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Guilty Gear Strive Purple Roman Cancel Punish From 6P
Guilty Gear Strive Purple Roman Cancel Punish From 6P
Welcome back to another video from Omeqa! Guilty Gear Strive Purple Roman Cancel Punish From 6P 6P is upper body invincible! So you know I got tech for you! #Giovanna #GuiltyGearStrive #sharetechnotopinions Please leave a LIKE and SUBSCRIBE if you enjoy the CONTENT! I usually make tutorials on how to become better at fighting games and Mortal Kombat 11 Aftermath is my Main fighting game at the moment. I main Kung Lao and play all three variations but my favorite would have to be lotus fist! I have multiple guides on using Kung Lao's Lotus Fist which are located in the playlist below as well as gameplay. If you are looking to level up you kung lao click the playlist below! The Great Kung Lao https://www.youtube.com/playlist?list=PLku1vOOx-nMZLPYLnJnCZA8Axzd-7PGGs
·youtube.com·
Guilty Gear Strive Purple Roman Cancel Punish From 6P
QCFP|Badoor waiting on 💉 #2 on Twitter
QCFP|Badoor waiting on 💉 #2 on Twitter
Using Air IFD to "reduce blockstun" and punish things with slower moves (or possibly punish unpunishable stuff). This works with air IB but Air IFD works better since you fall faster + no landing stun #GGST pic.twitter.com/EZmTw0oxc5— QCFP|Badoor waiting on 💉 #2 (@BadoorSNK) June 27, 2021
·twitter.com·
QCFP|Badoor waiting on 💉 #2 on Twitter
ifd??
ifd??
Watch "ifd??" on Streamable.
·streamable.com·
ifd??
...Wasani💢 on Twitter
...Wasani💢 on Twitter
Made a graphic for character weights in Strive. The weight classes are a lot more streamlined than Xrd, being 3 set weight classes. #GGST pic.twitter.com/UsHDBTVAI8— ...Wasani💢 (@wasanify) June 26, 2021
·twitter.com·
...Wasani💢 on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】ガード Ver.1.003説明が長くなるので画像参照で。空中ガードは打撃攻撃と飛び道具でガードの処理が違うっぽいです。#GGST #けだこフレーム表 pic.twitter.com/3cAAgfrVrV— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 27, 2021
·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Svyaga on Twitter
Svyaga on Twitter
#GGST A very interesting concept of using BRC to punish a PRC air grab by my friend Symmetry (no twitter): https://t.co/xK9imSUiXZ— Svyaga (@Svyaga) June 26, 2021
·twitter.com·
Svyaga on Twitter
soberquet on Twitter
soberquet on Twitter
On top of counterhit OSing specials you can do it with command normals, too. #GGST pic.twitter.com/ogiNfdXiIC— soberquet (@SobArts) June 26, 2021
·twitter.com·
soberquet on Twitter
とな on Twitter
とな on Twitter
悪いこと出来そうだけど、どうかなちなみにソルも出来た#PS5Share, #GUILTYGEARSTRIVE #GGST_RA #GGST pic.twitter.com/v7LXEdMjcP— とな (@raha_tona) June 10, 2021
·twitter.com·
とな on Twitter
EZ MODE | GUILTY GEAR -STRIVE
EZ MODE | GUILTY GEAR -STRIVE
Panda Kizzy Kay gives you 5 tips on how to strive in GUILTY GEAR -STRIVE- in this episode of EZ MODE ►►Subscribe Now! ► http://YouTube.com/FandomGames ►►Follow Kizzie on Twitter► https://twitter.com/Kizzie_Kay ►►Watch on Twitch!► http://twitch.tv/kizziekay310 EZ MODE | GUILTY GEAR -STRIVE- Produced by Bailey Meyers Edited by Maciej Klimczak Senior Producer: Billy Patterson Associate Producer: Ryan O'Toole Head of Production: Max Dionne Executive Producer: Roth Cornet Post-Production Supervisor: Emin Bassavand
·youtube.com·
EZ MODE | GUILTY GEAR -STRIVE
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Why Guilty Gear Strive changed GATLINGS (and how to use them)

Why Guilty Gear Strive Changed Gatlings (and How to Use Them)

  1. High-Level Summary

Guilty Gear Strive radically simplified the traditional Guilty Gear gatling system, removing most character-specific chains and limiting universal cancel routes. While controversial, this change reflects how high-level Guilty Gear was already being played: short, purpose-built strings aimed at specific defensive responses rather than long, flowchart-heavy chains.

Strive replaces complex gatling trees with:

Simpler, more uniform chains

Greater emphasis on intention and situation

Massively expanded delay-cancel windows

The result is a system that rewards button purpose, spacing, timing manipulation, and mental pressure, rather than memorizing large gatling charts.

  1. Condensed Bullet-Point Review

Older Guilty Gear had large, character-specific gatling charts (P → K → S → H → D).

High-level players rarely used full chains; they used short, targeted strings.

Strive removed most character-specific gatlings and standardized chains.

This forces players to think why they press each button.

Fast buttons (like 2P) are now defensive tools, not combo starters.

Heavier buttons and knockdowns require more commitment.

Delay cancels are much stronger and more flexible than before.

Pressure now comes from timing threats, not just frame advantage.

Every button should have a specific job: poke, check, anti-air, pressure, ender.

The system is restrictive on paper but flexible in practice.

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: Old Gatlings vs. Strive Gatlings

Summary Previous Guilty Gear games featured large, character-specific gatling charts. Players had to learn both their own and their opponent’s chains to know when pressure ended. Over time, competitive players distilled these into short, efficient strings.

Strive removes most of this complexity by standardizing gatlings across characters.

Comprehension Questions

What defined older Guilty Gear gatling systems?

Why did players stop using full gatling trees at high levels?

Answers

Character-specific chains with many cancel routes.

Because shorter, situation-specific strings were more effective.

Action Steps

Stop thinking in terms of “full strings.”

Ask: What exact response am I targeting right now?

Chunk 2: Why ArcSys Simplified the System

Summary The developer likely recognized that optimized Guilty Gear play already ignored most gatling options. Strive formalizes this by removing unused routes and focusing the game around intentional decisions, not autopilot chains.

Comprehension Questions

What gameplay trend likely influenced Strive’s design?

What does the new system force players to do?

Answers

Players already favored short, targeted strings.

Make deliberate, situation-aware button choices.

Action Steps

Build strings intentionally instead of defaulting to muscle memory.

Design pressure with a goal (catch jump, bait mash, force block).

Chunk 3: Fast Buttons vs. Committal Buttons

Summary In Strive, buttons like 2P are designed as fast defensive checks, not combo starters. More rewarding options like 2K → 2D are slower and riskier but lead to knockdowns and win conditions.

This creates a meaningful risk/reward structure.

Comprehension Questions

Why doesn’t 2P usually lead to knockdowns?

What role does 2K serve instead?

Answers

It’s meant to stop pressure, not start offense.

It’s a committal low that leads to reward on hit.

Action Steps

Use 2P to regain space or interrupt—not to force offense.

Practice recognizing when to upgrade to 2K pressure.

Chunk 4: Buttons Must Have Jobs

Summary Each normal in Strive has a specific purpose:

5K: pressure filler, delay traps, mobility

c.S: anti-air, pressure starter, combo launcher

2S: poke and space control

5H / 2D: enders with special cancels

5P / 6P: anti-air and advancing-move checks

You must understand when and why each button exists.

Comprehension Questions

Why is understanding button purpose critical in Strive?

What happens if you treat all buttons as interchangeable?

Answers

Because gatlings no longer carry you automatically.

You lose pressure efficiency and get punished.

Action Steps

Write down each normal’s primary purpose.

Drill scenarios where that button is the correct choice.

Chunk 5: Delay Cancels Are the Real Replacement

Summary Strive massively expands delay cancel windows, allowing you to:

Vary timing without changing buttons

Create frame traps from minus situations

Enforce respect without true plus frames

This is the real compensation for reduced gatling routes.

Comprehension Questions

What replaced complex gatling trees in Strive?

Why do players respect minus buttons like c.S?

Answers

Huge, flexible delay cancel windows.

Because delayed follow-ups threaten counter-hits.

Action Steps

Practice delayed normals instead of new strings.

Condition opponents with timing before changing options.

Chunk 6: Adapting Your Mindset

Summary Strive’s gatlings are not optional—you must adapt. The system is not restrictive if you:

Choose the right button

Apply it at the right spacing

Use timing as your mix-up

Every character can generate strong pressure within this framework.

Comprehension Questions

Why is resistance to the system counterproductive?

What actually gives players freedom in Strive?

Answers

Because the system defines how offense works.

Button purpose + timing manipulation.

Action Steps

Stop wishing for old gatlings.

Optimize what does exist.

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive simplified gatlings by removing character-specific chains and limiting universal routes, reflecting how high-level Guilty Gear was already played: short, intentional strings targeting specific defensive habits. In exchange, Strive dramatically expanded delay cancel windows, shifting pressure from “what you press” to “when you press it.”

Fast buttons are now defensive checks, not combo starters. Reward comes from more committal options, intentional spacing, and timing-based pressure. Each normal must serve a specific role, and effective offense comes from understanding those roles and layering delayed threats.

Strive’s gatling system is less about memorization and more about decision-making, conditioning, and mental pressure.

  1. Optional 3-Day Spaced Review Plan

Day 1 – System Understanding

Review button purposes.

Identify your character’s main pressure buttons.

Day 2 – Timing & Delay

Practice delayed normals and frame traps.

Test opponent responses to timing shifts.

Day 3 – Match Application

Play sets focusing only on intentional strings.

Review replays: Why did I press that button?

·youtube.com·
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Seem like throw invul frame after block and hit is 5f...?I tested by tried to grab Sol in two settings, reversal with 2K (6f) and 2P (5f), I could grab 2K just fine both after hit and block, but Sol's 2P beat Pot Buster every time.#GGST pic.twitter.com/D45bIL3ET8— Vorapol "Maydic" Tusakorn (@Vorapol_Maydic) June 26, 2021
·twitter.com·
Vorapol "Maydic" Tusakorn on Twitter
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive

🎮 Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive

  1. Full Summary (Core Concepts, Examples, Lessons)

This video explains why old Gatling habits from previous Guilty Gear games are bad in Strive and introduces delayed Gatlings as a core pressure tool. The creator emphasizes that mindless light → light → medium strings are unsafe, easily challenged, and no longer valid pressure.

Instead, Strive rewards:

Proper Gatlings into command normals

Intentional delays between Gatling inputs

Baiting and counter-hitting mashers with timing control

A key revelation is that Gatlings in Strive can be delayed far more than players realize, and these delays:

Still form real blockstrings

Beat reversal buttons

Create counter-hits

Punish autopilot defense

The video strongly encourages players to test their pressure in training mode, especially against reversal buttons like fast 5K, instead of assuming something is safe.

  1. Condensed Bullet-Point Version (Quick Review)

Old habits (e.g., 2P → 2P → 2S) are bad in Strive

Light attacks must Gatling into command normals

Many common strings are negative on hit

Opponents should (and will) mash if you let them

Delayed Gatlings:

Still true blockstrings

Beat reversal buttons

Cause counter-hits

You can delay even fast buttons like 5P

Delays are stronger in Strive’s release version

Testing pressure setups takes less than 10 seconds

Timing > speed for strong pressure

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1 — Why Old Gatling Habits Fail in Strive

Summary: Many players still use strings like 2P → 2P → 2S, which worked in older games but are unsafe and challengeable in Strive. Even on hit, these strings can be counter-hit.

Key Insight: Strive punishes autopilot pressure.

Comprehension Questions

Why are light → light → medium strings bad in Strive?

What happens if you rely on old pressure habits?

Answers

They are negative and easily challenged.

You get counter-hit even on hit-confirm.

Action Steps

Identify your most common autopilot strings.

Remove any that don’t end in a command normal.

Test them against mash 5K in training mode.

Chunk 2 — Real Gatlings Require Command Normals

Summary: You must route lights into command normals (e.g., 2P → 6P, 2P → 6H) to maintain advantage and prevent mash-outs.

Key Insight: Pressure isn’t about speed—it’s about structure.

Comprehension Questions

What replaces light → light pressure in Strive?

Why are command normals important?

Answers

Light → command normal Gatlings.

They maintain frame advantage and enforce respect.

Action Steps

Learn your character’s light → command normal routes.

Practice confirming them on block and hit.

Replace old habits immediately.

Chunk 3 — Delayed Gatlings: The Hidden System Mechanic

Summary: Strive allows significant delays between Gatling inputs while remaining a true blockstring. Most players don’t exploit this.

Key Insight: Delay is built into the system—use it.

Comprehension Questions

What makes delayed Gatlings strong?

Are delayed Gatlings fake pressure?

Answers

They catch mashers and reversal buttons.

No, they remain real blockstrings.

Action Steps

Practice delaying your Gatlings by small increments.

Watch for counter-hit indicators.

Experiment with different timings, not new moves.

Chunk 4 — Beating Reversal Buttons with Delay

Summary: By slightly delaying Gatlings, you can counter-hit reversal buttons like fast 5K without changing your string.

Key Insight: Timing alone can punish defensive autopilot.

Comprehension Questions

How do delayed Gatlings beat reversal 5K?

Why is this safer than frame traps?

Answers

The delay causes the opponent’s button to extend.

It doesn’t require giving up your turn.

Action Steps

Set the dummy to mash reversal 5K.

Practice delayed Gatlings until you consistently counter-hit.

Add this to your pressure flowchart.

Chunk 5 — Delay Works Even on Fast Buttons

Summary: Even rapid-fire buttons like 5P can be delayed enough to create pressure, counter-hits, and conditioning effects.

Key Insight: Delay scales with knowledge, not character speed.

Comprehension Questions

Can fast buttons still create pressure?

What does this mean for pressure design?

Answers

Yes, when delayed properly.

Pressure is about rhythm control, not raw speed.

Action Steps

Experiment with delayed 5P Gatlings.

Focus on rhythm variance rather than move variety.

Track opponent responses to timing shifts.

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive pressure is built on timing, not autopilot. Old habits like repeated light strings are unsafe and easily punished. Instead, players must use proper Gatlings into command normals and exploit Strive’s generous Gatling delay system.

Delayed Gatlings:

Remain real blockstrings

Beat reversal buttons

Create counter-hits

Punish defensive autopilot

The strongest pressure in Strive comes from intentional timing variation, not speed or complexity. Players who test their pressure, delay their Gatlings, and challenge old habits gain safer offense and stronger conditioning.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Awareness

Identify unsafe autopilot strings

Learn correct light → command normal routes

Day 2 – Execution

Practice delayed Gatlings vs mash 5K

Test multiple delay timings

Day 3 – Integration

Apply delayed Gatlings in real matches

Observe opponent adaptations

Adjust rhythm dynamically

·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
·twitter.com·
Super Platano on Twitter
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

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

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

🔹 Overall Summary

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

⚡ Condensed Bullet-Point Overview (Quick Review)

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

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

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

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

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

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

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

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

Key Example

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

Comprehension Questions

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

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

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

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

Key Insight

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

Comprehension Questions

Q: Why do throws fail on wake-up?

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

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

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

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

Important Caveat

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

Comprehension Questions

Q: When can chip damage kill?

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

Action Steps

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

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

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

Optimization Tip

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

Comprehension Questions

Q: Why does RC shockwave reduce damage?

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

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

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

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

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

Example

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

Comprehension Questions

Q: Why can FD prevent punishes?

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

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

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

Powerful Technique

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

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

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

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
VORUTEKUSU on Twitter
VORUTEKUSU on Twitter
look at the inputsthe dash macro actually counts as a forward input lol pic.twitter.com/ICBEb07w3A— VORUTEKUSU (@GREATFERNMAN) June 25, 2021
·twitter.com·
VORUTEKUSU on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
·twitter.com·
SUGOI | Zankoku on Twitter
tragic on Twitter
tragic on Twitter
BRC can create punishes that normally don't exist. I used this example because the timing is so ridiculously precise yet still a true punish. I don't recommend this specific example in-game, but instead, use the concept to create your own punishes!#GGST #GGST_CH @HiFightTH pic.twitter.com/79NyxAOCem— tragic (@fightelement) June 25, 2021
·twitter.com·
tragic on Twitter
SeanE on Twitter
SeanE on Twitter
Not sure if this is common knowledge but it seems like your positioning changes post wall break depending on what you break the wall with. Not sure how impactful this will be but I thought it was kind of interesting. #GGST pic.twitter.com/XHHgzmR2iU— SeanE (@EngrishVEN) June 25, 2021
·twitter.com·
SeanE on Twitter
[GGS] Gameplan: WHY IT MATTERS
[GGS] Gameplan: WHY IT MATTERS
#ggs_kyk #ggs_nag #ggs_ky #ggs_na Some notes on why Gameplan matters. You have to be aware of how your character's kit encourages the way they're meant to be played! By understanding gameplan, you can implement one of your own!
·youtube.com·
[GGS] Gameplan: WHY IT MATTERS
HDG Younghou on Twitter
HDG Younghou on Twitter
Guilty gear strive gold bust and tech throw OS @HiFightTH @jav1ts #GGST_PO https://t.co/NRb2AGPaR9 pic.twitter.com/FSJuwvDBe2— HDG Younghou (@jovenhou) June 25, 2021
·twitter.com·
HDG Younghou on Twitter
DiVA Dash - New technique discovered in Guilty Gear Strive!
DiVA Dash - New technique discovered in Guilty Gear Strive!
Apparently you can cancel forward dash (macro) with a manual backdash. This is OD. Shoutouts to Vechiroo#6969 in the GGST Resource Hub discord for discovering this. #GGStrive #Tech
·youtube.com·
DiVA Dash - New technique discovered in Guilty Gear Strive!
Charge 5D 5 Times Gives You Positive Bonus
Charge 5D 5 Times Gives You Positive Bonus
If you land charge 5D 5 times with the ender, you get a positive bonus. This is so epic, can someone land this on an online/offline game?
·youtu.be·
Charge 5D 5 Times Gives You Positive Bonus
Guilty gear strive 2021 06 25 10 01 49
Guilty gear strive 2021 06 25 10 01 49
this is me holding Dash and then tapping 4P the game recognizes it as another Dash input
·cdn.discordapp.com·
Guilty gear strive 2021 06 25 10 01 49
meaty beats wakeup throw
meaty beats wakeup throw
https://store.playstation.com/#!/tid=CUSA25325_00
·youtu.be·
meaty beats wakeup throw
KariyaFGC on Twitter
KariyaFGC on Twitter
So today I learned a neat way to use Blue/Purple Roman Cancels. I've started using Blue when I anticipate my opponent is about to attack and because of the 'slow motion' effect it turns their 'turn' into my 'turn'. Same for Purple, but it's for dropped combos instead#GGST pic.twitter.com/BT5lZMSNAy— KariyaFGC (@KariyaFGC) June 25, 2021
·twitter.com·
KariyaFGC on Twitter
I_Am_Axy on Twitter
I_Am_Axy on Twitter
sorry for the grumpy tone earlier, just saw disinfo and got madas for the technicalities - see the ghetto videop.s. I also saw some guy input a dash RC instant flashkick, now that is coolhave no idea now to input that though pic.twitter.com/PNLB7KQFIn— I_Am_Axy (@I_Am_AxyFGC) June 25, 2021
·twitter.com·
I_Am_Axy on Twitter
James Chen on Twitter
James Chen on Twitter
Thus, for Leo, for example, YES: you can walk or Dash, do 2RC 8H, and get an instant Flash Kick. pic.twitter.com/WRslkhABbT— James Chen (@jchensor) June 25, 2021
·twitter.com·
James Chen on Twitter
James Chen on Twitter
James Chen on Twitter
So after doing more research, it is NOT just Red RC that grants you instant charge for Charge Special Moves. All 3 RC's do this, but what it is is that you have to be already holding 4 or 2 *when* you activate the RC, and doing so gives you instant charge.— James Chen (@jchensor) June 25, 2021
·twitter.com·
James Chen on Twitter
Roman Cancel 101 | Guilty Gear Strive Tutorial Tips & Tricks
Roman Cancel 101 | Guilty Gear Strive Tutorial Tips & Tricks

Roman Cancel 101 — Guilty Gear Strive

  1. Core Summary (Big Picture)

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

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

At a basic level, Roman Cancels:

Fix mistakes

Turn hits into big damage

Help you escape pressure

Create mixups and momentum shifts

At an advanced level, they:

Slow the game down

Allow directional drifting

Extend hitstun/blockstun

Enable creative baits, side switches, and mind games

  1. Condensed Bullet-Point Review

Roman Cancels cost 50% meter

Same input, different RC types based on timing

Four types: Blue, Purple, Red, Yellow

RCs can:

Pause the game briefly

Slow the opponent

Preserve momentum

Allow directional drift

Basics alone win matches; advanced tricks add creativity

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

Concept

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

Input: Any 3 buttons except Dust

Cost: 50% tension

Meter gain is high, so RCs are available frequently.

Why It Matters

The ability to stop anything at will is extremely powerful.

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

Comprehension Questions

What does a Roman Cancel fundamentally do?

Why is meter cost not as limiting as it sounds?

Answers

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

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

Action Steps

Practice RC input in training mode until it feels effortless.

Get used to spending meter proactively instead of hoarding it.

Chunk 2 — The Four Types of Roman Cancels

Types & Conditions

Blue RC – Used while not attacking or blocking

Purple RC – Used during an attack

Red RC – Used exactly when an attack hits

Yellow RC – Used while blocking

Key Uses

Blue: Neutral control, mixups, slowdown setups

Purple: Safety, mistake correction, baits

Red: Combo extensions, big damage

Yellow: Defensive escape tool (guard cancel–style)

Comprehension Questions

What determines which RC you get?

Which RC is used on defense?

Answers

The timing of the RC input.

Yellow Roman Cancel.

Action Steps

Practice triggering each RC intentionally.

Identify which RC fits offense vs defense vs recovery.

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

Simple, High-Value Uses

Mistake? → Purple RC to stay safe

Hit confirmed? → Red RC for combo extension

Under pressure? → Yellow RC to escape

Why This Matters

You don’t need advanced tech to benefit.

These basics alone drastically increase consistency and survivability.

Comprehension Questions

Why are Purple RCs good for beginners?

What makes Red RCs scary for opponents?

Answers

They let you fix mistakes before being punished.

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

Action Steps

Commit to using RC defensively instead of panicking.

Train Red RC extensions off your most common hits.

Chunk 4 — RC “Pause” Effect & Reaction Advantage

Concept

Roman Cancels briefly “pause” the game.

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

Examples

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

RC to confirm jump, dash, or whiff more clearly

Comprehension Questions

How does RC help reactions?

Why is this stronger than it sounds?

Answers

It slows the situation and gives visual clarity.

It turns hard reactions into manageable decisions.

Action Steps

Use RCs as decision tools, not just combo tools.

Practice reacting during RC slowdown.

Chunk 5 — Roman Cancel Drift (Movement Control)

Concept

You can drift in any direction during an RC.

Input a dash immediately before the RC.

Dash macro is highly recommended.

Uses

Easier combo routing

Side switches

Whiff baits

Better positioning

Comprehension Questions

How do you perform an RC drift?

Why is dash macro important?

Answers

Dash, then immediately Roman Cancel.

It removes execution barriers and improves consistency.

Action Steps

Map dash to a button.

Practice forward, backward, and neutral RC drift.

Chunk 6 — Roman Cancel Slowdown Mechanics

Key Insight

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

This enables:

New combos

Plus-on-block situations

Airtight pressure

Example

Blue RC → Dust attack becomes comboable or plus.

Comprehension Questions

What does RC slowdown affect besides movement?

Why is Blue RC especially strong?

Answers

Hitstun and blockstun duration.

It provides the longest slowdown window.

Action Steps

Experiment with Blue RC into overheads or pressure resets.

Compare Purple vs Blue RC timing in training mode.

Chunk 7 — Distance, Momentum & Advanced Quirks

Important Rules

RC slowdown only works at close range

Momentum is preserved after RC

Fast-moving attacks can “rocket” forward after RC

Applications

Full-screen punish setups

Momentum-based mixups

Character-specific tech

Comprehension Questions

Why might RC setups fail at long range?

How does momentum preservation help offense?

Answers

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

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

Action Steps

Check spacing when RC setups fail.

Explore character-specific RC momentum tricks.

  1. Super-Summary (Under 1 Page)

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – Fundamentals

Learn RC inputs

Identify each RC type

Practice Purple RC safety and Red RC extensions

Day 2 – Control & Movement

Practice RC drift

Experiment with Blue RC slowdown

Use RCs to react instead of guessing

Day 3 – Creativity

Test spacing limits

Explore momentum-based RC tricks

Integrate RCs into your character’s game plan

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Roman Cancel 101 | Guilty Gear Strive Tutorial Tips & Tricks