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Is Defense TOO WEAK in Strive? Discussing Defensive Options in Guilty Gear Strive
Is Defense TOO WEAK in Strive? Discussing Defensive Options in Guilty Gear Strive
I made a tweet about defensive options in Strive being weak and ended up becoming the topic of the day. I wanted to make a video explaining why I think defense is so weak. Let me know your thoughts in the comments below! Follow me on Twitter! https://twitter.com/SQuirrel147 Follow me on Twitch! https://www.twitch.tv/squirrel147
mario050987·youtube.com·
Is Defense TOO WEAK in Strive? Discussing Defensive Options in Guilty Gear Strive
HOW TO DEAL WITH BAD MATCHUPS | Guilty Gear Strive Guide
HOW TO DEAL WITH BAD MATCHUPS | Guilty Gear Strive Guide

✅ SUMMARY — “How to Deal With Bad Matchups” (Guilty Gear Strive)

The video teaches a universal method for solving any bad matchup or problematic move by developing your own solutions in training mode, instead of relying on matchup charts or external guides. The process is:

Identify what you struggle with

Record the problem move/scenario

Isolate and test counters

Recreate real-match variations

Combine scenarios using random playback

Train reactions until they become natural

Apply in matches with confidence

The approach emphasizes self-sufficiency, scenario-based labbing, and reaction conditioning.

🧩 CHUNKED SUMMARY (with all subsections) Chunk 1 — Identify the Problem Clearly

The first step is not pressing buttons—it’s diagnosing exactly what is giving you trouble. Training mode is not for combos only; it is the laboratory where you solve matchups.

For the example (Ramlethal vs Chipp), the player identifies moves like j.2K, command grab, and rekka pressure as problem points.

Key Ideas

Don’t go into training mode blindly.

Pinpoint one move or scenario that consistently beats you.

This clarity accelerates learning and prevents overwhelm.

Comprehension Questions

Why shouldn’t you enter training mode without identifying the problem?

What counts as a “problem scenario”?

In the video example, what moves from Chipp caused issues?

Answers

Because without a target, you won’t know what to lab or improve.

Any repeated situation where you consistently lose, get hit, or panic.

His j.2K, command grab, and rekka pressure.

Action Steps

Write down 2–3 things that frustrate you in your next session.

Choose one to focus on for your training session.

Enter training mode with a specific question: “How do I beat this?”

Chunk 2 — Isolate the Move and Test Solutions

Record the problem move by itself using training mode’s recording slots.

Once isolated, test:

anti-airs

spacing adjustments

fast normals

backdash

contest timing

jump-outs

invincible reversals

fuzzy options

The goal is to develop multiple reliable answers, not just one.

Key Ideas

Isolation removes distractions.

Practical counterplay emerges only when experimentation is deliberate.

Testing multiple solutions reveals the highest-EV response.

Comprehension Questions

Why isolate a move instead of practicing against full pressure?

What kinds of solutions should you try?

Why is it beneficial to have more than one answer?

Answers

Isolation reveals the true properties and timings without noise.

Any defensive or offensive interaction: buttons, movement, system mechanics.

Because opponents will mix timing, spacing, and context, making one answer insufficient.

Action Steps

Record the move alone.

Test 5 different responses.

Rank them by reliability, risk, and reward.

Chunk 3 — Rebuild Real Match Scenarios (Replay → Training Mode Loop)

After mastering the move in isolation, recreate actual match sequences using replays:

when the opponent uses the move

how they frame traps into it

what options precede or follow it

You lab not just the move, but the situations leading into the move.

Key Ideas

Context changes the answer.

Your opponent won’t always use the move in the same timing.

Replay → training reproduction → solution mapping is the real engine of improvement.

Comprehension Questions

Why are replay-based scenarios important?

How do opponents change the difficulty of a move?

What are you looking for when recreating match sequences?

Answers

Because actual gameplay uses variations of timing, spacing, and mix-ups.

They disguise, delay, or re-space the move, making reactions harder.

The decision tree: when the move appears, what follows, and what beats what.

Action Steps

Pull up 1 replay where you struggled.

Reproduce 2 sequences exactly in training mode.

Test counters for each sequence.

Chunk 4 — Randomized Playback to Build Real Reactions

Record multiple different scenarios (e.g., j.2K, rekka, command grab setup). Turn Random Playback on.

This forces you to:

recognize the scenario

access the correct solution

respond within match timing

This step turns knowledge into reaction.

Key Ideas

Reactions come from exposure, not theory.

Randomization simulates live play.

The goal is to automate scenario recognition.

Comprehension Questions

Why use random playback?

What does random playback train?

How does this help during real matches?

Answers

It prevents predictable patterns and builds real recognition.

Scenario identification and execution under uncertainty.

You naturally choose the correct answer without freezing or guessing.

Action Steps

Record 3 scenarios.

Set training mode to “Random Slot Playback.”

Practice until your responses feel automatic and low-effort.

Chunk 5 — Accept the Homework: You Must Lab to Improve

The creator emphasizes that problem-solving cannot be done mid-match reliably. Your working memory is already filled with:

spacing

burst tracking

meter management

offense/defense flow

movement

safe jumps

conditioning reads

There’s no bandwidth left for deep problem solving.

Therefore, the lab is where you do homework so solutions are pre-built.

Key Ideas

Matches are not where you learn; they are where you apply.

You must build solutions beforehand.

No YouTuber can cover every scenario—you must learn to self-solve.

Comprehension Questions

Why is problem-solving in live matches unreliable?

What mental load exists during a real match?

Why does the creator avoid making matchup-specific videos first?

Answers

Your brain cannot process new solutions under pressure.

Movement, spacing, resource tracking, reactions, risk calculations.

Because players must learn how to self-diagnose and solve new situations.

Action Steps

After a loss, write down 1 scenario to lab.

Do not try to figure it out during matches.

Build the “solution package” in training mode first.

🧠 SUPER-SUMMARY (1-Page Compression)

Bad matchups are not solved by memorizing charts—they’re solved by building adaptable solutions in training mode. The method is universal:

Identify the exact problem (a move, setup, or pressure type).

Record the move in isolation and test many possible answers.

Study replays to rebuild real match variations of that move.

Record each variation and practice them individually.

Use random playback to simulate real match recognition and timing.

Train until the correct responses become automatic reactions.

Apply the solutions in real matches—don’t try to invent them mid-game.

The core principle:

Training mode is where you solve matchups; matches are where you run the solutions.

By mastering this self-directed lab method, you can solve any matchup—even situations no guide has covered—because you have the tools to analyze, recreate, and counter any problem scenario.

📅 OPTIONAL 3-DAY SPACED REVIEW PLAN Day 1 — Understanding & Isolation

Reread chunks 1–2.

Enter training mode and isolate one problem move.

Find at least 3 counters.

Day 2 — Scenario Reconstruction

Reread chunks 3–4.

Pull up a replay and rebuild match scenarios.

Turn on random playback and practice reactions.

Day 3 — Integration & Application

Reread chunk 5.

Play real matches intentionally looking for the scenario.

After session, list new problems for future labbing.

mario050987·youtube.com·
HOW TO DEAL WITH BAD MATCHUPS | Guilty Gear Strive Guide
How to NOT make the Wall Break in Guilty Gear Strive
How to NOT make the Wall Break in Guilty Gear Strive
Learn how to keep your opponent cornered in Guilty Gear Strive and avoid breaking the wall while gaining huge advantage! Enjoy. ➤ Check out my livestreams! http://www.twitch.tv/sonic_sol ➤ Follow me on Twitter! http://twitter.com/sonic_sol ➤ Join the community! https://discordapp.com/invite/cuPcGaA ➤ Coaching! https://metafy.gg/@sonic_sol ➤ Merch! https://merch.streamelements.com/sonic_sol TIMESTAMPS: 00:00 - Intro / What is Wall Splat? 00:15 - Route with I-No into Wall Splat 01:10 - You cannot air recover from certain moves that caused wall splat 01:34 - You can air recovery from any move that launches or hits in air 02:34 - I-No Specific Wall Splat setplay/safe jump setups 04:54 - Why it's important to take advantage of staying in corner. 05:39 - Conclusion TAGS: How to NOT make the Wall Break in Guilty Gear Strive,guilty gear,guilty gear strive,gg strive,guilty gear strive gameplay,sonicsol,sonicsol ino,sonic sol guilty gear,sonicsol ino guide,fighting games,guilty gear strive wall break,guilty gear strive tutorial,guilty gear strive guide,guilty gear guide,ino combos strive,ino setups,gg strive ino setups,how to play guilty gear strive,fighting game caster,sol badguy,ino corner combo strive,sonicsol streams,fgc #GuiltyGear #GuiltyGearStrive #FGC
mario050987·youtube.com·
How to NOT make the Wall Break in Guilty Gear Strive
Tired of the Unga Bunga? Here's some help!
Tired of the Unga Bunga? Here's some help!

Summary (High-Level Overview)

This video is a beginner-friendly guide to active defense in Guilty Gear Strive, aimed at players who feel overwhelmed by “unga bunga” offense—repetitive, aggressive special moves that are plus on block and lead to counter-hit combos.

The core idea is that every strong offensive option has a defensive counter, and learning these counters transforms defense from passive blocking into active decision-making. The video focuses on three key defensive tools:

6P (Upper-body invincible attacks)

Throws (fastest defensive option)

Movement-based escapes (jumping/running out of pressure)

By recognizing specific move properties and applying these tools deliberately, players can shut down oppressive pressure sequences instead of feeling trapped.

Condensed Bullet Points (Quick Review)

Many strong special moves are plus on block and lead to full counter-hit combos

Blocking alone is not enough—active defense is required

6P beats many plus-on-block specials due to upper-body invincibility

Throws (2f startup) can interrupt pressure with small gaps

Correct throw direction matters (cannot down-back)

Certain pressure sequences are beaten with movement, not buttons

Example: Ramlethal corner swords can be escaped before explosion

Defense improves with knowledge + labbing, not reactions alone

Chunked Breakdown Chunk 1 — Understanding the Problem: Plus-on-Block Oppression

Key Idea: Many special moves in Strive are oppressive because they are:

Plus on block (attacker acts first)

Lead to huge damage on counter-hit

Example: Giovanna’s Drill:

Plus on block

Beats mashing and jumping

Counter-hit leads to full combo

Lesson: Blocking without a plan leads to repeated pressure and eventual collapse.

✅ Comprehension Questions

What does “plus on block” mean?

Why is mashing dangerous against plus-on-block moves?

Answers:

The attacker recovers faster than the defender.

You get counter-hit into a full combo.

🛠 Action Steps

Learn what “plus on block” feels like in training mode

Identify 1 move your character struggles against and test its frame advantage

Chunk 2 — 6P: Upper-Body Invincibility as a Counter

Key Idea: 6P (forward + punch) has upper-body invincibility, allowing it to beat many offensive specials.

Why it Works:

Ignores attacks that hit the torso and above

Leads to counter-hit confirms

Examples of Moves Beaten by 6P:

Giovanna Drill

Giovanna Flip (214S)

May Slow Dolphin

Ky’s Foudre Arc

Lesson: 6P isn’t just anti-air—it’s a fundamental defensive tool against pressure.

✅ Comprehension Questions

What makes 6P special compared to normal buttons?

Why does it beat certain plus-on-block specials?

Answers:

It has upper-body invincibility.

Those moves hit the upper body, which 6P ignores.

🛠 Action Steps

Practice 6P timing against one known pressure move

Add a cancel or combo after successful 6P hits

Chunk 3 — Throws: The Fastest Defensive Interrupt

Key Idea: Throws are 2 frames, making them the fastest option in the game.

Why They Work:

Beat pressure with small gaps

Interrupt close-range special moves

Major Example: Leo’s stance-switch move:

Plus on block

Forces cross-up

Leads to devastating backturn pressure

Can be thrown out of the stance entry

Important Warning:

You cannot throw while holding down-back

Must use forward or back throw input

Other Throwable Moves:

Sol’s Fafnir

I-No’s Heavy Stroke the Big Tree

✅ Comprehension Questions

Why are throws so strong defensively?

What mistake causes throws to fail?

Answers:

They’re the fastest action in the game.

Holding down-back instead of changing throw direction.

🛠 Action Steps

Practice switching from block to forward/back throw

Identify one matchup where throw interrupts pressure

Chunk 4 — Movement-Based Escapes (Labbing Required)

Key Idea: Some pressure is best beaten with movement, not attacks.

Example: Ramlethal Corner Pressure

After swords hit the wall, there’s a window before explosion

You can:

Jump out

Run/dash out of the corner

Tip: Mapping dash to a button makes these escapes easier and more consistent.

Lesson: Not all defense is reactive—some is knowledge-based positioning.

✅ Comprehension Questions

Why can Ram’s corner pressure be escaped?

What makes the escape easier to execute?

Answers:

There’s a delay before sword explosion.

A dedicated dash button.

🛠 Action Steps

Test corner escape timing in training mode

Bind dash to a comfortable button

Super-Summary (Under 1 Page)

Active defense in Guilty Gear Strive is about knowing your answers, not guessing under pressure. Many oppressive special moves are designed to beat passive blocking, but the game intentionally provides counters. 6P exploits upper-body invincibility to beat common plus-on-block attacks. Throws, as the fastest option in the game, interrupt close-range pressure if executed with correct directional input. Finally, movement-based escapes, especially against corner pressure like Ramlethal’s swords, reward players who lab matchups and recognize timing windows. Mastering these tools transforms defense from helpless survival into controlled resistance.

Optional 3-Day Spaced Review Plan

Day 1 – Awareness & Knowledge

Watch replays and identify plus-on-block moves

Learn which ones can be 6P’d or thrown

Day 2 – Practice & Execution

Drill 6P timing vs one move

Practice throw direction switching

Test one corner escape

Day 3 – Application & Reflection

Play online matches focusing only on defense

After each loss, ask: Which option did I ignore?

If you’d like, I can also:

Turn this into a one-page cheat sheet

Adapt it for your main character

Create training mode drills for each concept

mario050987·youtube.com·
Tired of the Unga Bunga? Here's some help!
Nate on Twitter
Nate on Twitter
#GGST Normally you can't block YRC because you're attacking and your opponent is blocking. However if you use a projectile on your opponent and they YRC after the projectile, you can block YRC. pic.twitter.com/dEhJHbJMRO— Nate (@Neightte) September 13, 2021
mario050987·twitter.com·
Nate on Twitter
Guilty Snacks: SAFEJUMPS
Guilty Snacks: SAFEJUMPS
  1. Summary (Concepts, Examples, Actionable Lessons)

This video explains safe jumps—a core offensive setup in Guilty Gear and many fighting games. A safe jump is a precisely timed jumping attack performed on an opponent’s wake-up so that:

If the opponent blocks, your jump-in hits or applies pressure.

If the opponent uses an invincible reversal, you land in time to block and punish it.

The key requirement is timing: Your jumping attack must have less recovery than the startup of the opponent’s reversal, allowing you to land safely.

Safe jumps are powerful because they:

Remove the threat of wake-up reversals

Condition opponents to block

Let you run offense safely and consistently

Because reversal startup varies by character, safe jumps are character- and matchup-dependent. This is why players rely on setups after knockdowns rather than improvising them.

  1. Condensed Bullet-Point Review

Safe jump = timed jump-in that beats reversals safely

Attack right before landing

Block reversals, hit blocking opponents

Trains opponents to stop mashing reversals

Timing depends on opponent’s reversal startup

Most safe jumps come from practiced setups

Strong against reversal-reliant players

  1. Chunked Breakdown Chunk 1 — What Is a Safe Jump?

A safe jump is a jump attack timed so you can land and block an invincible reversal while still threatening pressure if the opponent blocks.

Chunk 2 — Why Safe Jumps Are Strong

They remove risk from offense by forcing opponents to block instead of mashing reversals, giving you momentum and control.

Chunk 3 — Timing & Matchup Dependency

Safe jumps depend on reversal startup speeds, meaning timing varies between characters and situations.

Chunk 4 — Why Setups Matter

Safe jumps are difficult to improvise; consistent success comes from rehearsed knockdown setups.

Chunk 5 — When to Use Safe Jumps

They are especially effective against opponents who rely heavily on wake-up reversals.

  1. Comprehension Questions & Answers Chunk 1

Q: What makes a jump “safe”? A: You can land and block before the opponent’s reversal becomes active.

Chunk 2

Q: Why do safe jumps discourage reversals? A: Because reversals fail while blocking remains necessary.

Chunk 3

Q: Why doesn’t one safe jump work for all characters? A: Different characters have different reversal startup speeds.

Chunk 4

Q: Why are setups preferred over improvisation? A: Precision timing is required for consistency.

Chunk 5

Q: Against what player type are safe jumps most effective? A: Players who overuse wake-up reversals.

  1. Action Steps (FGC + Real-Life Application) Chunk 1

Lab jump timing after knockdowns until you can block reversals reliably

Chunk 2

Track opponent reversal attempts and punish consistently

Chunk 3

Note reversal startup frames for common matchups you face

Chunk 4

Create 1–2 reliable safe jump setups from common knockdowns

Chunk 5

Use safe jumps deliberately to condition defensive behavior

  1. Super-Summary (Under 1 Page)

Safe jumps are a fundamental offensive tool that allow you to apply pressure safely on an opponent’s wake-up. By timing a jump attack just before landing, you can hit blocking opponents while still landing in time to block invincible reversals. This removes risk, conditions opponents to stop mashing reversals, and enables stable offense. Because reversal startup varies between characters, safe jumps are matchup-specific and best executed through practiced setups rather than improvisation. They are especially effective against players who rely heavily on wake-up reversals.

  1. Optional 3-Day Spaced Review Plan

Day 1:

Watch the video once

Practice one safe jump setup in training mode

Day 2:

Review bullet points

Test the setup against reversals from different characters

Day 3:

Use safe jumps intentionally in matches

Note how opponent behavior changes

mario050987·youtube.com·
Guilty Snacks: SAFEJUMPS
How to use Training Mode & Replays in Guilty Gear STRIVE to beat even Hotashi!
How to use Training Mode & Replays in Guilty Gear STRIVE to beat even Hotashi!

✅ SUMMARY — “How to LAB in Fighting Games using Training Mode & Replays”

The video teaches how to use training mode as a problem-solving tool, not a mindless grind space. You use training mode to discover solutions to real match problems, test options, confirm knowledge, and create repeatable scenarios that mirror replay situations. The core thesis: Training mode + replays = the engine of matchup mastery and adaptation.

⚡ BULLET-POINT QUICK REVIEW

Training Mode is for finding solutions, not grinding endlessly.

Use Block Settings to test true/false combos.

Use Stagger Recovery settings to verify which routes are real.

Use Random Guard for hit-confirm practice.

Use Counterattack Settings to test defense vs. mash, jump, backdash, throw, etc.

Use After Recovery to lab meaties and safe jumps.

Use Burst/YRC automation to lab burst baits and punish options.

Use Record Slots to create repeatable enemy behavior for labbing punishes.

Use After Position Reset to test round start situations consistently.

Use Replay Analysis to identify the real problem → recreate it in training → solve it → reapply in match.

Example problem: Hotashi’s Beyblade — solved through 2H, 5K, safe jumps, and interaction testing.

Always use training mode to turn fear into information, and information into solutions.

🔷 CHUNKED STRUCTURED SUMMARY Chunk 1 — Training Mode Philosophy: A Problem-Solving Laboratory Core Ideas

Training mode is not meant for mindless grinding.

Its purpose is targeted debugging: finding solutions to matchup or gameplay problems.

Most players underuse training mode because they don’t know what functions exist or how to apply them.

Comprehension Questions

What is the primary purpose of training mode?

Why shouldn’t you just “grind” training mode without a plan?

What determines what you should lab?

Answers

To find reliable solutions to problems you encounter in real matches.

Mindless grinding doesn’t address real match issues — it wastes time.

Your replays and recurring match frustrations.

Action Steps

Identify one problem you consistently lose to.

Frame training mode as a debug environment for that specific problem.

Chunk 2 — Using Block Settings, Stagger Recovery, and Random Guard Core Ideas

After First Hit block setting helps determine if a combo is real.

Stagger Recovery (fast/normal) lets you test whether stagger routes truly work.

Random Guard allows practicing hit-confirms so you stop autopiloting unsafe followups.

Comprehension Questions

What does “After First Hit” block setting do?

Why set stagger recovery to “fast”?

How does random guard improve hit confirms?

Answers

It forces the dummy to block if your combo is fake.

To test if your combo is guaranteed against optimal defense.

You learn to visually confirm hits instead of guessing.

Action Steps

Practice a key BnB with After First Hit turned on until you never drop it.

Use Random Guard for 10 minutes to train safe hit-confirms.

Chunk 3 — Counterattack Settings: Labbing Offense vs. Opponent Options Core Ideas

Counterattack settings allow the dummy to press a button, jump, throw, or backdash after:

block

hit

recovery

This lets you lab:

Frame traps

Throw bait timing

Anti-jump pressure

Backdash punishes

Meaty consistency

Comprehension Questions

What can “After Block → 5P” teach you?

How do counterattacks help test anti-jump pressure?

How does setting “After Hit → Backdash” help?

Answers

Whether your blockstring is a true frame trap.

The dummy attempts to jump, showing where your strings fail or succeed.

Shows you which resets punish backdash and which don’t.

Action Steps

Lab one frame trap, one anti-jump, and one backdash punish using counterattack settings.

Test your character’s fastest meaty using “After Recovery → 5P”.

Chunk 4 — Labbing Safe Jumps, Meaties, Burst Baits, and YRC Punishes Core Ideas

After Recovery lets you test responses to wakeup supers, DPs, and reversals.

Burst settings (burst after X hits or after first hit) allow discovery of burst-safe routes.

YRC punish testing identifies which normals can block in time and which cannot.

Comprehension Questions

How do you test safe jumps?

Why is “Burst After 1 Hit” useful?

What determines whether you can punish YRC?

Answers

Set dummy wakeup to a reversal and test your jump-in timing.

It reveals automatic burst baits on your common starters.

The startup/block advantage of your normals.

Action Steps

Find one safe jump vs a common reversal.

Practice burst bait routes for your main counterhit starter.

Test your safest anti-YRC normal.

Chunk 5 — Using Recording Slots for Repeatable Scenario Testing Core Ideas

Recording slots let you prototype enemy behavior like Beyblade, run-up throw, jump, etc.

You can configure random playback to test reactions under uncertainty.

Best practice: begin recordings with a neutral jump to provide audio/visual lead time.

Comprehension Questions

Why record dummy actions?

Why start a recording with a neutral jump?

What does random playback simulate?

Answers

To test counters for specific moves the opponent repeatedly uses.

To give predictable timing and allow reaction preparation.

Real-match uncertainty.

Action Steps

Record 3 dummy behaviors that consistently beat you.

Randomize playback and test various counter options.

Chunk 6 — After Position Reset: Labbing Round Start Interactions Core Ideas

After Position Reset + Round Call lets you replay round start over and over.

Essential for characters with powerful round start tools.

Example: Lab stopping Hotashi’s Beyblade at round start.

Comprehension Questions

What is this tool used for?

Why is round start important to lab?

How did the video’s example use this?

Answers

To practice round start interactions.

Round start can determine momentum; many characters have strong openers.

They recreated Hotashi’s Beyblade to test answers.

Action Steps

Identify your worst round start scenario.

Recreate and solve it using After Position Reset.

Chunk 7 — Replay Analysis → Training Mode → Applied Solution Core Ideas

The full improvement loop:

Review replay to find real problem.

Identify specific repeated interaction (e.g., Beyblade).

Recreate scenario in training mode.

Find reliable counters.

Apply in next match.

The video shows an example where:

Beyblade was repeatedly beating the player.

Training mode identified 2H, 5K, and spacing as solutions.

These were applied in the rematch and neutralized the threat.

Comprehension Questions

What begins the improvement loop?

Why recreate the replay scenario in training mode?

How did the training mode solution change the rematch?

Answers

Replay review.

Because you need controlled repetition to reliably test counters.

The player was prepared, stopped Beyblade, and won exchanges previously lost.

Action Steps

Pick one replay where you felt “lost.”

Extract three repeated problems.

Lab solutions for each using training mode functions.

Apply in your next matches.

🧠 SUPER-SUMMARY (Under One Page)

This video teaches the correct philosophy and methods for using training mode in Guilty Gear Strive (and any fighting game). Training mode is a diagnostic environment for solving problems exposed in your replays—not a place to grind blindly.

You learn to validate combos with After First Hit, check real stagger routes using fast stagger recovery, and build real hit-confirms with Random Guard. Using Counterattack Settings, you simulate opponent defense: mashing, backdashing, jumping, or throwing. These tools allow testing frame traps, anti-jump routes, reset punishes, and meaties.

After Recovery testing shows how to create safe jumps or punish wakeup options. Burst and YRC automation teaches burst baits and safe pressure sequences. Recording slots allow you to program repeatable enemy behaviors (like Nago Beyblade) and test various punishes.

After Position Reset lets you lab round-start interactions reliably—a core part of match dynamics.

The climax of the video shows how replay analysis identifies a pattern (Hotashi’s Beyblade), training mode recreates that scenario, solutions are tested (2H, 5K, safe jump timing), and those solutions are successfully applied in future matches.

The overall methodology:

Replay → Identify Problem

Training Mode → Build Solution

Matches → Apply Solution

Repeat

This creates an endless loop of improvement, turning confusion into clarity, fear into preparedness, and adaptation into a trained skill.

🗓️ 3-DAY SPACED REVIEW PLAN Day 1 — Encoding

Re-read Chunk 2–4 (mechanics & functions).

Practice 10 minutes each:

hit confirms → random guard

frame traps → counterattack → jab

anti-jump → counterattack → jump

meaties → after recovery

Day 2 — Reinforcement

Rewatch one replay → extract 3 problems.

Use training mode to solve all 3 using the method in Chunk 7.

Day 3 — Integration

Run a full Best-of-5 set focusing entirely on applying your new solutions.

Revisit replays afterward to evaluate adaptation success.

mario050987·t.co·
How to use Training Mode & Replays in Guilty Gear STRIVE to beat even Hotashi!
The "defensive" tool that changes the game when it works....
The "defensive" tool that changes the game when it works....
#lordknight #GuiltyGearStrive #GuiltyGear Get a handle on Gold Burst - an "offensive" burst that if used correctly, can turn the tide in a match in a dramatic way in Guilty Gear Strive! Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Video edited by ChadDrawsThings - https://www.twitter.com/chaddrawsthings Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
The "defensive" tool that changes the game when it works....
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!

SUMMARY — “Mind Control Your Opponent: Conditioning in Guilty Gear Strive (Ramlethal Focus)”

The video teaches the psychological and mechanical foundations of conditioning your opponent in Guilty Gear Strive, using Ramlethal as the example. The creator explains the four classical conditioning categories (positive reinforcement, negative reinforcement, positive punishment, negative punishment), originally illustrated in a Tekken video, and translates them into Guilty Gear scenarios.

Ramlethal’s oppressive corner pressure works not only because of strong buttons, but because she can use every close-slash sequence to force the opponent into a predictable emotional/mental state—fear of pressing, fear of jumping, fear of burst, fear of getting thrown, fear of pressure resets. The main insight: top-level Ram players do close-slash → sword throw not because it is autopilot, but because it creates a layered threat that conditions the opponent into freezing—allowing pressure resets, frame traps, and checkmates.

The video also argues against calling characters “braindead”—high-level success is built on deep psychological understanding, not just autopilot flowcharts.

BULLET-POINT QUICK REVIEW

Conditioning = manipulating opponent behavior via reinforcement + punishment.

Four conditioning types:

Positive reinforcement: add reward to encourage behavior

Negative reinforcement: remove unpleasant pressure to encourage behavior

Positive punishment: add harmful outcome to deter behavior

Negative punishment: remove favorable outcome to deter behavior

Ramlethal has an exceptionally flexible close-slash tree: low, high (jump cancel), explosion pop-up, pressure reset, throw, sword toss.

Her corner frame trap (cl.S → HS → sword throw) creates fear of pressing, which conditions opponents to freeze.

Once an opponent respects the frame trap, Ram can reset pressure indefinitely until they spend resources.

Conditioning is not cheap or braindead—it's deep strategy that creates misunderstanding among spectators who don’t grasp the layers.

High-level play is closer to controlled psychological manipulation than simple execution.

CHUNKED SUMMARY WITH COMPREHENSION Q&A + ACTION STEPS Chunk 1 — What Conditioning Is & Why It Matters (FGC Perspective)

Summary: Conditioning is the deliberate manipulation of your opponent’s expectations and habits. It stems from psychology (BF Skinner) and uses reinforcement/punishment to make certain behaviors more likely or less likely. These concepts apply across all fighting games.

Comprehension Questions:

Q: What is the core goal of conditioning? A: To influence the opponent’s habits so their responses become predictable.

Q: Why does the creator reference Smash Ultimate? A: To illustrate that conditioning existed in his gameplay long before he consciously understood it.

Q: How does conditioning differ from simply “mixing someone”? A: Conditioning shapes their actions over time, not just surprises them once.

Action Steps (FGC / personal growth parallel):

Practice observing how opponents react repeatedly to the same stimulus.

Develop a “cause → behavior” map for common situations.

Notice where in life or training you reinforce or punish your own habits.

Chunk 2 — The Four Types of Conditioning Applied to Guilty Gear

  1. Positive Reinforcement

Add something desirable to encourage behavior. Ram Example: Using standard blockstring → sword toss, letting them jump out occasionally so they think it’s safe.

  1. Negative Reinforcement

Remove pressure to encourage behavior. Example: Chip players spamming lows until the opponent finally starts low blocking.

  1. Positive Punishment

Add a harmful event to discourage a behavior. Ram Example: Burst baits—if they burst, they get punished heavily.

  1. Negative Punishment

Remove a reward. Ram Example: Switching sword toss height (high vs low) to take away their reliable jump-out escape route.

Comprehension Questions:

Q: What does “positive” and “negative” refer to here? A: Adding or removing something, not good vs bad.

Q: Which conditioning type is represented when a burst bait leads to being punished? A: Positive punishment.

Q: Why is switching sword throw height negative punishment? A: Because it removes the opponent’s “reward” (their consistent escape).

Action Steps:

Identify a behavior you want opponents to stop → decide which conditioning type best counters it.

Practice using only one conditioning type per round to understand its effect.

Chunk 3 — Why High-Level Rams Always Do cl.S → Sword Throw

Summary: What looks like “autopilot” is actually a psychological cage. From close slash, Ram can:

go low

go high (jump-cancel)

explode launcher

reset pressure

throw

frame trap into sword toss

Because she has so many threats, the opponent is mentally overwhelmed. The sword toss frame trap tells the opponent:

👉 “If you press here, you die.”

Once the opponent stops pressing, Ram gets:

unlimited pressure resets

safe sword retrieval loops

mental dominance in the corner

Resources (YRC, Burst, Invincible Reversal) are the only reliable escape.

Comprehension Questions:

Q: Why does cl.S → sword throw work even when opponents “know” it’s coming? A: Because the threat of other options forces them to freeze.

Q: What unlocks Ram’s “infinite pressure”? A: Conditioning the opponent to stop challenging cl.S timings.

Q: When does Ram’s pressure end? A: When the opponent uses system mechanics (YRC) or denies her swords.

Action Steps:

Go into training mode and record cl.S → HS → sword toss.

Play sets where you focus solely on reading when they stop pressing.

Build a flowchart of “if they freeze → what reset do I do next?”

Chunk 4 — Understanding Opponent Psychology + Removing the “Braindead” Myth

Summary: People call characters like Ram “brain dead” because they don’t grasp the invisible psychological layers. Conditioning demands understanding of timing, fear, reward structures, and pressure resets. Dismissing strong characters as autopilot creates gatekeeping and discourages players.

Comprehension Questions:

Q: Why does the creator argue against calling characters “braindead”? A: It ignores the real skill involved and discourages players.

Q: What is the hidden skill behind Ram pressure? A: Psychological manipulation—creating fear and punishing emotional reactions.

Q: How does misunderstanding conditioning create toxicity? A: Spectators label things as unfair instead of learning the deeper layers.

Action Steps:

Analyze your conditioning decisions after each match (“What behavior did I shape?”).

Replace thoughts like “they’re autopiloting” with “what psychological threat did they present?”

In life: identify where people misinterpret your growth because they don’t see the hidden layers.

SUPER-SUMMARY (1 Page)

Conditioning is the art of shaping your opponent’s habits through reinforcement and punishment. Borrowing from behavioral psychology, the creator explains four types of conditioning and applies them to Guilty Gear Strive, with Ramlethal as the primary example.

Ram’s real strength isn’t just her buttons or corner damage—it’s her ability to create fear, which makes opponents predictable. The infamous close-slash → heavy slash → sword toss frame trap works because Ram has so many other options (low, high, throw, pressure reset, explosion pop-up) that the opponent becomes scared to press anything. This fear is engineered, not accidental.

Once conditioned, the opponent allows Ram to run nearly infinite corner pressure loops until they spend major defensive resources. High-level Ram players aren’t autopiloting—they’re executing psychological warfare. Understanding this removes the toxic “braindead character” mentality and helps players appreciate the complexity of conditioning at high levels.

Key actionable insights:

Use reinforcement and punishment deliberately, not randomly.

Early in sets, test reactions; later, weaponize the habits you discovered.

Conditioning is about long-term influence, not one-off mixups.

Once you control the opponent’s expectations, Ram (or any character) can dictate the entire pace of the match.

OPTIONAL 3-DAY SPACED REVIEW PLAN Day 1 — Comprehension

Re-read the four conditioning types.

Practice Ram cl.S trees in training mode.

Write 3 examples of reinforcement and punishment you already use unconsciously.

Day 2 — Application

Play matches focusing ONLY on shaping one opponent habit.

Note in a journal which conditioning method worked best and why.

Day 3 — Integration

Combine conditioning with your current FGC Universal Decision Hierarchy.

Run structured sets: first condition → then exploit → then re-condition.

Add these insights into your FGC Codex under "Mind Games / Conditioning."

mario050987·youtube.com·
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!
Guilty Gear Strive | Tiger Knee Tutorial
Guilty Gear Strive | Tiger Knee Tutorial
The Tiger knee technique gives players acess to their air ok or exclusives moves while on the ground. In Guilty Gear -STRIVE- these tiger knee moves can be used in block strings to help open up opponents and or start new combo routes. This video will teach you how and when you can tiger knee while also showcasing a few advance applications of it. Tiger Knee is especially good with Chipp in Millia as it gives them more options during their block strings. This can keep you from becoming predictable and can also grant you some sick confirms. #Chipp #Millia
mario050987·youtube.com·
Guilty Gear Strive | Tiger Knee Tutorial
How to pressure your opponent in Guilty Gear Strive
How to pressure your opponent in Guilty Gear Strive

🎮 How to Pressure Your Opponent in Guilty Gear Strive

Core Theme: Modern pressure in Strive—especially strike/throw—has shifted from autopilot offense to risk-reward management, spacing control, and information gathering, with doing nothing becoming one of the strongest offensive tools.

  1. High-Level Summary

This video explains how Guilty Gear Strive’s pressure system—especially after FD (Faultless Defense) changes—forces players to interact more intelligently with offense rather than relying on rote strings. The speaker reframes strike/throw pressure as a layered risk–reward game where:

Every defensive choice loses to something

Every offensive commitment carries risk

Non-commitment (doing nothing) is often the best way to gather information, bait reactions, and control outcomes

By slowing down, holding space, and letting the opponent reveal habits, you gain long-term control over pressure situations—even when you “lose” short-term exchanges.

  1. Condensed Bullet-Point Review

FD pushback creates space → space creates interaction

Strike/throw is not about forcing guesses, but exploiting reactions

Doing nothing is a powerful offensive representation

Holding space beats jumping, mashing, and panic options

Risk–reward > winning every interaction

Losing pressure ≠ failing pressure

Strong offense reveals opponent habits before committing

Better players delay, observe, then punish patterns

Modern Sol (and strike/throw chars) must play layered offense

Patience converts into safer, more consistent pressure wins

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: FD Changes Force Real Interaction

Summary FD pushback makes offense feel weaker, but it actually creates more skill expression. Instead of looping pressure, players must now interact consciously with spacing, timing, and opponent reactions.

Key Insight FD doesn’t kill offense—it forces decision-making.

Comprehension Questions

Why does FD feel bad at first?

How does FD increase skill expression?

Answers

Because it pushes you out and breaks autopilot strings.

It forces spacing control, reads, and layered offense.

Action Steps

Practice pressure where FD pushes you out—don’t auto-re-engage.

Train holding space instead of chasing immediately.

Chunk 2: Strike/Throw Is a Risk–Reward System

Summary Strike/throw isn’t about “opening people up” directly. Every choice the defender makes loses to something, and every offensive choice risks losing to a counter.

Key Insight Pressure is not guaranteed damage—it’s risk optimization.

Comprehension Questions

What does every defensive option share in common?

Why is strike/throw misunderstood?

Answers

Every option loses to something else.

Players treat it as guessing, not risk management.

Action Steps

Label opponent defensive options after knockdown.

Choose options that minimize damage when wrong.

Chunk 3: Doing Nothing Is a Threat

Summary Standing still during pressure forces opponents to reveal habits. Many players panic when nothing happens and mash, jump, or act predictably.

Key Insight “Nothing” pressures the opponent’s mental stack.

Comprehension Questions

Why does doing nothing work?

What reactions does it bait?

Answers

It removes autopilot cues.

Mashing, jumping, panic buttons, or bad backdashes.

Action Steps

After knockdown, pause briefly instead of acting.

Watch for immediate mash or jump reactions.

Chunk 4: Holding Space Beats Autopilot

Summary By holding a range where your buttons hit but theirs don’t, you gain reaction-based control. This spacing beats jumps, late buttons, and sloppy escape attempts.

Key Insight Spacing is offense—even without attacking.

Comprehension Questions

Why is spacing more powerful than rushing?

What options does spacing beat?

Answers

It allows reaction instead of guessing.

Jumps, panic buttons, unsafe approaches.

Action Steps

Identify “safe pressure distance” for your character.

Practice punishing jumps from that range.

Chunk 5: Losing a Turn Isn’t Losing the Exchange

Summary If you wait and the opponent takes their turn, you’re often just blocking—far better than eating a counter-hit or reversal.

Key Insight Blocking is a successful outcome in many risk trees.

Comprehension Questions

Why isn’t giving up pressure always bad?

What’s worse than blocking?

Answers

You gained info and avoided big damage.

Getting counter-hit or hard knocked down.

Action Steps

Track damage taken after “failed” pressure.

Compare it to damage from forced offense.

Chunk 6: Information Is the Real Reward

Summary Waiting exposes defensive habits: fuzzy defense, mash timing, jump tendencies, panic DPs. This lets you escalate safely later.

Key Insight Early pressure = scouting phase.

Comprehension Questions

What habits can waiting reveal?

When should you start gambling more?

Answers

Mash timing, jump escapes, defensive OS habits.

After confirming consistent behavior.

Action Steps

Spend first knockdowns observing, not forcing.

Adjust pressure only after pattern confirmation.

Chunk 7: Strong Players Escalate Slowly

Summary Top players start non-committal, then increase risk once reads are confirmed. Panic opponents self-destruct when faced with patience.

Key Insight Let the opponent defeat themselves.

Comprehension Questions

Why does patience beat panic?

What happens if the opponent over-gambles?

Answers

Panic creates predictable timing.

You get easier, safer punishes.

Action Steps

Delay offense against aggressive defenders.

Punish repeated panic responses.

  1. Super-Summary (Under 1 Page)

Modern Guilty Gear Strive pressure is not about forcing hits—it’s about controlling risk, spacing, and information. FD pushback transformed offense into an interaction-heavy system where patience and awareness outperform autopilot strings. Strike/throw pressure works best when you represent options without committing, especially by doing nothing. Standing still forces opponents to reveal habits, panic, or overextend. Holding space allows reaction-based control, and even “losing” pressure often results in low-risk blocking instead of high-damage counter-hits. Strong players scout first, escalate later, and let opponents defeat themselves through impatience.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read Chunks 1–3

Focus on why doing nothing works

Day 2 – Application

Re-read Chunks 4–6

Play sets focusing on spacing and observation

Day 3 – Mastery

Re-read Chunk 7 + Super-Summary

Actively delay pressure to bait habits

mario050987·youtube.com·
How to pressure your opponent in Guilty Gear Strive
Rin-senpai on Twitter
Rin-senpai on Twitter
Not sure how known this is, but charged Dust combos are influenced by screen position. A combo working fullscreen might not work in the corner.Decided to finally lab this after dropping so many dust-combos in the corner.#GGST pic.twitter.com/BxgHUOTb3j— Rin-senpai (@RinSenpaiii) September 7, 2021
mario050987·twitter.com·
Rin-senpai on Twitter
Guilty Gear Strive Quick Roman Cancel Combos Tips
Guilty Gear Strive Quick Roman Cancel Combos Tips
Guilty Gear Strive Quick Roman Cancel Combos Tips #ShinKensou #GGST #GuiltyGearStrive ➽ Twitch: www.twitch.tv/shinkensou ➽ Twitter: https://twitter.com/ShinKensou ➽ Instagram: https://www.instagram.com/justkensou/ ➽ Patreon: https://www.patreon.com/shinkensou ➽ https://www.tiktok.com/justkensou @ArtesianBuilds is ready to upgrade your PC to build for you live on http://twitch.tv/artesianbuilds and have it shipped to you in just 3-4 weeks! Get up to $100 off by visiting https://artesianbuilds.com/gaming/?aff=Shinkensou & entering discount code SHINKENSOU at checkout! Hand-built, custom systems begin at just $1,580 or $97/month! DM ArtesianBuilds to talk specs https://twitter.com/artesianbuilds
mario050987·youtube.com·
Guilty Gear Strive Quick Roman Cancel Combos Tips
ウーマロ(umaro_mustang) on Twitter
ウーマロ(umaro_mustang) on Twitter
名残雪L5ウォールブレーク値の理解。なぜかウォールブレーク値が他の2倍以上(700)の"遠距離S追加1"と"6H"のふたつをコンボ内に入れるか入れないかで、相手キャラの壁張り付けまで6発~9発の間で自由に調整可能でした。5発や10発で張り付けする事は出来るだろうか、、、#GGST_NA pic.twitter.com/vgu1jwfKGt— ウーマロ(umaro_mustang) (@lfmust) September 3, 2021
mario050987·twitter.com·
ウーマロ(umaro_mustang) on Twitter
next level yohan on Twitter
next level yohan on Twitter
so you can Korean Backdash with charge motion characters in this game #GGST #GGST_MA #GGST_LE @Sajam @jiyunaJP pic.twitter.com/L5dETg8GaH— next level yohan (@johanne_dv) September 3, 2021
mario050987·twitter.com·
next level yohan on Twitter
ジャストフォルトレスバクステ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
ジャストフォルトレスバクステ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
特殊入力、複合入力まとめ再生リスト https://youtube.com/playlist?list=PLlLr0ZOvFGub3pBaofHGBF6XJ83ay8dQH ▶︎過去の人気動画シリーズ GGST あっ、ミリアシリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGuYnzG9HcaSj5vjeVUDSOz2e ギルティギアストライブ 攻略シリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGuZWmweOU5JYz6Edxo2G8jZ1 Guilty Gear Stlive 最強シリーズ https://www.youtube.com/playlist?list=PLlLr0ZOvFGubZITt_KGgvgjsCwvEs4nl0.. ウマ娘プリティーダービー https://www.youtube.com/playlist?list=PLlLr0ZOvFGuako2yFKocOXPdGRg9phrdG 少女キャリバー攻略 https://www.youtube.com/playlist?list=PLlLr0ZOvFGubJcifdCrkFS2O9jmjAL1Z1 ▶人気動画 TOP5 1位:【ギルティギア ストライブ 】6秒で決着 超硬、超遅、超火力なポチョムキン あっ、ミリア!part3 【 Guilty Gear Stlive GGST ついな 実況】 https://youtu.be/wuyOU4Rv_c4 2位:【ギルティギア ストライブ 】ミリア実践コンボ集、詐欺飛び仕込みバクステ、無敵技、バースト起き攻め解説【 Guilty Gear Stlive GGST 】 https://youtu.be/MNuRNgVEbAY 3位:【ギルティギア ストライブ 】ミリア起き攻め、基本立ち回り、おまけコンボ、崩し【 Guilty Gear Stlive GGST 】 https://youtu.be/HOdo7idG2nM 4位:【Guilty Gear Stlive 天上階 】よくわからない、多分ハメ あっ、ミリア!part5 ‐High Lebel Gameplay‐【ギルティギア ストライブ GGST ついな 実況】 https://youtu.be/gUB-R1SjDr4 5位:「GBVS/グラブルヴァーサス」カタリナ詐欺飛びとおまけ実践コンボ集 https://youtu.be/rC2Lnig79J8 ♦ツイッターはこちら↓ https://twitter.com/yuto5741 ♦tiktokはこちら↓ https://www.tiktok.com/@yutogamechannel? #GuiltyGearStlive #特殊入力 #攻略
mario050987·youtube.com·
ジャストフォルトレスバクステ #Shorts 【Guilty Gear Stlive 特殊入力 複合入力】
火九 on Twitter
火九 on Twitter
8/27のアプデでPS5の入力遅延がお手盛検証で平均1Fほど軽減された模様。PS5、60hzモニターで検証。93で押した発生7Fの立Pが97に動作開始103でガード。他にも何回か検証しましたがアプデ前が遅延6-7F、アプデ後が遅延5-6Fという結果になりました。やったー(棒 pic.twitter.com/unSrHJfUKQ— 火九 (@kaq895) August 27, 2021
mario050987·twitter.com·
火九 on Twitter
Instant Block is a Game Changer, There's a Reason It's Difficult
Instant Block is a Game Changer, There's a Reason It's Difficult
streamed Aug. 23, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad If you're ever confused by some terminology try looking it up in the FG Glossary: https://glossary.infil.net/ Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtu.be·
Instant Block is a Game Changer, There's a Reason It's Difficult
How to Neutral in Guilty Gear Strive
How to Neutral in Guilty Gear Strive
Here is a video on the ins and outs of Neutral. It will be particularly helpful for people who are relatively new to fighting games. If you liked this video consider giving it a like or sharing it with a friend :) BTW: the recording took forever so my voice is hoarse in some of these clips. I've been working hard but my voice can't take it haha Twitch https://www.twitch.tv/baccpack Twitter https://www.twitter.com/baccpackFGC Join the community discord! https://discord.gg/ukdNZa7GdN Support my work by joining my Patreon! https://www.patreon.com/baccpack Song: Simple Step by Slenderbeats (YouTube Audio Library) 0:00 Defining Neutral 0:30 Pokes, Jumps, and Anti-airs 3:26 Pokes (In Depth) 6:57 Jumps (In Depth) 9:29 Anti-airs (In Depth) 12:00 Movement 12:55 Spacing vs Approaching (Nagoriyuki vs Leo example) 16:20 Roman Cancels 17:43 Outro #guiltygearstrive #guiltygear #FGC #ggst
mario050987·youtube.com·
How to Neutral in Guilty Gear Strive
Sam on Twitter
Sam on Twitter
You can airdash brc at certain heights for a mixup. #GGST #PS4sharehttps://t.co/rgTFjoPZp5 pic.twitter.com/E85MIG5b7r— Sam (@samuel_jerka) August 22, 2021
mario050987·twitter.com·
Sam on Twitter
Loci on Twitter
Loci on Twitter
#GGST Backward Super Jump Distance Tier List🥇: #GGST_NA🥈: #GGST_AN🥉: #GGST_CH #GGST_MI #GGST_RA🗑️: #GGST_AX https://t.co/zDxqV8RPLR pic.twitter.com/uqQv5T6MRy— Loci (@Loci_AF) August 19, 2021
mario050987·twitter.com·
Loci on Twitter
GGST Roman Cancel guide
GGST Roman Cancel guide
Here's a quick lil guide to get you started with the RC system of Guilty Gear Strive :) If you still have questions, feel free to comment. If you're wondering, you Roman Cancel by pressing 3 buttons (other than dust) at the same time, or you can use a macro which you can bind in the settings. Guilty Gear Strive's mostly simplified compared to Guilty Gear Xrd but the one system that actually got more complicated is Roman Cancels. For those who are returning from xx/xrd, YRC in neutral is no more (sadge). Roman Cancel in neutral will trigger a BRC and Roman Cancel while using a projectile or normal that hasn't hit will result in a PRC which both cost 50 Tension. Roman Cancelling a fireball or whiffed normal in Strive is twice as expensive as before, but since the Tension gain in Strive is pretty fast, it's not that bad. Do note that YRC can be blocked just like a burst and you'll be in a counter hit state, also just like a burst. Blue RC will slow your opponent for much longer than a normal Roman Cancel in case you were wondering why I waited and used the BRC instead of just using a PRC immediately for the Chipp combo. Hope you all enjoy the video :D If the reception to this video's good then I'll make more Guilty Gear Strive guides, ranging from basic character guides to system mechanics. Hope these will help you with your journey in Strive :) Timestamps: 00:00 - Intro 00:10 - Blue RC 00:32 - Yellow RC 01:04 - Purple RC 01:49 - Red RC 02:27 - Outro #GuiltyGear #GuiltyGearStrive #RomanCancel #GGST #ggst #rc
mario050987·youtube.com·
GGST Roman Cancel guide
Alan ツ on Twitter
Alan ツ on Twitter
Does this count as a Left Right mixup? #GGST_SO pic.twitter.com/QgZ2ZEjHAo— Alan ツ (@AlanGlez__) August 18, 2021
mario050987·twitter.com·
Alan ツ on Twitter
Guilty Snacks: Strike/Throw as Ky Kiske
Guilty Snacks: Strike/Throw as Ky Kiske
  1. Full Summary (Concepts, Examples, Lessons)

This video introduces strike/throw, the most fundamental mix-up in fighting games and a core offensive strategy in Guilty Gear Strive. The idea is simple:

If your opponent blocks too much, you throw them.

If your opponent expects the throw, you strike them instead.

Because Guilty Gear Strive rewards blocking with increased risk, strike/throw becomes especially powerful. As the opponent’s risk gauge builds, successful hits lead to explosive damage, making even basic mix-ups extremely threatening.

Using Ky Kiske as the example, the video explains that strike/throw pressure isn’t about flashy setups—it’s about conditioning. By repeatedly presenting both options, you force the opponent to fear every choice they make.

Strike/throw situations can be created in multiple ways:

Pressuring with meaty buttons on wake-up

Leaving small gaps in blockstrings

Ending pressure close enough to threaten a throw

The goal is not just to open the opponent once, but to make them hesitate—causing mistakes that lead to bigger rewards.

  1. Condensed Bullet-Point Version (Quick Review)

Strike/throw is the core mix-up all others build on

Block → throw | Throw tech attempt → strike

Strive heavily rewards offense due to risk gauge

Ky Kiske excels at simple, honest strike/throw pressure

Setups include:

Meaty buttons on wake-up

Small blockstring gaps

Close-range pressure resets

Conditioning is key: make every option scary

  1. Chunked Breakdown Chunk 1: What Is Strike/Throw?

Strike/throw is a basic offensive mix-up where you alternate between attacking and throwing based on how your opponent defends.

Comprehension Questions

What two opponent behaviors does strike/throw punish?

Why is it considered the foundation of mix-ups?

Answers

Blocking too much (throw) and expecting throws (strike)

Because most advanced mix-ups are layered versions of this concept

Action Steps

In matches, consciously note: Are they blocking or mashing?

Practice alternating strike and throw every time you gain advantage

Chunk 2: Why Strike/Throw Is Strong in Guilty Gear Strive

Strive’s risk system rewards pressure—blocking builds risk, which increases damage when the defender finally gets hit.

Comprehension Questions

Why does blocking become dangerous in Strive?

How does this amplify strike/throw?

Answers

Risk gauge increases while blocking

Even basic hits become high-damage threats

Action Steps

Track opponent risk before choosing strike or throw

Prioritize pressure when risk is high instead of backing off

Chunk 3: Using Ky Kiske for Strike/Throw

Ky excels at close-range, honest offense where strike/throw shines due to his strong normals and stable pressure.

Comprehension Questions

Why is Ky a good strike/throw character?

Does strike/throw require complex execution?

Answers

Strong buttons and reliable pressure tools

No—clarity and timing matter more than complexity

Action Steps

Focus on clean pressure instead of gimmicks

Practice ending strings close enough to threaten throw

Chunk 4: Creating Strike/Throw Situations

You don’t need fancy setups—just smart pressure and timing.

Common Setups

Meaty attacks on wake-up

Slight delays or gaps in blockstrings

Resetting pressure after close normals

Comprehension Questions

What’s the purpose of leaving small gaps?

Why is conditioning more important than winning once?

Answers

To bait reactions or freeze the opponent

Conditioning causes future mistakes

Action Steps

Practice delayed buttons in training mode

Watch for opponent hesitation—that’s your cue to throw

  1. Super-Summary (Under 1 Page)

Strike/throw is the foundation of offense in Guilty Gear Strive. By alternating between attacks and throws, you punish defensive habits and force opponents into constant guesswork. Strive’s risk system amplifies this strategy, turning basic pressure into explosive damage. Ky Kiske excels at applying strike/throw through clean, close-range pressure, meaty attacks, and small blockstring gaps. Success comes not from complexity, but from conditioning—making every defensive choice feel dangerous.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Learn

Review definition and purpose of strike/throw

Practice simple strike/throw after knockdowns

Day 2 – Apply

Focus on conditioning: repeat strike, then throw

Watch opponent reactions instead of forcing damage

Day 3 – Refine

Add delayed buttons and pressure resets

Review replays and note when opponents freeze or panic

mario050987·youtube.com·
Guilty Snacks: Strike/Throw as Ky Kiske
Runis on Twitter
Runis on Twitter
#GGST Very interesting thing I've found about FD meter usage, You don't actually use meter if you try to FD mid string unless the string hits your FD, so you can try to iFD and if you miss the iFD, you don't actually use meter. pic.twitter.com/fjySgBmVuG— Runis (@RunisFGC) August 19, 2021
mario050987·twitter.com·
Runis on Twitter