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GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
Yo ningens, today we are going over the how to do fast roman cancels. If you found this video helpful, make sure to leave a like, and comment down below what you thought. #fgc #guiltygear #ggst
·youtube.com·
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
Bug or Breakthrough? Make Roman Cancels invincible with this new tech! - Guilty Gear Strive
Bug or Breakthrough? Make Roman Cancels invincible with this new tech! - Guilty Gear Strive
So this may be intended, it may be a bug, I will let you decide that. But what this is, is the game letting you spend 100% meter for only the cost of 50%, and giving your roman cancels invincible startup. For many characters who only chance at a reversal is through their overdrive/super, this is game changing as it lets them do invincible safe wakeups! Lets go over it in the video and talk about this latest guilty gear strive tech --------------- --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! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #fgc #guiltygear #ggst
·youtube.com·
Bug or Breakthrough? Make Roman Cancels invincible with this new tech! - Guilty Gear Strive
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
Yo ningens, today we are going over the how to do fast roman cancels. If you found this video helpful, make sure to leave a like, and comment down below what you thought. #fgc #guiltygear #ggst
·t.co·
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
【初心者向け】えっ、それもぼったくり!? 弱点を見抜いて一転攻勢せよ!(カイ・ソル・メイ・ラムレザル・レオ・アクセル等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
【初心者向け】えっ、それもぼったくり!? 弱点を見抜いて一転攻勢せよ!(カイ・ソル・メイ・ラムレザル・レオ・アクセル等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
Twitter:https://twitter.com/tenatena1050 著作権:© ARC SYSTEM WORKS. #GGST #ギルティギア #GUILTY GEAR -STRIVE-
·youtube.com·
【初心者向け】えっ、それもぼったくり!? 弱点を見抜いて一転攻勢せよ!(カイ・ソル・メイ・ラムレザル・レオ・アクセル等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
オダワラ on Twitter
オダワラ on Twitter
昨日の動画にいいね、リツイートしてくれた方ありがとです!あの調べ方だと通常空中ガードとFDで判定に差があったら怪しいか...?と思ったのでガードした瞬間FDしてくれるダミーくんでも試したんですが、一応同じ結果でした。#GGST pic.twitter.com/fUjLrP8i35— オダワラ (@odawara114514) July 1, 2021
·twitter.com·
オダワラ on Twitter
オダワラ on Twitter
オダワラ on Twitter
空中ガードしたときの挙動が特殊な前Pでも一応確認。やっぱりFDはった方が落下速いかな?#GGST pic.twitter.com/gWbxuvPYbo— オダワラ (@odawara114514) July 1, 2021
·twitter.com·
オダワラ on Twitter
オダワラ on Twitter
オダワラ on Twitter
すごい猶予短いんであんまり無いとは思うんですけど、相手の黄RCと同時に紫RCや青RCすると衝撃波が相殺?するんですね。赤RCに関しては相手の黄RCと同時に発生させる方法が思いつかなかったのでわかんないでごわす。#GGST pic.twitter.com/j8IH6OKMtv— オダワラ (@odawara114514) July 1, 2021
·twitter.com·
オダワラ on Twitter
tragic on Twitter
tragic on Twitter
Pretty interesting. You fall faster with air FD while the actual landing recovery is the same. With air FD, you will hit the ground quicker to start your landing recovery, and then because you landed faster, be able to move sooner overall than had you used regular guard.#GGST https://t.co/UhYttBDQ2U— tragic (@fightelement) June 30, 2021
·twitter.com·
tragic on Twitter
Complete Option Select Guide for Guilty Gear Strive
Complete Option Select Guide for Guilty Gear Strive
Post any OSs in the comments below! See description for Timestamps and other OSs not in video. Option selects are pretty strong in this game! I recommend learning Fuzzy Options then Throw PRC then everything else. 00:00 Intro - What's an option select? --- Guilty Gear Strive specific -- 00:52 Throw PRC OS 03:10 FD Throw tech OS 04:54 Counter hit hitstop OS 06:36 4PK OS -- Fuzzy options / Universal OS -- 08:09 What's a fuzzy? 08:59 Fuzzy backdash 11:21 Fuzzy jump 12:00 Fuzzy guard 12:56 Fuzzy dash 14:21 Backdash OS --------- 16:17 "Other" option selects 18:48 Outro / Follow SKD on twitter https://twitter.com/SuperKawaiiDesu Other OS: https://twitter.com/AutoMattock/status/1409950627694661638?s=20 ----------- Edited by Caste - https://www.youtube.com/user/6casteha... Twitter: https://twitter.com/CasteHappy My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links: ⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_ ⭐⭐Follow on Twitch: https://www.twitch.tv/diaphone_ ⭐⭐Join the Discord: https://discord.gg/XBKyePN I appreciate the viewership, if there is anything you would like to see, please let me know down in the comments below. #GGST #Tutorial #OptionSelect
·t.co·
Complete Option Select Guide for Guilty Gear Strive
Alioune on Twitter
Alioune on Twitter
You land faster from an air fd? https://t.co/w0TlCvIss5— Alioune (@Alioune85) June 30, 2021
·twitter.com·
Alioune on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
Apparently the amount of time you have for a Charged Dust combo is slightly increased the farther from your opponent's corner you were when you started? pic.twitter.com/VBFWeoBzAR— SUGOI | Zankoku (@Zankoku) June 30, 2021
·twitter.com·
SUGOI | Zankoku on Twitter
Aaron/RED (PsrK) on Twitter
Aaron/RED (PsrK) on Twitter
How Red RC tells you when someone bursted #GGST #FGC ⬇️⬇️⬇️⬇️⬇️https://t.co/tOxEZKJuUE pic.twitter.com/e9AZ21wSNK— Aaron/RED (PsrK) (@REDvsFantasy) June 29, 2021
·twitter.com·
Aaron/RED (PsrK) on Twitter
AutoMattock on Twitter
AutoMattock on Twitter
If you tap forward then go back while holding FD, you can break throws without a whiff animation. This can be performed with burst. I suspect the FD is kara cancelling the throw whiff, but I don't know for sure. Might not be intended. #ggst4FD(hold) > 6~4D pic.twitter.com/prTrT7SnWM— AutoMattock (@AutoMattock) June 29, 2021
·twitter.com·
AutoMattock on Twitter
Markus Richter on Twitter
Markus Richter on Twitter
You can pre-buffer special moves while the cinematic animation is happening and just hold the button. #GGST #GGST_MA pic.twitter.com/HfOcYL9m3o— Markus Richter (@chargi) June 29, 2021
·twitter.com·
Markus Richter on Twitter
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Taunts are a big part of fighting games, although they rarely have any concrete use outside of you just well, taunting! Here in GG Strive though they actually do have a concrete gameplay use with this Taunt Cancel technique! Mixing taunts and roman cancels allow for some crazy stuff! Once again big ups to SilverZephyr09 for letting me know about this! --------------- --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! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #fgc #guiltygear #ggst
·youtube.com·
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Tldr; Delay Dire Eclat! Corner combos in Strive are extremely finicky. There have been many instances whereupon counterhitting my opponent in the corner, I have been unable to connect with my normal corner combos. I have discovered that using 6H on an opponent immediately after counterhit whilst in the corner will cause Dire Eclat to push Ky further back than normal (this is seemingly very specific, but also true as far as I am aware). In order to circumvent this, one must delay 6H, delay Dire Eclat, or opt for a different combo entirely. Here are some examples of the phenomenon, and some alternative combos: 0:00 - Typical Corner Combo 0:11 - Doesn't work on counterhit... (Here we can see that Ky is not in able to combo after Dire Eclat, as he was in the previous example) 0:19 - Delay Dire Eclat! (But if we delay the Dire Eclat, the combo works!) 0:31 - Side-by-side comparison 0:34 - Alternate Combo (Alternatively, we can skip the Dire Eclat entirely for a more optimal combo. This is possible due having already applied Shock State via Charged Stun Edge) 0:47 - Same without Shock State... 0:55 - Delay Dire Eclat! (The same technique applies with or without Shock State) Thank you for watching! If you found this useful, please leave a like!
·youtube.com·
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
5 BEGINNER Tips To Help You IMPROVE & Win MORE GAMES in Guilty Gear Strive
5 BEGINNER Tips To Help You IMPROVE & Win MORE GAMES in Guilty Gear Strive
Please like and subscribe for more fighting game content & news! Also Check out my Livestream! https://www.twitch.tv/grinning_neko Follow Me For Updates and Fighting Game News! https://www.twitter.com/GrinningNeko #GGST #GuiltyGear #FGC #GuiltyGearStrive
·youtube.com·
5 BEGINNER Tips To Help You IMPROVE & Win MORE GAMES in Guilty Gear Strive
How to understand Fighting Games feat. Guilty Gear Strive
How to understand Fighting Games feat. Guilty Gear Strive

✅ FULL SUMMARY (Main Concepts, Examples & Actionable Lessons)

The video explains how to understand fighting games at a beginner-friendly level using Guilty Gear Strive as the example. The creator reframes fighting games not as chaotic button-mashing, but as a turn-based resource management game built on space control, advantage, and decision-making.

The key ideas:

  1. Fighting Games Are Turn-Based

Although fast-paced, fighting games function like a turn system:

Attacker’s turn = pressuring, mixing, applying offense

Defender’s turn = blocking, waiting, escaping

Turns change when someone lands a hit, ends block pressure, or resets to neutral.

Understanding whose turn it is is the foundation of reading any match.

  1. Health & Meter = Win Condition + Resources

Your goal is simply to deplete the opponent’s HP.

Bottom meter = battery for special actions (supers, Roman Cancels, invincible reversals, defensive tools).

Meter is like your “ultimate cooldown” in League of Legends — it unlocks powerful options.

  1. Spacing & Stage Control

Every character has tools that control different parts of the screen:

Long-range control (e.g., Axel)

Midrange, balanced tools (Sol Badguy)

Close-range pressure/mix-up (Millia)

The matchup is defined by:

Which spaces each player controls

How fast or slow each character’s normals are

What the risk/reward is for pressing them

  1. Character Game Plans

Examples:

Keepaway / zoner (Axel): prevent opponent from getting close.

All-rounder “shoto” (Sol): projectiles + specials + uppercut, balanced tools.

Mix-up monster (Millia): overwhelm with speed, oki, cross-ups, and setplay.

Each character’s goal, win condition, and tool kit define how they must approach the match.

  1. Grabs vs Command Grabs

Normal throws can be teched by the defender.

Command grabs cannot be teched but are slower and can be jumped or hit.

Understanding the grab system helps you know:

When an attacker is threatening a grab

Whether the defender has to guess or can OS escape

Why some characters have scarier pressure than others

  1. Frame Advantage: Plus, Minus, Neutral

After a blocked move:

Plus = attacker acts first → pressure continues

Minus = defender acts first → attacker must stop

Neutral = both can act simultaneously This determines whose turn it is.

Counter-hits occur when someone presses a button while minus → huge risk.

  1. Stagger Pressure

Instead of doing a blockstring as fast as possible, the attacker can delay normals:

This baits the defender into pressing

Defender gets counter-hit

Attacker gets massive reward

This is the attacker’s mind-game layer.

  1. Knockdowns, Oki, and Setplay

Knockdown forces a long wake-up animation → defender cannot act.

Oki (okizeme): The attacker sets a pre-planned wake-up pressure sequence.

Meaties hit the defender on the first possible wake-up frame, forcing blocks.

Millia example:

Disk oki creates unavoidable situations → grab, cross-up, or mix.

This is one of the strongest positions in fighting games.

  1. Invincible Reversals (DPs)

DP = invincible startup, blows through meaties

BUT if blocked → huge punish

Supers usually have invincibility too

This creates another rock-paper-scissors layer on wake-up:

Attacker meaties → loses to DP

Attacker blocks → punishes DP

Attacker throws → beats blocking, loses to DP

Defender blocks → safest

Defender DP → high-risk, high-reward escape

Defender backdashes or jump-outs → beats certain options

  1. Neutral Game

Neutral = when nobody is hitting anyone and both players are fighting for position. It's about:

Footsies

Space control

Pokes

Baiting whiffs

Defensive choices (jumping, backdashing, faultless defense)

This is the hardest part of fighting games but the most fundamental.

✅ BULLET-POINT QUICK REVIEW

Fighting games = turn-based combat disguised as real-time action

HP + meter = win condition and resources

Character moves control different spaces

Each character has a game plan and win condition

Normal throws can be teched / command grabs cannot

Frame data: plus / minus / neutral determines turn

Stagger pressure → fishing for counter hits

Knockdowns → oki → meaties → mix-ups

DP = invincible reversal; high risk if blocked

Neutral = spacing, footsies, approach patterns, timing

✅ CHUNKED SUMMARY (w/ Questions, Answers & Action Steps) Chunk 1 — Core Fighting Game Goals & Resources Summary

Win condition is simple: reduce the opponent’s HP.

Meter = battery for powerful moves (supers, RC, reversals).

Resources define what each player is capable of at any moment.

Questions

What is the universal goal in fighting games?

How is meter similar to a cooldown system?

Why does resource awareness matter?

Answers

To reduce opponent’s health to zero.

Meter unlocks abilities like an ultimate.

Because options change dramatically based on meter availability.

Action Steps

Practice glancing at both players' meters every 2–3 seconds.

In training mode, practice executing meter-based options consciously.

Watch pro matches and identify how meter changes decision-making.

Chunk 2 — Turn-Based Nature of Fighting Games Summary

Fighting games run on turns: attacker vs defender.

Turn changes occur on hit, blockstring end, whiff punish, or reset.

Questions

Why are fighting games considered “turn-based”?

What ends an attacker’s turn?

Answers

Because only one person truly attacks at a time.

Getting hit, becoming minus, or returning to neutral.

Action Steps

Record training dummy blockstrings → identify plus/minus situations.

Annotate clips: label “attacker's turn” and “defender’s turn.”

Chunk 3 — Spacing, Range & Stage Control Summary

Every character has different ranges and speeds—this determines their space control.

Questions

What defines a character’s control over space?

What is the trade-off for long-range moves?

Answers

The size, speed, and priority of their buttons.

They are slower and more punishable.

Action Steps

Lab your character’s longest poke + how punishable it is.

Study matchup-specific spacing differences.

Chunk 4 — Character Archetypes & Game Plans Summary

Axel = zoner; Sol = balanced shoto; Millia = mix-up rushdown.

Questions

What is a “shoto”?

What is Axel’s win condition?

Answers

Character with projectile + uppercut + balanced tools.

Keep opponent out forever and chip from afar.

Action Steps

Define your character’s archetype and game plan in one sentence.

Determine what range you should ideally play at.

Chunk 5 — Throws, Command Grabs & Defenses Summary

Normal throws are techable; command grabs aren’t but are slower.

Questions

How do command grabs differ from normal grabs?

How do you escape command grabs?

Answers

Cannot be teched.

Jumping, backdashing, or hitting them during startup.

Action Steps

Practice tech timing with the training dummy.

Drill jump-outs vs command grab characters.

Chunk 6 — Frame Advantage (Plus/Minus/Neutral) Summary

Frame advantage determines who acts first after a blocked move.

Questions

What does “plus” mean?

What happens if you press while minus?

Answers

Attacker gets to act first.

You get counter-hit.

Action Steps

Memorize your character’s + frames on key normals.

Practice stagger pressure vs a mashing dummy.

Chunk 7 — Knockdown, Oki, Meaties & Mix-ups Summary

Knockdown → attacker gets setplay (oki). Meaties force blocks. Millia example: disk → layered mix.

Questions

Why is knockdown powerful?

What is a meaty?

Answers

Defender cannot act until recovery ends.

A move timed to hit on earliest wake-up frame.

Action Steps

Drill your character’s basic oki setups.

Practice meaty timing against DP reversal dummy.

Chunk 8 — DPs, Supers & Risk/Reward Summary

Invincible reversals beat meaties but lose hard if blocked.

Questions

What makes DP strong?

What is the drawback?

Answers

Invincibility on startup.

Extremely punishable on block.

Action Steps

Practice safe-jump setups that bait DPs.

Drill punishing blocked reversals consistently.

Chunk 9 — Neutral Game Summary

Neutral is the fight for space when no one is pressuring.

Questions

What is the purpose of neutral?

What makes it difficult?

Answers

To find a path to make the opponent block or get hit.

Both players have full freedom to act and out-mindgame each other.

Action Steps

Practice whiff punishing in training mode.

Focus on walking back/forth + pokes without jumping.

✅ SUPER-SUMMARY (One Page, Key Insights + Actions)

Fighting games are best understood as a turn-based strategy game played at high speed. The fundamental loop is: gain advantage → apply pressure → secure knockdown → run oki → repeat while using meter and spacing to control options.

To understand any match:

Track life bars + meter to see available threats.

Identify whose turn it is based on frame advantage.

Observe stage control and how characters occupy range.

Study each character’s archetype and win condition.

Watch how players handle knockdowns and oki setups.

Observe how they respond to reversals (DPs) and supers.

Watch neutral interactions: pokes, whiff punishes, movement, conditioning.

Actionable Steps for Any Player

Learn your plus/minus moves and your opponent’s threatening tools.

Practice meaties, safe-jumps, and reversal baits.

Analyze replays with the “turn-based” mindset.

Study spacing tools for each matchup.

Train reactions to throws, command grabs, and reversals.

Build a simple game plan: your optimal range → your knockdown tool → your oki sequence.

Once you see the game in terms of turns, ranges, resources, and risk/reward, fighting games become not only clear—but incredibly deep and rewarding.

✅ 3-DAY SPACED REVIEW PLAN Day 1 (Today) – Core Knowledge

Review the summary.

Memorize: plus/minus, knockdown → oki, DP risk/reward.

Practice 10 minutes of meaties + safe-jumps.

Day 2 – Applied Understanding

Watch a match and label: neutral, offense, defense, turns.

Practice stagger pressure and whiff punish drills.

Day 3 – Integr

·youtube.com·
How to understand Fighting Games feat. Guilty Gear Strive
tuh-far-eye. :T on Twitter
tuh-far-eye. :T on Twitter
There is a gap in YRC apparently :/ #GGST pic.twitter.com/vEiEWk52OV— tuh-far-eye. :T (@HI_Im_Tafari) June 29, 2021
·twitter.com·
tuh-far-eye. :T on Twitter
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
ゲーム内で重要なエリアだと思うので、ギルティのエアモビリティ比較を撮った-----Full video putting all info together.Air mobility on Guilty Gear has always been important so I have recorded a video comparing jumps, air dashes... between all the characters #GGST #ggstrive pic.twitter.com/cwcemLeqib— NhurGG✩セルヒオ- 🥐👯‍♀️🚑 (@GgNhur) June 29, 2021
·twitter.com·
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
【初心者向け】バクステのキャラ差と活用法を考察(バックステップ解説・基本テクニック・メイ・ポチョムキン)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
【初心者向け】バクステのキャラ差と活用法を考察(バックステップ解説・基本テクニック・メイ・ポチョムキン)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
※メイのバクステ様子見は私が個人的に強いと思っているだけで、他のメイ使いが使っているかどうかは分かりません。 これに関しては参考程度にして頂ければ幸いです! Twitter:https://twitter.com/tenatena1050 著作権:© ARC SYSTEM WORKS. #GGST #ギルティギア #GUILTY GEAR -STRIVE-
·youtube.com·
【初心者向け】バクステのキャラ差と活用法を考察(バックステップ解説・基本テクニック・メイ・ポチョムキン)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
OPTION SELECTS THAT WILL HELP YOUR GAMEPLAY | Guilty Gear Strive Guide
OPTION SELECTS THAT WILL HELP YOUR GAMEPLAY | Guilty Gear Strive Guide
♥️ Please don't forget to LIKE and SUBSCRIBE to my channel! ♥️ ▼Expand This!▼ AND ▼Drop A Comment!▼ OPTION SELECTS THAT WILL HELP YOUR GAMEPLAY | Guilty Gear Strive Guide In this guilty gear strive guide I will teach you the importance of adding option selects to your gameplay. I will go over each option select how and when to use it. I will also be covering the pros and cons of using each option select! I hope you all find this guilty gear strive option select guide helpful and 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​ Intro - 0:00 What is an OS - 0:22 Throw PRC OS - 1:01 FD Throw OS - 2:44 Air FD Throw OS - 5:44 CH Hitstop Special Cancel OS - 7:21 Left Right Ground OS - 10:21 Left Right Air OS - 12:23 Outro - 13:49 #GuiltyGear #GuiltyGearStrive #GGST
·t.co·
OPTION SELECTS THAT WILL HELP YOUR GAMEPLAY | Guilty Gear Strive Guide
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
streamed June 23, 2021 A Primer on how and why to use fuzzy jump as a defensive option & other general defense tips https://glossary.infil.net/?t=Fuzzy https://glossary.infil.net/?t=Fuzzy%20Guard 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
·youtube.com·
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
About Roman Cancel button:RC macro in this game isn't actually using any attack buttons so you can hold many attack buttons you want and still getting RC. Same goes vice versa so you can hold RC button and still get all the normals what you want. (1/2) #GGST pic.twitter.com/biNAJPCnOX— TA | wauhti ❄️ (@SpiidiOnNoita) June 28, 2021
·twitter.com·
TA | wauhti ❄️ on Twitter
air block differences in Guilty Gear Strive
air block differences in Guilty Gear Strive
So I made a video showing how the 4 types of air block affect things using a common situation of Nagoriyuki's 2H being air blocked into fukyo/(236K). Happened to notice then as I was labbing this interaction. I think air IB is known but air FD & IFD are very useful too #GGST #GuiltyGearStrive
·youtube.com·
air block differences in Guilty Gear Strive
Bachiru on Twitter
Bachiru on Twitter
BRC corner oki example #ggst_ra pic.twitter.com/vTMDqOrPpb— Bachiru (@BachiruBB) June 17, 2021
·twitter.com·
Bachiru on Twitter
Bachiru on Twitter
Bachiru on Twitter
BRC oki after 214P, beats throws and reversals but loses to 5P however you need to IB the DP to get maximum punish since air blocked DP has pushback #ggst_ra pic.twitter.com/WMXLZbJPhw— Bachiru (@BachiruBB) June 17, 2021
·twitter.com·
Bachiru on Twitter
HOW TO USE FAULTLESS DEFENSE | Guilty Gear Strive Tutorial
HOW TO USE FAULTLESS DEFENSE | Guilty Gear Strive Tutorial
♥️ Please don't forget to LIKE and SUBSCRIBE to my channel! ♥️ ▼Expand This!▼ AND ▼Drop A Comment!▼ HOW TO USE FAULTLESS DEFENSE | Guilty Gear Strive Tutorial In this Guilty Gear Strive tutorial I will teach you the importance of Faultless Defense or FD for short. This Guilty Gear Strive mechanic can be used both on offense and defense. Enjoy this guide on how to use faultless defense in guilty gear strive! I hope you all find this tutorial helpful and ill 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​ Time codes Intro - 0:00 How To FD - 0:13 FD Pushback - 0:56 No Chip Damage - 1:47 No RISC Increase - 2:18 FD Break - 3:10 FD Fall Speed - 4:54 What Not To FD - 6:03 Cons To FD - 6:31 What To FD - 7:07 Instant FD - 9:27 Outro - 0:27 #GuiltyGear #GuiltyGearStrive #GGST
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HOW TO USE FAULTLESS DEFENSE | Guilty Gear Strive Tutorial
Guilty Gear Strive - 10 Advanced Techniques
Guilty Gear Strive - 10 Advanced Techniques

Guilty Gear Strive – 10 Advanced Techniques

Well-Structured Summary

High-Level Summary

This video covers advanced, system-level techniques in Guilty Gear Strive that go beyond basic combos and neutral. The focus is on option selects, meter optimization, Roman Cancel (RC) mastery, burst interactions, wake-up control, wall management, and defensive/offensive momentum manipulation. These tools allow players to convert uncertainty into advantage, maximize damage consistency, and safely control space, pressure, and reactions in high-level play.

Condensed Bullet-Point Overview (Quick Review)

OTGs exist and can secure wins or mess with wake-up timing

Hitstop allows option-selected combo routing

Dash blocking is extremely strong and low-risk

Throw OS lets you defend while teching grabs

Faultless Defense Cancel (FDC) manipulates air momentum

Roman Cancel drift determines combo routes and positioning

Blue RC is one of the strongest mechanics in the game

Bursts are more punishable but harder to bait traditionally

Metered reversals (supers) are very strong compared to DPs

Wall break decisions should be strategic, not automatic

Chunked Breakdown (Numbered, Self-Contained) Chunk 1: OTGs (Off-the-Ground Attacks) Summary

OTGs still exist in Strive and can be used without strict timing or tech input stress. They’re excellent for closing rounds, disrupting wake-up reversals, and adding guaranteed damage after hard knockdowns. Many attacks—including supers—can OTG if they hit low and fast enough.

Key Lesson

OTGs are round-securing tools, not gimmicks.

Comprehension Questions

What is required for an OTG to hit in Strive?

Why are OTGs good for ending rounds?

Answers

A hard knockdown and a low, fast hit.

They prevent wake-up options and confirm kills.

Action Steps

Identify which of your character’s normals/specials OTG reliably.

Practice OTG timing after knockdowns in training mode.

Chunk 2: Hitstop Combo Option Selects Summary

Strive allows players to buffer different combo routes during hitstop, especially on counter-hit slowdown. This lets you visually or system-confirm whether to go for optimal damage or safer routes—especially useful near the wall.

Key Lesson

Hitstop turns uncertainty into consistency.

Comprehension Questions

How does hitstop enable combo option selects?

Why is this important near the wall?

Answers

The slowdown gives time to buffer alternate inputs.

Wall breaks are inconsistent and hard to predict.

Action Steps

Practice buffering different enders during counter-hit freeze.

Build wall-aware combo trees with fallback routes.

Chunk 3: Dash Blocking (Neutral Control Tool) Summary

Dash blocking is much stronger than in older Guilty Gear games. You can safely approach without Faultless Defense and even use the dash macro. Combined with Instant Block, dash blocking removes pushback, builds meter, and safely closes distance.

Key Lesson

Dash blocking is low risk, high reward neutral movement.

Comprehension Questions

Why is dash blocking safer in Strive than older GGs?

What does Instant Block add to dash blocking?

Answers

No FD requirement to block during dash recovery.

Reduced pushback + meter gain.

Action Steps

Replace jump-ins with dash blocking in space-control matchups.

Practice dash → block → IB sequences.

Chunk 4: Throw Defense Option Select Summary

You can defend throws while blocking by inputting a grab OS. This prevents whiffed grabs from putting you in counter-hit state. It’s not perfect (loses to lows and command grabs) but is very effective against standard pressure.

Key Lesson

Smart OS usage reduces defensive risk.

Comprehension Questions

What does the throw OS protect against?

When should you avoid using it?

Answers

Whiffed throw counter-hit states.

Against command grab characters.

Action Steps

Practice the no-burst version for reliability.

Learn matchup-specific command grab threats.

Chunk 5: Faultless Defense Cancel (FDC) Summary

FDC lets you alter air momentum—speed, direction, distance, and height. It stabilizes air-to-ground conversions, helps with positioning, and expands combo consistency beyond mix-ups.

Key Lesson

FDC is a movement correction tool, not just defense.

Comprehension Questions

How does FDC affect momentum?

Why is it useful outside mix-ups?

Answers

Adjusts speed, distance, and direction.

Helps stabilize conversions and spacing.

Action Steps

Practice FDC during air hits and pressure escapes.

Experiment with FDC-assisted combo routes.

Chunk 6: Roman Cancel Drift Selection Summary

Each RC drift changes combo structure and positioning:

Forward Drift: Corner carry + moving hitbox

Neutral/Down Drift: Standard slowdown, lower height

Up Drift: Maximum launch

Back Drift: Side swap, burst-safe punishes

Key Lesson

RC drift = intentional positioning control.

Comprehension Questions

Which RC drift is best for side swaps?

Which provides maximum launch?

Answers

Back Drift.

Up Drift.

Action Steps

Map RC drifts to specific combo goals.

Drill RC drift reactions per hit confirm.

Chunk 7: Blue Roman Cancel (BRC) Power Summary

BRC can steal turns, punish otherwise safe options, extend reactions, and convert off situations that normally wouldn’t be punishable. Its slowdown dramatically increases reaction time and combo viability.

Key Lesson

BRC is one of the strongest mechanics in Strive.

Comprehension Questions

Why is BRC stronger than other RCs?

What does the slowdown enable?

Answers

Increased convertibility and reaction time.

Safer punishes and unique conversions.

Action Steps

Practice BRC punishes in scramble situations.

Use BRC defensively to escape pressure and reset momentum.

Chunk 8: Bursts and Burst Punishes Summary

Bursts are more punishable than ever—blocked bursts can be punished by Dust. Blue RC can also slow burst startup, allowing you to block safely after normals. Gold Bursts are harder to punish but still strike-vulnerable.

Key Lesson

Burst interaction is now system-manipulable, not just a read.

Comprehension Questions

How can Blue RC help against bursts?

What changed about burst throws?

Answers

It slows startup, allowing block recovery.

Bursts are no longer throwable mid-air.

Action Steps

Practice BRC burst-safe confirms.

Learn burst punish windows per character.

Chunk 9: Metered Reversals vs DPs Summary

DPs are weaker: throwable and counter-hit vulnerable. Reversal supers are strong—fast, uncounterable, and often full-screen. This makes stagger pressure risky against characters with strong supers.

Key Lesson

Supers are real defensive threats, not panic buttons.

Comprehension Questions

Why are supers safer than DPs?

What makes them risky to misuse?

Answers

No counter-hit state and fast startup.

Can be baited, reversed, or bursted if mis-spaced.

Action Steps

Identify when super is a better defensive option than DP.

Respect opponent meter during pressure strings.

Chunk 10: Wall Break Strategy & Intentional Drops Summary

Wall breaks reset neutral but give buffs. Super wall breaks are especially strong due to no meter penalty. Sometimes intentionally dropping combos for better oki or later wall break is optimal.

Key Lesson

Wall breaks should be strategic decisions, not autopilot.

Comprehension Questions

Why might you delay a wall break?

What makes super wall breaks strong?

Answers

To gain meter or secure better oki.

Buffed damage, defense, and meter gain.

Action Steps

Plan wall routes based on meter and kill potential.

Practice intentional drops into strong oki.

Super-Summary (Under 1 Page)

This video teaches how high-level Guilty Gear Strive is played through system mastery, not just execution. Key themes include using hitstop for option selects, dash blocking for safe approach, Roman Cancel drift for positioning control, and Blue RC for reaction extension and momentum theft. Defensive systems—bursts, reversals, FD cancel—are now manipulable resources, not binary guesses. Finally, wall breaks and meter usage should be intentional, strategic decisions, sometimes favoring delayed damage over immediate reward. Mastery comes from turning uncertainty into controlled advantage.

Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–4

Drill OTGs, hitstop confirms, dash blocking

Day 2:

Review Chunks 5–7

Practice FDC, RC drifts, and Blue RC reactions

Day 3:

Review Chunks 8–10

Focus on burst safety, reversal awareness, and wall routing decisions

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Guilty Gear Strive - 10 Advanced Techniques