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How to Beat Backdashes (ft. Hitstop Option Selects)
How to Beat Backdashes (ft. Hitstop Option Selects)
every character can apply this theory, especially against Nagoriyuki, master this type pf maneuver and your winrate will increase Watch me on Twitch! I stream in the afternoons on weekdays: http://twitch.tv/hotashi Follow me on Twitter! http://twitter.com/hotashis
mario050987·youtube.com·
How to Beat Backdashes (ft. Hitstop Option Selects)
Nage’s Thoughts to fighting dash blocking
Nage’s Thoughts to fighting dash blocking

Summary

This text outlines Nage’s thought process for approaching and countering dash blocking as Faust, focusing on layered offensive options chosen based on opponent reactions. The core idea is graduated escalation: start with simple, reliable options (throw, c.S), then move into checks (5P/2K), spacing control (f.S), and finally unconventional mental-pressure tools (IAD j.HS). Each option targets a specific defensive habit—jumping, backdashing, dash blocking, abusing plus frames, or freezing under uncertainty—rather than aiming for raw damage. The strategy emphasizes RISC build, mental damage, spacing control, and conditioning over immediate reward.

Bullet-Point Quick Review

Dash blocking is beaten by targeted counters, not one universal answer

Start with run-up throw and c.S as baseline options

Use 5P / 2K to check plus-frame abusers and dash blockers

f.S halts momentum and causes hesitation through non-standard follow-ups

IAD j.HS functions as a surprise, high-mental-pressure option

Many choices trade damage for positioning, RISC, and conditioning

Escalation is intentional: simple → safe → disruptive → wacky

Chunked Breakdown Chunk 1: Run-Up Throw (Level 1 Threat)

Concept The simplest and most direct answer to dash blocking. If the opponent wants to move forward, meet them with a throw.

Key Points

Very low execution barrier

High psychological threat

Sets the tone early

Comprehension Questions

Why is run-up throw considered a “level 1” option? → Because it’s simple, fast, and forces immediate respect.

When is this most effective? → When opponents dash mindlessly or hesitate defensively.

Action Steps

Practice reacting to forward movement with instant run-up throw

Use early in matches to establish fear

Track how opponents adjust after getting thrown

Chunk 2: Run-In c.S (Anti-Reaction & RISC Builder)

Concept A safe, flexible pressure tool aimed at opponents who jump or backdash in response to your dash.

Key Points

Beats slower mashes

Safe on block

Converts into multiple pressure routes

Low damage, high RISC value

Comprehension Questions

Why is c.S good even when blocked? → It maintains pressure and builds RISC.

What reactions does it punish? → Jumping, backdashing, slow buttons.

Action Steps

Drill c.S pressure strings (c.S → f.S / 2D / 2S 5HS)

Focus on RISC awareness instead of hit confirms

Use when you want stability over volatility

Chunk 3: Run 5P or 2K (Dash-Block & Plus-Frame Check)

Concept Fast pokes that interrupt opponents who dash in to abuse safe pressure.

Key Points

5P = easy confirms

2K = low check for sloppy dash blocking

2K can lead into 6P mix if confirmed

Safer once you’re confident in your reward

Comprehension Questions

Why does 2K test dash blocking? → It hits low and exposes poor guard transitions.

Why not start with this option? → Requires confidence in conversion and awareness.

Action Steps

Practice confirming 2K into 6P routes

Use 5P when unsure, 2K when reading defense

Layer this after throws and c.S are respected

Chunk 4: Stop Them with f.S (Mental Freeze Tool)

Concept A spacing-based option that halts opponent momentum and disrupts expectations.

Key Points

Minimal cancels

Repetition creates hesitation

Maintains distance

High mental impact, situational effectiveness

Comprehension Questions

Why does f.S “freeze” opponents? → Expected follow-ups never come.

What is the main risk? → Immediate re-entry via air dash.

Action Steps

Use sparingly to disrupt rhythm

Watch for air dash retaliation

Practice delayed 5HS or thrust responses

Chunk 5: IAD j.HS (Unorthodox Mental Damage)

Concept A deliberately strange option that works because opponents don’t expect Faust to jump in this way.

Key Points

No air dash visual indicator

Forces hesitation and panic blocking

Risky and spacing-sensitive

Pure conditioning tool

Comprehension Questions

Why does this option work despite being disadvantageous? → Surprise and lack of visual cues.

What are its limitations? → Can whiff on crouchers; spacing is strict.

Action Steps

Use only after establishing grounded pressure

Test opponent awareness before committing

Treat as a mental reset, not a main approach

Super-Summary (1 Page)

Nage’s approach to fighting dash blocking as Faust is built on layered decision-making, not brute-force offense. The strategy begins with simple, universal threats like run-up throw and c.S to establish control and force respect. Once opponents adjust, Faust introduces fast interruption tools (5P, 2K) to challenge dash blocking and plus-frame abuse. For spacing and tempo control, f.S halts forward momentum and creates hesitation through expectation-breaking. Finally, IAD j.HS serves as a high-risk, high-mental-impact option designed to disrupt awareness entirely. Across all options, the emphasis is on conditioning, RISC build, mental pressure, and controlled escalation, rather than immediate damage.

Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read all chunks

Visualize opponent reactions for each option

Shadow-play decision trees mentally

Day 2 – Application

Focus on only 2 options per match (e.g., throw + c.S)

Note opponent adaptations

Avoid overusing wacky options

Day 3 – Integration

Layer in 5P/2K and f.S

Use IAD j.HS once per set max

Review which options caused hesitation or freezes

mario050987·docs.google.com·
Nage’s Thoughts to fighting dash blocking
small guy on Twitter
small guy on Twitter
did you know you can air throw backdashes? #GGST pic.twitter.com/GviQHAlvcx— small guy (@otherguyguy) October 29, 2022
mario050987·t.co·
small guy on Twitter
EVERY Character in Guilty Gear Strive EXPLAINED
EVERY Character in Guilty Gear Strive EXPLAINED
Romolla has given you the keys to understanding every character in strive at the basic level. Now its your turn to go forth and pick your favorite character and go start learning this amazing game. Cross Play Free Beta is live from October 13th to October 17th! https://www.guiltygear.com/ggst/en/news/post-1686/ Follow @Romolla Ch. https://www.twitch.tv/romolla https://twitter.com/Romoolla #romolla #clgfgc #ggst 0:00 Intro 1:08 Sol Badguy 3:37 Ky Kiske 5:21 May 7:30 Axl Low 9:13 Chipp Zanuff 11:47 Potemkin 14:17 Faust 17:12 Millia Rage 19:11 Zato-1 21:17 Ramlethal Valentine 22:56 Leo Whitefang 24:23 Nagoriyuki 27:23 Giovanna 29:10 Anji Mito 31:41 I-no 33:55 Goldlewis Dickinson 36:37 Jack-O 38:33 Happy Chaos 40:25 Baiken 42:56 Testament 45:41 Bridget 48:00 Outro
mario050987·youtube.com·
EVERY Character in Guilty Gear Strive EXPLAINED
9Moons | Smitty_FGC on Twitter
9Moons | Smitty_FGC on Twitter
#GGST Might be known already but not documented: When you land from a jump and do not have landing recovery, there is a small cooldown before you can jump again. You can circumvent this cooldown by intentionally giving yourself landing recovery or by tapping FD when you land— 9Moons | Smitty_FGC (@SmittyWerbenFGC) October 12, 2022
mario050987·twitter.com·
9Moons | Smitty_FGC on Twitter
Strive's input reader makes no sense
Strive's input reader makes no sense
Watch me on Twitch! I stream in the afternoons on weekdays: http://twitch.tv/hotashi Follow me on Twitter! http://twitter.com/hotashis
mario050987·youtube.com·
Strive's input reader makes no sense
【GGST】バースト対策をしてみよう!|たくさん|note
【GGST】バースト対策をしてみよう!|たくさん|note
どーも、9月後半はnoteの記事を書く余裕が無かったたくさんです。いや正確には1~2個書いてはいたんですが、自分で読んでみて面白くなかったので途中でボツにしました。難しいですね。  さて今回は、「バースト対策」についての記事を書こうと思います。サイクバースト(以下バースト)が通るかどうかで対戦の結果が左右されることもあり、重要かつ全キャラに共通したシステムなので、新たに始められたプレイヤーの方にも需要がありそうな話題です。  何より、ギルティギアから始まったバーストというシステムは、コンボを受けているプレイヤーに行動可能な選択肢を与えた画期的なシステムであり、ギルティギアを面白く
mario050987·note.com·
【GGST】バースト対策をしてみよう!|たくさん|note
BossBabyFan2020 on Twitter
BossBabyFan2020 on Twitter
Hi folks,I want to share something I've been working on:A functional damage calculator for #GGST.Select an attacking and defending character, starting RISC level, a series of moves from the dropdown menus. Then the calculator will spit out your damagehttps://t.co/5cpiJwEGOu— BossBabyFan2020 (@qawmame) September 18, 2022
mario050987·twitter.com·
BossBabyFan2020 on Twitter
EmErgy(えまじぃ)_バ美肉 on Twitter
EmErgy(えまじぃ)_バ美肉 on Twitter
知ってるようで知らない、やっぱり知っているバーストの基本を一分くらいでまとめましたBGMはいつものアレです#ギルティギア  #GGST pic.twitter.com/9bei5cYsth— EmErgy(えまじぃ)_バ美肉 (@MtgEmergy) September 10, 2022
mario050987·twitter.com·
EmErgy(えまじぃ)_バ美肉 on Twitter
DEFINITIVE GUIDE TO DEFENSE IN GGST
DEFINITIVE GUIDE TO DEFENSE IN GGST

Summary of "Definitive Guide to Defense in GGST" This video covers advanced defensive techniques in Guilty Gear Strive (GGST), focusing on how to handle mix-ups, reversals, safe jumps, and frame traps during the defense phase of a match. The speaker provides a detailed explanation on how to defend against common offensive strategies and how to regain control through defensive options such as faultless defense, fuzzy guarding, and correct punishes. Here’s the summary broken down into chunks:

Chunk 1: Knockdown & Safe Jumps

Key Concepts:

When knocked down, opponents often set up safe jumps that give them a mix-up advantage (e.g., Mei’s four-way throw mix-ups or Amelia’s jump-low setups).

Reversals (e.g., DPs) can sometimes be countered if the opponent uses a safe jump that blocks or punishes them.

The best time to use reversals is when the opponent chooses a mix-up instead of a safe jump.

Comprehension Question:

Why are reversals risky during a safe jump setup?

Action Steps:

Practice blocking and recognizing safe jump setups to avoid using reversals incorrectly.

Chunk 2: Faultless Defense on Wake-Up

Key Concepts:

Using Faultless Defense (FD) on wake-up is key for creating space and mitigating pressure.

FD pushes the opponent back, making it harder for them to continue their pressure string.

It’s better to block than to mash buttons when on defense, especially in lower-level play.

Comprehension Question:

How does Faultless Defense contribute to defensive success on wake-up?

Action Steps:

Focus on practicing FD in training mode to get comfortable using it during wake-ups.

Chunk 3: Fuzzy Guarding (High/Low Mix-ups)

Key Concepts:

Fuzzy guarding involves blocking high when the opponent’s attack is high, then quickly switching to block low when they land.

Characters like Amelia and Eno are strong at creating high/low mix-ups.

There’s a way to practice fuzzy guards through the game’s mission mode, specifically for blocking a low or dust attack.

Comprehension Question:

What is fuzzy guarding, and why is it important against high/low mix-ups?

Action Steps:

Practice fuzzy guarding in training mode, specifically to block both low and high attacks in quick succession.

Chunk 4: Fuzzy Back-Dash & Grab Defense

Key Concepts:

Fuzzy back-dashing and fuzzy grabbing are key to defending against grab-heavy mix-ups after a knockdown.

Use a backdash or grab to avoid being caught by command grabs or normal grabs after the opponent lands.

Comprehension Question:

How can you defend against grabs after an opponent’s knockdown?

Action Steps:

Learn to recognize when to backdash or grab to avoid mix-ups in match situations.

Chunk 5: Frame Traps & Faultless Defense

Key Concepts:

After an opponent’s attack (e.g., Mei’s close slash), Faultless Defense can give you enough space to block their follow-up attacks.

Frame traps (e.g., Mei’s 5H) are hard to escape without proper spacing or countering, so FD helps to avoid them.

Blocking a frame trap often opens up opportunities to punish the opponent if they overextend.

Comprehension Question:

How can Faultless Defense help you avoid frame traps and create opportunities for punishment?

Action Steps:

Use FD on attacks like close slashes to gain space and create opportunities to punish frame traps.

Chunk 6: Defending Against Special Moves & Reset Pressure

Key Concepts:

Special moves like Mei’s Heavy Slash Dolphin or Giovana’s Drill Kick are often used to reset pressure after a frame trap.

React to fast special moves by blocking and punishing slower special moves with a quick counter.

Special moves can be punished by throwing or countering with specific normals, depending on the move.

Comprehension Question:

What is the best way to react to a fast special move like Mei’s Heavy Slash Dolphin?

Action Steps:

Learn to block fast special moves and quickly react with a punish on slower ones.

Chunk 7: The Stagger Phase & Defensive Adaptation

Key Concepts:

The stagger phase occurs when an opponent cancels into a special move or resets pressure.

To defend successfully, mix up how you take your turn back: jump, backdash, or mash at the right times.

Constantly adapt to the opponent’s mix-ups and frame traps, and keep the pressure on them to make them overextend.

Comprehension Question:

What are some ways to adapt to an opponent’s stagger phase pressure?

Action Steps:

Practice mixing up your responses to stagger pressure, such as jumping, backdashing, or mashing, depending on the opponent's strategy.

Super-Summary: In GGST, successful defense hinges on understanding and reacting to the opponent's mix-ups, frame traps, and special moves. Key strategies include:

Using Faultless Defense to gain space and avoid pressure.

Practicing fuzzy guarding to handle high/low mix-ups.

Defending against grabs with fuzzy back-dashing or fuzzy grabs.

Blocking frame traps and punishing overextensions.

Reacting to special moves and resets by either blocking or countering.

By mastering these techniques, you can mitigate the opponent’s pressure, create opportunities to punish, and ultimately regain control in the match. Practice and adaptation are crucial to becoming proficient in these defensive strategies.

Optional Spaced Review Plan:

Day 1: Review the concepts of Faultless Defense and Fuzzy Guarding.

Day 2: Focus on Frame Traps and defending against special moves.

Day 3: Practice Stagger Phase defense and reacting to resets in a real match.

This spaced review plan will reinforce the concepts over three days and help build muscle memory for defensive play.

mario050987·youtube.com·
DEFINITIVE GUIDE TO DEFENSE IN GGST
Ranking the BEST and WORST 6Ps in Guilty Gear Strive
Ranking the BEST and WORST 6Ps in Guilty Gear Strive

Summary

The video is a tier-list analysis of the 6P moves (standing heavy punches) in Guilty Gear Strive. The host evaluates every character’s 6P based on hitbox, frame data, counterpoke utility, anti-air effectiveness, recovery, and block safety, while also considering reward potential (knockdowns or combos, though secondary to move properties). Characters are grouped into tiers: Yikes, It’s a 6P, Juiced, and Top 5.

The main takeaway is that not all 6Ps are created equal, even though they serve similar purposes; differences in startup, range, recovery, and reward drastically affect their effectiveness in neutral and as anti-airs.

Chunked Summary Chunk 1: Evaluating Low-Tier 6Ps (“Yikes” / bottom of good)

Anji 6P:

Pros: Ten-frame startup (average), decent hitbox.

Cons: Poor range, extremely unsafe on block (-17), weak as a counterpoke.

Verdict: Bottom of good tier; canceling necessary to avoid punishment.

Baiken 6P:

Pros: Average startup.

Cons: Very limited range, poor counterpoke, easy to whiff or empty jump punish.

Verdict: Low end of good tier; unreliable in neutral.

Comprehension Questions:

Why is Anji’s 6P considered unsafe?

Answer: It is -17 on block, making it easily punishable.

What makes Baiken’s 6P unreliable as a counterpoke?

Answer: Limited horizontal reach and weak hitbox allow easy whiff or empty jump punish.

Action Steps:

Practice recognizing unsafe 6Ps in matches to punish effectively.

Focus on spacing to exploit low-range moves.

Chunk 2: Mid-Tier / Standard “It’s a 6P” Moves

Kai 6P: Nine-frame startup, high hitbox, -8 on block, low reward.

May 6P: Slower 12-frame startup, decent hitbox, usable as anti-air but limited reward due to charge character mechanics.

Soul 6P: Nine-frame startup, decent reach, high hitbox, -11 on block, slightly lower tier due to recovery and block vulnerability.

Milia 6P: Nine-frame startup, long active frames, vulnerable to low counter hits, moderate range.

Comprehension Questions:

What makes Kai’s 6P strong but not top-tier?

Answer: Fast startup and good hitbox, but low reward limits its overall impact.

Why does Milia’s 6P have vulnerability despite long active frames?

Answer: Longer active frames increase exposure to low counter hits.

Action Steps:

Use mid-tier 6Ps strategically for neutral control rather than high-reward combos.

Practice timing anti-air moves to exploit gaps in long active frame attacks.

Chunk 3: High-Tier / “Juiced” 6Ps

Eno 6P: Nine-frame startup, long reach, minimal recovery (18 frames), high reward (combo into knockdowns).

Ram 6P: Similar to Eno; fast, deceptive hitbox, high counterpoke utility, excellent reward.

Leo 6P: Safe on block (-5), good reach, integrates well with character’s mix-up pressure.

Jack-O 6P: Nine-frame startup, good reach, solid counterpoke.

Bridget 6P: Good anti-air, height and hitbox strong, moderate counterpoke utility.

Zato 6P & Nagor 6P: Top five tier; extremely fast, large reach, strong anti-air, excellent reward potential.

Comprehension Questions:

What attributes make Eno’s 6P high-tier?

Answer: Fast startup, long reach, low recovery, and high reward off counter hits.

Why is Leo’s 6P considered strong beyond its frame data?

Answer: Integrates with character-specific vortex/mix-up potential and is very safe on block.

Action Steps:

Prioritize using juiced 6Ps for both neutral control and punishing jumps.

Understand character-specific rewards to maximize damage from counter hits.

Train to recognize top-tier 6Ps for defensive planning in matches.

Chunk 4: Worst 6Ps / “Yikes” Tier

Goldlewis 6P: 12-frame startup, 27 recovery, -19 on block; almost no redeeming qualities.

Potemkin 6P: Slow startup, poor reach, limited utility due to character mobility issues.

Faust 6P: 9-frame startup, blind spot above character, long recovery (32 frames), poor punishing utility.

Happy Chaos 6P: Average; weak without relying on character’s kit.

Comprehension Questions:

Why is Goldlewis’ 6P considered the worst?

Answer: Very slow, long recovery, unsafe on block, and minimal reward.

How does character mobility affect Potemkin’s 6P effectiveness?

Answer: Limited movement prevents him from compensating for slow startup and poor range.

Action Steps:

Focus on punishing weak 6Ps effectively in matches.

Exploit mobility advantages against characters with slow or unsafe 6Ps.

Chunk 5: General Observations & Ranking Criteria

Ranking is based primarily on hitbox, range, startup, recovery, and block safety, with reward as secondary.

Anti-air effectiveness and counterpoke utility are crucial in tier placement.

Top 5 6Ps are extremely fast, have large reach, minimal recovery, and integrate well with combos or knockdowns.

Certain mid-tier 6Ps may be situationally strong but lack overall consistency.

Action Steps:

When analyzing or practicing 6Ps, consider neutral control and punish windows over just raw damage.

Study opponents’ 6P frame data to develop better spacing and timing strategies.

Super-Summary (All Chunks Combined)

The video ranks Guilty Gear Strive’s 6Ps from worst to best based on startup speed, hitbox, range, recovery, block safety, and utility.

Worst / Yikes: Goldlewis, Potemkin, Faust, Happy Chaos — slow, unsafe, poor reach, minimal reward.

Standard / “It’s a 6P”: Anji, Baiken, Kai, May, Soul, Milia — functional, situationally useful, but limited reward or range.

High / Juiced: Eno, Ram, Leo, Jack-O, Bridget — fast, good hitbox, low recovery, high counterpoke and anti-air potential.

Top 5: Zato, Nagor — fast, massive reach, strong anti-air, high reward, hard to punish.

Key Insights:

Startup matters: Fast 6Ps (9–10 frames) dominate neutral and anti-air.

Hitbox & range: Bigger hitboxes increase counterpoke effectiveness; height matters for anti-air.

Recovery & block safety: Low recovery and safe on block increases practical utility.

Reward is secondary but impactful: Moves that lead to knockdowns or combos are more threatening.

Actionable Steps:

Practice punishing unsafe 6Ps in matches.

Exploit spacing and mobility to avoid top-tier 6Ps.

Focus on timing and recognizing high-reward 6Ps for counterplay.

Integrate knowledge of 6Ps into neutral strategy to improve both defense and offense.

Optional 3-Day Spaced Review Plan

Day 1:

Review Yikes and standard 6Ps; memorize their weaknesses and punish opportunities.

Day 2:

Study Juiced 6Ps and Top 5; focus on hitbox, range, and counterpoke utility.

Watch a few gameplay clips to see them in action.

Day 3:

Practice applying this knowledge in training mode: punishing unsafe 6Ps, spacing against juiced 6Ps, and testing anti-air reactions.

mario050987·youtube.com·
Ranking the BEST and WORST 6Ps in Guilty Gear Strive
J.F. “King Funk” Vissing on Twitter
J.F. “King Funk” Vissing on Twitter
This morning I found something pretty interesting!This is probably known to some players, but you can actually get steeper angles on neutral jump from run if you do it while braking/slowing down.This can allow for sneaky crossups or spacing around a move more precisely. #GGST pic.twitter.com/sBrEvKW50k— J.F. “King Funk” Vissing (@MrKingFunk) August 26, 2022
mario050987·twitter.com·
J.F. “King Funk” Vissing on Twitter
The ULTIMATE Character Picker Guide for Guilty Gear Strive in SEASON 2
The ULTIMATE Character Picker Guide for Guilty Gear Strive in SEASON 2
Here is a guide on how to pick a main in guilty gear strive in 2022 utilizing a chart I made for the Guilty Gear subreddit. CHAPTERS: 00:00 - Introduction 00:43 - Common Issues in Picking Characters 04:57 - Steps to Figure out who you want to play 09:56 - NOTE ON COMBO SEARCH FOR S2 11:24 - Character Picker Chart & Explanation 15:03 - Thoughts from Chat 15:32 - Outro Ember's Twitch: https://www.twitch.tv/embertalks Ember's Twitter: https://twitter.com/EmberTalksTTV Ember's Community Discord Server: https://discord.gg/A6HuUjZfbD #guiltygearstrive #ggst
mario050987·youtube.com·
The ULTIMATE Character Picker Guide for Guilty Gear Strive in SEASON 2
【GUILTY GEAR -STRIVE -】入坑遊戲要知道的基本遊玩四觀念,以及QA提問
【GUILTY GEAR -STRIVE -】入坑遊戲要知道的基本遊玩四觀念,以及QA提問
鑑於最近群組多了很多新人,來簡單說明一下遊戲玩法。 最基礎的那種。有問題可以繼續在DC問,相信很多人回答的。 ---------------------------------------------- ARC 格鬥遊戲 DC群: https://discord.com/invite/hfyXXEp 有人有興趣的May模組: https://gamebanana.com/mods/312556 不是工商的Fences(據說有4了): https://store.steampowered.com/app/607380/Fences_3/?l=tchinese
mario050987·youtube.com·
【GUILTY GEAR -STRIVE -】入坑遊戲要知道的基本遊玩四觀念,以及QA提問
GGST Damage (share ver.)
GGST Damage (share ver.)
Sheet1 Dmg taken @,100% - 71% Life,≤ 70% Life,≤ 60% Life,≤ 50% Life,≤ 40% Life,≤ 30% Life,≤ 20% Life,≤ 10% Life,Guts Rating, 70% Life,≤ 70% Life,≤ 60% Life,≤ 50% Life,≤ 40% Life Anji Mito,106,97,92,83,78,63,53,43,0,1.00,0.97,0.92,0.89,0.84 Axl Low,107,103,98,93,88,78,67,57,move base dmg:,100,1,...
mario050987·docs.google.com·
GGST Damage (share ver.)
Badoor @ chilling at home COVIDFREE on Twitter
Badoor @ chilling at home COVIDFREE on Twitter
Back on Strive. This is a near-universal tech that uses the fact that landing recovery can be canceled into invincible moves. This is not really new but it can help fix "mistimed safe jumps" or even knockdowns/resets that don't grant a true blockable safe jump #GGST pic.twitter.com/14sZUmHnTc— Badoor @ chilling at home COVIDFREE (@BadoorSNK) August 10, 2022
mario050987·t.co·
Badoor @ chilling at home COVIDFREE on Twitter
toptier.gg on Twitter
toptier.gg on Twitter
Trying to break through into really knowing what to do in Strive or just looking for some advice on how to burst? Take a look at our latest addition to the TopTier Dojo from @KRCPinto! #GGST #FGC https://t.co/kGpELQ33xM— toptier.gg (@toptiergg) July 24, 2022
mario050987·twitter.com·
toptier.gg on Twitter
mira on Twitter
mira on Twitter
Here's a breakdown of the way the game reads and accepts kara special into super inputs. I will use Nago as an example, but this information should be generally applicable to the whole cast. #GGST #GGST_NA— mira (@invalidvaluev) June 18, 2022
mario050987·twitter.com·
mira on Twitter
How to PROPERLY use your Burst in Guilty Gear Strive
How to PROPERLY use your Burst in Guilty Gear Strive
------------------------------------------------------------------------------------ Subscribe to the YouTube - https://bit.ly/3kEkpLt Watch me live at - https://www.twitch.tv/k7_showoff Follow me at - https://twitter.com/K7_Showoff ------------------------------------------------------------------------------------ #GGST #GuiltyGearStrive #K7Showoff
mario050987·youtube.com·
How to PROPERLY use your Burst in Guilty Gear Strive
Irrelevant Foreign Chobo Pebbles on Twitter
Irrelevant Foreign Chobo Pebbles on Twitter
KoF Tech in GGST: Whiffing specials generates meter, so kara-cancelling specials into supers at almost-50 tension can put you over the edge and let you do supers when you otherwise wouldn't have had enough tension.#GGST https://t.co/Y1jqBkgBVW— Irrelevant Foreign Chobo Pebbles (@Pebboru_) June 14, 2022
mario050987·twitter.com·
Irrelevant Foreign Chobo Pebbles on Twitter
Gelatin on Twitter
Gelatin on Twitter
Faultless Defense (FD) costs have been cut in half!Previously, FD consumed 5% 6% 7% 8% 9% of total Tension based on the attack's Attack Level (0 to 4).FD now consumes 2.5% 3% 3.5% 4% 4.5%!#GGST pic.twitter.com/x1T5BinRos— Gelatin (@bearhugprime) June 15, 2022
mario050987·t.co·
Gelatin on Twitter
Strive Dojo: Pressure || Guilty Gear Strive
Strive Dojo: Pressure || Guilty Gear Strive
Note! parts of this were filmed before and after the season 2 patch so it may not be entirely consistent, that said it is mostly still applicable. Also between moving and several personal issues it took a while to upload this but we are hopefully back in the swing of things. Anyways, here's the basics on how to pressure.
mario050987·youtube.com·
Strive Dojo: Pressure || Guilty Gear Strive
Knowing THIS Will Help You Win In Guilty Gear Strive Season 2
Knowing THIS Will Help You Win In Guilty Gear Strive Season 2
THESE ARE IMPORTANT GAME CHANGER CHANGES TO GGST! Guilty Gear Strive balance changes patch came out a few days ago and already people are cracking open the new system changes! There are quite a few interesting new things to understand about the game! These are the Guilty Gear Strive Season 2 Balance Changes You NEED To Know! Subscribe Now ►► https://www.youtube.com/channel/UC0fk_v0on1iFchxQov-e5bg?sub_confirmation=1 ▬▬▬ FOLLOW MY SOCIALS ▬▬▬ ♥️ Twitter - https://twitter.com/DaikenXDan​ ♥️ Facebook - https://www.facebook.com/Daikenxdan-257459255194189 ♥️ Instagram - https://www.instagram.com/daikenxdan/​ ♥️ Twitch - https://www.twitch.tv/daikenxdan Intro - 0:00 New Roman Cancel System - 0:15 New Counter Hit System - 2:41 Dash Cancels & Kara Dash Specials - 3:43 FD Macro & Its Benefits - 6:27 Air Buttons System Change - 9:02 Final Thoughts - 9:57 #GuiltyGear #GuiltyGearStrive #FightingGames
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Knowing THIS Will Help You Win In Guilty Gear Strive Season 2