System Mechanics

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Machín, el Devorador de Pintura on Twitter
Machín, el Devorador de Pintura on Twitter
Apparently throws also contribute to Wall Break?? #GGST pic.twitter.com/UpY86jEOPY— Machín, el Devorador de Pintura (@MachinegunErka) June 20, 2021
mario050987·twitter.com·
Machín, el Devorador de Pintura on Twitter
VORUTEKUSU on Twitter
VORUTEKUSU on Twitter
looked more into the 19f of landing blockstun with regards to fuzzying itgenerally speaking*, every character lands in a low stance before standing uphowever the lowest height they reach is character specific (e.g ky has good posture and so he's super tall and easy to fuzzy) pic.twitter.com/oaoJwuNFji— VORUTEKUSU (@GREATFERNMAN) June 19, 2021
mario050987·twitter.com·
VORUTEKUSU on Twitter
nod on Twitter
nod on Twitter
Some people complain that counters eat inputs, but I complain that they eat inputs and can be OSed for #ggsthttps://t.co/0EOBbivqUK— nod (@nodthenbow) June 19, 2021
mario050987·twitter.com·
nod on Twitter
How to do charge inputs EASILY in fighting games
How to do charge inputs EASILY in fighting games
#lordknight #FGC #GuiltyGearStrive I've seen this one way too much over the years. Lots of people are scared to play charge characters, but it isn't that hard! There are no charge characters in DBFZ, but since there are a couple in Guilty Gear Strive, I decided to make this quick guide. I believe in you! Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
How to do charge inputs EASILY in fighting games
GUILTY GEAR STRIVE GUIDE | Wall Break & Positive Bonus Secrets
GUILTY GEAR STRIVE GUIDE | Wall Break & Positive Bonus Secrets
♥️ Please don't forget to LIKE and SUBSCRIBE to my channel! ♥️ ▼Expand This!▼ AND ▼Drop A Comment!▼ GUILTY GEAR STRIVE GUIDE | Wall Break & Positive Bonus Secrets In today's Guilty Gear Strive Guide we will be going over how wall break works. We will also be going over all the bonuses you get from positive bonus buff you get for breaking the wall within Guilty Gear Strive. I hope you all find the information in this Guilty Gear Tutorial useful and as always, I will see you in the next video! --------------------------------------- Please Don't forget to like and subscribe to my channel. --------------------------------------- Subscribe Now ►► https://www.youtube.com/channel/UC0fk_v0on1iFchxQov-e5bg?sub_confirmation=1 ---------------------------------------- ---------------------------------------- Join Our Discord Server ►► https://discord.gg/B8B3brQ​ ---------------------------------------- ▬▬▬ FOLLOW MY SOCIALS ▬▬▬ ♥️ Twitter - https://twitter.com/DaikenXDan​ ♥️ Facebook - https://www.facebook.com/Daikenxdan-257459255194189 ♥️ Instagram - https://www.instagram.com/daikenxdan/​ ♥️ Twitch - https://www.twitch.tv/daikenxdan​ #GuiltyGear #GuiltyGearStrive #GGStrive
mario050987·youtube.com·
GUILTY GEAR STRIVE GUIDE | Wall Break & Positive Bonus Secrets
YUJI.VENOM on Twitter
YUJI.VENOM on Twitter
Omits sensei's #GGST tip of the day:"About blocking: keep in mind that you can guard immediately while dashing without FD. When you're approaching your opponent, you can avoid unnecessary damage by quickly inputting back after dash command.When using dash button, https://t.co/SC3Ze6vute— YUJI.VENOM (@cruelxunusual) June 18, 2021
mario050987·twitter.com·
YUJI.VENOM on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
低空ダッシュキャンセルすると移動距離延びるけどなんの役に立つかはわからない #ggst #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/CbI9RVJLiX— wikiの人 (@kuroro_w) June 19, 2021
mario050987·twitter.com·
wikiの人 on Twitter
cry on Twitter
cry on Twitter
#PS4sharehttps://t.co/0SjXoZrck2 pic.twitter.com/RZDC2fH0ky— cry (@Gabeisouthere) June 18, 2021
mario050987·twitter.com·
cry on Twitter
the hidden property that all command throws have
the hidden property that all command throws have
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·
the hidden property that all command throws have
wish on Twitter
wish on Twitter
a lot of people have probably figured this out already but if not, in #GGST after using an air action you automatically turn around to face your opponent in the airyou don't have to end your air dash on the other side or double jump on the other side, simply using it works pic.twitter.com/IbCKnpPwos— wish (@_wishcraft) June 18, 2021
mario050987·twitter.com·
wish on Twitter
Team Spooky on Twitter
Team Spooky on Twitter
Here is another #GuiltyGearStrive tips vid'Counter Hit Confirm'With Anji 6H, on normal hit I can go for my standard Fuujin combo. On counter hit, I have time to buffer fully charged H fuujin for a beefier combo. Even multihit moves work.Master this to increase your damage! pic.twitter.com/mhLXY8OrSF— Team Spooky (@teamspooky) June 18, 2021
mario050987·twitter.com·
Team Spooky on Twitter
Dutchy | Pride | BLM on Twitter
Dutchy | Pride | BLM on Twitter
Prc os example #PS4sharehttps://t.co/X8KLoluFXl pic.twitter.com/IF0zngTszO— Dutchy | Pride | BLM (@DuisterJesper) June 18, 2021
mario050987·twitter.com·
Dutchy | Pride | BLM on Twitter
faultydefense on Twitter
faultydefense on Twitter
The hit from Red Roman Cancel adds both damage proration and gravity to a combo. Avoiding the hit by making it whiff or using Purple Roman Cancel will often lead to more damage. This is especially apparent with more resources or corner. pic.twitter.com/TBZ5jN4AWg— faultydefense (@faultydefense) June 18, 2021
mario050987·twitter.com·
faultydefense on Twitter
⬇↘➡↗gamer on Twitter
⬇↘➡↗gamer on Twitter
#GGST So I found out that the big Counter Hit OS that @Rooflemonger showed in one of his Strive videos also works for Wall Splats. Wall Splats, much like the big counter hits, also read the most recent inputs rather than the older inputs. pic.twitter.com/CpiByWUOYp— ⬇↘➡↗gamer (@CADPgamer) June 18, 2021
mario050987·twitter.com·
⬇↘➡↗gamer on Twitter
How To APPLY PRESSURE in Guilty Gear Strive
How To APPLY PRESSURE in Guilty Gear Strive

✅ FULL SUMMARY — “How to Open Your Opponent’s Defense”

The video explains how to condition opponents using grabs, then use delayed frame traps, staggers, dash-cancels, and spacing resets to blow up their button attempts. It focuses on Sol Badguy, but the principles are universal across Guilty Gear.

🔵 Condensed Bullet-Point Summary

Grabs are 2f startup and the most universal way to open people up in Strive.

Once opponents fear grabs, they start pressing buttons → that’s when frame traps matter.

Sol’s key frame-trap starters: Close Slash, 5K (3f), delayed jabs, delayed 6P, delayed 6S / f.S strings, etc.

Guilty Gear lets you delay gatlings to give opponents a false window → creates counter-hits.

Use staggers + dash-cancels to reset spacing and maintain pressure.

Frame traps differ per character, but stagger pressure and conditioning are universal.

Sol’s infamous f.S > f.S string is NOT real unless you conditioned the opponent to stop pressing.

If they mash, challenge with 5K/jab/2P or backdash when not cornered.

Once you condition them to freeze, you can run pressure loops, grabs, and strike/throw 50/50s.

Most players lose because they respect Sol too much.

🟥 CHUNK 1 — Grabs as the Primary Opener & Why Conditioning Matters Summary

Grabs (2f startup) are incredibly strong in Strive and the easiest way to open a blocking player.

After being grabbed several times, opponents will start mashing to defend against future throws.

This creates the perfect opportunity to transition from throw conditioning → strike trapping.

Comprehension Questions

Why are grabs considered essential in Strive?

What predictable behavior emerges after repeated throws?

What strategic shift should you make once opponents start mashing?

Answers

They are 2f, beat most defensive options, and universally threaten blocking behavior.

Opponents start pressing buttons preemptively.

Switch to frame traps and delayed strikes to catch counter-hits.

Action Steps

Practice 3–5 throw loops into delayed close slash.

Identify when opponents begin to mash—this is your green light for frame traps.

Drill throw → close slash/5K timing to catch CH consistently.

🟧 CHUNK 2 — Core Sol Frame-Trap Tools & How Delays Work Summary

Sol’s key tools for opening mashing opponents:

5K (3f) as the universal “mash-check.”

Close Slash (cl.S) into stagger pressure.

Delayed gatlings to create fake gaps.

Delayed 6P to catch buttons after jabs.

Guilty Gear allows delaying strings, which is the hidden sauce of the game’s pressure.

Comprehension Questions

What does delaying a gatling accomplish?

What Sol button checks 3f options reliably?

Why does Sol’s 6P require a delay to function as a trap?

Answers

It creates a fake window that invites a mash → counter-hit punish.

5K (3f).

Because without delay, the buttons chain too fast and don’t leave a mashable gap to punish.

Action Steps

Practice delayed cl.S → 5K → 6S chains in training mode with counter-mash enabled.

Create 3 timing versions: tight, delayed, heavily delayed.

Train to visually confirm counter-hit pop-ups.

🟨 CHUNK 3 — Using Staggers & Dash-Cancels to Sustain Pressure Summary

Strive’s pushback means strings naturally create space.

You must dash back in to maintain pressure cycles.

Staggers (slight button delays) create:

Panic mash attempts → counter-hits

Throw opportunities

Resets into new pressure sequences

Not every character has complex frame trap trees, but every character can use staggers + spacing resets.

Comprehension Questions

Why dash-cancel during pressure?

What do staggered buttons accomplish?

Why are frame traps tied to conditioning?

Answers

To close the gap created by pushback and reset pressure distance.

They provoke mash attempts and create ambiguous pressure rhythm.

Because opponents only stop pressing once you show them they’ll get CH for doing so.

Action Steps

Drill dash-in → cl.S stagger → cl.S delay → 5K sequences.

Practice “pressure rhythm shifts”: 1 delay, 2 delays, no delay.

Study opponent tendencies: does this player mash early or late?

🟩 CHUNK 4 — The Truth About Sol’s f.S Pressure (The “Fake” String) Summary

Sol’s infamous f.S → f.S harassment is not real unless the opponent respects you.

Most players get hit because they are conditioned to stop pressing.

Real counterplay:

Mash 5K / 2P / jab

Backdash (if not cornered)

Sol can delay f.S to catch backdashes, but it’s a read.

Comprehension Questions

Is Sol’s f.S loop real?

What is the safest universal response outside the corner?

Why does this pressure work on players?

Answers

No—most fast buttons interrupt it.

Backdash.

Because they over-respect or have been conditioned earlier.

Action Steps

In training, set Sol to do f.S → f.S and practice interrupting with 5K or backdash.

When you play Sol: Only use f.S pressure after you’ve conditioned hesitation.

Track when opponents start respecting—this is your moment to introduce greedy pressure.

🟦 CHUNK 5 — Universal Principles: Respect, Conditioning, & Overextension Summary

Sol is strong but not unbeatable.

If he’s bulldozing you, you're respecting too much or not challenging the right gaps.

Every abusive pattern has a defensive option, and every defensive option has an offensive counter—the classic Yomi cycle.

Winning with Sol = Condition → Punish → Stagger → Throw → Repeat with adaptations.

Comprehension Questions

Why do people think Sol is unstoppable?

What usually explains your failure vs pressure characters?

What must you analyze before choosing a defensive option?

Answers

Over-respecting or misunderstanding when to challenge.

Giving too much respect.

Opponent habits & timing patterns.

Action Steps

Play match sets focusing ONLY on calling out overextensions.

After each round, ask: Where did I over-respect?

Track which options you’ve conditioned and which remain untested.

⭐ SUPER-SUMMARY (1 Page)

This video teaches the fundamentals of opening a defensive opponent in Guilty Gear Strive using conditioning, frame traps, and stagger pressure. Because grabs start at 2 frames, they serve as the baseline opener—after landing multiple throws, opponents begin preemptively mashing, creating vulnerability to delayed strikes.

Sol Badguy excels here with tools such as cl.S, 5K (3f), delayed gatlings, and delayed 6P or 6S to catch mashers. Guilty Gear’s system allows intentional delay windows in strings, letting you trick opponents into believing they can act, only to eat counter-hits. Effective pressure also requires dash-cancels to compensate for pushback and maintain proximity; pressure becomes a dance of rhythm, spacing, and psychological manipulation.

While Sol’s infamous f.S pressure looks oppressive, it isn’t real unless the opponent has been conditioned to stop pressing. Many strings can be interrupted or escaped via 5K/jab, 2P, or backdash. Sol players succeed when they rotate between:

Throw → Frame trap → Stagger → Dash → Throw This loop forces mental stack overload and makes opponents crumble.

Ultimately, the video reinforces a universal fighting game truth: If a character seems oppressive, you are either respecting too much or failing to challenge the right gaps. Condition first, exploit patterns second, then adapt dynamically.

🗓 3-Day Spaced Review Plan DAY 1 — Understanding

Re-read Chunk 1 + Chunk 2.

Practice throw conditioning → delayed cl.S sequences.

DAY 2 — Execution

Drill staggers + dash-cancel pressure (Chunk 3).

Practice interrupting fake strings (Chunk 4).

DAY 3 — Application

Play 10 games focusing only on:

identifying mash timing

adjusting stagger rhythm

conditioning → exploiting

Reflect: What habits do opponents show? What delays worked?

mario050987·youtube.com·
How To APPLY PRESSURE in Guilty Gear Strive
The ULTIMATE Guilty Gear Strive Beginner Guide
The ULTIMATE Guilty Gear Strive Beginner Guide
Welcome to my guilty gear strive beginner guide! In this video guide I will walkthrough everything that you need to know to get started with Guilty Gear Strive. There are various tutorials, tips, and tricks scattered through this guide so feel free to use the timestamps! Intro - 0:00 Button Mapping - 0:24 Movement - 1:14 Offense Basics (Normals, Dust, Specials) - 2:24 Defense Basics (Blocking, Instant, Faultless, Burst) - 9:10 What is Tension? - 16:08 What are Roman Cancels? - 18:53 What is the RISC Meter? - 23:46 How Do Counter Hits Work? - 26:27 The Corner & The Wall - 28:25 What Character Should I Play? - 30:52 What Controller Should I Use? -32:31 Outro - 33:42
mario050987·youtube.com·
The ULTIMATE Guilty Gear Strive Beginner Guide
sleepmode! on Twitter
sleepmode! on Twitter
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
mario050987·twitter.com·
sleepmode! on Twitter
Askiir on Twitter
Askiir on Twitter
If you cancel a fast upwards drift RC into an air normal after a neutral jump, most of your vertical momentum is converted into horizontal. This is likely not too useful but this is more a showcase of combining interesting mechanics#GGST pic.twitter.com/gWm5yPTTFv— Askiir (@Askiir) June 18, 2021
mario050987·twitter.com·
Askiir on Twitter
Optimizando daño con el PRC - Guilty Gear Strive TECH
Optimizando daño con el PRC - Guilty Gear Strive TECH
PRC (Purple Roman Cancel) tiene un scaling distinto al rojo. En este video pequeño muestro un ejemplo con Nago. Por supuesto esta no es la ruta mas óptima pero quería un ejemplo consistente para mostrar la diferencia de daño
mario050987·youtube.com·
Optimizando daño con el PRC - Guilty Gear Strive TECH
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
Based on this:- You'll probably cause a wallstick in between 9 and 11 hits in quick succession (one combo, or a combo immediately into another combo, or just hitting someone with 2P 10 times in training mode)- Most slight delays in combos will cause wallstick sooner, not later— SUGOI | Zankoku (@Zankoku) June 17, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
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.
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