System Mechanics

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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.
mario050987·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
mario050987·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
mario050987·twitter.com·
Dad @ Gensokyo, zona oeste 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
mario050987·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
mario050987·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 .
mario050987·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/
mario050987·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
mario050987·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
mario050987·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
mario050987·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
mario050987·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
mario050987·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
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
HOW TO GET STARTED WITH GUILTY GEAR | Guilty Gear -Strive
HOW TO GET STARTED WITH GUILTY GEAR | Guilty Gear -Strive
  1. Full Summary (Concepts, Examples, Actionable Lessons)

This video provides a beginner-friendly roadmap for starting Guilty Gear -Strive-, focusing on mindset, learning priorities, and efficient use of in-game tools rather than tier lists or winning immediately.

The creator emphasizes that new players should not worry about character strength or rankings. Everyone loses at the beginning—even top players once did. Instead, players should pick a character they genuinely like, because enjoyment fuels motivation and long-term improvement. Difficulty does not matter early on; you will lose regardless, so you may as well learn with a character you enjoy.

The video strongly encourages completing Tutorials and Missions, which teach critical systems like Roman Cancels, Burst, Gatlings, movement options, and core mechanics. Understanding these fundamentals provides a shared language and awareness that accelerates learning.

Another major recommendation is to study high-level play using the in-game replay system. Strive allows players to follow top-ranked users by character, watch their replays, and observe how they handle neutral, pressure, defense, and decision-making. This is framed as one of the most powerful learning tools available.

Finally, the creator stresses the importance of a process-oriented mindset. New players should expect to lose and should stop focusing on winning matches. Instead, players should focus on landing specific combos, setups, or techniques practiced in training mode. Improvement comes from consistent execution and muscle memory—not from chasing wins or spamming gimmicks.

Overall, the video promotes a long-term learning mindset, patience, and smart use of available tools.

  1. Condensed Bullet-Point Summary (Quick Review)

Ignore tier lists and character strength when starting

Pick a character you like, not one considered “easy”

Losing early is normal and unavoidable

Complete tutorials and mission mode to learn core systems

Learn mechanics like Roman Cancels, Burst, Gatlings, and movement

Use rankings to find top players for your character

Watch high-level replays to study neutral and decision-making

Don’t focus on winning—focus on execution

Practice landing combos and techniques in real matches

Improvement comes from process, repetition, and patience

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: Character Choice & Beginner Mindset

Pick a character you enjoy, not one ranked highly

Difficulty doesn’t matter at the start

Everyone loses when they begin—even veterans

Chunk 2: Learn the Game Systems First

Complete tutorials and mission mode

Learn mechanics like RCs, Burst, Gatlings, movement

Understanding systems gives long-term advantage

Chunk 3: Study High-Level Play Using Replays

Use rankings to find top players of your character

Follow them and watch their replays

Observe neutral, pressure, defense, and spacing

Chunk 4: Process Over Winning

Expect to lose early

Focus on landing practiced combos, not winning matches

Build muscle memory through repetition in real games

  1. Comprehension Questions & Answers Chunk 1

Q: Why shouldn’t beginners worry about tier lists? A: Because all beginners will lose regardless of character strength, so enjoyment matters more.

Q: Is it okay to start with a “hard” character? A: Yes—difficulty doesn’t matter early, and motivation matters more.

Chunk 2

Q: Why are missions and tutorials important? A: They teach core systems that form the foundation of gameplay and understanding.

Q: What mechanics should beginners prioritize learning? A: Roman Cancels, Burst, Gatlings, movement, and basic system rules.

Chunk 3

Q: How can players learn from high-level competitors? A: By following top-ranked players and watching their replays in-game.

Q: What should beginners look for in replays? A: Neutral decisions, spacing, pressure choices, and defensive habits.

Chunk 4

Q: Why shouldn’t beginners focus on winning? A: Winning distracts from learning; execution and consistency build skill faster.

Q: What should players focus on instead? A: Successfully performing practiced techniques during matches.

  1. Action Steps (Real-Life & Skill Application) Chunk 1 Actions

Choose a character based on aesthetics or playstyle

Commit to learning that character for at least 2–3 weeks

Accept losses as part of the process

Chunk 2 Actions

Complete all tutorials and mission challenges

Take notes on unfamiliar mechanics

Revisit missions when confused in real matches

Chunk 3 Actions

Follow 1–2 top players for your character

Watch at least 3 replays per session

Try copying one idea per session, not everything

Chunk 4 Actions

Pick one combo or setup to practice each day

Enter matches aiming to land it, not to win

Track consistency rather than win rate

  1. Super-Summary (Under 1 Page)

To get started in Guilty Gear -Strive-, pick a character you genuinely like, ignore tier lists, and accept that losing early is normal. Focus on learning the core systems through tutorials and mission mode, as these mechanics shape every match. Use Strive’s powerful replay system to study high-level players who main your character, observing how they handle neutral and decision-making. Most importantly, stop focusing on winning—instead, prioritize executing practiced techniques in real matches. Consistency, patience, and process-driven improvement will carry you much further than short-term results.

  1. Optional 3-Day Spaced Review Plan

Day 1:

Re-read Super-Summary

Complete 5–10 tutorial or mission challenges

Day 2:

Watch 2–3 high-level replays of your character

Practice one combo or setup in training mode

Day 3:

Play online matches focusing only on landing that combo

Reflect on execution, not wins or losses

mario050987·youtube.com·
HOW TO GET STARTED WITH GUILTY GEAR | 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
mario050987·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
mario050987·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
mario050987·twitter.com·
CL | Novril on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 60F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 8~14F) Slowdown does not end if an attack hits or is blocked. Red RC: Tension Cost: 50% Attack Level: 2 CH Type: Unable to verify Start-up: 2F Total Duration: 1F+super freeze 44F Blockstun: 24F Slowdown: 40F (on hit), 20F (on block) Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 7~13F) If opponent is hit after slowdown ends, proration does not occur. On hit, launches and downs. Slowdown ends if an attack hits or is blocked. Purple RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Start-up: 7F Total Duration: 6F+super freeze 39F Blockstun: N/A Slowdown: 20F Proration: Forced 80% Invul: None Dash Input RC: Yes RC Cancel: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end if an attack hits or is blocked. Yellow RC: Tension Cost: 50% Attack Level: 1 CH Type: Weak Start-up: 13F Total Duration: 12F+super freeze 28F+33F Slowdown: 12F Blockstun: 17F Proration: Forced 50% Invul: 1F~end of super freeze Dash Input RC: No RC Cancel: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Rooflemonger on Twitter
Rooflemonger on Twitter
Keeping with our Guilty Gear Strive guides series, todays video is all about how Damage/Health/Guts and all that works in GG Strive! Its a lot more complex than X move does Y damage so lets dig into it!>>>https://t.co/ttNrJ08oiGhttps://t.co/ttNrJ08oiG< pic.twitter.com/MirSYUCZ5W— Rooflemonger (@Rooflemonger) June 12, 2021
mario050987·twitter.com·
Rooflemonger on Twitter
Loïc *WydD* Petit on Twitter
Loïc *WydD* Petit on Twitter
#GGST I was wondering why I couldnt hit "reversal" easily in the missions and in matches. My stupid brain needed to have an answer... so I plugged my lab on.Reversal buffer is 3 frames.Measured using XInput injection.As a recall: SF4 is 6f, SF5 is 5f. No idea about other GG. pic.twitter.com/JQr9r8ADLl— Loïc *WydD* Petit (@WydD) June 12, 2021
mario050987·twitter.com·
Loïc *WydD* Petit on Twitter
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
  1. Summary (Core Concepts & Lessons)

This video teaches how to lab any situation in Guilty Gear Strive by building reactive bots that recreate the exact pressure, mixups, or problem moves you struggle with. Instead of guessing, relying on memory, or asking online, you learn to:

Record enemy sequences (pressure strings, mixups, specials).

Play them back consistently.

Test punishes, escapes, RPS, and defensive options.

Practice reacting to all variations by setting recordings to random.

Understand why things hit you: plus frames, spacing, side-switches, gaps.

Create a universal framework: If something beats you → recreate it → test answers → ingrain responses.

Main message: Training mode is the most powerful tool in all fighting games, and you can beat everything if you know how to lab it.

  1. Bullet-Point Quick Review

Use Counter Attack Settings to test whether moves are plus/minus.

Use Recording Slots to recreate real opponent sequences.

Practice punishes & defensive answers in context, not in isolation.

Build multiple variations (e.g., Gio flipkick, spiral doggo, dash pressure).

Use Random Playback to simulate realistic mixups.

Test:

6P interactions

Mash checks

Jump / fuzzy jump escapes

Throws

Backdash

YRC / DP

Spacing-based punishes

Lab Leo backturn mix, Sol 6S round start, and any other problem.

The more you lab, the more fear & confusion disappear.

  1. Chunked Summary (with Q&A + Action Steps) Chunk 1 — Why Training Mode Solves Everything

Summary: Players often ask how to beat problem moves (Leo mix, Gio flipkick, Sol bandit bringer). The answer: training mode can recreate every scenario, letting you explore plus frames, punish windows, spacing interactions, and counterplay.

Comprehension Questions

Why is training mode superior to guessing or asking online?

What does setting the opponent to All Guard help you test?

Why is isolating individual moves insufficient?

Answers

Because you get repeatable, hands-on practice and real timing.

It shows whether your punish options are real or if the opponent is plus.

Because moves behave differently inside pressure strings.

Action Steps

Pick one move you hate.

Enter training mode → All Guard → Counterattack Settings → test options.

Write down: Is it plus? What beats it? What loses? What trades?

Chunk 2 — Using Counterattack Settings to Check Punishes

Summary: By setting the opponent to automatically perform a move on block, you learn exactly what punishes or challenges work. Example: testing Giovanna’s flipkick with 6P, close slash, 2H, etc.

Comprehension Questions

What does the bot doing a move “after block” reveal?

Why test multiple speeds of buttons?

Answers

Whether you interrupt, punish, trade, or lose.

To identify your fastest consistent punish and the spacing-dependent ones.

Action Steps

Run: 5P, 5K, 2K, 6P, 2H vs the bot’s move.

Mark which ones work “always,” “sometimes,” and “never.”

Chunk 3 — Recording Sequences for Realistic Pressure

Summary: Most moves aren’t used raw—they come in blockstrings. Example: Gio → c.S → 2S → Flipkick. So you record the entire sequence to recreate real pressure, not fantasy neutral.

Comprehension Questions

Why does recording sequences matter?

Why might your punish fail if you’re not close enough?

How does recording flipkick after block help?

Answers

Because moves behave differently inside pressure, timing changes.

Because close normals turn into far normals, changing frame data.

You can test where your 6P/abare fits in the RPS.

Action Steps

Record the exact pressure string you keep losing to.

Practice blocking it 10 times.

Practice punishing it 10 times.

Chunk 4 — Building Multiple Mixup Variations

Summary: Gio can do:

c.S → 2S → Flipkick

Dash → Spiral Doggo

Dash → Throw / Kick pressure Record all three, then set them to Random Playback to recreate a real mixup sequence. You can also create option-select defenses (e.g., 6P only activates when flipkick occurs).

Comprehension Questions

What does random playback simulate?

How does an option-select emerge naturally when labbing?

Answers

Real matches where the opponent varies their pressure.

A move you buffer may only come out during specific gaps.

Action Steps

Record 3+ variations of an opponent’s mix.

Set playback to Random.

Drill: “Identify → Block → Punish.”

Chunk 5 — Labbing Leo Backturn Mix

Summary: Leo’s side-switch → overhead mix is infamous. You record: c.S → c.S → Side Switch → Overhead Then test options: throw, fuzzy jump, DP/YRC, mashing, etc.

Comprehension Questions

What is a fuzzy jump?

Why does throw often beat Leo?

Answers

A timed block → jump sequence that escapes gaps safely.

Leo steps forward slightly before attacking, entering throw range.

Action Steps

Record Leo’s backturn mix.

Practice:

Throw escape timing

Fuzzy jump

YRC escape

Jump + block OS

Chunk 6 — Labbing Round Start (e.g., Sol 6S)

Summary: You can set moves to occur automatically after position reset, making it easy to lab round-start situations. Test every button: 6P, 2H, jump, backdash, etc.

Comprehension Questions

How does “After Position Reset” help?

What’s the purpose of testing multiple round-start buttons?

Answers

It recreates the exact round start spacing.

Some interactions are spacing/frame perfect; others are safer or more consistent.

Action Steps

Record Sol round-start 6S.

Test all your character’s available options and document what wins/losses.

Chunk 7 — The Philosophy: You Can Beat Everything

Summary: Fighting games uniquely allow you to program the enemy. Once you know how to lab a scenario, the answers become obvious, repeatable, and ingrained. You stop being afraid, because now you know.

Comprehension Questions

Why does labbing eliminate fear?

Why is labbing more efficient than researching matchups online?

Answers

You’ve seen every option already; nothing surprises you.

You discover real answers in seconds instead of waiting for others.

Action Steps

Choose one matchup stress point per day.

Build the bot.

Learn the punishes & escapes.

Record results in your Codex.

  1. SUPER-SUMMARY (Under 1 Page)

This video teaches a universal method for beating any move, pressure string, or mixup in Guilty Gear Strive through systematic use of training mode. You set the dummy to perform specific moves (with Counter Attack Settings) to learn frame advantage and punish options. Then you use Recording Slots to recreate real match situations, not isolated inputs: sequences like Gio’s flipkick pressure or Spiral Doggo strings. By recording multiple variations and setting playback to Random, you simulate realistic mixups and test whether your defensive choices—6P, mash, backdash, throw, fuzzy jump, YRC—are valid.

The same method works for notoriously difficult pressure, such as Leo’s backturn mix. Recording his sequences lets you test reactions, timing traps, throw punishes, and DP escapes until you internalize the answers. You can also lab round-start options by setting the dummy to act immediately after position reset, allowing you to test interactions like Sol 6S vs your best buttons.

The core philosophy: Any problem in Strive can be solved by recreating it in training mode until you understand the exact RPS. Instead of guessing or asking others, you build hands-on knowledge that sticks. You gain confidence, remove fear, and expand matchup mastery through practical repetition. Training mode is an engine for learning, not just combos—and once mastered, it allows you to literally “beat everything.”

  1. Optional 3-Day Review Plan Day 1 — Labbing Foundations

Practice counterattack testing.

Record one opponent string you struggle with.

Learn 1–2 punish options.

Day 2 — Random Playback Drills

Build 3 variations of a mixup.

Set to Random.

Block → React → Punish for 20 minutes.

Day 3 — Specialized Scenarios

Lab one round-start situation and one mid-pressure escape (e.g., Leo backturn).

Document findings in your FGC Codex.

Run a final 10-minute free lab session to reinforce knowledge.

mario050987·youtube.com·
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
-Learn a new* way to secure your rounds in Strive.-Use the slowdown created by counters/held Dust to negate burst to your rivals.And this time any character can do it, not only those who have a super in the air.(I am still surprised by May's unburstable combo damage) https://t.co/ihYYhTJfT1 pic.twitter.com/qeDmmu5ipg— NhurGG✩セルヒオ- 🥐👯‍♀️🚑 (@GgNhur) June 12, 2021
mario050987·twitter.com·
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
Guilty Gear Strive Roman Cancel Tutorial
Guilty Gear Strive Roman Cancel Tutorial
Guilty Gear Strive Roman Cancel Tutorial This video will demonstrate everything you need to know about Roman Cancels in Guilty Gear Strive. There are 4 types of roman cancels each with their or unique utility in matches! I Hope you all find this Guilty Gear Strive Roman Cancel Tutorial useful and I look forward to see you all in the next video! --------------------------------------- Please Don't forget to like and subscribe to my channel. --------------------------------------- Subscribe Now ►► https://www.youtube.com/channel/UC0fk_v0on1iFchxQov-e5bg?sub_confirmation=1 ---------------------------------------- ---------------------------------------- Join Our Discord Server ►► https://discord.gg/B8B3brQ​ ---------------------------------------- ▬▬▬ LET'S BE FRIENDS ▬▬▬ ♥️ Twitter - https://twitter.com/DaikenXDan​ ♥️ Facebook - https://www.facebook.com/Daikenxdan-257459255194189 ♥️ Instagram - https://www.instagram.com/daikenxdan/​ ♥️ Twitch - https://www.twitch.tv/daikenxdan​ #GuiltyGear #GuiltyGearStrive #GGST #ArcSys #ArcSystemWorks
mario050987·youtube.com·
Guilty Gear Strive Roman Cancel Tutorial
ProblemSkater on Twitter
ProblemSkater on Twitter
Looks like they added full inv lmao. #GGST :( pic.twitter.com/RAxsnEDNmq— ProblemSkater (@problem_skater) June 12, 2021
mario050987·twitter.com·
ProblemSkater on Twitter
NAH|Rei on Twitter
NAH|Rei on Twitter
Quick idea I had for whiff throws if your opponent jumps corrrectly. Using fast 8RC throw to make reacting harder. Useful for making your throw game a lot stronger/scarier when you have 50%+tension. pic.twitter.com/XizsgzCPq6— NAH|Rei (@ReiUnCo) June 12, 2021
mario050987·twitter.com·
NAH|Rei on Twitter
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide

Summary of Video: "Guilty Gear Strive Staggers Don't Work Like You Think They Do" The video tutorial focuses on the mechanics of "staggers" in Guilty Gear Strive, explaining common misconceptions about stagger recovery, how to handle staggered situations in practice, and how players can avoid being tricked by "fake" combos. The main concepts include stagger timing, combo behavior, and the importance of precise button pressing to recover properly from staggers. Here's a breakdown of the video’s content:

Key Concepts and Takeaways

  1. Stagger Mechanics in Guilty Gear Strive

Stagger is a mechanic where a move causes the opponent to reel back, entering a staggered state.

Players can "shake" out of the stagger, but this requires pressing a button at the correct timing.

There are multiple stagger recovery speeds: slow, normal, and fast. The video focuses on how to achieve the "fast" recovery, which is crucial for proper defense and escaping from combos.

  1. The Common Misconception: Purple Combos

A purple combo counter indicates a combo where the opponent could block.

Many players mistakenly believe that a purple combo means they failed to escape the stagger or mistimed their button presses.

However, a purple combo merely means that the opponent was able to block during the combo. It does not necessarily mean that the player failed to escape the stagger.

  1. Stagger Recovery and Button Input

To recover from a stagger state, you need to press buttons at the right moment to achieve the "fast" recovery state.

The "gold halo" indicator (shown when pressing buttons correctly) helps confirm that the recovery is happening as intended.

Tapping buttons rapidly or consistently can help achieve this recovery, though some players prefer different methods (like tapping once or using a "piano" input).

  1. Invincible Reversal and Block Stagger State

During a stagger, players are locked into a "blocking only" state for a brief period (around 10 frames, but it may vary by character or move).

Players cannot use invincible reversals (such as a DP move) during this state because the stagger prevents input commands from being processed correctly.

Even if a player attempts to jump or press forward to attack, they will only be able to block due to the stagger's "jailing" effect.

  1. Practical Tips for Dealing with Staggers

Always set the training dummy to "fast" recovery to practice matching out of staggers efficiently.

Practice timing by pressing buttons correctly, ensuring that you consistently see the gold halo when recovering.

If a combo seems like a "true combo" because of stagger, remember that it might be avoidable if you press the right buttons.

Be aware of stagger states when trying to perform reversals or escape, as these states prevent most other actions.

Bullet Points for Quick Review

Stagger Explanation: Moves can cause stagger, which puts the opponent in a reeling state.

Purple Combo Misconception: Purple combos don’t mean you failed to escape. They indicate the opponent can block.

Stagger Recovery Timing: Achieve "fast" recovery by pressing buttons at the right moment (gold halo).

Invincible Reversals: Cannot perform invincible reversals during stagger; you're locked into blocking.

Training Mode Tips: Always use "fast" recovery for practice and focus on button timing.

Chunks and Breakdown Chunk 1: Understanding Stagger Mechanism

Stagger puts the opponent in a vulnerable state, and you must press buttons at the correct time to recover.

Comprehension Question: What does "stagger" mean in Guilty Gear Strive? Answer: Stagger is a state caused by certain moves where the opponent reels back and must recover by pressing buttons at the right time. Action Step: Practice staggering situations in training mode to familiarize yourself with how to recover.

Chunk 2: Misconception about Purple Combos

Purple combo counters are misleading; they don't mean the combo was "unbreakable."

Comprehension Question: What does a purple combo counter indicate? Answer: A purple combo counter shows that the opponent could have blocked at any point during the combo. Action Step: In training, set the dummy to block and practice pressing buttons at the right time to prevent a purple combo from landing.

Chunk 3: Recovery Timing and Button Input

Achieving fast recovery from stagger is about pressing the right button at the right time, often resulting in a gold halo to indicate correct timing.

Comprehension Question: How do you know you’ve recovered from a stagger correctly? Answer: You’ll see a gold halo indicating that you pressed the buttons correctly at the right time. Action Step: Test your timing by repeatedly pressing buttons in stagger situations and looking for the gold halo.

Chunk 4: Invincible Reversals and Stagger State

When staggered, you’re forced into a blocking state and cannot perform invincible reversals.

Comprehension Question: What happens if you try to perform a reversal during a stagger? Answer: You cannot perform a reversal during a stagger and will be forced to block. Action Step: Recognize stagger states in real matches to avoid trying invincible reversals when blocked.

Super-Summary In Guilty Gear Strive, stagger mechanics create a brief window where you must recover by pressing buttons at the right time. Misconceptions about stagger recovery, particularly with purple combos, can lead to confusion. The key to recovery is timing: pressing buttons correctly (indicated by a gold halo) helps achieve fast recovery and avoid combos that seem "unbreakable." Additionally, during stagger states, players are locked into a blocking-only condition, meaning invincible reversals and attacks won’t work. To improve, practice stagger timing in training mode and understand that purple combo counters just mean the opponent could block during the combo, not that it’s a true combo.

Optional Spaced Review Plan

Day 1: Focus on understanding stagger mechanics and practicing fast recovery. Use the gold halo indicator to check timing.

Day 2: Practice countering purple combos and recognizing when they can be blocked. Set the training dummy to block and practice your escape.

Day 3: Refine your timing and reinforce the habit of blocking during staggered states. Work on avoiding trying reversals during staggers.

This spaced review plan will help cement stagger mechanics and recovery timing, enabling better gameplay against stagger-based combos.

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Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
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KenDeep — Today at 5:04 PM Soooooo Wallbreak is a value that is stored per player (not per wall). The value starts at 0. Each move does an initial damage value on hit, and THEN ticks every frame until the max damage value of that move has reached. For example: I-No 5P does an initial 305 damage, and then ticks for 5 damage per frame until 370 wallbreak damage has been added. Each attack has their own value (K starts at 305 and jumps to 380). So its not attack level bound. After an attack has finished being added to the damage sum, the wallbreak damage value starts to tick down (regardless if in hitstun or not). I am not sure yet how much it ticks down - I had instances where it ticks down 5 per frame, and instances where it ticks 10 per frame. The point of wallstick is 3000 damage. After the wallbreak has reached that value, any hit will cause wallstick. The value will jump to 10.000 and continue tick UP (this doesnt seem to have any point for us players but might as well mention it). After the opponent techs, the damage value will jump back to a value of 2500 and start ticking down in the same manner again. As soon as the opponent recovers from a wallbreak, the damage value will have decreased to zero. Supers cause wallbreak damage value-independently. Inos Super barely reaches 1000 wallbreak-damage but still wallbreaks, which leads me to believe that the wallbreak via supers is property based. That's all I found out concerning wallbreak values so far. @Sway probably very relevant for wiki/ressources/etc Saurok963 — Today at 5:06 PM you are my hero Alecahzam — Today at 5:06 PM GOD BLESS THIS WALLSTICK EXPLANATION TuneZz — Today at 5:06 PM Damm Alecahzam — Today at 5:06 PM somebody pin this shit I Potemkin Buster on Wakeup — Today at 5:10 PM I sent it to the dl server :chipplrd: PSN: Fragger-4645 — Today at 5:10 PM Let me know if this is the wrong channel, however I wanna ask a very basic question: is there no ranked/casual in this game? I basically see a "ranked" with the public rooms with floors and private rooms where I can invite friends I Potemkin Buster on Wakeup — Today at 5:10 PM (That's fine with you, right? I forgot to ask first) I Potemkin Buster on Wakeup — Today at 5:11 PM Parks aren't ranked, so you can fight anyone there without any consequences JustATomato — Today at 5:11 PM someone pin this KenDeep — Today at 5:11 PM for me its fine, they can contact me if they want, im always available I Potemkin Buster on Wakeup — Today at 5:11 PM (Also I'm pretty sure you can queue for unranked fights ?) oke PSN: Fragger-4645 — Today at 5:12 PM I dont know because there's only the "parks" or whatever There's nothing else, for public matches Sway pinned a message to this channel. See all pinned messages . — Today at 5:13 PM Noriko — Today at 5:13 PM I feel like it didn't take a datamine to figure that out, I've been saying that for a while now KenDeep — Today at 5:15 PM i doubt you knew that the damage value didnt add instantly MikeMuscles — Today at 5:15 PM I mean when people were doing the same combo twice and one wallstuck and the other didn't and the only difference is a 1 frame delay Then yeah It did :V Noriko — Today at 5:16 PM Well yeah, nobody could figure the details, but everyone knew that the wallbreak was a gauge per character that drained when not being hit KenDeep — Today at 5:16 PM but it also drains while being hit lol Noriko — Today at 5:16 PM It ticks down after the wallbreak damage has been added, not during MikeMuscles — Today at 5:17 PM "Everyone could figure out that it worked, but not how it worked" yeah that's... why we needed a datamine That's a part of... figuring how things work Noriko — Today at 5:17 PM :nervous: Alright, you're correct KenDeep — Today at 5:19 PM Its just funny if youre trying to tell me that you knew the damage value didnt add instantly but over time and then decreased even while in hitstun :valle: that shit was not obvious at all Nightish — Today at 5:19 PM Is this the right place to ask for any tips on landing those wacky motion inputs? Specifically 632146. On ps4 dualshock btw Noriko — Today at 5:19 PM What I was trying to say is that we already knew how to operate the wall how we need it to The details are cool, but they don't change how we interact with it KenDeep — Today at 5:20 PM But now we know WHY it behaves the way it does and we can now teach that much easier to other people who dont grasp it as much because now we can say more than just "well yeah thats how I feel lmao" and there were good players who didnt understand wallbreak fully yet Noriko — Today at 5:21 PM Which we won't go into detail about because we can't do anything more than say what we've already intuited from it
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