q

Why does running away hurt you in Strive? A: It drains Tension and risks Negative Penalty.

Action Steps

Stay active in neutral

Use Overdrives as round enders or reversals

Watch your tension position on screen

🔹 Chunk 4: Roman Cancels (Core System)

What it Covers

Blue RC: Neutral slowdown

Red RC: Combo extension

Purple RC: Recovery cancel

Yellow RC: Defensive pushback

Directional drift before RC

Why It Matters Roman Cancels define Strive’s depth and creativity.

Comprehension Q

Which RC helps you stay safe after a blocked attack? A: Purple Roman Cancel.

Action Steps

Practice Red RC combo extensions

Use Purple RC to make unsafe moves safe

Experiment with RC drift directions

🔹 Chunk 5: Burst System

What it Covers

Burst bar usage

Pushes opponent away during combos

Why It Matters Burst prevents snowballing but must be used wisely.

Comprehension Q

How is Burst different from Yellow RC? A: Burst uses a separate resource and fully interrupts combos.

Action Steps

Don’t Burst predictably

Save Burst for high-damage situations

🔹 Chunk 6: Dust Attacks & Mix-Ups

What it Covers

Standing Dust (overhead)

Charged Dust combo routes

Down Dust (sweep)

Forward Dust (throw)

Air Dust

Why It Matters Dust attacks force defensive guesses and open opponents.

Comprehension Q

Why is standing Dust strong against crouch blockers? A: It’s an overhead and must be blocked standing.

Action Steps

Practice Dust → RC routes

Mix overheads and lows intentionally

🔹 Chunk 7: Counters & Punishes

What it Covers

Punish vs Counter

Counter levels (Kick → Slash → Heavy Slash → f.HS)

Combo routing on counter hits

Why It Matters Counter hits massively increase damage and combo potential.

Comprehension Q

Why do some moves only combo on counter hit? A: Counter hits increase hitstun.

Action Steps

Learn counter-only routes

Watch for opponent whiffs

🔹 Chunk 8: RISC Gauge (Guard Pressure)

What it Covers

RISC fills when opponent blocks

Full RISC = guaranteed counter hits

Why It Matters Blocking too much becomes dangerous.

Comprehension Q

How do you reduce your RISC gauge? A: By getting hit or escaping pressure.

Action Steps

Apply sustained pressure

Look for RISC danger states before committing

🔹 Chunk 9: Wall Bounce & Corner Damage

What it Covers

Character-specific wall bounce moves

High damage without meter

Corner conversion routes

Why It Matters Strive heavily rewards corner control.

Comprehension Q

Why is the corner so dangerous in Strive? A: Wall bounce allows huge damage and momentum.

Action Steps

Learn your character’s wall bounce normals

Practice corner-specific combos

🔹 Chunk 10: Command Normals & Cross-Ups

What it Covers

Command normals (e.g., forward + button)

Combo continuity after cross-ups

Character differences (e.g., Ky vs Sol)

Why It Matters Command normals bridge gaps in pressure and combo routes.

Comprehension Q

Why are command normals important after cross-ups? A: Some standard normals won’t reach.

Action Steps

Study your character’s command normals

Practice cross-up → command normal routes

4️⃣ Super-Summary (Under 1 Page)

Guilty Gear Strive is an aggressive fighting game that rewards forward momentum, smart meter usage, and pressure-based offense. Beginners must learn movement fundamentals, blocking systems, and how Tension fuels Roman Cancels, which are the game’s defining mechanic.

Understanding Roman Cancels, Dust attacks, counter hits, RISC gauge, and wall mechanics allows players to convert small openings into massive damage. Defensive tools like Faultless Defense and Burst prevent overwhelm, but passive play is punished through Negative Penalty.

Success in Strive comes from intentional offense, conditioning the opponent, and mastering system mechanics, not just combos.

5️⃣ Optional 3-Day Spaced Review Plan

Day 1 – Systems Focus

Movement + Blocking

Tension + Roman Cancels

Watch RC examples

Day 2 – Offense Focus

Dust mix-ups

Counter hit routes

RISC pressure

Day 3 – Integration

Corner combos

Wall bounce routes

Command normals & cross-ups

Play matches and review replays

mario050987¡youtube.com¡
'TOP 10 MECHANICS' To Know Guilty Gear Strive (Beginners Guide)
Kazutani Mizushi (by Alvin) on Twitter
Kazutani Mizushi (by Alvin) on Twitter
Attacking before RC showave gives slightly more damage, since that's 1 less hit. Could just be meh, though #GGST pic.twitter.com/X8Rfq430bx— Kazutani Mizushi (by Alvin) (@Okazu29Q) February 23, 2021
mario050987¡twitter.com¡
Kazutani Mizushi (by Alvin) on Twitter
Invited™ | Samifish @ Clout Debt on Twitter
Invited™ | Samifish @ Clout Debt on Twitter
A concept I threw together on my stream todayAirdash FD cuts your air momentum like airdash buttons do, so theres a potential to bulldog a throw pretty safely. Not unbeatable, but something. #GGST pic.twitter.com/wTPatV0DLE— Invited™ | Samifish @ Clout Debt (@Samifish11) February 23, 2021
mario050987¡twitter.com¡
Invited™ | Samifish @ Clout Debt on Twitter