System Mechanics

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J I Y U N A on Twitter
J I Y U N A on Twitter
There’s a Dash Macro in #GGST. It might be a little weird at first, but I HIGHLY recommend getting used to it from Day 1. Not only does it make your IAD’s and Dash Brakes flawless, but the new Blue RC shift requires a tight dash input - this makes it so much easier.— J I Y U N A (@jiyunaJP) February 16, 2021
mario050987·twitter.com·
J I Y U N A on Twitter
James Chen on Twitter
James Chen on Twitter
We discovered that performing a Gatling from Kicks into a Sweep (5K or 2K) changes the timing of... SOMETHING... so that the knockdowns are slightly difference than Raw Sweep or Close Slash into Sweep. The following two clips are examples of this:— James Chen (@jchensor) February 16, 2021
mario050987·twitter.com·
James Chen on Twitter
Trevor Claggett on Twitter
Trevor Claggett on Twitter
Backdash invuln, hope its frame 1. Depending on how throw inputs ovelap can make some OS's with dash macro #GGStrive pic.twitter.com/jGn1qxlYQP— Trevor Claggett (@Hi_Im_Sunfish) April 17, 2020
mario050987·twitter.com·
Trevor Claggett on Twitter
RSG | Seo on Twitter
RSG | Seo on Twitter
Everybody can airdash fdc to glide #PS4share pic.twitter.com/CIDbbmhs0b— RSG | Seo (@RSG_Seo) April 17, 2020
mario050987·twitter.com·
RSG | Seo on Twitter
Chris Chaos on Twitter
Chris Chaos on Twitter
My understanding of #GGStrive Gatling System:- P & K Normals do not chain into each other- P Normals cannot chain to 2D- K Normals can chain to 2D- P & K Normals can chain into Command Normals- c.S can chain into Command Normals- S & H Normals can chain into each other— Chris Chaos (@ChrisChaos_21) April 17, 2020
mario050987·twitter.com·
Chris Chaos on Twitter
Ruka on Twitter
Ruka on Twitter
You can control the direction move during a rc by double tapping up, down, left, or right #PS4share #GGStrive pic.twitter.com/wxanadsj0x— Ruka (@HarkGrewal) April 17, 2020
mario050987·twitter.com·
Ruka on Twitter
Ruka on Twitter
Ruka on Twitter
So you can get your rc to hit someone by double tapping rc. #PS4share #GGStrive pic.twitter.com/A6sluqTWVh— Ruka (@HarkGrewal) April 17, 2020
mario050987·twitter.com·
Ruka on Twitter
Ruka on Twitter
Ruka on Twitter
So this me plinking 6d ~ rc. So it seems like in a situation where throw whiffs you will get rc #PS4share #GGStrive pic.twitter.com/Qrm6IZ0Qrk— Ruka (@HarkGrewal) April 17, 2020
mario050987·twitter.com·
Ruka on Twitter
もこ on Twitter
もこ on Twitter
空ダをフォルトでキャンセルしたらめっちゃ滑空するのおもろい #GGST pic.twitter.com/H9AQ9frJaP— もこ (@mocombot2) April 17, 2020
mario050987·twitter.com·
もこ on Twitter
Chzchan on Twitter
Chzchan on Twitter
Meter feels like you can spend 50 in Strive like 25 was spent in Xrd. Considering that being able to FORCE your tension pulse to max is part of the system mechanics, really feels like creativity and freedom in #GGST can come from extremely liberal meter usage. #GuiltyGearStrive https://t.co/rnWBMMCbyq— Chzchan (@DjandoM) April 17, 2020
mario050987·twitter.com·
Chzchan on Twitter
Alioune on Twitter
Alioune on Twitter
Hm there are specific frames where you can cancel early the air forward dash, then some frame buffer where you cant.So fastest air dash button has a timing #GGST . Have you tried calculating this @SuperKawaiiDesu ?— Alioune (@Alioune85) April 17, 2020
mario050987·twitter.com·
Alioune on Twitter
Kei Ishibashi on Twitter
Kei Ishibashi on Twitter
こういう移動投げもどきが出来るわけですね。勉強になります。 #GGST https://t.co/ZiJCGnnLhW pic.twitter.com/kQRM19ErLY— Kei Ishibashi (@bashi_slayer) April 17, 2020
mario050987·twitter.com·
Kei Ishibashi on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
So interestingly if you end a wall break with a Super, you still get a hard knockdown after the transition.If you end a wallbreak with a sweep however, it will not give you the hard knockdown.#GGStrive pic.twitter.com/pyvvMWD7NX— ANJI=MITO 🦋🦋🦋 (@Klaige) April 18, 2020
mario050987·twitter.com·
ANJI=MITO 🦋🦋🦋 on Twitter
Halowood on Twitter
Halowood on Twitter
#GGST #GuiltyGearStrive has chip kills pic.twitter.com/c6bmahsgBw— Halowood (@Halowood_) April 18, 2020
mario050987·twitter.com·
Halowood on Twitter
Trevor Claggett on Twitter
Trevor Claggett on Twitter
General strive stuff - #GGSTRIVEbackdashes have invuln, but it isn't frame oneThere are a significant amount of frames where you can't block after jumpingRC bubble is an actual hitbox, you can switch block, if you block it. Have to get creative if you want to test fuzzy (c— Trevor Claggett (@Hi_Im_Sunfish) April 18, 2020
mario050987·twitter.com·
Trevor Claggett on Twitter
WF | Fiend Wearing the Mask on Twitter
WF | Fiend Wearing the Mask on Twitter
So this slow down time thing with Roman Cancel probably has more... interesting applications. #GGStrive pic.twitter.com/fhhYgNdpo4— WF | Fiend Wearing the Mask (@SonicfiendSmash) April 18, 2020
mario050987·twitter.com·
WF | Fiend Wearing the Mask on Twitter
Pyros on Twitter
Pyros on Twitter
So in GG strive, when you get a double KO twice (YES THAT HAPPENED) it randomly chooses a winner #GGstrive #PS4share pic.twitter.com/j9vnQMzlOf— Pyros (@EmperorPyros) April 19, 2020
mario050987·twitter.com·
Pyros on Twitter
GUILTY GEAR 1301 EP1 UNDERSTANDING MOVEMENT
GUILTY GEAR 1301 EP1 UNDERSTANDING MOVEMENT

🎮 GUILTY GEAR 1301 EP1 — Understanding Movement

Instructor Focus: Core Guilty Gear mobility systems Central Thesis: Movement is the single most important skill in Guilty Gear

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

This video introduces movement as the foundational skill in Guilty Gear, more important than combos, pressure, or character-specific tricks. The instructor explains that Guilty Gear is defined by high-mobility, momentum-based systems, and players who fail to master movement will consistently take unnecessary damage and lose neutral exchanges.

Key movement options include:

Walking, running, crouching

Jumping, double jump, super jump

Air dash (forward/back)

Backdash (with invulnerability)

Character-specific movement (e.g., I-No hover dash, Bedman 8-way movement)

A central mechanic explored is Faultless Defense (FD):

Activated by holding back + two attack buttons

Functions like a “command block”

Drains meter, but cancels run stop animation

Enables safe approaches, baiting, and whiff punishing

Run momentum is another critical concept:

Momentum carries into jumps and normals

Allows attacks to reach farther than their standing range

Enables dynamic spacing, angle control, and unpredictable offense

The video stresses:

Double jumps are often stronger than air dashes

Air dashes should be used selectively, not as autopilot approaches

FD + movement enables safe pressure, escapes, throws, and baiting

Movement is deeply tied to defense, as FD pushback and blocking enable repositioning and resets to neutral. Advanced character examples (Chipp, Faust, I-No, Johnny, Leo) illustrate how universal movement rules apply even when mechanics differ.

The ultimate lesson:

Good movement reduces damage taken, forces opponent mistakes, and unlocks higher-level decision-making.

  1. Condensed Bullet-Point Review

Movement is Guilty Gear’s most important skill

FD cancels run stop → safer approaches

Run momentum carries into jumps and normals

Double jumps > air dashes for neutral

Attack angles matter more than raw speed

Movement + defense = survivability

Safe throws can be done with FD-stop

Character-specific movement still follows universal rules

Poor movement = unnecessary damage

Mastery comes from drilling, not winning early

  1. Chunked Breakdown (Self-Contained) Chunk 1: Why Movement Is Everything

Concept: Movement is the lifeline of Guilty Gear.

Determines neutral control

Reduces damage taken

Enables offense, defense, and escapes

Comprehension Questions

Why is movement prioritized over combos?

What happens if movement fundamentals are weak?

Answers

Because movement dictates when and how you engage.

You take unnecessary damage and lose neutral constantly.

Action Steps

Focus training time on movement drills, not combos.

Play sets where your only goal is clean movement.

Chunk 2: Core Movement Options

Concept: Guilty Gear offers layered mobility.

Walk, run, jump, double jump, super jump

Air dash forward/back

Backdash with invincibility

Character-specific variations

Comprehension Questions

What makes Guilty Gear movement different from most fighters?

Why are double jumps so valuable?

Answers

Momentum and multi-layered aerial options.

They allow repositioning without committing to air dash risk.

Action Steps

Practice moving without attacking for entire rounds.

Identify your character’s unique movement quirks.

Chunk 3: Faultless Defense (FD) as a Movement Tool

Concept: FD isn’t just defense—it’s mobility.

Cancels run stop animation

Allows safe forward movement

Enables baiting and whiff punishes

Comprehension Questions

How does FD make running safer?

What is the trade-off of using FD?

Answers

It removes vulnerability during run stop.

It drains meter.

Action Steps

Drill run → FD stop repeatedly.

Practice stopping just outside opponent poke range.

Chunk 4: Run Momentum & Normals

Concept: Momentum carries into attacks.

Normals gain extra reach during run

Jump arcs change based on momentum

Enables precise spacing and tip-range hits

Comprehension Questions

Why does run momentum matter for normals?

How does it affect jump angles?

Answers

It extends effective range.

It changes trajectory and landing positions.

Action Steps

Practice dash → normal spacing.

Observe hit sparks to confirm tip-range hits.

Chunk 5: Aerial Control & Angles

Concept: Attacking from varied angles is essential.

Super jump turns characters around faster

Jump timing alters hit placement

Jump normals can delay or bait responses

Comprehension Questions

Why are angles more important than speed?

How does jump timing affect pressure?

Answers

Angles avoid anti-airs and force mistakes.

It changes when and where hits connect.

Action Steps

Practice hitting the same move at different heights.

Train jump timing instead of autopilot air dash.

Chunk 6: Movement + Defense

Concept: Defense enables mobility.

FD pushback creates escape windows

Blocking confirms allow safe jumps or dashes

Neutral resets come from movement, not buttons

Comprehension Questions

How does FD help escapes?

Why is defense tied to movement?

Answers

It pushes opponents away.

It creates space to move safely.

Action Steps

Practice FD pushback → jump escape.

Reset to neutral instead of forcing offense.

Chunk 7: Safe Throws via FD

Concept: FD enables low-risk throws.

Run → FD stop → throw

FD protects against pokes during approach

Creates a “two-in-one” option (block or throw)

Comprehension Questions

Why is FD-stop throw safe?

What does it force opponents to do?

Answers

You’re already blocking.

It pressures them into mistakes.

Action Steps

Drill FD-stop throw in training.

Use it to gather opponent reaction data.

Chunk 8: Character-Specific Movement Examples

Concept: Universal rules, unique tools.

Chipp & Faust: FD-cancelable jump moves

I-No: Hover dash replaces run

Johnny: Wave dash via FD

Leo: Small jump & pass-through dash

Comprehension Questions

Why learn universal movement first?

How do character quirks build on fundamentals?

Answers

They apply to everyone.

They enhance—not replace—core movement.

Action Steps

Study your character’s movement modifiers.

Apply universal concepts before gimmicks.

  1. Super-Summary (Under 1 Page)

Movement is Guilty Gear’s core skill. Mastering run momentum, double jumps, FD stopping, and angle control allows players to approach safely, escape pressure, bait opponents, and take far less damage. Faultless Defense is not just a defensive mechanic—it is a mobility tool that enables safe spacing, whiff punishes, and throws. Air dashes should be used sparingly; double jumps and controlled ground movement are more reliable. Character-specific movement options build on these universal rules. Players who drill movement fundamentals will outlast opponents, force errors, and gain control of neutral long before combos matter.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Ground Movement

Run → FD stop drills

Dash spacing with normals

Observe opponent reactions

Day 2 – Aerial Control

Double jump positioning

Jump timing & angles

Avoid autopilot air dash

Day 3 – Integration

FD pushback → escape

FD-stop throw practice

Apply movement in real matches

mario050987·youtube.com·
GUILTY GEAR 1301 EP1 UNDERSTANDING MOVEMENT
Alex Biebrich on Twitter
Alex Biebrich on Twitter
Blockstrings contribute towards breaking the wall as well? #GGSThttps://t.co/Q1q5vo1r5v pic.twitter.com/Ucj7VrpUHI— Alex Biebrich (@MAlcarazBi) April 22, 2020
mario050987·twitter.com·
Alex Biebrich on Twitter