System Mechanics

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Guilty Gear Strive Guide - Basic Mechanics Explained (for Mortal Kombat 11 Players) - GGST Tutorials
Guilty Gear Strive Guide - Basic Mechanics Explained (for Mortal Kombat 11 Players) - GGST Tutorials

Guilty Gear Strive Discussion #1 – Basic Mechanics (for MK11 Players)

  1. Full Summary (Concepts, Examples, Lessons)

This video explains how Guilty Gear Strive (GGST) differs from Mortal Kombat 11 (MK11) at a mechanical and conceptual level, aimed at MK11 players considering switching or learning Strive. The core message: GGST is an anime fighter built around mobility, offense, and player-created structure, whereas MK11 is more grounded, defensive, and system-driven.

Key contrasts include:

Visual & Genre Differences: GGST is an anime fighter with stylized visuals, air mobility, freezes on hit, and exaggerated effects. MK11 is realistic, grounded, and brutal. This visual style reflects deeper mechanical differences.

Button System: MK11 uses four attack buttons plus dedicated mechanics (throw, block). GGST uses five buttons: Punch (P), Kick (K), Slash (S), Heavy Slash (HS), and Dust (D). The Dust button is universal and multifunctional (overhead, sweep, throw launcher), replacing several MK11-specific mechanics.

Notation System: GGST uses numpad notation (e.g., 5 = stand, 2 = crouch, 6 = forward). Learning this notation is essential to communicate with the GG community and understand guides.

Proximity Normals: Some normals change behavior when close to the opponent—something MK11 does not have.

Combo Structure: MK11 combos rely on preset strings and meter amplification. GGST has no strings—players must build combos manually using links, cancels, and Roman Cancels.

Roman Cancel System: Roman Cancels slow time and allow combo extension, pressure resets, and creative offense. Different colors serve different purposes (e.g., Red RC for combo extension).

Blocking System: MK11 has a block button. GGST uses hold-back blocking, with standing blocks for overheads and crouching blocks for lows. Instant Block functions like Flawless Block but requires follow-up actions manually.

Meter System (Tension Gauge): MK11 meters regenerate automatically and are split into offense/defense. GGST’s Tension Gauge rewards aggression—moving forward and attacking builds meter; retreating drains it.

Defensive Mechanics:

Faultless Defense: Pushes opponents away during pressure.

Burst (Psych Burst): Combo breaker equivalent to MK11 breakaway.

Damage Scaling & Risk Gauge: Repeated pressure fills the Risk Gauge, increasing damage taken and reducing scaling—rewarding sustained offense.

Counters: Counter-hitting with Slash or Heavy Slash leads to significantly higher damage, similar to MK11 crushing blows but more universal.

Corner & Wall Break: Corner pressure can break the wall, granting massive damage and positive meter gain afterward—turning corner dominance into a win condition.

Movement & Mobility: GGST allows running forward, double jumps, air dashes, air blocking, and aerial combat—making the air as important as the ground.

Neutral & Footsies: Neutral exists but is less dominant than in MK11 due to mobility tools. Space control is still important but more dynamic.

Character Design: GGST has highly unique characters:

Faust (random item chaos)

Zato (two-character control)

Sol & Ky (Ryu/Ken-style fundamentals)

Overall lesson: GGST rewards creativity, aggression, and system mastery, while MK11 rewards structure, patience, and predefined tools.

  1. Condensed Bullet-Point Review

GGST = anime fighter; MK11 = grounded fighter

Five-button system with universal Dust mechanics

Numpad notation is essential

No preset combo strings—players build their own

Roman Cancels replace MK11-style combo extensions

Hold-back blocking replaces block button

Instant Block ≈ Flawless Block (manual follow-ups)

Tension meter rewards forward movement

Faultless Defense pushes opponents away

Burst = combo breaker

Risk Gauge increases damage after sustained pressure

Wall breaks reward corner dominance

Air mobility is central to gameplay

Characters are highly unique and expressive

  1. Chunked Breakdown (Self-Contained Learning Units) Chunk 1 – Visual Style & Genre Identity

GGST is an anime fighter with exaggerated visuals, air mechanics, and stylized hit effects, contrasting MK11’s realism.

Comprehension Q: Why does GGST’s visual style matter mechanically? Answer: It reflects increased mobility, air combat, and expressive mechanics.

Action Step: Adopt a mindset of movement and expression, not realism.

Chunk 2 – Button System & Dust Mechanics

GGST’s five-button layout includes the Dust button, which replaces several MK11-specific tools with universal mechanics.

Q: What makes Dust unique? A: It functions as overhead, sweep, launcher, or throw depending on input.

Action Step: Practice Dust options in training to understand universal offense.

Chunk 3 – Notation & Communication

GGST uses numpad notation to describe movement and attacks.

Q: Why is notation critical? A: Guides, discussions, and combo notation all depend on it.

Action Step: Memorize numpad directions before deep study.

Chunk 4 – Combo Philosophy

MK11 uses fixed strings; GGST requires manual linking and canceling.

Q: Why is GGST harder at first? A: Combos must be created, not memorized.

Action Step: Practice linking normals instead of hunting for “strings.”

Chunk 5 – Roman Cancels

Roman Cancels allow time manipulation for offense, pressure, and combo extension.

Q: How do RCs replace MK11 amplifies? A: They provide flexible combo and pressure extensions.

Action Step: Learn Red Roman Cancel timing early.

Chunk 6 – Blocking & Defense

GGST uses directional blocking, Instant Block, and Faultless Defense.

Q: How does defense differ from MK11? A: Defense is more active and timing-based.

Action Step: Drill Instant Block into immediate punish attempts.

Chunk 7 – Meter, Burst, & Risk

Tension rewards aggression; Burst breaks combos; Risk punishes excessive blocking.

Q: Why does GGST favor offense? A: Meter drains when retreating and Risk increases damage taken.

Action Step: Practice forward movement even when playing defensively.

Chunk 8 – Corner, Mobility & Neutral

Wall breaks, air mobility, and dynamic neutral reshape spacing battles.

Q: Why is the corner different in GGST? A: It leads to wall breaks and momentum rewards.

Action Step: Train corner pressure routes instead of corner escapes only.

Chunk 9 – Character Identity

Characters range from simple fundamentals to extreme complexity.

Q: Who should MK players start with? A: Sol or Ky for familiar fundamentals.

Action Step: Sample multiple characters before committing.

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive is a fundamentally different fighting game from Mortal Kombat 11. It replaces preset strings, block buttons, and passive meter with manual combo construction, directional defense, and aggression-driven systems. Roman Cancels, air mobility, wall breaks, and the Risk Gauge all push players toward creative offense and momentum control. MK11 players must shift from structured execution to expressive decision-making, learning to build pressure, manage space in both air and ground, and embrace character uniqueness. Mastery in GGST comes not from memorization, but from understanding systems, timing, and flow.

  1. Optional 3-Day Spaced Review Plan

Day 1 (Foundations)

Review button layout, Dust mechanics, and notation

Practice blocking & movement basics

Day 2 (Systems)

Study Roman Cancels, Burst, Tension, and Risk

Practice simple RC extensions

Day 3 (Application)

Focus on corner pressure, wall breaks, and air mobility

Play matches with one character and reflect on decisions

mario050987·youtube.com·
Guilty Gear Strive Guide - Basic Mechanics Explained (for Mortal Kombat 11 Players) - GGST Tutorials
Gameplay Mechanics | Guilty Gear: Strive Early Impressions
Gameplay Mechanics | Guilty Gear: Strive Early Impressions
Air dashing and gatling changes are the two most prominent things that legacy Guilty Gear players took from the two GGST betas, Mac and Pringle discuss. #GGST #GuiltyGear #FGC Full Podcast: https://youtu.be/jdzb-Ma_tH8 Want to support FGC Hollywood? :) Patreon - https://www.patreon.com/fgchollywood Hollywood Merch! - https://teespring.com/stores/the-fgc-hollywood-closet Social Links Below! Twitter: https://twitter.com/MacSplicer Website: https://macsplicer.com/ Twitch: https://www.twitch.tv/macsplicer FGC Hollywood Discord: https://discord.gg/kAnmBNRzZq Merchandise: https://teespring.com/stores/the-fgc-hollywood-closet
mario050987·youtube.com·
Gameplay Mechanics | Guilty Gear: Strive Early Impressions
Guilty Gear Strive 101: Throw Mechanics
Guilty Gear Strive 101: Throw Mechanics
#GGST #GuiltyGear Strive #GGST_SO Some quick show case on how throw system works in Guilty Gear Strive! SUBSCRIBE Here ► www.youtube.com/NurseLee My Twitter: ► @NurseLee_ - Credits, Special Thanks, and other Links - Song Track: Big Blast Sonic - Cover by LittleVMills ►https://www.youtube.com/watch?v=MckHTUUog8s
mario050987·youtube.com·
Guilty Gear Strive 101: Throw Mechanics
KokuJin KazHama on Twitter
KokuJin KazHama on Twitter
I had a strange feeling about the last #GGST open beta, especially that jumps makes you reaaaally vulnerable. Was it the case in the previous one? https://t.co/HjHW0kKBeN— KokuJin KazHama (@hdoucoure) May 17, 2021
mario050987·twitter.com·
KokuJin KazHama on Twitter
Dizzy Star on Twitter
Dizzy Star on Twitter
#GGST I'm sure others have covered this but stagger recovery is now timing based instead of mashing. #PS4share pic.twitter.com/KhQOzwEPBR— Dizzy Star (@RenoDeGeneric) May 16, 2021
mario050987·twitter.com·
Dizzy Star on Twitter
Dizzy Star on Twitter
Dizzy Star on Twitter
#GGST I'm sure others have covered this but stagger recovery is now timing based instead of mashing. #PS4share pic.twitter.com/KhQOzwEPBR— Dizzy Star (@RenoDeGeneric) May 16, 2021
mario050987·twitter.com·
Dizzy Star on Twitter
A Starter Guide to Gatlings & RCs (Guilty Gear Strive)
A Starter Guide to Gatlings & RCs (Guilty Gear Strive)
streamed Feb. 17, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #GGST #GGSTrive #GuiltyGear #FGC
mario050987·youtube.com·
A Starter Guide to Gatlings & RCs (Guilty Gear Strive)
A LOT of people are mad about this Guilty Gear Strive change....
A LOT of people are mad about this Guilty Gear Strive change....
#lordknight #GuiltyGearStrive #GuiltyGear People were upset when they heard the change to landing for this most recent Guilty Gear Strive beta. Here's the specifics behind the change, and my opinion on how it affects the game (spoilers, it's OK). Follow me on Twitter - https://www.twitter.com/lordknightbb​ Pull up to the clips channel - https://www.youtube.com/channel/UCleY...​ 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/UCbGK...​ Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi​ Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
A LOT of people are mad about this Guilty Gear Strive change....
SonicFox @ Seattle on Twitter
SonicFox @ Seattle on Twitter
So it turns out that if you use Red RC by itself and dont do anything, its a HKD.This means Milia setplay can loop pic.twitter.com/O3YD6wMXJ5— SonicFox @ Seattle (@SonicFox) May 16, 2021
mario050987·twitter.com·
SonicFox @ Seattle on Twitter
taisuika on Twitter
taisuika on Twitter
5d rc小连段…#GGST pic.twitter.com/ASJJZl7rpE— taisuika (@taisuika) May 16, 2021
mario050987·twitter.com·
taisuika on Twitter
PEMDAS|Jamestrombone on Twitter
PEMDAS|Jamestrombone on Twitter
#Ggst_So #ggst blowing up defensive rc #PS4sharehttps://t.co/LXIzyW6470 pic.twitter.com/VtUwGi5qhA— PEMDAS|Jamestrombone (@jamestrombonee) May 15, 2021
mario050987·twitter.com·
PEMDAS|Jamestrombone on Twitter
Rayko on Twitter
Rayko on Twitter
Grappler Hug #GGST #GGST_SO #GGST_PO pic.twitter.com/ZDEKnvXaH4— Rayko (@RaykoGer) May 15, 2021
mario050987·twitter.com·
Rayko on Twitter
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?
S jf tz27 k wi ay0 vur
S jf tz27 k wi ay0 vur
Dust bait into instant grab, don't know if it works for every chara sJfTz27KWiAy0Vur.mp4 2.76 MB 0:14/0:14 0:09 Provinay Dust bait into instant grab, don't know if it works for every chara
mario050987·cdn.discordapp.com·
S jf tz27 k wi ay0 vur
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