System Mechanics

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Gio Fair and honest safe jumps
Gio Fair and honest safe jumps
Throw or back throw safe jump side mixup 7 IAD late jS same side (can also use jH) 8 IAD late jS crossup Doesn't work on Gio, Zato, I-No, or Ram (nor does any throw safe jump, INCLUDING corner) Discovered by SHwoKingVSF I would recommend doing the 7 IAD jH safe jump if you want to stay on the same side and the 8 IAD if you want to crossup. This way you get more damage and can get the bigger CH if they contest your jH.
mario050987·streamable.com·
Gio Fair and honest safe jumps
SHwoKingVSF on Twitter
SHwoKingVSF on Twitter
Crossup safe jump after a throw #GGST_GIO pic.twitter.com/v29mymEJKD— SHwoKingVSF (@SHwoKingVSF) June 26, 2021
mario050987·twitter.com·
SHwoKingVSF on Twitter
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
streamed June 11, 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·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
mario050987·twitter.com·
Super Platano on Twitter
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

🎮 7 Guilty Gear Strive Tips the Tutorial Doesn’t Teach You

A practical breakdown of hidden mechanics that elevate your gameplay beyond mission mode

🔹 Overall Summary

This video covers seven important mechanics and system nuances in Guilty Gear Strive that are either not explained at all or only partially explained in the in-game tutorial. These tips focus on defense, pressure, damage optimization, throws, Roman Cancels, and training mode efficiency, helping players move from basic understanding to intermediate and competitive play, especially for those aiming at higher floors or Celestial rank.

⚡ Condensed Bullet-Point Overview (Quick Review)

6P (Forward + Punch) has upper-body invincibility and beats many attacks beyond anti-air use.

Wake-up throws don’t work immediately due to throw invincibility on wake-up.

Chip damage cannot kill unless you are at literally 1 HP.

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

Faultless Defense adds extra blockstun, which can prevent punish opportunities.

Training Mode recording slots + random playback are essential for practicing mix-ups and reactions.

🧩 Chunked Breakdown with Learning Tools Chunk 1: 6P Is More Than an Anti-Air Summary

6P (forward + punch) is commonly taught as an anti-air, but it also has upper-body invincibility, making it effective against many grounded attacks that hit high. It’s a universal defensive tool across the cast.

Key Example

If you struggle against a specific move that hits the upper body, testing 6P may shut it down entirely.

Comprehension Questions

Q: Why is 6P useful outside of anti-air situations?

A: Because it has upper-body invincibility, allowing it to beat many high or mid attacks.

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

When a character wakes up from knockdown, they are temporarily throw-invincible. This means immediate throws (normal or command) will whiff.

Key Insight

Tick throws and delayed pressure are stronger than raw throws on wake-up.

Comprehension Questions

Q: Why do throws fail on wake-up?

A: Because the defender has built-in throw invincibility for a short time.

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

Chunk 3: Chip Damage Can’t Kill (Usually) Summary

Chip damage from specials and supers cannot kill unless the opponent is at the absolute minimum health possible.

Important Caveat

Multi-hit moves can still kill via chip because the first hit reduces HP to zero and the next hit finishes the job.

Comprehension Questions

Q: When can chip damage kill?

A: Only at 1 HP, or through multi-hit attacks.

Action Steps

Stay calm at low health—blocking may be safer than expected.

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

Strive’s Roman Cancel emits a shockwave that makes combos easier—but greatly increases damage scaling, reducing total damage.

Optimization Tip

Cancel into an attack before the shockwave activates to preserve damage.

Comprehension Questions

Q: Why does RC shockwave reduce damage?

A: It applies heavy combo scaling to follow-ups.

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

All command throws are throw-invincible, meaning they beat normal throws outright.

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

Faultless Defense (FD) pushes opponents away and negates chip—but adds 2 extra frames of blockstun, which can prevent punishes.

Example

A move that is normally punishable may become safe if FD is used.

Comprehension Questions

Q: Why can FD prevent punishes?

A: Because it adds extra recovery frames to your block.

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

Training mode allows multiple recording slots that can be randomized—perfect for practicing mix-ups and reactions.

Powerful Technique

Record different options (e.g., left/right, low/high) into separate slots, then set playback to Random.

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

This video reveals seven essential Guilty Gear Strive mechanics that dramatically improve decision-making and consistency. Key takeaways include using 6P as a universal defensive tool, understanding wake-up throw invincibility, knowing that chip damage rarely kills, optimizing Roman Cancel damage by avoiding shockwave scaling, exploiting command throw priority, using Faultless Defense selectively to avoid losing punishes, and mastering training mode through randomized recordings. Together, these insights transform passive knowledge into active, matchup-ready skill, accelerating growth toward higher-level play.

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

mario050987·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
VORUTEKUSU on Twitter
VORUTEKUSU on Twitter
look at the inputsthe dash macro actually counts as a forward input lol pic.twitter.com/ICBEb07w3A— VORUTEKUSU (@GREATFERNMAN) June 25, 2021
mario050987·twitter.com·
VORUTEKUSU on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
tragic on Twitter
tragic on Twitter
BRC can create punishes that normally don't exist. I used this example because the timing is so ridiculously precise yet still a true punish. I don't recommend this specific example in-game, but instead, use the concept to create your own punishes!#GGST #GGST_CH @HiFightTH pic.twitter.com/79NyxAOCem— tragic (@fightelement) June 25, 2021
mario050987·twitter.com·
tragic on Twitter
SeanE on Twitter
SeanE on Twitter
Not sure if this is common knowledge but it seems like your positioning changes post wall break depending on what you break the wall with. Not sure how impactful this will be but I thought it was kind of interesting. #GGST pic.twitter.com/XHHgzmR2iU— SeanE (@EngrishVEN) June 25, 2021
mario050987·twitter.com·
SeanE on Twitter
HDG Younghou on Twitter
HDG Younghou on Twitter
Guilty gear strive gold bust and tech throw OS @HiFightTH @jav1ts #GGST_PO https://t.co/NRb2AGPaR9 pic.twitter.com/FSJuwvDBe2— HDG Younghou (@jovenhou) June 25, 2021
mario050987·twitter.com·
HDG Younghou on Twitter
KariyaFGC on Twitter
KariyaFGC on Twitter
So today I learned a neat way to use Blue/Purple Roman Cancels. I've started using Blue when I anticipate my opponent is about to attack and because of the 'slow motion' effect it turns their 'turn' into my 'turn'. Same for Purple, but it's for dropped combos instead#GGST pic.twitter.com/BT5lZMSNAy— KariyaFGC (@KariyaFGC) June 25, 2021
mario050987·twitter.com·
KariyaFGC on Twitter
I_Am_Axy on Twitter
I_Am_Axy on Twitter
sorry for the grumpy tone earlier, just saw disinfo and got madas for the technicalities - see the ghetto videop.s. I also saw some guy input a dash RC instant flashkick, now that is coolhave no idea now to input that though pic.twitter.com/PNLB7KQFIn— I_Am_Axy (@I_Am_AxyFGC) June 25, 2021
mario050987·twitter.com·
I_Am_Axy on Twitter
James Chen on Twitter
James Chen on Twitter
Thus, for Leo, for example, YES: you can walk or Dash, do 2RC 8H, and get an instant Flash Kick. pic.twitter.com/WRslkhABbT— James Chen (@jchensor) June 25, 2021
mario050987·twitter.com·
James Chen on Twitter
James Chen on Twitter
James Chen on Twitter
So after doing more research, it is NOT just Red RC that grants you instant charge for Charge Special Moves. All 3 RC's do this, but what it is is that you have to be already holding 4 or 2 *when* you activate the RC, and doing so gives you instant charge.— James Chen (@jchensor) June 25, 2021
mario050987·twitter.com·
James Chen on Twitter
Roman Cancel 101 | Guilty Gear Strive Tutorial Tips & Tricks
Roman Cancel 101 | Guilty Gear Strive Tutorial Tips & Tricks

Roman Cancel 101 — Guilty Gear Strive

  1. Core Summary (Big Picture)

Roman Cancels (RCs) are one of Guilty Gear Strive’s most important system mechanics. They allow you to stop your current action at almost any time by spending 50% tension, creating opportunities to extend combos, escape danger, bait opponents, and control momentum.

All Roman Cancels use the same input (any three buttons except Dust), but the timing of the input determines which RC you get. Understanding when and why to use each type is more important than mastering flashy setups.

At a basic level, Roman Cancels:

Fix mistakes

Turn hits into big damage

Help you escape pressure

Create mixups and momentum shifts

At an advanced level, they:

Slow the game down

Allow directional drifting

Extend hitstun/blockstun

Enable creative baits, side switches, and mind games

  1. Condensed Bullet-Point Review

Roman Cancels cost 50% meter

Same input, different RC types based on timing

Four types: Blue, Purple, Red, Yellow

RCs can:

Pause the game briefly

Slow the opponent

Preserve momentum

Allow directional drift

Basics alone win matches; advanced tricks add creativity

  1. Chunked Breakdown (Numbered & Self-Contained) Chunk 1 — What Is a Roman Cancel?

Concept

A Roman Cancel instantly stops your current action and lets you act again.

Input: Any 3 buttons except Dust

Cost: 50% tension

Meter gain is high, so RCs are available frequently.

Why It Matters

The ability to stop anything at will is extremely powerful.

It turns bad situations into recoverable ones and good situations into deadly ones.

Comprehension Questions

What does a Roman Cancel fundamentally do?

Why is meter cost not as limiting as it sounds?

Answers

It stops your current action and lets you immediately act again.

Strive’s meter gain is high, so RCs are often available each round.

Action Steps

Practice RC input in training mode until it feels effortless.

Get used to spending meter proactively instead of hoarding it.

Chunk 2 — The Four Types of Roman Cancels

Types & Conditions

Blue RC – Used while not attacking or blocking

Purple RC – Used during an attack

Red RC – Used exactly when an attack hits

Yellow RC – Used while blocking

Key Uses

Blue: Neutral control, mixups, slowdown setups

Purple: Safety, mistake correction, baits

Red: Combo extensions, big damage

Yellow: Defensive escape tool (guard cancel–style)

Comprehension Questions

What determines which RC you get?

Which RC is used on defense?

Answers

The timing of the RC input.

Yellow Roman Cancel.

Action Steps

Practice triggering each RC intentionally.

Identify which RC fits offense vs defense vs recovery.

Chunk 3 — Practical “90% Use Case” RC Applications

Simple, High-Value Uses

Mistake? → Purple RC to stay safe

Hit confirmed? → Red RC for combo extension

Under pressure? → Yellow RC to escape

Why This Matters

You don’t need advanced tech to benefit.

These basics alone drastically increase consistency and survivability.

Comprehension Questions

Why are Purple RCs good for beginners?

What makes Red RCs scary for opponents?

Answers

They let you fix mistakes before being punished.

They turn almost any hit (even throws) into big damage.

Action Steps

Commit to using RC defensively instead of panicking.

Train Red RC extensions off your most common hits.

Chunk 4 — RC “Pause” Effect & Reaction Advantage

Concept

Roman Cancels briefly “pause” the game.

This gives you time to see what’s happening and react accordingly.

Examples

Purple RC after a missed anti-air → still air throw

RC to confirm jump, dash, or whiff more clearly

Comprehension Questions

How does RC help reactions?

Why is this stronger than it sounds?

Answers

It slows the situation and gives visual clarity.

It turns hard reactions into manageable decisions.

Action Steps

Use RCs as decision tools, not just combo tools.

Practice reacting during RC slowdown.

Chunk 5 — Roman Cancel Drift (Movement Control)

Concept

You can drift in any direction during an RC.

Input a dash immediately before the RC.

Dash macro is highly recommended.

Uses

Easier combo routing

Side switches

Whiff baits

Better positioning

Comprehension Questions

How do you perform an RC drift?

Why is dash macro important?

Answers

Dash, then immediately Roman Cancel.

It removes execution barriers and improves consistency.

Action Steps

Map dash to a button.

Practice forward, backward, and neutral RC drift.

Chunk 6 — Roman Cancel Slowdown Mechanics

Key Insight

RCs slow the opponent—not just movement, but hitstun and blockstun.

This enables:

New combos

Plus-on-block situations

Airtight pressure

Example

Blue RC → Dust attack becomes comboable or plus.

Comprehension Questions

What does RC slowdown affect besides movement?

Why is Blue RC especially strong?

Answers

Hitstun and blockstun duration.

It provides the longest slowdown window.

Action Steps

Experiment with Blue RC into overheads or pressure resets.

Compare Purple vs Blue RC timing in training mode.

Chunk 7 — Distance, Momentum & Advanced Quirks

Important Rules

RC slowdown only works at close range

Momentum is preserved after RC

Fast-moving attacks can “rocket” forward after RC

Applications

Full-screen punish setups

Momentum-based mixups

Character-specific tech

Comprehension Questions

Why might RC setups fail at long range?

How does momentum preservation help offense?

Answers

Slowdown doesn’t apply if you’re too far away.

It lets you carry speed into follow-ups or pressure.

Action Steps

Check spacing when RC setups fail.

Explore character-specific RC momentum tricks.

  1. Super-Summary (Under 1 Page)

Roman Cancels are Guilty Gear Strive’s most flexible system mechanic, allowing players to stop actions, reposition, extend combos, escape danger, and manipulate time itself. All RCs share the same input but differ based on timing, producing Blue, Purple, Red, or Yellow effects. At a fundamental level, RCs let you fix mistakes, secure damage, and escape pressure. At an advanced level, RC slowdown, drifting, momentum preservation, and hitstun extension enable creative mixups, baits, and conversions. Mastering Roman Cancels isn’t about flash—it’s about control, awareness, and decision-making.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Fundamentals

Learn RC inputs

Identify each RC type

Practice Purple RC safety and Red RC extensions

Day 2 – Control & Movement

Practice RC drift

Experiment with Blue RC slowdown

Use RCs to react instead of guessing

Day 3 – Creativity

Test spacing limits

Explore momentum-based RC tricks

Integrate RCs into your character’s game plan

mario050987·youtube.com·
Roman Cancel 101 | Guilty Gear Strive Tutorial Tips & Tricks
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Also with charge characters with [2]8X inputs, you can do holded dash button while holding either 2 or 3 and then do your input but you could do this without dash button too with oldschool 66[3] input #GGST pic.twitter.com/zMqCWEKV7s— TA | wauhti ❄️ (@SpiidiOnNoita) June 24, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
About dash button:If you are holding dash button and press either 2, 3 or 6 directions, it won't brake the dash. This is also one technique that is being used for S disc crossups since you won't get enough momentum with 66236 as there's 5 or 2 input which causes the brake #GGST pic.twitter.com/SE1C9fMzai— TA | wauhti ❄️ (@SpiidiOnNoita) June 24, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Tested all buttons from 3f to upto 17f and noticed that YRC is -16 on block which means that Potemkin 5HS punishes that which is 16f startup #GGST pic.twitter.com/ceXImRDehf— TA | wauhti ❄️ (@SpiidiOnNoita) June 24, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
Frame Data and Hitbox Data Explained | Guilty Gear Strive Guide
Frame Data and Hitbox Data Explained | Guilty Gear Strive Guide
Hey all i feel like this is an important topic to cover if you want to delve deeper into understanding how moves interact in Guilty Gear Strive and how this explains some of the moves interactions that happen in matches: 00:00 - Intro 01:04 - What is Frame Data? 09:51 - How Frame Data is Balanced? 11:01 - What is Hitbox Data? 18:00 - Importance of Hitbox Knowledge 19:58 - Thank you for Watching! Please subscribe and follow me on twitter to stay up to date! ----------------------------------------------------------------------------------------------------------- Twitter: https://twitter.com/BachiruBB Twitch: https://www.twitch.tv/bachirubb #GGST #GuiltyGearStrive
mario050987·youtube.com·
Frame Data and Hitbox Data Explained | Guilty Gear Strive Guide
QCFP|Badoor waiting on 💉 #2 on Twitter
QCFP|Badoor waiting on 💉 #2 on Twitter
Seems standing pushback being higher also applies to hits, not just blocking #GGST pic.twitter.com/KapuIXkUJ7— QCFP|Badoor waiting on 💉 #2 (@BadoorSNK) June 24, 2021
mario050987·twitter.com·
QCFP|Badoor waiting on 💉 #2 on Twitter
CAG / フェンリっち on Twitter
CAG / フェンリっち on Twitter
#PS5Share, #GUILTYGEARSTRIVE 無敵なしにワンちゃん pic.twitter.com/7PeUX7ohN6— CAG / フェンリっち (@fenritti) June 22, 2021
mario050987·twitter.com·
CAG / フェンリっち on Twitter
Strive has a hidden "magic pixel" mechanic
Strive has a hidden "magic pixel" mechanic
Little-known fact about chip damage in Guilty Gear 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·youtube.com·
Strive has a hidden "magic pixel" mechanic
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
So in Guilty Gear Strive its a bit more complex than simply X move does Y damage. Everyone has multiple layers of defensive modifiers, and everyone can take different damage from moves depending on where they are in their health bar, so lets go over all of it! 0:00 - Intro & how damage works 3:19 - Character damage values 5:52 - The concept of Guts 8:41 - Character guts values 10:09 - Putting it all together Make sure to check out the dustloop wiki @ https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-STRIVE- --------------- --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! #fgc #guiltygear #ggst
mario050987·youtube.com·
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
Mira traded their sword for a really good hair-day on Twitter
Mira traded their sword for a really good hair-day on Twitter
If you are holding forward and tap dash macro, you will get run so long as you keep holding forward. This also works after wallbreaks and counter hit flashes. Just hold forward and mash dash and you'll never miss your run timing!!! #GGST pic.twitter.com/3zO0tmXJwK— Mira traded their sword for a really good hair-day (@Mirage_Arcane) June 24, 2021
mario050987·twitter.com·
Mira traded their sword for a really good hair-day on Twitter
ChinaTown on Twitter
ChinaTown on Twitter
All reversal DPs are throwable with a little delay. #GuiltyGearStrive #GUILTYGEAR #GGST_KY #GGST_SO pic.twitter.com/GIqTEaZeNI— ChinaTown (@ChinaTownTBB) June 11, 2021
mario050987·twitter.com·
ChinaTown on Twitter
Armcz on Twitter
Armcz on Twitter
Dragon Uninstall #GGST_SO pic.twitter.com/WrKDTJqtI3— Armcz (@Armcz_) June 19, 2021
mario050987·twitter.com·
Armcz on Twitter