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Guilty Gear Strive - Training Mode Features Overview
Guilty Gear Strive - Training Mode Features Overview
  1. Core Summary (Big Picture)

The video is a guided tour of Guilty Gear Strive’s Training Mode. The creator walks through every major menu and option, explains what it does, and—more importantly—how to use those settings to actually improve your play (combos, hit-confirms, defense, resource awareness, etc.).

Key ideas:

Treat Training Mode as a gym for reps and experimentation.

Configure dummy behavior (blocking, counter hits, bursts, YRC, wake-up options) to simulate real match situations.

Use gauge and position settings to test damage, risk, tension, and corner/round-start situations.

Master record/playback + counter-attack settings to recreate what opponents do and learn punishes/answers.

Save recordings and combos so you can return to specific scenarios later and build a structured practice routine.

  1. Condensed Bullet-Point Review

Pause Menu & Basics

Use Training Settings from the pause menu.

Map Record and Playback to easy buttons.

Opponent Status

Set dummy to training, CPU, or 2P controller.

Configure counter hit state, stance (stand/crouch/jump), and block behavior (no guard, all guard, random, etc.).

Use random guard/counter hit to train hit-confirms.

Defensive & System Options

Wall break behavior (normal/instant/regeneration).

Throw clash (dummy techs throws).

Stagger escape settings to test if your “combos” are actually real.

Auto burst and auto Yellow Roman Cancel (YRC) to practice baiting/punishing.

Gauge Settings

HP/tension regen, set exact HP values.

Positive bonus on/off.

Infinite burst.

Risk gauge control to test how much extra damage risk adds.

Position & Shortcuts

Start position: center/corner/side.

Use touchpad/back + directions to snap to mid, corner, or swap sides.

Recording Settings

5 recording slots that can be randomized and weighted.

Save/load up to 12 sets of recordings per character.

Counter-Attack Settings

Define dummy’s behavior after blocking, getting hit, waking up, throw break, or position reset.

Use custom recordings or built-in moves (normals, specials, supers).

Perfect for round-start practice and offense testing.

Character-Specific, Combo Recipes & Display

Toggle Kai’s shock state, Faust items, Zato/Nago gauges, etc.

Use combo recipe saving to store and review up to 30 combos.

Turn on virtual controller/input display to debug execution.

Record/Playback Philosophy

Most powerful training tools: record/playback + counter-attack.

Training Mode is your “gym” to build comfort and proficiency for real matches.

  1. Chunked Breakdown with Q&A + Action Steps 🔹 Chunk 1 – Training Mode Purpose & Pause Menu Basics

Summary The video opens by framing Training Mode as where you “get your gains” and build proficiency. The pause menu is your hub: from there you access Training Settings, the command list, button settings, sound, and visual options. The creator emphasizes mapping record and playback to your controller (button settings → bottom of the list) so you can quickly use dummy recording features without digging into menus.

Key concepts & examples

Training Mode is like a gym: boring sometimes, but necessary for growth.

Pause menu = main gateway:

Command list.

Button config (including record/playback).

Sound & display toggles.

Hiding the menu lets you capture clean screenshots or focus on the screen.

Comprehension Questions (Chunk 1)

Why does the creator compare Training Mode to a gym?

What is the most important thing you should set up in the button config before using Training Mode seriously?

Why is the pause menu considered the main “hub” of Training Mode?

What is one non-training reason you might hide the on-screen menu?

Answers (Chunk 1)

Because Training Mode is where you grind reps and build strength/proficiency, even if it’s sometimes boring—just like working out at a gym.

Mapping record and playback to comfortable buttons so you can use recording features quickly during practice.

Because from the pause menu you can access Training Settings, command list, button settings, and more—essentially everything important.

To take clean screenshots or enjoy an uncluttered view of the characters and stage.

Action Steps (Chunk 1)

Map record and playback to easy-to-press buttons on your pad/stick right now.

Do a 10-minute “gym session” where you only practice one thing (e.g., a single combo) to build the habit of using Training Mode deliberately.

Hide/unhide the menu to see which visual layout you prefer while practicing.

🔹 Chunk 2 – Opponent Status, Stance, Blocking & Defensive Options

Summary This section explains how to control the dummy’s basic behavior:

Opponent state:

Training dummy (no actions unless recorded).

Controller (for a friend or second player).

CPU (with selectable difficulty).

Counter hit state: normal, forced counter hit, or random (for confirm practice).

Stance: standing, crouching, jumping, high jump.

Block settings: no guard, all guard, guard after first hit, only first hit, random guard, block switching (cross-up/high/low), and guard types (IB, FD, etc.).

Wall & throw behavior: wall break options, throw clash (dummy techs throws).

Stagger escape: how quickly dummy mashes out of stagger.

Auto burst / auto Yellow Roman Cancel: set which hit they burst/YRC so you can practice making combos and pressure burst-/YRC-safe.

The big theme: set the dummy to behave like a real opponent so you can test whether your offense/combos are actually legit and learn how to bait defensive mechanics.

Comprehension Questions (Chunk 2)

What’s the difference between “training dummy” and “CPU” opponent state?

Why would you set counter hit to random instead of always-on?

How does “guard after first hit” help you test your combos?

What is stagger escape used for in Training Mode?

How can auto burst settings help you practice burst-safe combos?

Answers (Chunk 2)

Training dummy does nothing unless you use record/playback; CPU acts like a normal CPU opponent with AI and difficulty settings.

Random counter hit forces you to confirm on reaction whether you got a counter hit or normal hit, building real match confirm skills.

If your combo isn’t real, the dummy will start blocking after the first hit. If it keeps blocking, your string is not a true combo; if the hit counter stays continuous, it’s real.

It simulates opponents mashing out of stagger so you can see whether your “stagger combos” still work when they escape optimally.

You can set the dummy to burst on a specific hit (e.g., hit 5) and then learn how to bait and punish that burst at exactly that point in your route.

Action Steps (Chunk 2)

Set the dummy to random guard and practice a simple blockstring → hit-confirm route (e.g., confirm into special or RC on hit, stay safe on block).

Practice a key combo with auto burst on a specific hit; find a version of the route that lets you block or punish the burst.

Turn on stagger escape: fast for a stagger-causing move your character has (if applicable) and see which follow-ups are actually guaranteed.

Use guard after first hit and see if your “BnB” is a true combo or if there are gaps.

🔹 Chunk 3 – Gauge Settings: HP, Tension, Risk & Burst

Summary This part covers how to manipulate life and resource gauges:

HP regeneration: auto or normal.

HP value: manually set dummy’s HP (e.g., 25%) for kill-checks.

Tension gauge: regen on/off, and starting tension values for both players.

Positive bonus: normal, continuous, or disabled.

Psych burst: set to infinite to test bursts more easily.

Risk level: fix the dummy’s risk gauge to a certain level to see how much extra damage you get when they’ve blocked a lot.

The main idea: use these tools to understand real damage output, how risk affects your combos, and how much tension you and your opponent gain from specific sequences.

Comprehension Questions (Chunk 3)

Why might you turn off HP auto regeneration and set HP to a specific value?

What is the benefit of starting both players at 50% tension in Training Mode?

How does the risk gauge setting help you understand your damage?

Why does the creator recommend infinite burst during practice?

Answers (Chunk 3)

To test whether a combo or setup kills at a specific health threshold (e.g., “Does this route kill if they’re at 25%?”).

It simulates mid-round situations where both players have meter, allowing you to test RC routes, pressure, and defense with realistic resources.

Increasing risk gauge shows you how much extra damage you get after you’ve cranked someone’s risk through pressure; it reveals the reward for strong offense.

So you can test burst situations repeatedly without waiting for the meter to refill, making burst practice faster and more efficient.

Action Steps (Chunk 3)

Pick your main’s best corner combo and test:

Damage from 0 risk vs 50% risk vs full risk.

Set dummy to 25% HP and test which routes guarantee a kill from a common starter (e.g., close slash).

Run a drill where you:

Start at 50% Tension.

Practice “hit → RC → combo” routes that spend meter efficiently.

Practice bursts with infinite burst: record a route that you often get bursted in and learn where to safely bait.

🔹 Chunk 4 – Position Reset & Recording Settings (Including Shortcuts)

Summary This chunk shows how to efficiently control stage position and recordings:

Position reset from menu: start at center, left corner, or right corner.

Shortcuts (very important):

Press touchpad/back → snap to center.

Hold left + touchpad → left corner.

Hold right + touchpad → right corner.

Hold down + touchpad → center.

Hold up + touchpad → side swap with the dummy.

Recording settings:

5 recording slots to store different dummy actions.

Recording start timing (usually leave default).

“Play after position reset” to auto-play actions from round start.

Random playback and weighting: set how frequently each recording plays.

Save & load recording sets (up to 12 per character) so you don’t lose your scenario library.

This is all abou

·youtube.com·
Guilty Gear Strive - Training Mode Features Overview
🖤 DRU 🖤 on Twitter
🖤 DRU 🖤 on Twitter
Seems like the wall cracks after 8 hits. #GGStrivehttps://t.co/Z1wupFgOnn pic.twitter.com/7xkgPh1G5z— 🖤 DRU 🖤 (@DreworFalse) June 15, 2021
·twitter.com·
🖤 DRU 🖤 on Twitter
Strawberry | イチゴ🍓 on Twitter
Strawberry | イチゴ🍓 on Twitter
This is interesting, in #GGST stand block pushes the opponent back more than crouch block. pic.twitter.com/YjYHyCtZW5— Strawberry | イチゴ🍓 (@StrawberrySoryu) June 15, 2021
·twitter.com·
Strawberry | イチゴ🍓 on Twitter
[RELEASE] Strive Hitbox Viewer
[RELEASE] Strive Hitbox Viewer
# [Download + Source Code](https://github.com/AltimorTASDK/strivehitboxes/releases) # [Screenshot](https://i.imgur.com/ZqpwcmN.png) # Usage Run...
·reddit.com·
[RELEASE] Strive Hitbox Viewer
Zack on Twitter
Zack on Twitter
You take reduced damage while you're slowed down after an RC. Quick RC avoids adding scaling. #GGST pic.twitter.com/ryrDVs1Ey4— Zack (@Zakotou) June 15, 2021
·twitter.com·
Zack on Twitter
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Just a discussion on how some of these mechanics can be applied and some advanced uses of the mechanics. If you have any questions, please ask away, this was an impromptu stream so I made some mistakes/had difficulty pulling off some things i hadnt really labbed much. Make sure to play around with the mechanics yourself, I hope you ifn this video informative and intend it as a starting place for beginners and intermediate players new to strive to get ideas from. -- Watch live at https://www.twitch.tv/7upjawa
·youtube.com·
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?

Chunked Summary Chunk 1: Introduction & Problem Overview

Content: The video opens with Spooky introducing the issue of being grabbed on wake-up in Guilty Gear Strive. Players often get thrown out of meaties, block strings, or neutral situations. Even skilled players can fall for wake-up throws if they’re too aggressive or mistime attacks.

Key Concept: Wake-up throws are very fast (2 frames), meaning they beat even fast buttons like jabs (4–5 frames) or uppercuts.

Actionable Lesson: Understanding throw priority is essential; pressing buttons at the same time as a throw will often result in getting grabbed.

Comprehension Questions:

Why do wake-up throws beat most buttons in Guilty Gear Strive? Answer: Because throws have a 2-frame start-up, faster than most attacks.

What situations commonly lead to being grabbed on wake-up? Answer: Mistimed meaties, air dashes, block strings, and awkward neutral positions.

Action Steps:

Practice recognizing when you’re vulnerable to wake-up throws.

Learn frame data for your fastest attacks versus throws.

Chunk 2: Technique 1 – Perfect Meaty

Content: A “perfect meaty” involves hitting your opponent on the exact first active frame after their knockdown, leaving no gaps. This prevents them from throwing you and guarantees counter hits or combos.

Example: Spooky demonstrates a counter combo that only works if the meaty is timed perfectly.

Key Concept: Timing and precision are critical; being even one frame late allows a throw to succeed.

Comprehension Questions:

What is a “perfect meaty”? Answer: Hitting the opponent on the first active frame after knockdown to prevent throws.

Why is precision essential in executing a perfect meaty? Answer: Because a single-frame delay can allow the opponent to grab you.

Action Steps:

Drill meaty timing in training mode.

Practice with different knockdowns to internalize exact timing.

Chunk 3: Technique 2 – Throw Invincible Moves

Content: Some characters have throw-invincible moves. Using these as meaties ensures that wake-up throws fail even if slightly late.

Key Concept: Combining throw invincibility with meaty timing gives a safer approach against throw-happy opponents.

Comprehension Questions:

How does a throw-invincible move help against wake-up throws? Answer: It ignores the throw and hits the opponent, preventing them from grabbing.

Can you use these moves even if your timing is slightly off? Answer: Yes, because throw invincibility provides a safety buffer.

Action Steps:

Identify your character’s throw-invincible moves.

Practice using them as meaties on knockdown.

Chunk 4: Technique 3 – Space Button

Content: “Space button” involves spacing yourself out so your attack lands just outside throw range. This keeps you safe from wake-up throws while still hitting the opponent.

Example: Spooky demonstrates spacing to avoid both throws and certain pokes.

Key Concept: Proper spacing allows offense without risking wake-up grabs.

Comprehension Questions:

What is the goal of the space button technique? Answer: To hit the opponent while staying out of throw range.

How does spacing affect both throws and pokes? Answer: It keeps you safe from grabs and makes certain attacks ineffective against you.

Action Steps:

Experiment with different attack ranges to find optimal spacing.

Incorporate spacing into both wake-up offense and neutral game.

Chunk 5: Technique 4 – Perfect Gap Strings

Content: A “perfect gap string” uses block strings with exactly one-frame gaps between attacks. Throws cannot fit into this gap due to their 2-frame start-up.

Example: Spooky shows a string that guarantees a counter if the opponent tries to throw.

Key Concept: Precise gaps in strings prevent throw mashers from interrupting.

Comprehension Questions:

Why does a one-frame gap prevent throws? Answer: Throws require 2 frames to start, so they cannot hit during a 1-frame gap.

What is the risk of mis-timing a gap string? Answer: The opponent may successfully throw you or escape the string.

Action Steps:

Train specific strings to create exact one-frame gaps.

Test in matches against throw-happy opponents.

Chunk 6: Technique 5 – Space String

Content: “Space string” is similar to space button but applies to attack strings. You start a string far enough that the opponent’s wake-up throw cannot reach you, but your string can still hit them.

Key Concept: Spacing during strings prevents grabs while maintaining offensive pressure.

Comprehension Questions:

How does a space string differ from a space button? Answer: Space string is applied to a series of attacks, not a single button press.

What must you avoid when spacing strings? Answer: Being too close, or the opponent’s throw can still reach you.

Action Steps:

Adjust your distance when performing strings.

Learn which strings are effective at spaced ranges for your character.

Chunk 7: Technique 6 – Neutral Jump Mix

Content: After a knockdown, you can neutral jump at the last second, creating a mix-up that looks like you are throwable. If the opponent attempts a throw, they can get counter-hit on landing.

Example: Neutral jump heavy attacks can lead to guaranteed counter combos in certain situations.

Key Concept: Timing the neutral jump right exploits wake-up aggression while creating combo opportunities.

Comprehension Questions:

What is the purpose of the neutral jump mix? Answer: To bait wake-up throws and create counter-hit opportunities.

Why does the neutral jump work against wake-up throws? Answer: Opponents mistime their throw and land in a vulnerable state.

Action Steps:

Practice late neutral jumps after knockdowns.

Integrate this into your mix-up options to punish throw mashers.

Super-Summary (Concise, Actionable)

Key Insights:

Wake-up throws are extremely fast (2 frames) and beat most buttons; awareness of timing and spacing is essential.

Techniques to counter wake-up throws include:

Perfect Meaty: Hit on the first active frame to prevent throws.

Throw-Invincible Moves: Use meaties with throw immunity for safer options.

Space Button/String: Attack from a distance outside throw range.

Perfect Gap Strings: One-frame gaps in block strings prevent throw interruption.

Neutral Jump Mix: Late jumps bait throws and set up counter-hit combos.

Action Steps:

Drill meaty timing and perfect gaps in training mode.

Identify throw-invincible moves for your character.

Practice spacing during attacks and strings.

Incorporate neutral jump mix-ups for wake-up situations.

Optional 3-Day Spaced Review Plan

Day 1: Watch a replay and identify wake-up throw scenarios; practice perfect meaty and throw-invincible moves.

Day 2: Drill spacing techniques (space button/string) and perfect gap strings in training mode.

Day 3: Combine all techniques; practice neutral jump mix-ups in matches against throw-heavy opponents.

·youtube.com·
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?
Guilty Gear Strive Fatal Counter Hit Levels Examples
Guilty Gear Strive Fatal Counter Hit Levels Examples
Strive has a unique counter hit system, where certain moves will slow the game down and give the opponent additional hitstun for a small period of time. During this time, you can actually get some combos that are otherwise impossible. This is actually pretty similar to BlazBlue's fatal counter system, except now we have 4 types of counterhits to keep track of. Light counterhits im pretty sure don't give anything extra. In this video, I'm showing the differences in additional hitstun that medium and heavy chs give. Normally, you can't combo out of Dauro. Out of certain counterhit starters, which give either medium or heavy fatal counterhits, you can link your normals. 2K is a 6 frame normal, 5K is 7 frames. Off a CH 6p, which gives a medium counter hit, you can only link 2K after 6P dauro. You black beat when you try 5k, which means the opponent can block it. On a heavy counterhit 5H dauro, you can link into moves up to 11 frames startup, including f.S, 2D, and microdash c.S and 5K. When you try to link a 2S, which has 12 frames of startup, you black beat. From what I've tested, medium counterhits give "a lot" of additional hitstun, and heavy counterhits give 5 frames more hitstun than mediums. This should make for some unique combos, but this is definitely not new player friendly lmao. Thanks for coming to my TED Talk, and clayton lol.
·youtube.com·
Guilty Gear Strive Fatal Counter Hit Levels Examples
Hmm... on Twitter
Hmm... on Twitter
Forgot to share this, I updated my Guilty Gear -Strive- Charge Moves Guide. https://t.co/uWA7j5HwkF #GGST #GGST_LE #GGST_AX #Ggst_PO #GGST_MA— Hmm... (@LightningCayo) June 14, 2021
·twitter.com·
Hmm... on Twitter
Dad @ Gensokyo, zona oeste on Twitter
Dad @ Gensokyo, zona oeste on Twitter
Did someone explore this RC drift cancels? Depending on how soon you cancel it it either flyes fullscreen or changes the trajectory backawrds. Seems kinda interesting tbh #GGST pic.twitter.com/ItteRfW5Sh— Dad @ Gensokyo, zona oeste (@matgonor) June 14, 2021
·twitter.com·
Dad @ Gensokyo, zona oeste on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
A quick Guilty Gear Strive PSA to players of all levels:STOP bursting after your opponent roman cancels to extend their combo.Time is literally slowed, we have *all* day to take a step back, see if you burst, and punish without sacrificing the combo.#GGST— ANJI=MITO 🦋🦋🦋 (@Klaige) June 14, 2021
·twitter.com·
ANJI=MITO 🦋🦋🦋 on Twitter
faultydefense on Twitter
faultydefense on Twitter
There's like an inherent gravity value that changes with certain hits, it feels more important than base character weight. If you hit with something like axl command grab or red RC hit the enemy will fall faster for the rest of the combo. For Axl bomber loops incorporating... pic.twitter.com/QejRhmDYuQ— faultydefense (@faultydefense) June 13, 2021
·twitter.com·
faultydefense on Twitter
Using Option Selects to always get the best outcome in Guilty Gear Strive!
Using Option Selects to always get the best outcome in Guilty Gear Strive!
The option select is nothing new to fighting games to be sure, but they always come in a million different varieties. In this video we will go through an option select specific to Guilty Gear Strive using counterhits! Always get the best option and outcome with this setup! 0:00 - Intro and explanation 2:44 - Axl example 4:18 - Faust example 7:16 - Giovanna example 10:45 - In closing --------------- --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! #fgc #guiltygear #ggst
·youtube.com·
Using Option Selects to always get the best outcome in Guilty Gear Strive!
How Combos & Gatlings Work in Guilty Gear -Strive
How Combos & Gatlings Work in Guilty Gear -Strive
Don't forget to subscribe! Join the Discord!: https://discord.gg/WVXVt6Y Watch live content here: https://www.twitch.tv/tgrass follow me on twitter for stream and video updates: https://twitter.com/tGrass715 .
·youtube.com·
How Combos & Gatlings Work in Guilty Gear -Strive
Fuzzy Blocking [Fighting Game Mechanisms]
Fuzzy Blocking [Fighting Game Mechanisms]
Fuzzy blocking is a technique that can be used to consistently block high-low mix ups without guessing. This video explains how it works and how you can apply it to your game. Make your opponents work for those hits! Option Selects: https://youtu.be/rBLpz369i7Q Power of Blocking: https://youtu.be/Zrrf0ATjKIA FG essential knowledge playlist: https://www.youtube.com/playlist?list=PLugPOu6NUTaMHSyoG5n09xe6tnFxUGpsK FGC Player and Event Finder: https://www.sealeafdojo.com/ Twitter: https://twitter.com/SeaLeafDojo Twitch: https://www.twitch.tv/sealeafdojo Facebook: https://www.facebook.com/SeaLeafDojo/
·youtube.com·
Fuzzy Blocking [Fighting Game Mechanisms]
HiFight(ハイファイト) on Twitter
HiFight(ハイファイト) on Twitter
If you read a throw, don't tech, backdash instead.Also, just wake-up backdash a lot, it's so good lol pic.twitter.com/raY1xyzBju— HiFight(ハイファイト) (@HiFightTH) June 14, 2021
·twitter.com·
HiFight(ハイファイト) on Twitter
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
i checked exactly one (1) informational video about roman cancels before deciding NO ONE knew about this (i'm sure there's a video out there) essentially the momentum gets multiplied and you get sent further than a dash ordinarily would, Through the Power Of Drift "Aerial Roman Cancel Cancel Super Dash" doesn't really roll off the tongue, but maybe RCSD or RCDash? drift boost? bro idk
·youtube.com·
Guilty Gear STRIVE - Aerial Roman Cancel Cancelling = SUPER DASH
non mvci player banehollow3789 on Twitter
non mvci player banehollow3789 on Twitter
Kara normals with the dash button for more range #PS4sharehttps://t.co/H75DGqmx2m pic.twitter.com/FVZSldbizR— non mvci player banehollow3789 (@Banehollow3789) June 13, 2021
·twitter.com·
non mvci player banehollow3789 on Twitter
BALLxZA on Twitter
BALLxZA on Twitter
Standing block and crouching block push back? is this new thing? #GGST pic.twitter.com/QJEBsgAMy4— BALLxZA (@BALLxZA) June 13, 2021
·twitter.com·
BALLxZA on Twitter
RSG | Seo on Twitter
RSG | Seo on Twitter
Anyone know what's going on here? Why can j.p be thrown here? #GGST pic.twitter.com/P9JpmpySxK— RSG | Seo (@RSG_Seo) June 13, 2021
·twitter.com·
RSG | Seo 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
フレーム作業してたらソルの遠Sに補正がなかった。今まで5キャラ調べた感じ、通常技は近S、HS、6HS、2HS、溜ダスト以外の技は基底補正があったから、違和感を覚えて全キャラ調べてみたけど、遠Sが無補正なのはソルだけ。今後調べるキャラにも上記以外の通常技が無補正のキャラが居る可能性がある? pic.twitter.com/KUgO2adpa9— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 13, 2021
·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
So in Guilty Gear Strive its a bit more complex than simply X move does Y damage. Everyone has multiple layers of defensive modifiers, and everyone can take different damage from moves depending on where they are in their health bar, so lets go over all of it! 0:00 - Intro & how damage works 3:19 - Character damage values 5:52 - The concept of Guts 8:41 - Character guts values 10:09 - Putting it all together Make sure to check out the dustloop wiki @ https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-STRIVE- --------------- --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! #fgc #guiltygear #ggst
·youtube.com·
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
So in Guilty Gear Strive its a bit more complex than simply X move does Y damage. Everyone has multiple layers of defensive modifiers, and everyone can take different damage from moves depending on where they are in their health bar, so lets go over all of it! 0:00 - Intro & how damage works 3:19 - Character damage values 5:52 - The concept of Guts 8:41 - Character guts values 10:09 - Putting it all together Make sure to check out the dustloop wiki @ https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-STRIVE- --------------- --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! #fgc #guiltygear #ggst
·youtube.com·
Understanding how Damage, Health, Guts & more work in Guilty Gear Strive
Guilty Gear -Strive- - Ultimate Charge Moves Guide
Guilty Gear -Strive- - Ultimate Charge Moves Guide
Want to know how to do charge special moves and use them in combos for Guilty Gear -Strive-? Here you go. Timestamps: 0:00 - Intro 0:19 - Charge Moves 2:52 - Leo's Charge Moves 5:23 - Axl Low's Charge Move 7:12 - Potemkin's Charge Move 7:57 - May's Charge Moves Follow me on Twitch: https://www.twitch.tv/lightningcayo #GGST_MA #GGST_LE #GGST_PO #GGST_AX
·youtube.com·
Guilty Gear -Strive- - Ultimate Charge Moves Guide
CL | Novril on Twitter
CL | Novril on Twitter
"Strive has a 5F throw invincibility frames after waking up. Overhead Kiss has a 6F startup and 1-6F throw invincibility.Works against reversal throws, Shoryus, and 6F abare." https://t.co/2cu65CM5gq— CL | Novril (@novriltataki) June 13, 2021
·twitter.com·
CL | Novril on Twitter