Gameplay Concepts

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Watch "Up-Back" on Streamable.
·streamable.com·
Up-Back
The "defensive" tool that changes the game when it works....
The "defensive" tool that changes the game when it works....
#lordknight #GuiltyGearStrive #GuiltyGear Get a handle on Gold Burst - an "offensive" burst that if used correctly, can turn the tide in a match in a dramatic way in Guilty Gear Strive! Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Video edited by ChadDrawsThings - https://www.twitter.com/chaddrawsthings Get 10% off a Respawn gaming chair with code - beastcoast
·youtube.com·
The "defensive" tool that changes the game when it works....
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!

SUMMARY — “Mind Control Your Opponent: Conditioning in Guilty Gear Strive (Ramlethal Focus)”

The video teaches the psychological and mechanical foundations of conditioning your opponent in Guilty Gear Strive, using Ramlethal as the example. The creator explains the four classical conditioning categories (positive reinforcement, negative reinforcement, positive punishment, negative punishment), originally illustrated in a Tekken video, and translates them into Guilty Gear scenarios.

Ramlethal’s oppressive corner pressure works not only because of strong buttons, but because she can use every close-slash sequence to force the opponent into a predictable emotional/mental state—fear of pressing, fear of jumping, fear of burst, fear of getting thrown, fear of pressure resets. The main insight: top-level Ram players do close-slash → sword throw not because it is autopilot, but because it creates a layered threat that conditions the opponent into freezing—allowing pressure resets, frame traps, and checkmates.

The video also argues against calling characters “braindead”—high-level success is built on deep psychological understanding, not just autopilot flowcharts.

BULLET-POINT QUICK REVIEW

Conditioning = manipulating opponent behavior via reinforcement + punishment.

Four conditioning types:

Positive reinforcement: add reward to encourage behavior

Negative reinforcement: remove unpleasant pressure to encourage behavior

Positive punishment: add harmful outcome to deter behavior

Negative punishment: remove favorable outcome to deter behavior

Ramlethal has an exceptionally flexible close-slash tree: low, high (jump cancel), explosion pop-up, pressure reset, throw, sword toss.

Her corner frame trap (cl.S → HS → sword throw) creates fear of pressing, which conditions opponents to freeze.

Once an opponent respects the frame trap, Ram can reset pressure indefinitely until they spend resources.

Conditioning is not cheap or braindead—it's deep strategy that creates misunderstanding among spectators who don’t grasp the layers.

High-level play is closer to controlled psychological manipulation than simple execution.

CHUNKED SUMMARY WITH COMPREHENSION Q&A + ACTION STEPS Chunk 1 — What Conditioning Is & Why It Matters (FGC Perspective)

Summary: Conditioning is the deliberate manipulation of your opponent’s expectations and habits. It stems from psychology (BF Skinner) and uses reinforcement/punishment to make certain behaviors more likely or less likely. These concepts apply across all fighting games.

Comprehension Questions:

Q: What is the core goal of conditioning? A: To influence the opponent’s habits so their responses become predictable.

Q: Why does the creator reference Smash Ultimate? A: To illustrate that conditioning existed in his gameplay long before he consciously understood it.

Q: How does conditioning differ from simply “mixing someone”? A: Conditioning shapes their actions over time, not just surprises them once.

Action Steps (FGC / personal growth parallel):

Practice observing how opponents react repeatedly to the same stimulus.

Develop a “cause → behavior” map for common situations.

Notice where in life or training you reinforce or punish your own habits.

Chunk 2 — The Four Types of Conditioning Applied to Guilty Gear

  1. Positive Reinforcement

Add something desirable to encourage behavior. Ram Example: Using standard blockstring → sword toss, letting them jump out occasionally so they think it’s safe.

  1. Negative Reinforcement

Remove pressure to encourage behavior. Example: Chip players spamming lows until the opponent finally starts low blocking.

  1. Positive Punishment

Add a harmful event to discourage a behavior. Ram Example: Burst baits—if they burst, they get punished heavily.

  1. Negative Punishment

Remove a reward. Ram Example: Switching sword toss height (high vs low) to take away their reliable jump-out escape route.

Comprehension Questions:

Q: What does “positive” and “negative” refer to here? A: Adding or removing something, not good vs bad.

Q: Which conditioning type is represented when a burst bait leads to being punished? A: Positive punishment.

Q: Why is switching sword throw height negative punishment? A: Because it removes the opponent’s “reward” (their consistent escape).

Action Steps:

Identify a behavior you want opponents to stop → decide which conditioning type best counters it.

Practice using only one conditioning type per round to understand its effect.

Chunk 3 — Why High-Level Rams Always Do cl.S → Sword Throw

Summary: What looks like “autopilot” is actually a psychological cage. From close slash, Ram can:

go low

go high (jump-cancel)

explode launcher

reset pressure

throw

frame trap into sword toss

Because she has so many threats, the opponent is mentally overwhelmed. The sword toss frame trap tells the opponent:

👉 “If you press here, you die.”

Once the opponent stops pressing, Ram gets:

unlimited pressure resets

safe sword retrieval loops

mental dominance in the corner

Resources (YRC, Burst, Invincible Reversal) are the only reliable escape.

Comprehension Questions:

Q: Why does cl.S → sword throw work even when opponents “know” it’s coming? A: Because the threat of other options forces them to freeze.

Q: What unlocks Ram’s “infinite pressure”? A: Conditioning the opponent to stop challenging cl.S timings.

Q: When does Ram’s pressure end? A: When the opponent uses system mechanics (YRC) or denies her swords.

Action Steps:

Go into training mode and record cl.S → HS → sword toss.

Play sets where you focus solely on reading when they stop pressing.

Build a flowchart of “if they freeze → what reset do I do next?”

Chunk 4 — Understanding Opponent Psychology + Removing the “Braindead” Myth

Summary: People call characters like Ram “brain dead” because they don’t grasp the invisible psychological layers. Conditioning demands understanding of timing, fear, reward structures, and pressure resets. Dismissing strong characters as autopilot creates gatekeeping and discourages players.

Comprehension Questions:

Q: Why does the creator argue against calling characters “braindead”? A: It ignores the real skill involved and discourages players.

Q: What is the hidden skill behind Ram pressure? A: Psychological manipulation—creating fear and punishing emotional reactions.

Q: How does misunderstanding conditioning create toxicity? A: Spectators label things as unfair instead of learning the deeper layers.

Action Steps:

Analyze your conditioning decisions after each match (“What behavior did I shape?”).

Replace thoughts like “they’re autopiloting” with “what psychological threat did they present?”

In life: identify where people misinterpret your growth because they don’t see the hidden layers.

SUPER-SUMMARY (1 Page)

Conditioning is the art of shaping your opponent’s habits through reinforcement and punishment. Borrowing from behavioral psychology, the creator explains four types of conditioning and applies them to Guilty Gear Strive, with Ramlethal as the primary example.

Ram’s real strength isn’t just her buttons or corner damage—it’s her ability to create fear, which makes opponents predictable. The infamous close-slash → heavy slash → sword toss frame trap works because Ram has so many other options (low, high, throw, pressure reset, explosion pop-up) that the opponent becomes scared to press anything. This fear is engineered, not accidental.

Once conditioned, the opponent allows Ram to run nearly infinite corner pressure loops until they spend major defensive resources. High-level Ram players aren’t autopiloting—they’re executing psychological warfare. Understanding this removes the toxic “braindead character” mentality and helps players appreciate the complexity of conditioning at high levels.

Key actionable insights:

Use reinforcement and punishment deliberately, not randomly.

Early in sets, test reactions; later, weaponize the habits you discovered.

Conditioning is about long-term influence, not one-off mixups.

Once you control the opponent’s expectations, Ram (or any character) can dictate the entire pace of the match.

OPTIONAL 3-DAY SPACED REVIEW PLAN Day 1 — Comprehension

Re-read the four conditioning types.

Practice Ram cl.S trees in training mode.

Write 3 examples of reinforcement and punishment you already use unconsciously.

Day 2 — Application

Play matches focusing ONLY on shaping one opponent habit.

Note in a journal which conditioning method worked best and why.

Day 3 — Integration

Combine conditioning with your current FGC Universal Decision Hierarchy.

Run structured sets: first condition → then exploit → then re-condition.

Add these insights into your FGC Codex under "Mind Games / Conditioning."

·youtube.com·
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!
Guilty Gear Strive | Tiger Knee Tutorial
Guilty Gear Strive | Tiger Knee Tutorial
The Tiger knee technique gives players acess to their air ok or exclusives moves while on the ground. In Guilty Gear -STRIVE- these tiger knee moves can be used in block strings to help open up opponents and or start new combo routes. This video will teach you how and when you can tiger knee while also showcasing a few advance applications of it. Tiger Knee is especially good with Chipp in Millia as it gives them more options during their block strings. This can keep you from becoming predictable and can also grant you some sick confirms. #Chipp #Millia
·youtube.com·
Guilty Gear Strive | Tiger Knee Tutorial
How to pressure your opponent in Guilty Gear Strive
How to pressure your opponent in Guilty Gear Strive

🎮 How to Pressure Your Opponent in Guilty Gear Strive

Core Theme: Modern pressure in Strive—especially strike/throw—has shifted from autopilot offense to risk-reward management, spacing control, and information gathering, with doing nothing becoming one of the strongest offensive tools.

  1. High-Level Summary

This video explains how Guilty Gear Strive’s pressure system—especially after FD (Faultless Defense) changes—forces players to interact more intelligently with offense rather than relying on rote strings. The speaker reframes strike/throw pressure as a layered risk–reward game where:

Every defensive choice loses to something

Every offensive commitment carries risk

Non-commitment (doing nothing) is often the best way to gather information, bait reactions, and control outcomes

By slowing down, holding space, and letting the opponent reveal habits, you gain long-term control over pressure situations—even when you “lose” short-term exchanges.

  1. Condensed Bullet-Point Review

FD pushback creates space → space creates interaction

Strike/throw is not about forcing guesses, but exploiting reactions

Doing nothing is a powerful offensive representation

Holding space beats jumping, mashing, and panic options

Risk–reward > winning every interaction

Losing pressure ≠ failing pressure

Strong offense reveals opponent habits before committing

Better players delay, observe, then punish patterns

Modern Sol (and strike/throw chars) must play layered offense

Patience converts into safer, more consistent pressure wins

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: FD Changes Force Real Interaction

Summary FD pushback makes offense feel weaker, but it actually creates more skill expression. Instead of looping pressure, players must now interact consciously with spacing, timing, and opponent reactions.

Key Insight FD doesn’t kill offense—it forces decision-making.

Comprehension Questions

Why does FD feel bad at first?

How does FD increase skill expression?

Answers

Because it pushes you out and breaks autopilot strings.

It forces spacing control, reads, and layered offense.

Action Steps

Practice pressure where FD pushes you out—don’t auto-re-engage.

Train holding space instead of chasing immediately.

Chunk 2: Strike/Throw Is a Risk–Reward System

Summary Strike/throw isn’t about “opening people up” directly. Every choice the defender makes loses to something, and every offensive choice risks losing to a counter.

Key Insight Pressure is not guaranteed damage—it’s risk optimization.

Comprehension Questions

What does every defensive option share in common?

Why is strike/throw misunderstood?

Answers

Every option loses to something else.

Players treat it as guessing, not risk management.

Action Steps

Label opponent defensive options after knockdown.

Choose options that minimize damage when wrong.

Chunk 3: Doing Nothing Is a Threat

Summary Standing still during pressure forces opponents to reveal habits. Many players panic when nothing happens and mash, jump, or act predictably.

Key Insight “Nothing” pressures the opponent’s mental stack.

Comprehension Questions

Why does doing nothing work?

What reactions does it bait?

Answers

It removes autopilot cues.

Mashing, jumping, panic buttons, or bad backdashes.

Action Steps

After knockdown, pause briefly instead of acting.

Watch for immediate mash or jump reactions.

Chunk 4: Holding Space Beats Autopilot

Summary By holding a range where your buttons hit but theirs don’t, you gain reaction-based control. This spacing beats jumps, late buttons, and sloppy escape attempts.

Key Insight Spacing is offense—even without attacking.

Comprehension Questions

Why is spacing more powerful than rushing?

What options does spacing beat?

Answers

It allows reaction instead of guessing.

Jumps, panic buttons, unsafe approaches.

Action Steps

Identify “safe pressure distance” for your character.

Practice punishing jumps from that range.

Chunk 5: Losing a Turn Isn’t Losing the Exchange

Summary If you wait and the opponent takes their turn, you’re often just blocking—far better than eating a counter-hit or reversal.

Key Insight Blocking is a successful outcome in many risk trees.

Comprehension Questions

Why isn’t giving up pressure always bad?

What’s worse than blocking?

Answers

You gained info and avoided big damage.

Getting counter-hit or hard knocked down.

Action Steps

Track damage taken after “failed” pressure.

Compare it to damage from forced offense.

Chunk 6: Information Is the Real Reward

Summary Waiting exposes defensive habits: fuzzy defense, mash timing, jump tendencies, panic DPs. This lets you escalate safely later.

Key Insight Early pressure = scouting phase.

Comprehension Questions

What habits can waiting reveal?

When should you start gambling more?

Answers

Mash timing, jump escapes, defensive OS habits.

After confirming consistent behavior.

Action Steps

Spend first knockdowns observing, not forcing.

Adjust pressure only after pattern confirmation.

Chunk 7: Strong Players Escalate Slowly

Summary Top players start non-committal, then increase risk once reads are confirmed. Panic opponents self-destruct when faced with patience.

Key Insight Let the opponent defeat themselves.

Comprehension Questions

Why does patience beat panic?

What happens if the opponent over-gambles?

Answers

Panic creates predictable timing.

You get easier, safer punishes.

Action Steps

Delay offense against aggressive defenders.

Punish repeated panic responses.

  1. Super-Summary (Under 1 Page)

Modern Guilty Gear Strive pressure is not about forcing hits—it’s about controlling risk, spacing, and information. FD pushback transformed offense into an interaction-heavy system where patience and awareness outperform autopilot strings. Strike/throw pressure works best when you represent options without committing, especially by doing nothing. Standing still forces opponents to reveal habits, panic, or overextend. Holding space allows reaction-based control, and even “losing” pressure often results in low-risk blocking instead of high-damage counter-hits. Strong players scout first, escalate later, and let opponents defeat themselves through impatience.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read Chunks 1–3

Focus on why doing nothing works

Day 2 – Application

Re-read Chunks 4–6

Play sets focusing on spacing and observation

Day 3 – Mastery

Re-read Chunk 7 + Super-Summary

Actively delay pressure to bait habits

·youtube.com·
How to pressure your opponent in Guilty Gear Strive
Rin-senpai on Twitter
Rin-senpai on Twitter
Not sure how known this is, but charged Dust combos are influenced by screen position. A combo working fullscreen might not work in the corner.Decided to finally lab this after dropping so many dust-combos in the corner.#GGST pic.twitter.com/BxgHUOTb3j— Rin-senpai (@RinSenpaiii) September 7, 2021
·twitter.com·
Rin-senpai on Twitter
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
Got the idea from Jyosua to check if specials input during super flash work in case some input buffer shenanigan is happening. The findings seem consistent, though. Normally, one can input a reversal super or cmd grab to avoid Jack-O's super, but not when FD is present. #GGST_JC pic.twitter.com/DowILrB28h— Stephen Tchaou (@bubbaex) September 7, 2021
·twitter.com·
Stephen Tchaou on Twitter
まさ on Twitter
まさ on Twitter
上ロマキャン仕込み投げというネタを思い付いた #GGSThttps://t.co/AmRu0TK4nV pic.twitter.com/oGK7OXOJvU— まさ (@matha1228) September 6, 2021
·twitter.com·
まさ on Twitter
Guilty Gear Strive Quick Roman Cancel Combos Tips
Guilty Gear Strive Quick Roman Cancel Combos Tips
Guilty Gear Strive Quick Roman Cancel Combos Tips #ShinKensou #GGST #GuiltyGearStrive ➽ Twitch: www.twitch.tv/shinkensou ➽ Twitter: https://twitter.com/ShinKensou ➽ Instagram: https://www.instagram.com/justkensou/ ➽ Patreon: https://www.patreon.com/shinkensou ➽ https://www.tiktok.com/justkensou @ArtesianBuilds is ready to upgrade your PC to build for you live on http://twitch.tv/artesianbuilds and have it shipped to you in just 3-4 weeks! Get up to $100 off by visiting https://artesianbuilds.com/gaming/?aff=Shinkensou & entering discount code SHINKENSOU at checkout! Hand-built, custom systems begin at just $1,580 or $97/month! DM ArtesianBuilds to talk specs https://twitter.com/artesianbuilds
·youtube.com·
Guilty Gear Strive Quick Roman Cancel Combos Tips
Guilty Gear Strive Tutorial Básico de Antiaéreos (Anti-Air) faça pararem de pular em você !
Guilty Gear Strive Tutorial Básico de Antiaéreos (Anti-Air) faça pararem de pular em você !
Tutorial Básico de como parar os pulos no Guilty Gear Strive, Pulos são muito fortes e se você não punir pode ser extremamente frustrante... alguns conceitos servem para qualquer jogo de luta, qualquer duvida deixe nos comentários que respondo! #GuiltygearStrive #jogosdeluta #antiaéreos
·youtube.com·
Guilty Gear Strive Tutorial Básico de Antiaéreos (Anti-Air) faça pararem de pular em você !
ウーマロ(umaro_mustang) on Twitter
ウーマロ(umaro_mustang) on Twitter
名残雪L5ウォールブレーク値の理解。なぜかウォールブレーク値が他の2倍以上(700)の"遠距離S追加1"と"6H"のふたつをコンボ内に入れるか入れないかで、相手キャラの壁張り付けまで6発~9発の間で自由に調整可能でした。5発や10発で張り付けする事は出来るだろうか、、、#GGST_NA pic.twitter.com/vgu1jwfKGt— ウーマロ(umaro_mustang) (@lfmust) September 3, 2021
·twitter.com·
ウーマロ(umaro_mustang) on Twitter
next level yohan on Twitter
next level yohan on Twitter
so you can Korean Backdash with charge motion characters in this game #GGST #GGST_MA #GGST_LE @Sajam @jiyunaJP pic.twitter.com/L5dETg8GaH— next level yohan (@johanne_dv) September 3, 2021
·twitter.com·
next level yohan on Twitter
ジャストフォルトレスバクステ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
ジャストフォルトレスバクステ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
特殊入力、複合入力まとめ再生リスト https://youtube.com/playlist?list=PLlLr0ZOvFGub3pBaofHGBF6XJ83ay8dQH ▶︎過去の人気動画シリーズ GGST あっ、ミリアシリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGuYnzG9HcaSj5vjeVUDSOz2e ギルティギアストライブ 攻略シリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGuZWmweOU5JYz6Edxo2G8jZ1 Guilty Gear Stlive 最強シリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGubZITt_KGgvgjsCwvEs4nl0.. ウマ娘プリティーダービー https://www.youtube.com/playlist?list=PLlLr0ZOvFGuako2yFKocOXPdGRg9phrdG 少女キャリバー攻略 https://www.youtube.com/playlist?list=PLlLr0ZOvFGubJcifdCrkFS2O9jmjAL1Z1 ▶人気動画 TOP5 1位:【ギルティギア ストライブ 】6秒で決着 超硬、超遅、超火力なポチョムキン あっ、ミリア!part3 【 Guilty Gear Stlive GGST ついな 実況】 https://youtu.be/wuyOU4Rv_c4 2位:【ギルティギア ストライブ 】ミリア実践コンボ集、詐欺飛び仕込みバクステ、無敵技、バースト起き攻め解説【 Guilty Gear Stlive GGST 】 https://youtu.be/MNuRNgVEbAY 3位:【ギルティギア ストライブ 】ミリア起き攻め、基本立ち回り、おまけコンボ、崩し【 Guilty Gear Stlive GGST 】 https://youtu.be/HOdo7idG2nM 4位:【Guilty Gear Stlive 天上階 】よくわからない、多分ハメ あっ、ミリア!part5 ‐High Lebel Gameplay‐【ギルティギア ストライブ GGST ついな 実況】 https://youtu.be/gUB-R1SjDr4 5位:「GBVS/グラブルヴァーサス」カタリナ詐欺飛びとおまけ実践コンボ集 https://youtu.be/rC2Lnig79J8 ♦ツイッターはこちら↓ https://twitter.com/yuto5741 ♦tiktokはこちら↓ https://www.tiktok.com/@yutogamechannel? #GuiltyGearStlive #特殊入力 #攻略
·youtube.com·
ジャストフォルトレスバクステ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
Instant Block is a Game Changer, There's a Reason It's Difficult
Instant Block is a Game Changer, There's a Reason It's Difficult
streamed Aug. 23, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad If you're ever confused by some terminology try looking it up in the FG Glossary: https://glossary.infil.net/ Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
·youtu.be·
Instant Block is a Game Changer, There's a Reason It's Difficult
How to Neutral in Guilty Gear Strive
How to Neutral in Guilty Gear Strive
  1. High-Level Summary (Conceptual Overview)

This video explains neutral in Guilty Gear Strive by breaking it down into its core components and then rebuilding it with nuance, character-specific tools, movement, spacing, and Roman Cancels. Neutral is not random chaos or pure reactions—it’s a structured interaction of space control, timing, and reads.

At its foundation, neutral consists of three primary interaction tools:

Pokes (horizontal space control)

Jumps (vertical space control)

Anti-airs (vertical denial)

These interact in a rock–paper–scissors relationship, but Strive adds depth through:

Different types of pokes (disjoints, low profiles, projectiles)

Varied jump arcs and aerial options

Non-universal anti-airs

Movement, spacing, and approach decisions

Roman Cancels altering risk and reward

The goal of neutral is not to “win immediately,” but to force whiffs, bait habits, deny preferred ranges, and start your gameplan safely.

  1. Condensed Bullet-Point Review (Quick Reference)

Neutral = space control before offense begins

Core tools: Pokes / Jumps / Anti-airs

Basic RPS:

Pokes beat anti-airs

Jumps beat pokes

Anti-airs beat jumps

Not all tools are equal—frame data, hitboxes, hurtboxes matter

Types of pokes:

Standard mids/lows

Low profiles

Disjoints (including universal 6P)

Projectiles

Jumps vary by:

Height, speed, normals, trajectory changes

Anti-airs:

6P (universal but varied)

Character-specific specials

5P, 5K, air-to-air, air throw

Movement beats static neutral

Neutral is split into:

Reactive play (spacing)

Proactive play (approaches)

Roman Cancels reshape neutral risk:

PRC = safety

RRC = offense extension

YRC = reset momentum

BRC = approach + mix

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: What Neutral Really Is

Neutral is the phase where neither player is blocking nor being hit. Both players are jockeying for position to start offense safely or deny the opponent’s plan.

Key Insight: Neutral is about information and positioning, not guessing wildly.

Comprehension Questions

What defines neutral in fighting games?

Why is neutral not just “waiting”?

Answers

Neutral occurs when no one is currently attacking or defending.

Because players are actively controlling space and probing options.

Action Steps

Review replays and pause during neutral moments.

Ask: What space am I trying to control right now?

Chunk 2: The Core Neutral Triangle (Pokes / Jumps / Anti-Airs)

Pokes: Control horizontal space

Jumps: Bypass horizontal space, threaten vertically

Anti-airs: Stop aerial approaches

Basic RPS

Pokes lose to jumps

Jumps lose to anti-airs

Anti-airs lose to pokes

Key Insight: Strip away the animation—everything is just space and hitboxes.

Comprehension Questions

Why do jumps beat pokes?

Why do anti-airs lose to pokes?

Answers

Jumps avoid horizontal hitboxes.

Anti-airs usually don’t control ground space.

Action Steps

Identify which of the three you default to.

Practice responding with the correct counter option.

Chunk 3: Understanding Pokes (Frame Data & Hitboxes)

Pokes differ by:

Startup speed

Hitbox vs hurtbox placement

Active frames

Recovery

Four Main Types of Pokes

Standard mid/low pokes (f.S, 2S, 2D)

Low-profile pokes (beat mids)

Disjoints (hitbox extends beyond hurtbox)

Projectiles (mobile disjointed pokes)

Universal Tool:

6P = short-range disjoint + counterpoke + anti-air

Comprehension Questions

Why do disjoints beat standard pokes?

What makes projectiles risky?

Answers

They don’t expose the hurtbox.

They lose to jumps and close pressure.

Action Steps

Learn your character’s best poke at each range.

Identify what beats your opponent’s favorite poke.

Chunk 4: Jump Nuances & Aerial Control

Not all jumps are equal:

Height

Speed

Air normals

Trajectory changes (double jump, air dash)

Key Concepts

Jumping threatens even without attacking

Fast fall + fast normals win air-to-air

Air throw is strongest at close range

Comprehension Questions

Why jump without attacking?

What makes air control strong?

Answers

To bait anti-airs.

Good normals + trajectory manipulation.

Action Steps

Practice empty jumps.

Lab your best air-to-air buttons.

Chunk 5: Anti-Airs Are More Than 6P

Anti-airs include:

6P (varies by character)

5P / 5K

Specials (623 moves, character-specific tools)

Air-to-air or air throw

Important Nuance

6P can be beaten by low-hitting pokes

Anti-airs can also be counterpokes

Comprehension Questions

Why isn’t 6P always safe?

When is air-to-air better?

Answers

Low attacks bypass its hurtbox.

When jump timing or spacing is ambiguous.

Action Steps

Learn multiple anti-air answers.

Practice reacting with 5P and jump-back options.

Chunk 6: Movement Beats Static Neutral

Movement can:

Make pokes whiff

Bait anti-airs

Punish jumps

Good Movement

Maintains ideal range

Denies opponent’s preferred spacing

Key Skills

Micro-walking

Dash braking

Air movement feints

Comprehension Questions

Why does movement beat all three options?

What defines good movement?

Answers

It causes whiffs and mistimed responses.

Range awareness + unpredictability.

Action Steps

Practice walking in and out of poke range.

Focus on not pressing buttons unnecessarily.

Chunk 7: Spacing vs Approaches (Reactive vs Proactive)

Spacing = reactive control of range

Approaches = proactive engagement

Example: Nagoriyuki vs Leo

Nago wants tip-range control

Leo wants whiff punishes or fireball space

Neutral favors Nago due to superior ground control

Comprehension Questions

When should you play reactively?

When must you approach?

Answers

When your tools dominate space.

When passive play stalls the game.

Action Steps

Identify your matchup-specific ideal ranges.

Decide pre-round whether you’re the aggressor.

Chunk 8: Roman Cancels and Neutral Control

Roman Cancels reshape neutral risk:

PRC: Make unsafe options safe

RRC: Convert pressure into advantage

YRC: Reset opponent’s offense

BRC: Slow time, force guesses, approach safely

Comprehension Questions

Why is PRC strong in neutral?

How does BRC enable offense?

Answers

It removes whiff punishment.

It forces reaction checks and mix-ups.

Action Steps

Use meter to protect mistakes, not just combos.

Practice BRC approaches in training mode.

  1. Super-Summary (Under 1 Page)

Neutral in Guilty Gear Strive is a structured battle of space, timing, and intention. At its core are pokes, jumps, and anti-airs, but the real depth comes from how each character’s tools modify those interactions. Frame data, hitboxes, movement, spacing, and Roman Cancels all determine who controls the screen and when offense begins.

Strong neutral players don’t rely on one option—they cycle between control, baiting, and adaptation, using movement to force whiffs and meter to manage risk. Mastery of neutral means understanding not just what beats what, but why, and applying that knowledge dynamically against each opponent.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Foundations

Review pokes / jumps / anti-airs

Watch replays and label each interaction

Day 2 – Nuance

Lab poke types, air options, and anti-airs

Practice movement without attacking

Day 3 – Integration

Play sets focusing only on spacing + movement

Use Roman Cancels deliberately in neutral

·youtube.com·
How to Neutral in Guilty Gear Strive
Sam on Twitter
Sam on Twitter
You can airdash brc at certain heights for a mixup. #GGST #PS4sharehttps://t.co/rgTFjoPZp5 pic.twitter.com/E85MIG5b7r— Sam (@samuel_jerka) August 22, 2021
·twitter.com·
Sam on Twitter
Loci on Twitter
Loci on Twitter
#GGST Backward Super Jump Distance Tier List🥇: #GGST_NA🥈: #GGST_AN🥉: #GGST_CH #GGST_MI #GGST_RA🗑️: #GGST_AX https://t.co/zDxqV8RPLR pic.twitter.com/uqQv5T6MRy— Loci (@Loci_AF) August 19, 2021
·twitter.com·
Loci on Twitter
バースト仕込み投げ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
バースト仕込み投げ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
▶︎過去の人気動画シリーズ GGST あっ、ミリアシリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGuYnzG9HcaSj5vjeVUDSOz2e ギルティギアストライブ 攻略シリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGuZWmweOU5JYz6Edxo2G8jZ1 Guilty Gear Stlive 最強シリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGubZITt_KGgvgjsCwvEs4nl0.. ウマ娘プリティーダービー https://www.youtube.com/playlist?list=PLlLr0ZOvFGuako2yFKocOXPdGRg9phrdG 少女キャリバー攻略 https://www.youtube.com/playlist?list=PLlLr0ZOvFGubJcifdCrkFS2O9jmjAL1Z1 ▶人気動画 TOP5 1位:【ギルティギア ストライブ 】6秒で決着 超硬、超遅、超火力なポチョムキン あっ、ミリア!part3 【 Guilty Gear Stlive GGST ついな 実況】 https://youtu.be/wuyOU4Rv_c4 2位:【ギルティギア ストライブ 】ミリア実践コンボ集、詐欺飛び仕込みバクステ、無敵技、バースト起き攻め解説【 Guilty Gear Stlive GGST 】 https://youtu.be/MNuRNgVEbAY 3位:【ギルティギア ストライブ 】ミリア起き攻め、基本立ち回り、おまけコンボ、崩し【 Guilty Gear Stlive GGST 】 https://youtu.be/HOdo7idG2nM 4位:【Guilty Gear Stlive 天上階 】よくわからない、多分ハメ あっ、ミリア!part5 ‐High Lebel Gameplay‐【ギルティギア ストライブ GGST ついな 実況】 https://youtu.be/gUB-R1SjDr4 5位:「GBVS/グラブルヴァーサス」カタリナ詐欺飛びとおまけ実践コンボ集 https://youtu.be/rC2Lnig79J8 ♦ツイッターはこちら↓ https://twitter.com/yuto5741 ♦tiktokはこちら↓ https://www.tiktok.com/@yutogamechannel? #GuiltyGearStlive #特殊入力 #攻略
·youtube.com·
バースト仕込み投げ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
GGST Roman Cancel guide
GGST Roman Cancel guide
Here's a quick lil guide to get you started with the RC system of Guilty Gear Strive :) If you still have questions, feel free to comment. If you're wondering, you Roman Cancel by pressing 3 buttons (other than dust) at the same time, or you can use a macro which you can bind in the settings. Guilty Gear Strive's mostly simplified compared to Guilty Gear Xrd but the one system that actually got more complicated is Roman Cancels. For those who are returning from xx/xrd, YRC in neutral is no more (sadge). Roman Cancel in neutral will trigger a BRC and Roman Cancel while using a projectile or normal that hasn't hit will result in a PRC which both cost 50 Tension. Roman Cancelling a fireball or whiffed normal in Strive is twice as expensive as before, but since the Tension gain in Strive is pretty fast, it's not that bad. Do note that YRC can be blocked just like a burst and you'll be in a counter hit state, also just like a burst. Blue RC will slow your opponent for much longer than a normal Roman Cancel in case you were wondering why I waited and used the BRC instead of just using a PRC immediately for the Chipp combo. Hope you all enjoy the video :D If the reception to this video's good then I'll make more Guilty Gear Strive guides, ranging from basic character guides to system mechanics. Hope these will help you with your journey in Strive :) Timestamps: 00:00 - Intro 00:10 - Blue RC 00:32 - Yellow RC 01:04 - Purple RC 01:49 - Red RC 02:27 - Outro #GuiltyGear #GuiltyGearStrive #RomanCancel #GGST #ggst #rc
·youtube.com·
GGST Roman Cancel guide
Alan ツ on Twitter
Alan ツ on Twitter
Does this count as a Left Right mixup? #GGST_SO pic.twitter.com/QgZ2ZEjHAo— Alan ツ (@AlanGlez__) August 18, 2021
·twitter.com·
Alan ツ on Twitter
Guilty Snacks: Strike/Throw as Ky Kiske
Guilty Snacks: Strike/Throw as Ky Kiske
  1. Full Summary (Concepts, Examples, Lessons)

This video introduces strike/throw, the most fundamental mix-up in fighting games and a core offensive strategy in Guilty Gear Strive. The idea is simple:

If your opponent blocks too much, you throw them.

If your opponent expects the throw, you strike them instead.

Because Guilty Gear Strive rewards blocking with increased risk, strike/throw becomes especially powerful. As the opponent’s risk gauge builds, successful hits lead to explosive damage, making even basic mix-ups extremely threatening.

Using Ky Kiske as the example, the video explains that strike/throw pressure isn’t about flashy setups—it’s about conditioning. By repeatedly presenting both options, you force the opponent to fear every choice they make.

Strike/throw situations can be created in multiple ways:

Pressuring with meaty buttons on wake-up

Leaving small gaps in blockstrings

Ending pressure close enough to threaten a throw

The goal is not just to open the opponent once, but to make them hesitate—causing mistakes that lead to bigger rewards.

  1. Condensed Bullet-Point Version (Quick Review)

Strike/throw is the core mix-up all others build on

Block → throw | Throw tech attempt → strike

Strive heavily rewards offense due to risk gauge

Ky Kiske excels at simple, honest strike/throw pressure

Setups include:

Meaty buttons on wake-up

Small blockstring gaps

Close-range pressure resets

Conditioning is key: make every option scary

  1. Chunked Breakdown Chunk 1: What Is Strike/Throw?

Strike/throw is a basic offensive mix-up where you alternate between attacking and throwing based on how your opponent defends.

Comprehension Questions

What two opponent behaviors does strike/throw punish?

Why is it considered the foundation of mix-ups?

Answers

Blocking too much (throw) and expecting throws (strike)

Because most advanced mix-ups are layered versions of this concept

Action Steps

In matches, consciously note: Are they blocking or mashing?

Practice alternating strike and throw every time you gain advantage

Chunk 2: Why Strike/Throw Is Strong in Guilty Gear Strive

Strive’s risk system rewards pressure—blocking builds risk, which increases damage when the defender finally gets hit.

Comprehension Questions

Why does blocking become dangerous in Strive?

How does this amplify strike/throw?

Answers

Risk gauge increases while blocking

Even basic hits become high-damage threats

Action Steps

Track opponent risk before choosing strike or throw

Prioritize pressure when risk is high instead of backing off

Chunk 3: Using Ky Kiske for Strike/Throw

Ky excels at close-range, honest offense where strike/throw shines due to his strong normals and stable pressure.

Comprehension Questions

Why is Ky a good strike/throw character?

Does strike/throw require complex execution?

Answers

Strong buttons and reliable pressure tools

No—clarity and timing matter more than complexity

Action Steps

Focus on clean pressure instead of gimmicks

Practice ending strings close enough to threaten throw

Chunk 4: Creating Strike/Throw Situations

You don’t need fancy setups—just smart pressure and timing.

Common Setups

Meaty attacks on wake-up

Slight delays or gaps in blockstrings

Resetting pressure after close normals

Comprehension Questions

What’s the purpose of leaving small gaps?

Why is conditioning more important than winning once?

Answers

To bait reactions or freeze the opponent

Conditioning causes future mistakes

Action Steps

Practice delayed buttons in training mode

Watch for opponent hesitation—that’s your cue to throw

  1. Super-Summary (Under 1 Page)

Strike/throw is the foundation of offense in Guilty Gear Strive. By alternating between attacks and throws, you punish defensive habits and force opponents into constant guesswork. Strive’s risk system amplifies this strategy, turning basic pressure into explosive damage. Ky Kiske excels at applying strike/throw through clean, close-range pressure, meaty attacks, and small blockstring gaps. Success comes not from complexity, but from conditioning—making every defensive choice feel dangerous.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Learn

Review definition and purpose of strike/throw

Practice simple strike/throw after knockdowns

Day 2 – Apply

Focus on conditioning: repeat strike, then throw

Watch opponent reactions instead of forcing damage

Day 3 – Refine

Add delayed buttons and pressure resets

Review replays and note when opponents freeze or panic

·youtube.com·
Guilty Snacks: Strike/Throw as Ky Kiske
Runis on Twitter
Runis on Twitter
#GGST Very interesting thing I've found about FD meter usage, You don't actually use meter if you try to FD mid string unless the string hits your FD, so you can try to iFD and if you miss the iFD, you don't actually use meter. pic.twitter.com/fjySgBmVuG— Runis (@RunisFGC) August 19, 2021
·twitter.com·
Runis on Twitter
Coffee With Kensou - Returning To Flow State
Coffee With Kensou - Returning To Flow State

Chunk 1: Understanding Flow State

Summary: Flow state is when your mind and body work in harmony, allowing instinctual, focused, and effective gameplay. Players are fully in the zone, reacting appropriately, and executing their tools without overthinking. Losing this state often happens when mistakes or unexpected situations occur in a game, causing hesitation or second-guessing.

Key Points:

Flow state = cohesive mind-body operation.

Players react instinctually and focus intensely.

Mistakes or high-pressure situations disrupt flow.

Comprehension Questions:

What is flow state in the context of gaming?

How can mistakes in-game disrupt your flow state?

Answers:

Flow state is when your mind and body work as one, allowing instinctual, focused, and effective gameplay.

Mistakes create doubt or hesitation, breaking concentration and instinctual reactions.

Action Steps:

Before gaming, remind yourself to focus on instinctual reactions.

Identify common triggers that disrupt your flow (e.g., high damage, unexpected combos).

Chunk 2: Regaining Flow During a Match

Summary: When you lose composure during a match, step back mentally, breathe, and return to neutral. Analyze what went wrong without panic. Recognize that mistakes are part of the game and that you still have opportunities to strategize, make comebacks, or regain control.

Key Points:

Step back and breathe mid-match.

Acknowledge mistakes without judgment.

Return to neutral and reassess strategy.

Life deficits may require calculated risks to recover.

Comprehension Questions:

What should you do immediately after taking significant damage in a match?

How can returning to neutral help you recover in-game?

Answers:

Take a mental step back, breathe, acknowledge the mistake, and avoid panicking.

Returning to neutral allows you to reassess your strategy and plan your next actions calmly.

Action Steps:

Practice breathing exercises to reset your mind mid-match.

Train yourself to view mistakes as learning opportunities rather than failures.

Chunk 3: Post-Match Reflection

Summary: After losing a game, it’s okay to pause, reflect, and analyze mistakes. This reflection helps prevent repeating errors and improves future performance. Many great comebacks stem from taking moments to mentally reset and adjust strategies rather than rushing into rematches.

Key Points:

Post-match reflection is valuable.

Immediate rematches may skip essential learning.

High-pressure matches benefit from intentional mental resets.

Comprehension Questions:

Why is it important to reflect after losing a match?

How can skipping reflection affect your future gameplay?

Answers:

Reflection helps identify mistakes and adjust strategies to prevent repeating them.

Skipping reflection may lead to repeating errors and suboptimal decisions in future matches.

Action Steps:

After each match, write down one thing that worked and one thing to improve.

Use short breaks between games to mentally reset, even in tournaments.

Chunk 4: Avoiding Mental Damage

Summary: Not all damage is physical—mental damage occurs when players let frustration or doubt take over. Stay emotionally balanced, continue using your tools effectively, and avoid abandoning strategies just because they temporarily fail. Playing instinctually and emotionlessly helps maintain flow.

Key Points:

Recognize mental damage separate from in-game damage.

Avoid negative thoughts that disrupt your game.

Keep using effective tools and strategies.

Emotional control enhances instinctual play.

Comprehension Questions:

What is mental damage in gaming?

Why is it important to keep using your tools even if an opponent counters them?

Answers:

Mental damage is the negative impact of frustration, doubt, or overthinking during gameplay.

Abandoning tools limits your options; adjusting usage allows you to maintain an effective strategy.

Action Steps:

Practice maintaining calm during losses or setbacks.

Focus on adapting strategies rather than reacting emotionally.

Train instinctual responses through repeated practice.

Chunk 5: Building Experience and Flow Resilience

Summary: Experience is crucial for maintaining and regaining flow. Frequent practice, exposure to high-pressure situations, and learning from losses improve the ability to remain instinctual and emotionally stable during gameplay. Patience and persistence are key to long-term growth.

Key Points:

Experience strengthens flow resilience.

Learning from losses is part of growth.

Playing with less emotion enhances consistency.

Comprehension Questions:

How does experience contribute to regaining flow state?

What role does emotional control play in maintaining flow?

Answers:

Experience helps players anticipate situations, react instinctually, and recover from mistakes quickly.

Emotional control prevents frustration or doubt from disrupting instinctual gameplay.

Action Steps:

Treat each loss as a learning opportunity.

Increase exposure to challenging gameplay scenarios.

Focus on consistent, calm decision-making over emotional reactions.

Super-Summary (Single Page)

Flow state in gaming is when your mind and body operate in sync, allowing instinctual, focused, and effective gameplay. Losing flow happens when mistakes, high-pressure situations, or unexpected events disrupt concentration, leading to doubt and poor decision-making. To regain flow:

In-game reset: Step back mentally, breathe, acknowledge mistakes, and return to neutral to reassess strategy.

Post-match reflection: Pause, analyze what went wrong, and adjust strategies to improve future performance.

Avoid mental damage: Stay emotionally balanced, continue using effective tools, and focus on instinctual play.

Build experience: Frequent practice, exposure to pressure, and learning from losses strengthen resilience and ability to regain flow.

Key Actions:

Practice mindfulness and breathing exercises.

Reflect on mistakes without judgment.

Keep using effective strategies despite temporary failures.

Treat losses as learning experiences.

Maintain calm, emotionless focus to enhance instinctual gameplay.

Optional 3-Day Spaced Review Plan

Day 1:

Watch a short gaming clip, identify moments when flow was lost.

Practice a breathing exercise mid-session.

Day 2:

Reflect on a recent loss or poor performance.

Write down mistakes, lessons, and actionable improvements.

Day 3:

Play a practice session focusing on emotional control and instinctual reactions.

Review notes from Day 2 and adjust strategy accordingly.

·youtube.com·
Coffee With Kensou - Returning To Flow State
ギルティギアストライヴ直前ガード受け付け幅の延長方法? GUILTY GEAR ‐STRIVE‐ New Just Guard Defense methodology?
ギルティギアストライヴ直前ガード受け付け幅の延長方法? GUILTY GEAR ‐STRIVE‐ New Just Guard Defense methodology?
あくまで個人的な体感でこの入力方法で直ガを狙うと成功率が上がっている気がする…ってだけです、現段階では。辻式って、レバー操作の方にも適用されているのだろうか…謎です。二段階ガード入ってるだけだから体感成功しやすく感じてるだけなのかなぁ…。 いおりさんの『辻式』解説動画 https://www.youtube.com/watch?v=_zHxZ-7PwUQ 『辻式(つじしき)』とは… http://haruurara.net/2016/08/17/%e3%83%94%e3%82%a2%e3%83%8e%e6%8a%bc%e3%81%97%e3%81%a3%e3%81%a6%e4%bd%95%ef%bc%9f%e8%be%bb%e5%bc%8f%e3%81%a3%e3%81%a6%e4%bd%95%ef%bc%9f%e6%a0%bc%e3%82%b2%e3%83%bc%e3%81%a7%e6%9c%89%e5%8a%b9%e3%81%aa/ 名残雪の最大コンボまとめ シーズン1 https://youtu.be/ZvMKKTJWqvg 名残雪の小ネタ集め シーズン1 NAGORIYUKI TECHNI https://youtu.be/foCxxFXoYfw 名残雪の感想を語る会ダイジェスト版 https://youtu.be/bmRMDjH5msU Twitter:https://twitter.com/bashi_slayer Instagram:https://www.instagram.com/keiisbs/ ついっち:https://www.twitch.tv/bashislayer にこにこ:https://www.nicovideo.jp/my?cmnhd_ref=device%3Dpc%26site%3Dniconico%26pos%3Duserpanel%26page%3Dmy_top #GGST #直ガ #ギルティギアストライヴ #ゲーム実況
·youtube.com·
ギルティギアストライヴ直前ガード受け付け幅の延長方法? GUILTY GEAR ‐STRIVE‐ New Just Guard Defense methodology?
Fighting Game Tips : FAST ROMAN CANCEL
Fighting Game Tips : FAST ROMAN CANCEL
A "Fast Roman Cancel" (or "RC Fast Cancel" for some) is one of the new Roman Cancel mechanics in Guilty Gear Strive. To perform a Fast Roman Cancel, quickly input any attack right after a Roman Cancel. Follow me on: Twitter : @Arki_Borj Youtube : @BorjTV Hope this tutorial helps. Thanks for watching!!! (^O^)/ #fastromancancel #strive #millia
·youtube.com·
Fighting Game Tips : FAST ROMAN CANCEL