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Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
streamed June 23, 2021 A Primer on how and why to use fuzzy jump as a defensive option & other general defense tips https://glossary.infil.net/?t=Fuzzy https://glossary.infil.net/?t=Fuzzy%20Guard Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtube.com·
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
About Roman Cancel button:RC macro in this game isn't actually using any attack buttons so you can hold many attack buttons you want and still getting RC. Same goes vice versa so you can hold RC button and still get all the normals what you want. (1/2) #GGST pic.twitter.com/biNAJPCnOX— TA | wauhti ❄️ (@SpiidiOnNoita) June 28, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
air block differences in Guilty Gear Strive
air block differences in Guilty Gear Strive
So I made a video showing how the 4 types of air block affect things using a common situation of Nagoriyuki's 2H being air blocked into fukyo/(236K). Happened to notice then as I was labbing this interaction. I think air IB is known but air FD & IFD are very useful too #GGST #GuiltyGearStrive
mario050987·youtube.com·
air block differences in Guilty Gear Strive
Bachiru on Twitter
Bachiru on Twitter
BRC corner oki example #ggst_ra pic.twitter.com/vTMDqOrPpb— Bachiru (@BachiruBB) June 17, 2021
mario050987·twitter.com·
Bachiru on Twitter
Bachiru on Twitter
Bachiru on Twitter
BRC oki after 214P, beats throws and reversals but loses to 5P however you need to IB the DP to get maximum punish since air blocked DP has pushback #ggst_ra pic.twitter.com/WMXLZbJPhw— Bachiru (@BachiruBB) June 17, 2021
mario050987·twitter.com·
Bachiru on Twitter
HOW TO USE FAULTLESS DEFENSE | Guilty Gear Strive Tutorial
HOW TO USE FAULTLESS DEFENSE | Guilty Gear Strive Tutorial
♥️ Please don't forget to LIKE and SUBSCRIBE to my channel! ♥️ ▼Expand This!▼ AND ▼Drop A Comment!▼ HOW TO USE FAULTLESS DEFENSE | Guilty Gear Strive Tutorial In this Guilty Gear Strive tutorial I will teach you the importance of Faultless Defense or FD for short. This Guilty Gear Strive mechanic can be used both on offense and defense. Enjoy this guide on how to use faultless defense in guilty gear strive! I hope you all find this tutorial helpful and ill see you 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​ ---------------------------------------- ▬▬▬ 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​ Time codes Intro - 0:00 How To FD - 0:13 FD Pushback - 0:56 No Chip Damage - 1:47 No RISC Increase - 2:18 FD Break - 3:10 FD Fall Speed - 4:54 What Not To FD - 6:03 Cons To FD - 6:31 What To FD - 7:07 Instant FD - 9:27 Outro - 0:27 #GuiltyGear #GuiltyGearStrive #GGST
mario050987·youtube.com·
HOW TO USE FAULTLESS DEFENSE | Guilty Gear Strive Tutorial
Guilty Gear Strive - 10 Advanced Techniques
Guilty Gear Strive - 10 Advanced Techniques

Guilty Gear Strive – 10 Advanced Techniques

Well-Structured Summary

High-Level Summary

This video covers advanced, system-level techniques in Guilty Gear Strive that go beyond basic combos and neutral. The focus is on option selects, meter optimization, Roman Cancel (RC) mastery, burst interactions, wake-up control, wall management, and defensive/offensive momentum manipulation. These tools allow players to convert uncertainty into advantage, maximize damage consistency, and safely control space, pressure, and reactions in high-level play.

Condensed Bullet-Point Overview (Quick Review)

OTGs exist and can secure wins or mess with wake-up timing

Hitstop allows option-selected combo routing

Dash blocking is extremely strong and low-risk

Throw OS lets you defend while teching grabs

Faultless Defense Cancel (FDC) manipulates air momentum

Roman Cancel drift determines combo routes and positioning

Blue RC is one of the strongest mechanics in the game

Bursts are more punishable but harder to bait traditionally

Metered reversals (supers) are very strong compared to DPs

Wall break decisions should be strategic, not automatic

Chunked Breakdown (Numbered, Self-Contained) Chunk 1: OTGs (Off-the-Ground Attacks) Summary

OTGs still exist in Strive and can be used without strict timing or tech input stress. They’re excellent for closing rounds, disrupting wake-up reversals, and adding guaranteed damage after hard knockdowns. Many attacks—including supers—can OTG if they hit low and fast enough.

Key Lesson

OTGs are round-securing tools, not gimmicks.

Comprehension Questions

What is required for an OTG to hit in Strive?

Why are OTGs good for ending rounds?

Answers

A hard knockdown and a low, fast hit.

They prevent wake-up options and confirm kills.

Action Steps

Identify which of your character’s normals/specials OTG reliably.

Practice OTG timing after knockdowns in training mode.

Chunk 2: Hitstop Combo Option Selects Summary

Strive allows players to buffer different combo routes during hitstop, especially on counter-hit slowdown. This lets you visually or system-confirm whether to go for optimal damage or safer routes—especially useful near the wall.

Key Lesson

Hitstop turns uncertainty into consistency.

Comprehension Questions

How does hitstop enable combo option selects?

Why is this important near the wall?

Answers

The slowdown gives time to buffer alternate inputs.

Wall breaks are inconsistent and hard to predict.

Action Steps

Practice buffering different enders during counter-hit freeze.

Build wall-aware combo trees with fallback routes.

Chunk 3: Dash Blocking (Neutral Control Tool) Summary

Dash blocking is much stronger than in older Guilty Gear games. You can safely approach without Faultless Defense and even use the dash macro. Combined with Instant Block, dash blocking removes pushback, builds meter, and safely closes distance.

Key Lesson

Dash blocking is low risk, high reward neutral movement.

Comprehension Questions

Why is dash blocking safer in Strive than older GGs?

What does Instant Block add to dash blocking?

Answers

No FD requirement to block during dash recovery.

Reduced pushback + meter gain.

Action Steps

Replace jump-ins with dash blocking in space-control matchups.

Practice dash → block → IB sequences.

Chunk 4: Throw Defense Option Select Summary

You can defend throws while blocking by inputting a grab OS. This prevents whiffed grabs from putting you in counter-hit state. It’s not perfect (loses to lows and command grabs) but is very effective against standard pressure.

Key Lesson

Smart OS usage reduces defensive risk.

Comprehension Questions

What does the throw OS protect against?

When should you avoid using it?

Answers

Whiffed throw counter-hit states.

Against command grab characters.

Action Steps

Practice the no-burst version for reliability.

Learn matchup-specific command grab threats.

Chunk 5: Faultless Defense Cancel (FDC) Summary

FDC lets you alter air momentum—speed, direction, distance, and height. It stabilizes air-to-ground conversions, helps with positioning, and expands combo consistency beyond mix-ups.

Key Lesson

FDC is a movement correction tool, not just defense.

Comprehension Questions

How does FDC affect momentum?

Why is it useful outside mix-ups?

Answers

Adjusts speed, distance, and direction.

Helps stabilize conversions and spacing.

Action Steps

Practice FDC during air hits and pressure escapes.

Experiment with FDC-assisted combo routes.

Chunk 6: Roman Cancel Drift Selection Summary

Each RC drift changes combo structure and positioning:

Forward Drift: Corner carry + moving hitbox

Neutral/Down Drift: Standard slowdown, lower height

Up Drift: Maximum launch

Back Drift: Side swap, burst-safe punishes

Key Lesson

RC drift = intentional positioning control.

Comprehension Questions

Which RC drift is best for side swaps?

Which provides maximum launch?

Answers

Back Drift.

Up Drift.

Action Steps

Map RC drifts to specific combo goals.

Drill RC drift reactions per hit confirm.

Chunk 7: Blue Roman Cancel (BRC) Power Summary

BRC can steal turns, punish otherwise safe options, extend reactions, and convert off situations that normally wouldn’t be punishable. Its slowdown dramatically increases reaction time and combo viability.

Key Lesson

BRC is one of the strongest mechanics in Strive.

Comprehension Questions

Why is BRC stronger than other RCs?

What does the slowdown enable?

Answers

Increased convertibility and reaction time.

Safer punishes and unique conversions.

Action Steps

Practice BRC punishes in scramble situations.

Use BRC defensively to escape pressure and reset momentum.

Chunk 8: Bursts and Burst Punishes Summary

Bursts are more punishable than ever—blocked bursts can be punished by Dust. Blue RC can also slow burst startup, allowing you to block safely after normals. Gold Bursts are harder to punish but still strike-vulnerable.

Key Lesson

Burst interaction is now system-manipulable, not just a read.

Comprehension Questions

How can Blue RC help against bursts?

What changed about burst throws?

Answers

It slows startup, allowing block recovery.

Bursts are no longer throwable mid-air.

Action Steps

Practice BRC burst-safe confirms.

Learn burst punish windows per character.

Chunk 9: Metered Reversals vs DPs Summary

DPs are weaker: throwable and counter-hit vulnerable. Reversal supers are strong—fast, uncounterable, and often full-screen. This makes stagger pressure risky against characters with strong supers.

Key Lesson

Supers are real defensive threats, not panic buttons.

Comprehension Questions

Why are supers safer than DPs?

What makes them risky to misuse?

Answers

No counter-hit state and fast startup.

Can be baited, reversed, or bursted if mis-spaced.

Action Steps

Identify when super is a better defensive option than DP.

Respect opponent meter during pressure strings.

Chunk 10: Wall Break Strategy & Intentional Drops Summary

Wall breaks reset neutral but give buffs. Super wall breaks are especially strong due to no meter penalty. Sometimes intentionally dropping combos for better oki or later wall break is optimal.

Key Lesson

Wall breaks should be strategic decisions, not autopilot.

Comprehension Questions

Why might you delay a wall break?

What makes super wall breaks strong?

Answers

To gain meter or secure better oki.

Buffed damage, defense, and meter gain.

Action Steps

Plan wall routes based on meter and kill potential.

Practice intentional drops into strong oki.

Super-Summary (Under 1 Page)

This video teaches how high-level Guilty Gear Strive is played through system mastery, not just execution. Key themes include using hitstop for option selects, dash blocking for safe approach, Roman Cancel drift for positioning control, and Blue RC for reaction extension and momentum theft. Defensive systems—bursts, reversals, FD cancel—are now manipulable resources, not binary guesses. Finally, wall breaks and meter usage should be intentional, strategic decisions, sometimes favoring delayed damage over immediate reward. Mastery comes from turning uncertainty into controlled advantage.

Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–4

Drill OTGs, hitstop confirms, dash blocking

Day 2:

Review Chunks 5–7

Practice FDC, RC drifts, and Blue RC reactions

Day 3:

Review Chunks 8–10

Focus on burst safety, reversal awareness, and wall routing decisions

mario050987·youtube.com·
Guilty Gear Strive - 10 Advanced Techniques
Guilty Gear Strive Purple Roman Cancel Punish From 6P
Guilty Gear Strive Purple Roman Cancel Punish From 6P
Welcome back to another video from Omeqa! Guilty Gear Strive Purple Roman Cancel Punish From 6P 6P is upper body invincible! So you know I got tech for you! #Giovanna #GuiltyGearStrive #sharetechnotopinions Please leave a LIKE and SUBSCRIBE if you enjoy the CONTENT! I usually make tutorials on how to become better at fighting games and Mortal Kombat 11 Aftermath is my Main fighting game at the moment. I main Kung Lao and play all three variations but my favorite would have to be lotus fist! I have multiple guides on using Kung Lao's Lotus Fist which are located in the playlist below as well as gameplay. If you are looking to level up you kung lao click the playlist below! The Great Kung Lao https://www.youtube.com/playlist?list=PLku1vOOx-nMZLPYLnJnCZA8Axzd-7PGGs
mario050987·youtube.com·
Guilty Gear Strive Purple Roman Cancel Punish From 6P
QCFP|Badoor waiting on 💉 #2 on Twitter
QCFP|Badoor waiting on 💉 #2 on Twitter
Using Air IFD to "reduce blockstun" and punish things with slower moves (or possibly punish unpunishable stuff). This works with air IB but Air IFD works better since you fall faster + no landing stun #GGST pic.twitter.com/EZmTw0oxc5— QCFP|Badoor waiting on 💉 #2 (@BadoorSNK) June 27, 2021
mario050987·twitter.com·
QCFP|Badoor waiting on 💉 #2 on Twitter
...Wasani💢 on Twitter
...Wasani💢 on Twitter
Made a graphic for character weights in Strive. The weight classes are a lot more streamlined than Xrd, being 3 set weight classes. #GGST pic.twitter.com/UsHDBTVAI8— ...Wasani💢 (@wasanify) June 26, 2021
mario050987·twitter.com·
...Wasani💢 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
【GGST】ガード Ver.1.003説明が長くなるので画像参照で。空中ガードは打撃攻撃と飛び道具でガードの処理が違うっぽいです。#GGST #けだこフレーム表 pic.twitter.com/3cAAgfrVrV— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Svyaga on Twitter
Svyaga on Twitter
#GGST A very interesting concept of using BRC to punish a PRC air grab by my friend Symmetry (no twitter): https://t.co/xK9imSUiXZ— Svyaga (@Svyaga) June 26, 2021
mario050987·twitter.com·
Svyaga on Twitter
soberquet on Twitter
soberquet on Twitter
On top of counterhit OSing specials you can do it with command normals, too. #GGST pic.twitter.com/ogiNfdXiIC— soberquet (@SobArts) June 26, 2021
mario050987·twitter.com·
soberquet on Twitter
EZ MODE | GUILTY GEAR -STRIVE
EZ MODE | GUILTY GEAR -STRIVE
Panda Kizzy Kay gives you 5 tips on how to strive in GUILTY GEAR -STRIVE- in this episode of EZ MODE ►►Subscribe Now! ► http://YouTube.com/FandomGames ►►Follow Kizzie on Twitter► https://twitter.com/Kizzie_Kay ►►Watch on Twitch!► http://twitch.tv/kizziekay310 EZ MODE | GUILTY GEAR -STRIVE- Produced by Bailey Meyers Edited by Maciej Klimczak Senior Producer: Billy Patterson Associate Producer: Ryan O'Toole Head of Production: Max Dionne Executive Producer: Roth Cornet Post-Production Supervisor: Emin Bassavand
mario050987·youtube.com·
EZ MODE | GUILTY GEAR -STRIVE
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Why Guilty Gear Strive changed GATLINGS (and how to use them)

Why Guilty Gear Strive Changed Gatlings (and How to Use Them)

  1. High-Level Summary

Guilty Gear Strive radically simplified the traditional Guilty Gear gatling system, removing most character-specific chains and limiting universal cancel routes. While controversial, this change reflects how high-level Guilty Gear was already being played: short, purpose-built strings aimed at specific defensive responses rather than long, flowchart-heavy chains.

Strive replaces complex gatling trees with:

Simpler, more uniform chains

Greater emphasis on intention and situation

Massively expanded delay-cancel windows

The result is a system that rewards button purpose, spacing, timing manipulation, and mental pressure, rather than memorizing large gatling charts.

  1. Condensed Bullet-Point Review

Older Guilty Gear had large, character-specific gatling charts (P → K → S → H → D).

High-level players rarely used full chains; they used short, targeted strings.

Strive removed most character-specific gatlings and standardized chains.

This forces players to think why they press each button.

Fast buttons (like 2P) are now defensive tools, not combo starters.

Heavier buttons and knockdowns require more commitment.

Delay cancels are much stronger and more flexible than before.

Pressure now comes from timing threats, not just frame advantage.

Every button should have a specific job: poke, check, anti-air, pressure, ender.

The system is restrictive on paper but flexible in practice.

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: Old Gatlings vs. Strive Gatlings

Summary Previous Guilty Gear games featured large, character-specific gatling charts. Players had to learn both their own and their opponent’s chains to know when pressure ended. Over time, competitive players distilled these into short, efficient strings.

Strive removes most of this complexity by standardizing gatlings across characters.

Comprehension Questions

What defined older Guilty Gear gatling systems?

Why did players stop using full gatling trees at high levels?

Answers

Character-specific chains with many cancel routes.

Because shorter, situation-specific strings were more effective.

Action Steps

Stop thinking in terms of “full strings.”

Ask: What exact response am I targeting right now?

Chunk 2: Why ArcSys Simplified the System

Summary The developer likely recognized that optimized Guilty Gear play already ignored most gatling options. Strive formalizes this by removing unused routes and focusing the game around intentional decisions, not autopilot chains.

Comprehension Questions

What gameplay trend likely influenced Strive’s design?

What does the new system force players to do?

Answers

Players already favored short, targeted strings.

Make deliberate, situation-aware button choices.

Action Steps

Build strings intentionally instead of defaulting to muscle memory.

Design pressure with a goal (catch jump, bait mash, force block).

Chunk 3: Fast Buttons vs. Committal Buttons

Summary In Strive, buttons like 2P are designed as fast defensive checks, not combo starters. More rewarding options like 2K → 2D are slower and riskier but lead to knockdowns and win conditions.

This creates a meaningful risk/reward structure.

Comprehension Questions

Why doesn’t 2P usually lead to knockdowns?

What role does 2K serve instead?

Answers

It’s meant to stop pressure, not start offense.

It’s a committal low that leads to reward on hit.

Action Steps

Use 2P to regain space or interrupt—not to force offense.

Practice recognizing when to upgrade to 2K pressure.

Chunk 4: Buttons Must Have Jobs

Summary Each normal in Strive has a specific purpose:

5K: pressure filler, delay traps, mobility

c.S: anti-air, pressure starter, combo launcher

2S: poke and space control

5H / 2D: enders with special cancels

5P / 6P: anti-air and advancing-move checks

You must understand when and why each button exists.

Comprehension Questions

Why is understanding button purpose critical in Strive?

What happens if you treat all buttons as interchangeable?

Answers

Because gatlings no longer carry you automatically.

You lose pressure efficiency and get punished.

Action Steps

Write down each normal’s primary purpose.

Drill scenarios where that button is the correct choice.

Chunk 5: Delay Cancels Are the Real Replacement

Summary Strive massively expands delay cancel windows, allowing you to:

Vary timing without changing buttons

Create frame traps from minus situations

Enforce respect without true plus frames

This is the real compensation for reduced gatling routes.

Comprehension Questions

What replaced complex gatling trees in Strive?

Why do players respect minus buttons like c.S?

Answers

Huge, flexible delay cancel windows.

Because delayed follow-ups threaten counter-hits.

Action Steps

Practice delayed normals instead of new strings.

Condition opponents with timing before changing options.

Chunk 6: Adapting Your Mindset

Summary Strive’s gatlings are not optional—you must adapt. The system is not restrictive if you:

Choose the right button

Apply it at the right spacing

Use timing as your mix-up

Every character can generate strong pressure within this framework.

Comprehension Questions

Why is resistance to the system counterproductive?

What actually gives players freedom in Strive?

Answers

Because the system defines how offense works.

Button purpose + timing manipulation.

Action Steps

Stop wishing for old gatlings.

Optimize what does exist.

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive simplified gatlings by removing character-specific chains and limiting universal routes, reflecting how high-level Guilty Gear was already played: short, intentional strings targeting specific defensive habits. In exchange, Strive dramatically expanded delay cancel windows, shifting pressure from “what you press” to “when you press it.”

Fast buttons are now defensive checks, not combo starters. Reward comes from more committal options, intentional spacing, and timing-based pressure. Each normal must serve a specific role, and effective offense comes from understanding those roles and layering delayed threats.

Strive’s gatling system is less about memorization and more about decision-making, conditioning, and mental pressure.

  1. Optional 3-Day Spaced Review Plan

Day 1 – System Understanding

Review button purposes.

Identify your character’s main pressure buttons.

Day 2 – Timing & Delay

Practice delayed normals and frame traps.

Test opponent responses to timing shifts.

Day 3 – Match Application

Play sets focusing only on intentional strings.

Review replays: Why did I press that button?

mario050987·youtube.com·
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Seem like throw invul frame after block and hit is 5f...?I tested by tried to grab Sol in two settings, reversal with 2K (6f) and 2P (5f), I could grab 2K just fine both after hit and block, but Sol's 2P beat Pot Buster every time.#GGST pic.twitter.com/D45bIL3ET8— Vorapol "Maydic" Tusakorn (@Vorapol_Maydic) June 26, 2021
mario050987·twitter.com·
Vorapol "Maydic" Tusakorn on Twitter
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive

🎮 Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive

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

This video explains why old Gatling habits from previous Guilty Gear games are bad in Strive and introduces delayed Gatlings as a core pressure tool. The creator emphasizes that mindless light → light → medium strings are unsafe, easily challenged, and no longer valid pressure.

Instead, Strive rewards:

Proper Gatlings into command normals

Intentional delays between Gatling inputs

Baiting and counter-hitting mashers with timing control

A key revelation is that Gatlings in Strive can be delayed far more than players realize, and these delays:

Still form real blockstrings

Beat reversal buttons

Create counter-hits

Punish autopilot defense

The video strongly encourages players to test their pressure in training mode, especially against reversal buttons like fast 5K, instead of assuming something is safe.

  1. Condensed Bullet-Point Version (Quick Review)

Old habits (e.g., 2P → 2P → 2S) are bad in Strive

Light attacks must Gatling into command normals

Many common strings are negative on hit

Opponents should (and will) mash if you let them

Delayed Gatlings:

Still true blockstrings

Beat reversal buttons

Cause counter-hits

You can delay even fast buttons like 5P

Delays are stronger in Strive’s release version

Testing pressure setups takes less than 10 seconds

Timing > speed for strong pressure

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1 — Why Old Gatling Habits Fail in Strive

Summary: Many players still use strings like 2P → 2P → 2S, which worked in older games but are unsafe and challengeable in Strive. Even on hit, these strings can be counter-hit.

Key Insight: Strive punishes autopilot pressure.

Comprehension Questions

Why are light → light → medium strings bad in Strive?

What happens if you rely on old pressure habits?

Answers

They are negative and easily challenged.

You get counter-hit even on hit-confirm.

Action Steps

Identify your most common autopilot strings.

Remove any that don’t end in a command normal.

Test them against mash 5K in training mode.

Chunk 2 — Real Gatlings Require Command Normals

Summary: You must route lights into command normals (e.g., 2P → 6P, 2P → 6H) to maintain advantage and prevent mash-outs.

Key Insight: Pressure isn’t about speed—it’s about structure.

Comprehension Questions

What replaces light → light pressure in Strive?

Why are command normals important?

Answers

Light → command normal Gatlings.

They maintain frame advantage and enforce respect.

Action Steps

Learn your character’s light → command normal routes.

Practice confirming them on block and hit.

Replace old habits immediately.

Chunk 3 — Delayed Gatlings: The Hidden System Mechanic

Summary: Strive allows significant delays between Gatling inputs while remaining a true blockstring. Most players don’t exploit this.

Key Insight: Delay is built into the system—use it.

Comprehension Questions

What makes delayed Gatlings strong?

Are delayed Gatlings fake pressure?

Answers

They catch mashers and reversal buttons.

No, they remain real blockstrings.

Action Steps

Practice delaying your Gatlings by small increments.

Watch for counter-hit indicators.

Experiment with different timings, not new moves.

Chunk 4 — Beating Reversal Buttons with Delay

Summary: By slightly delaying Gatlings, you can counter-hit reversal buttons like fast 5K without changing your string.

Key Insight: Timing alone can punish defensive autopilot.

Comprehension Questions

How do delayed Gatlings beat reversal 5K?

Why is this safer than frame traps?

Answers

The delay causes the opponent’s button to extend.

It doesn’t require giving up your turn.

Action Steps

Set the dummy to mash reversal 5K.

Practice delayed Gatlings until you consistently counter-hit.

Add this to your pressure flowchart.

Chunk 5 — Delay Works Even on Fast Buttons

Summary: Even rapid-fire buttons like 5P can be delayed enough to create pressure, counter-hits, and conditioning effects.

Key Insight: Delay scales with knowledge, not character speed.

Comprehension Questions

Can fast buttons still create pressure?

What does this mean for pressure design?

Answers

Yes, when delayed properly.

Pressure is about rhythm control, not raw speed.

Action Steps

Experiment with delayed 5P Gatlings.

Focus on rhythm variance rather than move variety.

Track opponent responses to timing shifts.

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive pressure is built on timing, not autopilot. Old habits like repeated light strings are unsafe and easily punished. Instead, players must use proper Gatlings into command normals and exploit Strive’s generous Gatling delay system.

Delayed Gatlings:

Remain real blockstrings

Beat reversal buttons

Create counter-hits

Punish defensive autopilot

The strongest pressure in Strive comes from intentional timing variation, not speed or complexity. Players who test their pressure, delay their Gatlings, and challenge old habits gain safer offense and stronger conditioning.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Awareness

Identify unsafe autopilot strings

Learn correct light → command normal routes

Day 2 – Execution

Practice delayed Gatlings vs mash 5K

Test multiple delay timings

Day 3 – Integration

Apply delayed Gatlings in real matches

Observe opponent adaptations

Adjust rhythm dynamically

mario050987·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
mario050987·twitter.com·
Super Platano on Twitter
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

🎮 7 Guilty Gear Strive Tips the Tutorial Doesn’t Teach You

A practical breakdown of hidden mechanics that elevate your gameplay beyond mission mode

🔹 Overall Summary

This video covers seven important mechanics and system nuances in Guilty Gear Strive that are either not explained at all or only partially explained in the in-game tutorial. These tips focus on defense, pressure, damage optimization, throws, Roman Cancels, and training mode efficiency, helping players move from basic understanding to intermediate and competitive play, especially for those aiming at higher floors or Celestial rank.

⚡ Condensed Bullet-Point Overview (Quick Review)

6P (Forward + Punch) has upper-body invincibility and beats many attacks beyond anti-air use.

Wake-up throws don’t work immediately due to throw invincibility on wake-up.

Chip damage cannot kill unless you are at literally 1 HP.

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

Faultless Defense adds extra blockstun, which can prevent punish opportunities.

Training Mode recording slots + random playback are essential for practicing mix-ups and reactions.

🧩 Chunked Breakdown with Learning Tools Chunk 1: 6P Is More Than an Anti-Air Summary

6P (forward + punch) is commonly taught as an anti-air, but it also has upper-body invincibility, making it effective against many grounded attacks that hit high. It’s a universal defensive tool across the cast.

Key Example

If you struggle against a specific move that hits the upper body, testing 6P may shut it down entirely.

Comprehension Questions

Q: Why is 6P useful outside of anti-air situations?

A: Because it has upper-body invincibility, allowing it to beat many high or mid attacks.

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

When a character wakes up from knockdown, they are temporarily throw-invincible. This means immediate throws (normal or command) will whiff.

Key Insight

Tick throws and delayed pressure are stronger than raw throws on wake-up.

Comprehension Questions

Q: Why do throws fail on wake-up?

A: Because the defender has built-in throw invincibility for a short time.

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

Chunk 3: Chip Damage Can’t Kill (Usually) Summary

Chip damage from specials and supers cannot kill unless the opponent is at the absolute minimum health possible.

Important Caveat

Multi-hit moves can still kill via chip because the first hit reduces HP to zero and the next hit finishes the job.

Comprehension Questions

Q: When can chip damage kill?

A: Only at 1 HP, or through multi-hit attacks.

Action Steps

Stay calm at low health—blocking may be safer than expected.

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

Strive’s Roman Cancel emits a shockwave that makes combos easier—but greatly increases damage scaling, reducing total damage.

Optimization Tip

Cancel into an attack before the shockwave activates to preserve damage.

Comprehension Questions

Q: Why does RC shockwave reduce damage?

A: It applies heavy combo scaling to follow-ups.

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

All command throws are throw-invincible, meaning they beat normal throws outright.

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

Faultless Defense (FD) pushes opponents away and negates chip—but adds 2 extra frames of blockstun, which can prevent punishes.

Example

A move that is normally punishable may become safe if FD is used.

Comprehension Questions

Q: Why can FD prevent punishes?

A: Because it adds extra recovery frames to your block.

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

Training mode allows multiple recording slots that can be randomized—perfect for practicing mix-ups and reactions.

Powerful Technique

Record different options (e.g., left/right, low/high) into separate slots, then set playback to Random.

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

This video reveals seven essential Guilty Gear Strive mechanics that dramatically improve decision-making and consistency. Key takeaways include using 6P as a universal defensive tool, understanding wake-up throw invincibility, knowing that chip damage rarely kills, optimizing Roman Cancel damage by avoiding shockwave scaling, exploiting command throw priority, using Faultless Defense selectively to avoid losing punishes, and mastering training mode through randomized recordings. Together, these insights transform passive knowledge into active, matchup-ready skill, accelerating growth toward higher-level play.

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

mario050987·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
VORUTEKUSU on Twitter
VORUTEKUSU on Twitter
look at the inputsthe dash macro actually counts as a forward input lol pic.twitter.com/ICBEb07w3A— VORUTEKUSU (@GREATFERNMAN) June 25, 2021
mario050987·twitter.com·
VORUTEKUSU on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
This is a guide designed to help you take easy steps towards making your fighting game content more accessible. If you like to make combo videos, tutorials, or fighting game content in general make sure to start doing these things so more and more blind and deaf people can access your work. Many of these tips also apply to other games, so if you're a content creator of any kind please stick around! Time Stamps are at the bottom of the description. Share this video with your favorite creators so they can start making their content more accessible too! ACKNOWLEDGEMENTS I would like to thank Dengster and Vordan for their help with this guide, they are two blind players who gave me their input as to what they like to see in a fighting game YouTube guide. Thanks also to Phage, who through his community has taught so many people about accessibility including me! If there's anything you think this guide is missing, or if there is anything I could be doing to make my own videos more accessible please let me know in the comments. LINKS Set up Close Captioning in your Twitch stream using TalkToMeGooseman's Stream Close Captioner tool here: https://stream-cc.gooseman.codes/ Follow BlindWarriorSven on Twitch here: https://www.twitch.tv/blindwarriorsven Follow TheSightlessOne on Twitch here: https://www.twitch.tv/thesightlessone Follow SightlessKombat on Twitch here: https://www.twitch.tv/sightlesskombat Watch the first video example on Rooflemonger's channel here: https://www.youtube.com/watch?v=ql2yEob8OMo Watch the second video example on ahmz1404's channel here: https://www.youtube.com/watch?v=wbc0IRDjss8 Watch the third video example on TheWasteofFlesh's channel here: https://www.youtube.com/watch?v=OCJN_VtfySk Read the tweet and thread I referred in the introduction here: https://twitter.com/bettyd0ts/status/1363930675930357761 TIMESTAMPS 0:00 Introduction 0:57 Accessibility and stereo sound 1:21 My tweet and the context it gave me 2:25 Accessibility Awareness 3:19 Intention of this guide 4:06 Start of the guide 4:23 Leave the game sound on 6:02 Close Caption your videos and streams 7:14 Include combo notation in the video and description 8:10 Use standard notation for your combos 9:06 Include important video text in the video description 9:25 Use clear labels and titles in your video description 9:38 Use time stamps on your video 10:50 Voice overs help a lot 11:35 Don't talk over important game sound, watch your mix 12:01 Tell your viewers about the text in your description 12:44 Video Example #1 14:02 Video Example #2 15:41 Video Example #3 16:30 Extra Tip: Make sure audio is in stereo 17:03 Conclusion 18:01 Blind streamers for you to follow and support 18:56 Outro ---------- I am a music teacher and theory expert obsessed with videogame music, and a fighting game beginner fascinated by growth and learning. Pretty good fit, innit ? Follow me on Twitch for more! https://www.twitch.tv/bettydots Stop by my Twitter also if you'd like! https://twitter.com/bettyd0ts All music courtesy of Lo-Fi girl: https://youtu.be/5qap5aO4i9A Thanks for watching!
mario050987·youtube.com·
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
tragic on Twitter
tragic on Twitter
BRC can create punishes that normally don't exist. I used this example because the timing is so ridiculously precise yet still a true punish. I don't recommend this specific example in-game, but instead, use the concept to create your own punishes!#GGST #GGST_CH @HiFightTH pic.twitter.com/79NyxAOCem— tragic (@fightelement) June 25, 2021
mario050987·twitter.com·
tragic on Twitter
#ZafKnows - Using Meters to Read An Opponent
#ZafKnows - Using Meters to Read An Opponent

Summary:

In this video, ZafKnows, a competitive Street Fighter player, breaks down an important moment from a ranked match, explaining how he reads his opponent using their meter (V-Trigger), body language, and advantage mechanics. The video is designed to help players understand how to identify key signs and use that information to anticipate an opponent's actions.

Key Concepts:

Advantage from Hits: Zaf explains how the advantage gained from landing a stand medium kick allows him to react confidently if the opponent retaliates. In this specific case, his advantage from the hit prevents the opponent from getting an easy counter-hit, especially in high-stakes moments.

Reading Body Language: Zaf emphasizes the importance of reading the opponent's body language. For example, when the opponent is moving slowly or being patient, it's common for advanced players to close the distance quickly, which Zaf predicts based on his experience.

Meter Awareness: One of the key moments of the match involves the opponent’s V-Trigger activation. Zaf discusses how the opponent’s meter—especially the V-Trigger bar—gives insight into what the opponent might want to do next. Recognizing when the opponent is likely to use V-Trigger due to emotional buildup or frustration can provide a huge advantage.

Spacing and Pushback: Another important element is the pushback that occurs after hitting an opponent. Zaf takes advantage of this to maintain a safe distance, preventing a counter-hit and putting himself in a favorable position.

Predicting and Committing: Zaf talks about how predicting the opponent's dash—based on visual cues like a "wiggle" before the dash—lets him commit to certain actions (like standing medium kick) with confidence. His commitment to reading the meter and player tendencies, rather than just reacting to them, is crucial.

Bullet Points:

Advantage from Hits: Key to reading an opponent’s next move after gaining an advantage from a successful hit.

Reading Body Language: Predicting the opponent’s dash based on movement patterns and patient behavior.

Meter Awareness: Using V-Trigger to understand emotional buildup and plan for counter-moves.

Spacing and Pushback: Using hit pushback to avoid close-range danger and set up for a better position.

Prediction over Reaction: Using intuition and observation to predict opponent behavior and commit to actions accordingly.

Chunks Breakdown: Chunk 1: Advantage from Successful Hits

Zaf explains that after landing a stand medium kick, he gains enough advantage to either punish or avoid counter-attacks. He is able to predict the opponent's moves because of this advantage.

Comprehension Questions:

What gives Zaf the advantage in the match after landing a stand medium kick?

How does this advantage affect his ability to predict the opponent's actions?

Action Step: Focus on landing advantageous hits in your own games, and understand when you can safely predict your opponent's next action based on the advantage you gain.

Chunk 2: Reading the Opponent’s Body Language

Zaf observes that high-level players often dash when they notice their opponent is being passive. He predicts that the opponent will close the gap due to his calm and patient playstyle.

Comprehension Questions:

What body language did Zaf use to predict the opponent's dash?

Why is understanding body language critical in this context?

Action Step: Watch for patterns in your opponent's movements, especially when they become more passive or tentative. Predict their next action based on their body language.

Chunk 3: Meter Awareness and V-Trigger

Zaf focuses on the opponent's V-Trigger bar to anticipate a desperate move. He refers to this as the "red bar of courage," where an opponent might act out of frustration or emotion, leading to predictable behavior.

Comprehension Questions:

What is the "red bar of courage" and how does it influence gameplay?

Why is meter awareness important during a match?

Action Step: Pay attention to your opponent's V-Trigger meter. If it’s full, expect more aggressive or emotional plays, and counter accordingly.

Chunk 4: Spacing and Pushback

Zaf uses the spacing from the pushback of his successful attacks to avoid close-range counter-hits, preventing the opponent from capitalizing on the situation.

Comprehension Questions:

How does pushback affect Zaf’s ability to avoid counter-hits?

What happens if Zaf were closer to the opponent during the pushback?

Action Step: Practice spacing in your own gameplay to avoid being in a dangerous range for counter-hits, especially after successful attacks.

Chunk 5: Prediction Over Reaction

Zaf emphasizes that instead of just reacting to his opponent, he uses his understanding of the opponent's behavior (like the “wiggle” before a dash) to predict and preemptively counter.

Comprehension Questions:

What visual cue did Zaf use to predict the opponent's dash?

Why is predicting moves more advantageous than just reacting to them?

Action Step: Look for subtle cues in your opponent’s behavior to predict their next move rather than simply reacting. This gives you more control over the match.

Super-Summary:

In this breakdown, Zaf demonstrates how to use meter awareness, body language, and attack advantages to predict and read an opponent’s behavior in Street Fighter. By noticing visual cues like the "wiggle" before a dash, understanding the opponent’s emotional state from their V-Trigger, and using pushback for spacing, players can gain a significant edge. Zaf encourages players to predict rather than react, allowing them to create openings and punish mistakes before they happen.

Optional Spaced Review Plan:

Day 1: Focus on understanding the importance of advantage from hits and reading body language.

Day 2: Review meter awareness and how to use V-Trigger for predictions.

Day 3: Practice using spacing and pushback to avoid counter-hits and improve prediction skills.

mario050987·youtube.com·
#ZafKnows - Using Meters to Read An Opponent
How to Walk Up and Throw Your Opponent in Footsies
How to Walk Up and Throw Your Opponent in Footsies

Chunked Summary Chunk 1: Introduction to Throws in Footsies

Summary:

Throws are a critical tool in footsies to punish opponents who block or hesitate.

Walking up and throwing relies on understanding spacing, timing, and reads.

Throws are especially effective against defensive players who rely on blocking.

Key Examples:

Opponent blocking repeatedly → walk up throw can open them up.

Frame advantage from moves can create opportunities to throw safely.

Bullet Points:

Throws break defensive habits.

Walking up safely requires knowledge of frame data.

Reading opponent patterns is crucial.

Comprehension Questions & Answers:

Q: Why are throws important in footsies? A: They punish defensive behavior and force opponents to act.

Q: What factors make walking up to throw effective? A: Proper spacing, timing, and understanding opponent behavior.

Action Steps:

Observe how often your opponent blocks.

Track which of your moves leave you at frame advantage for throws.

Chunk 2: Spacing and Walk-Up Techniques

Summary:

Proper spacing prevents risk of counter-attacks when attempting a throw.

Walk-up distances depend on the character's throw range and movement speed.

Use moves that slightly advance your position to create safe walk-up scenarios.

Key Examples:

Using a poking move that is safe on block → walk up throw immediately after.

Walking up after whiffing a long-range attack to bait a defensive response.

Bullet Points:

Understand your character’s throw range.

Control space to avoid overextending.

Use neutral movement to gauge opponent reactions.

Comprehension Questions & Answers:

Q: How can spacing affect the safety of a throw attempt? A: Being too close risks a counter-hit, too far and the throw won’t connect.

Q: What is a safe way to approach after a poke? A: Use moves with safe frames to advance and create throw opportunities.

Action Steps:

Measure your character’s throw range in training mode.

Practice walking up from slightly outside throw range to bait reactions.

Chunk 3: Timing and Opponent Reading

Summary:

Reading opponent behavior is essential to time throws.

Throws are most effective against players who hesitate or over-rely on blocking.

Recognize patterns: repeated blocks, predictable responses, or fear of pressing buttons.

Key Examples:

Opponent consistently blocks after a certain poke → walk up throw.

Counter-hit setups create frame advantage → use throw to punish after.

Bullet Points:

Observe and predict opponent tendencies.

Frame advantage can dictate safe timing for throws.

Hesitation is a key indicator for throw opportunities.

Comprehension Questions & Answers:

Q: What behaviors make an opponent susceptible to throws? A: Repeated blocking, hesitation, and predictable responses.

Q: How does frame advantage influence throw timing? A: It creates a window where a throw cannot be punished if executed properly.

Action Steps:

Track opponent habits mid-match.

Practice timing throws immediately after moves with positive frame advantage.

Chunk 4: Mix-Ups and Conditioning

Summary:

Mixing throws with other options (like low pokes or normals) keeps the opponent guessing.

Conditioning involves teaching the opponent to expect one option, then punishing them with a throw.

Successful mix-ups reduce the likelihood of being countered.

Key Examples:

After conditioning an opponent to always block low → throw next.

Use occasional safe attacks before a throw to maintain unpredictability.

Bullet Points:

Mix throws with other attacks to remain unpredictable.

Condition opponent to create high-value throw opportunities.

Alternating offense increases psychological pressure.

Comprehension Questions & Answers:

Q: What is the purpose of mix-ups in footsies? A: To make your opponent unsure and create openings for throws.

Q: How can conditioning lead to effective throws? A: By training the opponent to expect one action, you can surprise them with a throw.

Action Steps:

Alternate between safe pokes and throws in training mode.

Record and analyze opponent reactions to adjust mix-ups.

Chunk 5: Risk Management and Defensive Awareness

Summary:

Throws are risky if overused; opponents can counter with attacks.

Defensive awareness involves knowing when the opponent is likely to retaliate.

Balancing throw attempts with safe play ensures minimal punishment.

Key Examples:

Avoid throwing when opponent has strong reversal options.

Recognize situations where walk-up throws are too predictable.

Bullet Points:

Throws carry risk; timing is critical.

Avoid overcommitting.

Defensive reading is as important as offensive execution.

Comprehension Questions & Answers:

Q: Why should throws be used selectively? A: Overuse can lead to being countered or punished.

Q: How can you reduce risk when attempting a throw? A: By reading opponent tendencies and alternating options.

Action Steps:

Study character-specific reversals to avoid risky throws.

Practice reading opponent reactions in training and casual matches.

Super-Summary (All Chunks Combined)

Key Insights: Walking up and throwing in footsies is a blend of spacing, timing, reading, and conditioning. Throws are crucial to break defensive habits, especially against opponents who block frequently. Effective throws rely on understanding your character’s range, safe walk-up techniques, and frame advantage. Reading opponent tendencies—hesitation, predictable blocking, and reactions—is critical. Mix-ups and conditioning amplify throw effectiveness while risk management ensures you avoid counter-attacks.

Actionable Steps:

Track opponent habits and blocking tendencies.

Practice safe walk-up distances and throw ranges.

Mix throws with other attacks to remain unpredictable.

Use frame advantage to time throws safely.

Balance offensive pressure with defensive awareness.

Optional 3-Day Spaced Review Plan

Day 1: Review Chunk 1-2; practice measuring throw range in training mode. Day 2: Review Chunk 3-4; practice timing throws and conditioning opponents. Day 3: Review Chunk 5 and Super-Summary; combine spacing, timing, mix-ups, and risk management into real matches.

mario050987·youtube.com·
How to Walk Up and Throw Your Opponent in Footsies
Hamani as Novkov(o˘◡˘o) on Twitter
Hamani as Novkov(o˘◡˘o) on Twitter
I knew it.Been experiencing some lags in some of the matches.Especially during the intro #GGST pic.twitter.com/L59vILUJl0— Hamani as Novkov(o˘◡˘o) (@novkovboy) June 25, 2021
mario050987·twitter.com·
Hamani as Novkov(o˘◡˘o) on Twitter
SeanE on Twitter
SeanE on Twitter
Not sure if this is common knowledge but it seems like your positioning changes post wall break depending on what you break the wall with. Not sure how impactful this will be but I thought it was kind of interesting. #GGST pic.twitter.com/XHHgzmR2iU— SeanE (@EngrishVEN) June 25, 2021
mario050987·twitter.com·
SeanE on Twitter