Gameplay Concepts

889 bookmarks
Custom sorting
Guilty Gear Strive Tutorial Yellow Roman Cancel #guiltygearstrive #strive
Guilty Gear Strive Tutorial Yellow Roman Cancel #guiltygearstrive #strive
Perfect Yellow Roman Cancel Guilty Gear Strive and how to perform it. I had learn the Guilty Gear Strive basics to hold my own with NAGORIYUKI! Hope this tutorial helps, it seems hard but the controls are easy to handle. These all in the Guilty Gear Strive basic and tutorial page. Have fun and take care. Whose your main so far in Guilty Gear Strive? Guilty Gear Strive or Dragon Ball FighterZ, which is taking up your time? Has Guilty Gear Strive inflamed your fighting spirit? High rank Guilty Gear Strive/dragonball fighterz/ high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA Thats it!! Enjoy the video and take care. Thank you everyone again!!!!! As always leave a Comment and Like. Feel free to share the video with anybody else you feel would enjoy it! Thanks for watching!!! High rank dragonball fighterz and high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA
·youtube.com·
Guilty Gear Strive Tutorial Yellow Roman Cancel #guiltygearstrive #strive
A Complete Beginner's Guide To Guilty Gear Strive
A Complete Beginner's Guide To Guilty Gear Strive
A Beginner's Guide to Guilty Gear Strive for players who this is either their first guilty gear game or fighting game in general.
·youtube.com·
A Complete Beginner's Guide To Guilty Gear Strive
How to learn a new character in Guilty Gear Strive
How to learn a new character in Guilty Gear Strive
Dustloop https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-Strive- My Patreon https://www.patreon.com/user?u=21970878 My discord https://discord.gg/YbwFauWr7k For the Season V Changes Playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJgh9Y5i_QcAk1ObckAiiYT5 For the Matchups Guide playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJgJrJbmKJwiLzJc9S7lFipk For the characters guides playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJhGDoV05QLLBClu8TE97SYB For the Grasping the situation playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJix48TLuRTCKWl3hRURtnez Channel Artwork provided by: http://patreon.com/barbatoze​​​​​ www.barbatoze.com Intro provided by : https://www.facebook.com/DeadlineStud...​... https://www.youtube.com/channel/UCLO2...​...
·youtube.com·
How to learn a new character in Guilty Gear Strive
itna.fgc #BLM on Twitter
itna.fgc #BLM on Twitter
A high/low application too. Drifting down to immediately land is definitely something I've seen, but I rarely ever see people use drift fast RC to do it.I know this is kinda basic RC stuff but I do hope to see people implement this sort of thing more bc it's sick!#GGST pic.twitter.com/yUkVoJaHVk— itna.fgc #BLM (@FgcItna) July 14, 2021
·twitter.com·
itna.fgc #BLM on Twitter
luna on Twitter
luna on Twitter
#GGST i think the wall health is based on how long the opponent is in hitstun potentially. notice how 214S does more wall damage while being the least damaging move of the three shown, and 5D does like 3X the wall damage. pic.twitter.com/G07Y4awqyf— luna (@lunanoko) July 13, 2021
·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
#GGST the tool that marks wallbreak progress on P1's risc gauge so far has taught me two things:- supers dont actually influence the wall health at all, they bypass it entirely and break it- when the gravity is too high, which will generally be off of throw OTG- pic.twitter.com/xiMpwPOpkU— luna (@lunanoko) July 13, 2021
·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this is shown here too, even when the wall is just about to be broken, you cant stick when the gravity is too high, no matter what pic.twitter.com/uYipRCHW6M— luna (@lunanoko) July 13, 2021
·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this doesnt seem tied to the property of OTGing, as a normal 214S 5K link with ky can still wallstick pic.twitter.com/w6NtYIgFmX— luna (@lunanoko) July 13, 2021
·twitter.com·
luna on Twitter
Rikir on Twitter
Rikir on Twitter
FD making you land faster is a mechanic that really should be mentioned in the game’s mission mode. I didn’t know about this until two weeks into the game. https://t.co/ecGInHJhBA— Rikir (@Al_Rikir) July 12, 2021
·twitter.com·
Rikir on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
https://t.co/069YllI2l7- IB lockout is 5 frames- Any back input that doesn't IB starts the lockout- Lockout doesn't count down while holding 1, 4, 7, or 2- Successful IB doesn't cause lockout, allowing for consecutive IBs with 121 input pic.twitter.com/GcmXTPZh0x— SUGOI | Zankoku (@Zankoku) July 12, 2021
·twitter.com·
SUGOI | Zankoku on Twitter
GGST: Prevent 100% Meter Reversal Super Situations!
GGST: Prevent 100% Meter Reversal Super Situations!

🎮 GGST: Prevent 100% Meter Reversal Super Situations

Creator: Hotashi Core Focus: Shutting down reversal super → RC pressure situations

1️⃣ Full Summary (Concepts, Examples, Lessons)

This video explains a critical but underused defensive counter in Guilty Gear Strive: supering back immediately after blocking or baiting an opponent’s reversal super, when both players have meter.

Many players successfully bait a reversal super, but then allow the opponent to Roman Cancel (RC) afterward, letting them stay safe, regain momentum, or continue pressure. This negates the reward of baiting the super and can swing rounds unfairly.

Key insight: If the opponent performs a reversal super and you have 50 meter, you can input your own super during their super animation, and it will come out on frame 1 after their super ends. This prevents them from RC’ing, continuing pressure, or escaping punishment.

This is not a tight reversal timing—you don’t need perfect execution. You simply buffer the super during the animation.

Why this matters:

Removes their ability to RC

Prevents meter-based comebacks

Can outright end the round

Is consistent, reliable, and tournament-viable

Is explained in Mission Mode but widely ignored

Hotashi emphasizes this as essential for consistent wins, especially for:

Tournament players

Floor climbing

Celestial ranking pushes

2️⃣ Condensed Bullet Points (Quick Review)

Many players bait reversal supers but get RC’d afterward

If you have 50 meter, super back immediately

Input super during opponent’s super animation

Your super activates frame 1 after theirs ends

No strict reversal timing required

Prevents RC, burst usage, and pressure resets

Great for closing rounds and denying comebacks

Underused despite being taught in Mission Mode

3️⃣ Chunked Breakdown Chunk 1: The Common Problem

Players bait reversal supers but still lose momentum when the opponent RCs afterward.

Chunk 2: The Counter Solution

If you have 50 meter, input your own super during the opponent’s super animation.

Chunk 3: Why It Works

Your super activates frame 1 after their super ends, stopping RC and pressure continuation.

Chunk 4: Competitive Importance

This shuts down comeback mechanics and helps secure round wins at higher levels.

4️⃣ Comprehension Questions Chunk 1 Questions

Q: Why is baiting a reversal super sometimes not enough? A: Because the opponent can RC afterward and resume pressure or escape punishment.

Chunk 2 Questions

Q: When should you input your super? A: During the opponent’s super animation.

Chunk 3 Questions

Q: Do you need strict reversal timing? A: No—buffering during the animation is enough.

Chunk 4 Questions

Q: Why is this technique important for competitive play? A: It denies meter-based comebacks and helps close rounds consistently.

5️⃣ Action Steps (In-Game + Real-Life Application) In-Game (GGST)

Practice buffering super during enemy super animations in Training Mode

Drill common reversal super situations for your character

Actively track opponent meter + your meter

Treat reversal super bait → super punish as default behavior

Mental / Personal Development Parallel

Don’t stop at “good enough” wins—fully deny counterplay

When you create advantage, close decisively

Anticipate the opponent’s “last resource” and remove it

6️⃣ Super-Summary (Under 1 Page)

If you bait a reversal super in Guilty Gear Strive and have 50 meter, you should immediately super back during the opponent’s super animation. Your super will activate frame 1 after theirs ends, preventing them from Roman Canceling, escaping, or continuing pressure. This technique is easy to execute, underused, and critical for closing rounds, denying comebacks, and winning consistently—especially in tournaments and high-level play.

7️⃣ Optional 3-Day Spaced Review Plan

Day 1:

Rewatch the clip

Practice buffering super during enemy super animations

Day 2:

Apply it in real matches

Focus on meter awareness before knockdowns

Day 3:

Review replays

Note missed opportunities where this would’ve ended the round

·youtube.com·
GGST: Prevent 100% Meter Reversal Super Situations!
Guilty Gear Strive | Air Throw Tutorial
Guilty Gear Strive | Air Throw Tutorial

Chunked Summary Chunk 1: Introduction to Air Throws

Key Concepts:

Air throws allow you to limit an opponent’s movement by preventing jumps.

Effective against advanced players because it reduces their options.

Enhances offensive opportunities while controlling space.

Example: Using air throws to force the opponent into defensive positions.

Action Steps:

Start thinking of air throws as both a defensive and offensive tool.

Observe situations where opponents frequently jump to practice timing air throws.

Comprehension Questions:

Why are air throws particularly useful against advanced players?

How do air throws shift the balance between offense and defense?

Answers:

They limit movement options, forcing opponents into predictable behavior.

By preventing jumps, they create opportunities to attack while controlling space.

Chunk 2: How to Perform Air Throws

Key Concepts:

Input: Press 6 or 4 + Dust while in the air next to your opponent.

Positioning is critical: air throws work if you are below or at the same height as your opponent.

Being above the opponent even slightly causes the throw to whiff.

Example: Matching vertical position with your opponent for a successful air throw.

Action Steps:

Practice jumping to align vertically with an opponent.

Avoid thinking you need to be directly above them; aim for below or level.

Comprehension Questions:

What happens if you try an air throw while slightly above the opponent?

Which inputs will fail to produce an air throw?

Answers:

The throw will whiff.

Pressing 9 or 7 + Dust instead of 6 or 4 + Dust triggers normal dust, not an air throw.

Chunk 3: Practicing Air Throws

Key Concepts:

Best method: set opponent to jump in training mode.

Dash forward + jump (8) allows correct positioning under the opponent.

Old method: jump straight up + input air throw (6 or 4 + Dust).

Air throw can now also be input during dash animations, creating a horizontal “no-fly zone.”

Action Steps:

Use training mode to practice dash + jump setups.

Try air throws during dashes to cover horizontal space.

Comprehension Questions:

Why is the dash + jump method preferred over jumping straight up?

How does inputting an air throw during a dash expand its utility?

Answers:

It helps position under the opponent quickly and prevents accidental wrong inputs.

It allows creating a horizontal no-fly zone, catching opponents jumping across distances.

Chunk 4: Advanced Applications

Key Concepts:

Air throws can be combined with airborne moves and Roman Cancels (RC) to adjust trajectory.

Examples: Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.

RC can drift you underneath the opponent to make air throws more effective.

Action Steps:

Experiment with character-specific airborne moves that can transition into air throws.

Practice RC drifts to control trajectory under opponents.

Comprehension Questions:

How can Roman Cancel enhance air throw effectiveness?

Give examples of moves that can be combined with air throws for advanced setups.

Answers:

RC allows trajectory adjustment, letting you move underneath opponents for a guaranteed air throw.

Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.

Super-Summary (Condensed Overview)

Air throws in Guilty Gear Strive are a versatile tool for controlling opponents’ jumps and creating offensive opportunities. They require correct positioning (below or at the same height as the opponent) and precise inputs (6 or 4 + Dust). Training mode setups like dash + jump help align you under opponents, and air throws can now also be performed during dashes to create a horizontal no-fly zone. Advanced applications include combining air throws with airborne moves and Roman Cancels to adjust trajectory and catch opponents at unexpected angles.

Actionable Steps:

Practice vertical alignment under jumping opponents.

Use dash + jump setups to position for air throws.

Experiment with air throws during dashes to control horizontal space.

Test character-specific airborne moves and RCs for advanced air throw setups.

Optional 3-Day Spaced Review Plan

Day 1: Focus on understanding air throw basics and positioning; practice in training mode.

Day 2: Drill dash + jump setups and input accuracy, including air throws during dash.

Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setupsChunked Summary Chunk 1: Introduction to Air Throws

Key Concepts:

Air throws allow you to limit an opponent’s movement by preventing jumps.

Effective against advanced players because it reduces their options.

Enhances offensive opportunities while controlling space.

Example: Using air throws to force the opponent into defensive positions.

Action Steps:

Start thinking of air throws as both a defensive and offensive tool.

Observe situations where opponents frequently jump to practice timing air throws.

Comprehension Questions:

Why are air throws particularly useful against advanced players?

How do air throws shift the balance between offense and defense?

Answers:

They limit movement options, forcing opponents into predictable behavior.

By preventing jumps, they create opportunities to attack while controlling space.

Chunk 2: How to Perform Air Throws

Key Concepts:

Input: Press 6 or 4 + Dust while in the air next to your opponent.

Positioning is critical: air throws work if you are below or at the same height as your opponent.

Being above the opponent even slightly causes the throw to whiff.

Example: Matching vertical position with your opponent for a successful air throw.

Action Steps:

Practice jumping to align vertically with an opponent.

Avoid thinking you need to be directly above them; aim for below or level.

Comprehension Questions:

What happens if you try an air throw while slightly above the opponent?

Which inputs will fail to produce an air throw?

Answers:

The throw will whiff.

Pressing 9 or 7 + Dust instead of 6 or 4 + Dust triggers normal dust, not an air throw.

Chunk 3: Practicing Air Throws

Key Concepts:

Best method: set opponent to jump in training mode.

Dash forward + jump (8) allows correct positioning under the opponent.

Old method: jump straight up + input air throw (6 or 4 + Dust).

Air throw can now also be input during dash animations, creating a horizontal “no-fly zone.”

Action Steps:

Use training mode to practice dash + jump setups.

Try air throws during dashes to cover horizontal space.

Comprehension Questions:

Why is the dash + jump method preferred over jumping straight up?

How does inputting an air throw during a dash expand its utility?

Answers:

It helps position under the opponent quickly and prevents accidental wrong inputs.

It allows creating a horizontal no-fly zone, catching opponents jumping across distances.

Chunk 4: Advanced Applications

Key Concepts:

Air throws can be combined with airborne moves and Roman Cancels (RC) to adjust trajectory.

Examples: Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.

RC can drift you underneath the opponent to make air throws more effective.

Action Steps:

Experiment with character-specific airborne moves that can transition into air throws.

Practice RC drifts to control trajectory under opponents.

Comprehension Questions:

How can Roman Cancel enhance air throw effectiveness?

Give examples of moves that can be combined with air throws for advanced setups.

Answers:

RC allows trajectory adjustment, letting you move underneath opponents for a guaranteed air throw.

Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.

Super-Summary (Condensed Overview)

Air throws in Guilty Gear Strive are a versatile tool for controlling opponents’ jumps and creating offensive opportunities. They require correct positioning (below or at the same height as the opponent) and precise inputs (6 or 4 + Dust). Training mode setups like dash + jump help align you under opponents, and air throws can now also be performed during dashes to create a horizontal no-fly zone. Advanced applications include combining air throws with airborne moves and Roman Cancels to adjust trajectory and catch opponents at unexpected angles.

Actionable Steps:

Practice vertical alignment under jumping opponents.

Use dash + jump setups to position for air throws.

Experiment with air throws during dashes to control horizontal space.

Test character-specific airborne moves and RCs for advanced air throw setups.

Optional 3-Day Spaced Review Plan

Day 1: Focus on understanding air throw basics and positioning; practice in training mode.

Day 2: Drill dash + jump setups and input accuracy, including air throws during dash.

Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setups

·youtube.com·
Guilty Gear Strive | Air Throw Tutorial
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive

🎮 Video Summary

Title: Talking Disjointed Hitboxes and Why They Are So Powerful! – Guilty Gear Strive Creator: Ru Monger Core Topic: Understanding disjointed hitboxes, why they dominate neutral, offense, and defense, and how specific Guilty Gear Strive moves abuse them.

🔍 High-Level Summary

This video explains disjointed hitboxes—attacks where the hitbox (red) extends significantly beyond the hurtbox (blue)—making them extremely powerful tools in fighting games. Normally, attacking exposes your character to counter-hits because your hurtbox moves forward. Disjointed moves break this rule by allowing you to hit the opponent without exposing yourself.

The video demonstrates:

How disjointed hitboxes work at a mechanical level

Why they dominate pokes, anti-airs, pressure, and wake-up scenarios

Which Guilty Gear Strive characters have the most abusive examples

Why understanding hitbox data is a knowledge check that decides matches

The core lesson: disjointed hitboxes reduce risk while increasing control, making them some of the strongest options in the game.

⚡ Condensed Bullet Points (Quick Review)

Every move has a hitbox (attack) and hurtbox (where you can be hit)

Most moves extend hurtboxes forward → risk when attacking

Disjointed hitboxes place the hitbox far ahead of the hurtbox

This lets you win trades, stuff pokes, and beat reversals safely

All characters have some disjointed tools (e.g., universal 6P)

Certain moves are extremely disjointed and dominate neutral

Knowledge of hitboxes = power, spacing control, and safer offense

📦 Chunked Breakdown (Self-Contained Learning Units) Chunk 1: What Is a Disjointed Hitbox?

Summary: A disjointed hitbox is when the attack’s hitbox extends beyond the character’s hurtbox. Unlike normal attacks—where your body is exposed—disjointed moves allow you to hit without being hit back.

Key Example: Leo’s guard stance attack: the weapon hits far in front while Leo’s body stays safely behind.

🧠 Comprehension Questions

What normally happens to a character’s hurtbox when they attack?

Why do disjointed hitboxes reduce counter-hit risk?

Answers:

The hurtbox usually moves forward with the attack.

Because the opponent’s attack hits empty space while your hitbox connects.

🛠 Action Steps

In training mode, turn on hitbox display

Compare a normal poke vs. a disjointed poke

Observe how often trades disappear with disjointed moves

Chunk 2: Universal Disjoints – 6P and Anti-Airs

Summary: Every character has at least one disjointed tool: 6P. It has upper-body invincibility, meaning only the lower body can be hit. Some crouching heavy attacks (2H) also function as partial disjoints depending on character.

Key Insight: Disjoints aren’t rare exceptions—they’re built into the game’s design.

🧠 Comprehension Questions

Why is 6P considered disjointed?

Do all characters have equally strong disjointed anti-airs?

Answers:

Because the upper body hurtbox is removed or minimized.

No—some characters’ 2H moves are far stronger than others.

🛠 Action Steps

Test your character’s 6P vs jump-ins

Identify whether your 2H is truly disjointed or just large

Build anti-air confidence using hurtbox knowledge

Chunk 3: Leo – Defensive Disjoints as Pressure Tools

Summary: Leo’s backturn P acts like a grounded 6P with extreme upper-body invincibility. It lets Leo beat deep jump-ins and challenge pressure safely—without relying on his shield.

Key Lesson: Disjointed hitboxes can be defensive tools, not just pokes.

🧠 Comprehension Questions

Why does Leo’s backturn P beat deep jump attacks?

Why do players often overlook this button?

Answers:

Because the hurtbox is entirely below the hitbox.

Because players focus on flashier options like backturn shield.

🛠 Action Steps

Identify “forgotten buttons” with invincibility

Test defensive normals instead of always blocking

Add disjointed defense to your pressure escape plan

Chunk 4: Sol & Potemkin – Neutral and Wake-Up Abuse

Summary:

Sol’s f.S / 6S: A massive forward disjoint that dominates ground neutral

Potemkin’s Garuda Impact: A wall of hitbox with absurd active frames, beating reversals, backdashes, and jumps

These moves let players hide their hurtbox behind offense.

🧠 Comprehension Questions

Why can’t Sol’s poke be challenged on the ground?

Why does Garuda Impact beat reversals and backdashes?

Answers:

The hurtbox is far behind the hitbox.

It has massive disjoint + long active frames.

🛠 Action Steps

Learn which of your pressure tools are “reversal-safe”

Use disjointed pressure to force opponents to block

Stop challenging disjointed moves head-on—reposition instead

Chunk 5: May & Giovanna – Anti-Air and Sweep Dominance

Summary:

May’s 2H: The best anti-air in the game—huge disjoint + very low hurtbox

Giovanna’s sweep: One of the most disjointed grounded normals, extremely safe and strong in neutral

These moves turn basic options into match-defining threats.

🧠 Comprehension Questions

Why is May’s 2H stronger than other anti-airs?

Why is Giovanna’s sweep both offensive and defensive?

Answers:

Massive vertical disjoint + low hurtbox.

It outranges opponents while remaining reversal-safe.

🛠 Action Steps

Identify which of your normals are secretly “broken”

Abuse spacing where your opponent cannot contest

Turn safe disjoints into conditioning tools

🧠 Super-Summary (Under 1 Page)

Disjointed hitboxes are among the strongest mechanics in fighting games because they allow players to attack without exposing themselves. By separating hitboxes from hurtboxes, disjointed moves dominate neutral, shut down counter-pokes, invalidate jump-ins, and nullify wake-up options. Guilty Gear Strive includes universal disjoints (like 6P) and extreme character-specific examples (Leo, Sol, Potemkin, May, Giovanna).

Understanding which moves are disjointed—and how to position around them—transforms neutral from guesswork into controlled space domination. Knowledge of hitboxes turns unsafe pressure into safe offense and converts defense into proactive control.

Knowledge is power—and hitbox knowledge wins games.

🗓 Optional 3-Day Spaced Review Plan

Day 1:

Re-read Chunks 1–2

Test hitbox visuals in training mode

Day 2:

Review Chunks 3–4

Identify disjointed tools in your main’s moveset

Day 3:

Review Chunk 5 + Super-Summary

Play matches focusing only on spacing with disjointed normals

·youtube.com·
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive
no bursting allowed
no bursting allowed
Watch "no bursting allowed" on Streamable.
·streamable.com·
no bursting allowed
Taking BAD Guilty Gear Strive advice and making it better
Taking BAD Guilty Gear Strive advice and making it better

✅ SUMMARY — Taking BAD Guilty Gear Strive Advice and Making It Better

LK goes through common but oversimplified pieces of Strive advice and shows how to refine them into real, reliable strategies. Each example highlights why generic “just do X” advice fails and what to do instead based on move properties, option density, commitment, and reward.

⭐ BULLET-POINT QUICK REVIEW

Bad advice is usually technically correct, but too narrow, too committal, or ignores matchup dynamics.

May Dolphin: Don’t rely on 6P; use fast jabs (5P/5K) for lower commitment and better reward.

Leo Crossup (bt.S / Cross-through): Throwing isn’t reliable; instead, look for crossup only after normals with few cancel options. Use FD and awareness after 2S.

Giovanna Specials (236K / 214S): Don’t tunnel vision on reacting with 6P. Instead, FD/Jump after the end of Gatlings to force her to overextend.

Chipp Alpha Blade: 6P works but isn’t the best answer. FD to force whiff, anti-air trade combos, walk-under, hit landing, or intercept horizontally.

I-No Stroke: Throwing works only in specific windows. Look for Stroke after moves with few cancel routes (like 6H), not everywhere.

Core lesson: Replace “just do this” advice with context-dependent decision rules.

📚 CHUNKED SUMMARY WITH QUESTIONS + ACTION STEPS Chunk 1 — Why Bad Advice Happens

Many players give advice that’s technically correct but oversimplified, ignoring Strive’s system, character-specific options, delays, and risks. LK’s goal is to refine these into strategically sound versions.

✔ Comprehension Questions

Why does LK think “bad advice” persists even when it technically works?

What makes advice too generic to be reliable in Strive?

✔ Answers

Because people repeat legacy knowledge or simple rules without considering Strive’s specific properties.

It ignores commitment, timing variation, and character-specific tools.

✔ Action Steps

Always question whether advice accounts for timing, space, or options.

Evaluate the commitment and reward of any suggested counter.

Chunk 2 — May Dolphin: Why 6P Is Not Ideal

People say “just 6P Dolphin.” 6P works, but:

It’s high commitment with long recovery.

May can delay Dolphin and counter-hit your 6P.

You don’t get good reward unless you have meter.

Better option: Use 5P or 5K—shorter duration, safer, less punishable if May delays, and often leads to combos.

✔ Questions

Why is 6P high commitment against Dolphin?

Why are fast jabs better in this matchup?

✔ Answers

Long total duration and vulnerability to delay variations.

They recover fast, avoid getting blown up by delays, and yield better conversions.

✔ Action Steps

Practice anti-Dolphin jab timings.

Lab what combo routes your character gets off 5P/5K vs Dolphin.

Chunk 3 — Leo Crossup: Why Throwing Isn’t Enough

Advice: “Just throw Leo’s cross-through.”

Problems:

The range varies, making throws inconsistent.

Strive has strong delay cancel options, letting Leo alter timing or use alternatives.

Some normals (close slash, 2S) give him tons of options; you can’t tunnel vision.

Better rule:

Look for crossup after moves with few cancels, like f.S.

After flexible normals, use FD to create space and observe habits.

✔ Questions

Why is throw unreliable as a universal answer?

When is crossup more predictable?

✔ Answers

Throw range/timing varies and Leo has multiple cancel options.

After normals that have few cancel routes, like far slash.

✔ Action Steps

Identify which Leo normals have limited follow-ups.

Practice FD spacing to escape close-range mix loops.

Chunk 4 — Giovanna: Don’t 6P Every Special

Bad advice: “Just 6P her special moves on reaction.”

Problems:

Her close slash is plus and she can frame trap you while you’re looking for specials.

Her normals are extremely safe, so waiting for specials cedes pressure.

Over-focusing on specials blinds you to her real turn-taking structure.

Better rule:

At the end of her Gatlings (5H, sweep), use FD or super jump to escape or reset.

Once she overextends trying to catch your jump/FD, you regain space to use 6P.

✔ Questions

Why does focusing on 6P make her pressure stronger?

When should you jump or FD?

✔ Answers

Because she gets free turns off safe normals while you wait.

At the end of her string where specials start.

✔ Action Steps

Drill FD → super jump as an escape option.

Recognize the animation cues for Giovanna’s string endings.

Chunk 5 — Chipp Alpha Blade: 6P Is Not “The Answer”

People say “just 6P” Alpha Blade. Problems:

Alpha Blade advances; 6P may cause your character to shift or corner yourself.

The move has low attack level, making anti-air trades very favorable for you.

FD pushes Chipp far enough that his follow-up 2K whiffs.

You can walk under, hit landing recovery, or meet him horizontally.

Better rule: Use the tool that gives your character the best reward, space, or safety, not the standard universal answer.

✔ Questions

Why is FD strong here?

Why are trades favorable against Alpha Blade?

✔ Answers

It pushes Chipp out so his primary follow-up misses.

Low attack level → you get full combo on trade.

✔ Action Steps

Test FD vs Alpha Blade with your character’s anti-airs.

Practice walking under and punishing landing recovery.

Chunk 6 — I-No Stroke: Throwing Helps but Only in the Right Spots

Bad advice: “Throw Stroke.”

Problems:

Stroke is +3, so she keeps her turn.

Waiting for Stroke makes you predictable.

She can vary timing or switch options.

Better rule:

Look for Stroke after moves with little cancel flexibility, like 6H.

She can only let it recover, do S Stroke (-6), or do H Stroke (throwable).

In more flexible spots, consider jump back, backdash, or defensive movement.

✔ Questions

When is throwing Stroke good?

Why shouldn’t you always wait for it?

✔ Answers

After moves where she can only special cancel and has few options.

Because she has too many mix options and you become predictable.

✔ Action Steps

Identify fixed cancel points in I-No’s pressure.

Practice option-select throw vs Stroke timings.

🔥 SUPER-SUMMARY (Under 1 Page)

In this video, LK refines common Guilty Gear Strive matchup advice by showing how generic “just do X” rules often fail because they ignore commitment, space, timing variation, cancel routes, and character-specific risk/reward. He demonstrates this across several matchup misconceptions:

May Dolphin: 6P works but is too committal. Use fast jabs for safer interrupts and better conversions.

Leo Crossup: Throwing isn't reliable; instead, identify normals with few cancel routes and defend there. Against flexible options, rely on FD and awareness.

Giovanna Specials: Reacting with 6P is too narrow because she can overwhelm you with safe normals. Escape at the end of her strings with FD or super jump.

Chipp Alpha Blade: 6P is not the most consistent answer. Use FD to force whiff, trade anti-airs for combos, walk under, or punish landing.

I-No Stroke: Throwing only works in specific spots. Look for Stroke after limited-cancel moves like 6H, and use jump/backdash elsewhere.

The key insight: Replace oversimplified matchup advice with flexible, system-informed strategies that account for options, commitment, and situation. Good advice is not “do X,” but do X when the situation’s structure supports it.

🧠 3-Day Spaced Review Plan Day 1 — Structural Understanding

Read chunks 1–3.

Lab Dolphin jab punishes & Leo 2S/FS cancel routes.

Day 2 — Defensive Escapes

Read chunks 4–5.

Practice Giovanna FD → jump and Chipp FD → whiff punish sequences.

Day 3 — Application & Integration

Read chunk 6 + super-summary.

Build a personal “anti-generic-advice checklist”:

What’s the commitment?

What’s the reward?

How many options does the opponent have here?

·youtube.com·
Taking BAD Guilty Gear Strive advice and making it better
How NOT To Burst
How NOT To Burst
Support the Channel and stay updated through Social Media. It's quick and easy and really helps us out! - TWITCH- https://www.twitch.tv/animeilluminati TWITTER- https://www.twitter.com/jiyunaJP FACEBOOK- https://www.facebook.com/jiyunajp INSTAGRAM- https://www.instagram.com/jiyunajp ANIMEILLUMINATI Clips Channel - https://www.youtube.com/channel/UCV3Eyd0ezXIEgb5PviwSvrg Editing & Thumbnail by: https://twitter.com/dodonpahchi #GuiltyGearStrive #GuiltyGear #GGStrive
·youtube.com·
How NOT To Burst
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
IB MAJOR DISCOVERY In a blockstring, you MUST go back to 5 (idle) for a few frames to perform an instant block.Knowing this makes autopiloted tight strings extremely vulnerable to fuzzy instant blocking.Please RT to make this knowledge common.#GGST pic.twitter.com/AsNq7wmH3r— PC_volt in lab (@PC_voltInLab) July 11, 2021
·twitter.com·
PC_volt in lab on Twitter
修 on Twitter
修 on Twitter
ギルティのダッシュって前>後>前で出せるのを今更知った。 pic.twitter.com/g7tJ92K8aO— 修 (@shu180sx) July 11, 2021
·twitter.com·
修 on Twitter
TORI on Twitter
TORI on Twitter
ポチョの前後の二段ジャンプは着地硬直のくらい判定がおかしいのか、ジオの2Kの攻撃判定がおかしいのか知らないけど、着地硬直の3Fに当たらないみたいです。流石に修正案件かな。(垂直二段ジャンプや、前後の二段ジャンプでもFDを張っていると着地硬直のモーションが変わるので当たる) pic.twitter.com/Oh0Q8d9MhQ— TORI (@tori3_) July 11, 2021
·twitter.com·
TORI on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Now I know what they had in vision when nerfing BDs for Strive. They wanted that BD is still viable in neutral as majority of far buttons doesn't have that much active frames (except few buttons) but for closeup defense, it's highly risk due close buttons has more actives #GGST pic.twitter.com/P7q1JTPG9u— TA | wauhti ❄️ (@SpiidiOnNoita) July 10, 2021
·twitter.com·
TA | wauhti ❄️ on Twitter
Shaud @CEO2021 on Twitter
Shaud @CEO2021 on Twitter
#GGST If you do a move that causes the huge counter hit and slowdown, it will still make RRC trigger even when it's not supposed to recording is cS > jump RC on normal hit i get jump Blue RCon counterhit i get jump Red RC Arcsys please. pic.twitter.com/bFpuYEQPOI— Shaud @CEO2021 (@ShaudL_) July 10, 2021
·twitter.com·
Shaud @CEO2021 on Twitter
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
In this video, I go over the many defensive options you have in Guilty Gear Strive. Hopefully it helps some people out there with their defense! Game: Guilty Gear Strive Developer: Arc System Works Publisher: Arc System Works Dust Loop Wiki Defense Page: https://www.dustloop.com/wiki/index.php?title=GGST/Defense SonicSol Faultless Defense Guide: https://youtu.be/6UAWL26cq9c Outro: OSRSBeatz https://youtu.be/FLZiT7yGlck My Twitch: https://www.twitch.tv/kungfushrimp #guiltygear #ggst #fgc
·youtube.com·
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
CloverDMC 🍀 on Twitter
CloverDMC 🍀 on Twitter
Strive holds your charge input for a WHILE meaning with the dash macro you can do things like dash>[4]6H #GGST_LE pic.twitter.com/HqXqsfqEeu— CloverDMC 🍀 (@PearlJamFGC) June 14, 2021
otakupcgaminghd·twitter.com·
CloverDMC 🍀 on Twitter
Noc435 on Twitter
Noc435 on Twitter
Does letting go to neutral lessen your hitbox?In the first clip and after the fd, i let go to neutral and the slam missesBut in the second clip after the fd, i hold back to block and the slam makes contact(also some anti-leo tech)#GGST #GGST_LE pic.twitter.com/GeTQY3RIRv— Noc435 (@Noc435) June 13, 2021
otakupcgaminghd·twitter.com·
Noc435 on Twitter
David Broweleit on Twitter
David Broweleit on Twitter
Just found something universal in GGSTIf you wall crack someone who is standing or crouching WITHOUT LAUNCHING them, they will force crumple and not be able to techThey can be hit on wall or in crumple state but it breaks ofcLikely reset options available but very low dmg🧐 pic.twitter.com/9Uw3p2SrP8— David Broweleit (@Dacidbro) June 11, 2021
otakupcgaminghd·twitter.com·
David Broweleit on Twitter
AtomicRedd on Twitter
AtomicRedd on Twitter
Apparently you can get a PRC if you RC on the same exact frame you land from an airdash. Probably some sort of bug but other than that this can probably be used for very specific situations like punishing a whiffed anti air. In my opinion BRC should work just as fine. #GGST pic.twitter.com/Z0kXW2YfxH— AtomicRedd (@Atomic_Redd) July 8, 2021
·twitter.com·
AtomicRedd on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive bonus part 3Movement (pre/post PB)Walk 60/25 secRun 30/15 secBackdash/walking too far increase it#ggst pic.twitter.com/eliWPpLACx— vryu先生 (@vryu123) July 8, 2021
·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive Bonus no wallbreak4super>super5super>anything3~5 Dust(depend on combo)24~26 IB(depend air/ground)#ggst pic.twitter.com/qpWVsu7CCt— vryu先生 (@vryu123) July 8, 2021
·twitter.com·
vryu先生 on Twitter
Everything you need to know about Throws in Guilty Gear Strive
Everything you need to know about Throws in Guilty Gear Strive

Summary of "Everything You Need to Know About Throws in Guilty Gear Strive"

Introduction:

Throws are a core mechanic in Guilty Gear Strive and in fighting games in general.

Throws are used to break through defense, especially when an opponent is blocking excessively.

This video covers the ins and outs of throws in Strive, including nuances specific to different characters, throw damage, follow-ups, and unique mechanics.

Chunk 1: Basics of Throws

Throws are the fastest attacks in the game, with a two-frame startup across all characters, making them the quickest option when in close range.

Damage varies by character:

Standard throw damage: 80 for most characters.

Big characters (e.g., Potemkin, Nagoriyuki): 90 damage.

Speedsters (e.g., Chip, Milia): 70 damage due to their ability to get in your face more frequently.

OTG (Off The Ground) throws: Certain characters like Faust and Ramlethal can follow up their throws with an extra attack, leading to higher damage.

Example: Faust's throw leads to a combo with Crouch Heavy Slash, causing 91 damage, a little more than the big characters' throws.

Comprehension Questions:

What makes throws the fastest attacks in Guilty Gear Strive?

How does throw damage vary across characters?

Action Steps:

Apply throws in close-range scrambles, especially when your opponent is blocking frequently.

Familiarize yourself with character-specific throw damage to optimize your throw usage.

Chunk 2: Throw Follow-Ups and Unique Mechanics

Throws universally result in a hard knockdown, meaning the opponent has no immediate recourse and must wait for a fixed time before waking up.

This creates opportunities for setup and mind games, like frame kill setups.

Example: Using Nagoriyuki's forward punch after a throw can create a frame-perfect setup that forces the opponent to either get hit or take a counter hit if they wake up with a button.

Mix-up potential: You can also mix up the opponent by adding a command grab to your throw setups.

If your opponent is passive and blocks, you can execute the command grab.

If they mash buttons on wake-up, the throw setup can counter them.

Comprehension Questions:

What advantage does a hard knockdown from a throw provide?

How can a frame kill setup be used effectively after a throw?

Action Steps:

Experiment with frame kill setups and mix them with command grabs to create unpredictable situations for your opponent.

Take advantage of knockdown states to control the flow of the match.

Chunk 3: Throw Invincibility and the Rule of Five

There’s a five-frame rule that grants invincibility to players during certain actions (blocking, waking up, or being hit).

After any of these actions, players are immune to throws for five frames.

Exceptions:

When hit into a stagger state, a throw can combo into a follow-up (especially important for Potemkin, who can combo into a command grab).

Guard crush: After a guard crush, there’s no invincibility against throws.

Comprehension Questions:

What is the five-frame rule and when does it apply?

What happens if you hit an opponent into a stagger state?

Action Steps:

Learn how to punish or bait throws after a guard crush or stagger state.

Use stagger combos to set up for throws with high damage potential, especially for characters like Potemkin.

Chunk 4: Throw Priority and Damage Scaling

Priority: Throws take precedence over regular attacks if both occur on the same frame.

Command grabs also have priority over regular throws.

Damage Scaling: Throw combos (including command grabs) have high scaling, reducing their overall damage.

Example: A standard combo may result in 73 damage, while a throw combo may only deal 10 damage initially due to scaling.

Wall breaks: Wall break damage isn’t affected by scaling, so it's always full damage regardless of the combo scaling.

Comprehension Questions:

What happens when a throw and an attack land on the same frame?

Why does throw damage get scaled down in combos?

Action Steps:

Keep damage scaling in mind when setting up combos after throws to avoid expecting too much damage from them.

Utilize wall break combos after throws for maximum damage potential.

Super-Summary:

Throws in Guilty Gear Strive are fast, versatile, and fundamental tools in a fighter's arsenal. They break through defensive strategies, especially blocking, and are universally fast with a two-frame startup. Damage varies by character, with some characters getting higher or lower damage or special follow-ups (e.g., Faust’s OTG). Throws also result in a hard knockdown, allowing for strategic setups and mix-ups, such as frame kills or command grabs. The five-frame invincibility rule adds a layer of depth to throw interactions, and throw priority means throws can beat attacks when they land on the same frame. Finally, while throws suffer from damage scaling in combos, wall break damage remains unaffected, making them a key part of offense.

Spaced Review Plan (3-Day):

Day 1: Review key throw mechanics, including speed and damage differences across characters. Practice throw follow-ups and frame kill setups in training mode.

Day 2: Focus on the five-frame rule and throw invincibility. Experiment with stagger combos and guard crush throws in actual matches.

Day 3: Review throw priority, damage scaling, and wall breaks. Implement throw setups in real match scenarios to understand their application and effectiveness.

·youtube.com·
Everything you need to know about Throws in Guilty Gear Strive