System & General Resources

System & General Resources

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How to learn a new character in Guilty Gear Strive
How to learn a new character in Guilty Gear Strive
Dustloop https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-Strive- My Patreon https://www.patreon.com/user?u=21970878 My discord https://discord.gg/YbwFauWr7k For the Season V Changes Playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJgh9Y5i_QcAk1ObckAiiYT5 For the Matchups Guide playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJgJrJbmKJwiLzJc9S7lFipk For the characters guides playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJhGDoV05QLLBClu8TE97SYB For the Grasping the situation playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJix48TLuRTCKWl3hRURtnez Channel Artwork provided by: http://patreon.com/barbatoze​​​​​ www.barbatoze.com Intro provided by : https://www.facebook.com/DeadlineStud...​... https://www.youtube.com/channel/UCLO2...​...
mario050987·youtube.com·
How to learn a new character in Guilty Gear Strive
itna.fgc #BLM on Twitter
itna.fgc #BLM on Twitter
A high/low application too. Drifting down to immediately land is definitely something I've seen, but I rarely ever see people use drift fast RC to do it.I know this is kinda basic RC stuff but I do hope to see people implement this sort of thing more bc it's sick!#GGST pic.twitter.com/yUkVoJaHVk— itna.fgc #BLM (@FgcItna) July 14, 2021
mario050987·twitter.com·
itna.fgc #BLM on Twitter
itna.fgc #BLM on Twitter
itna.fgc #BLM on Twitter
A high/low application too. Drifting down to immediately land is definitely something I've seen, but I rarely ever see people use drift fast RC to do it.I know this is kinda basic RC stuff but I do hope to see people implement this sort of thing more bc it's sick!#GGST pic.twitter.com/yUkVoJaHVk— itna.fgc #BLM (@FgcItna) July 14, 2021
mario050987·twitter.com·
itna.fgc #BLM on Twitter
itna.fgc #BLM on Twitter
itna.fgc #BLM on Twitter
A high/low application too. Drifting down to immediately land is definitely something I've seen, but I rarely ever see people use drift fast RC to do it.I know this is kinda basic RC stuff but I do hope to see people implement this sort of thing more bc it's sick!#GGST pic.twitter.com/yUkVoJaHVk— itna.fgc #BLM (@FgcItna) July 14, 2021
mario050987·twitter.com·
itna.fgc #BLM on Twitter
luna on Twitter
luna on Twitter
#GGST i think the wall health is based on how long the opponent is in hitstun potentially. notice how 214S does more wall damage while being the least damaging move of the three shown, and 5D does like 3X the wall damage. pic.twitter.com/G07Y4awqyf— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
#GGST i think the wall health is based on how long the opponent is in hitstun potentially. notice how 214S does more wall damage while being the least damaging move of the three shown, and 5D does like 3X the wall damage. pic.twitter.com/G07Y4awqyf— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
#GGST i think the wall health is based on how long the opponent is in hitstun potentially. notice how 214S does more wall damage while being the least damaging move of the three shown, and 5D does like 3X the wall damage. pic.twitter.com/G07Y4awqyf— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
#GGST the tool that marks wallbreak progress on P1's risc gauge so far has taught me two things:- supers dont actually influence the wall health at all, they bypass it entirely and break it- when the gravity is too high, which will generally be off of throw OTG- pic.twitter.com/xiMpwPOpkU— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
#GGST the tool that marks wallbreak progress on P1's risc gauge so far has taught me two things:- supers dont actually influence the wall health at all, they bypass it entirely and break it- when the gravity is too high, which will generally be off of throw OTG- pic.twitter.com/xiMpwPOpkU— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
#GGST the tool that marks wallbreak progress on P1's risc gauge so far has taught me two things:- supers dont actually influence the wall health at all, they bypass it entirely and break it- when the gravity is too high, which will generally be off of throw OTG- pic.twitter.com/xiMpwPOpkU— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this is shown here too, even when the wall is just about to be broken, you cant stick when the gravity is too high, no matter what pic.twitter.com/uYipRCHW6M— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this is shown here too, even when the wall is just about to be broken, you cant stick when the gravity is too high, no matter what pic.twitter.com/uYipRCHW6M— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this is shown here too, even when the wall is just about to be broken, you cant stick when the gravity is too high, no matter what pic.twitter.com/uYipRCHW6M— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this doesnt seem tied to the property of OTGing, as a normal 214S 5K link with ky can still wallstick pic.twitter.com/w6NtYIgFmX— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this doesnt seem tied to the property of OTGing, as a normal 214S 5K link with ky can still wallstick pic.twitter.com/w6NtYIgFmX— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this doesnt seem tied to the property of OTGing, as a normal 214S 5K link with ky can still wallstick pic.twitter.com/w6NtYIgFmX— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
AutoMattock on Twitter
AutoMattock on Twitter
When your opponent kindly teaches you an option select vs YRC. Nice defensive mechanic!! pic.twitter.com/AGwvwCktX9— AutoMattock (@AutoMattock) July 14, 2021
mario050987·twitter.com·
AutoMattock on Twitter
The secret system behind attacks in Guilty Gear Strive
The secret system behind attacks in Guilty Gear Strive
#lordknight #GuiltyGearStrive #GuiltyGear A lot of you asked about attack levels, so I made a video about the secret system that determines how attacks works in GG (and ASW games in general). 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 Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtu.be·
The secret system behind attacks in Guilty Gear Strive
Snare on Twitter
Snare on Twitter
Not sure if this is known, and havent tested thoroughly yet. But here by double tapping S then holding D, i get charged dust on CH c.S, and f.S on regular hit #ggst_gi pic.twitter.com/2JampTdkG2— Snare (@Snare56447417) July 12, 2021
mario050987·twitter.com·
Snare on Twitter
Cole Tocci (Flux) on Twitter
Cole Tocci (Flux) on Twitter
Fast DP safejumpLittle OS in there for backdash too,punishes backdash, doesnt come out on DP or CH, pressures/confirms on block/regular hit#GGST_GI pic.twitter.com/ic3KLy995O— Cole Tocci (Flux) (@FluxedOver) June 12, 2021
mario050987·twitter.com·
Cole Tocci (Flux) on Twitter
Rikir on Twitter
Rikir on Twitter
FD making you land faster is a mechanic that really should be mentioned in the game’s mission mode. I didn’t know about this until two weeks into the game. https://t.co/ecGInHJhBA— Rikir (@Al_Rikir) July 12, 2021
mario050987·twitter.com·
Rikir on Twitter
Rikir on Twitter
Rikir on Twitter
FD making you land faster is a mechanic that really should be mentioned in the game’s mission mode. I didn’t know about this until two weeks into the game. https://t.co/ecGInHJhBA— Rikir (@Al_Rikir) July 12, 2021
mario050987·twitter.com·
Rikir on Twitter
Rikir on Twitter
Rikir on Twitter
FD making you land faster is a mechanic that really should be mentioned in the game’s mission mode. I didn’t know about this until two weeks into the game. https://t.co/ecGInHJhBA— Rikir (@Al_Rikir) July 12, 2021
mario050987·twitter.com·
Rikir on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
https://t.co/069YllI2l7- IB lockout is 5 frames- Any back input that doesn't IB starts the lockout- Lockout doesn't count down while holding 1, 4, 7, or 2- Successful IB doesn't cause lockout, allowing for consecutive IBs with 121 input pic.twitter.com/GcmXTPZh0x— SUGOI | Zankoku (@Zankoku) July 12, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
https://t.co/069YllI2l7- IB lockout is 5 frames- Any back input that doesn't IB starts the lockout- Lockout doesn't count down while holding 1, 4, 7, or 2- Successful IB doesn't cause lockout, allowing for consecutive IBs with 121 input pic.twitter.com/GcmXTPZh0x— SUGOI | Zankoku (@Zankoku) July 12, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
https://t.co/069YllI2l7- IB lockout is 5 frames- Any back input that doesn't IB starts the lockout- Lockout doesn't count down while holding 1, 4, 7, or 2- Successful IB doesn't cause lockout, allowing for consecutive IBs with 121 input pic.twitter.com/GcmXTPZh0x— SUGOI | Zankoku (@Zankoku) July 12, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
GGST: Prevent 100% Meter Reversal Super Situations!
GGST: Prevent 100% Meter Reversal Super Situations!

🎮 GGST: Prevent 100% Meter Reversal Super Situations

Creator: Hotashi Core Focus: Shutting down reversal super → RC pressure situations

1️⃣ Full Summary (Concepts, Examples, Lessons)

This video explains a critical but underused defensive counter in Guilty Gear Strive: supering back immediately after blocking or baiting an opponent’s reversal super, when both players have meter.

Many players successfully bait a reversal super, but then allow the opponent to Roman Cancel (RC) afterward, letting them stay safe, regain momentum, or continue pressure. This negates the reward of baiting the super and can swing rounds unfairly.

Key insight: If the opponent performs a reversal super and you have 50 meter, you can input your own super during their super animation, and it will come out on frame 1 after their super ends. This prevents them from RC’ing, continuing pressure, or escaping punishment.

This is not a tight reversal timing—you don’t need perfect execution. You simply buffer the super during the animation.

Why this matters:

Removes their ability to RC

Prevents meter-based comebacks

Can outright end the round

Is consistent, reliable, and tournament-viable

Is explained in Mission Mode but widely ignored

Hotashi emphasizes this as essential for consistent wins, especially for:

Tournament players

Floor climbing

Celestial ranking pushes

2️⃣ Condensed Bullet Points (Quick Review)

Many players bait reversal supers but get RC’d afterward

If you have 50 meter, super back immediately

Input super during opponent’s super animation

Your super activates frame 1 after theirs ends

No strict reversal timing required

Prevents RC, burst usage, and pressure resets

Great for closing rounds and denying comebacks

Underused despite being taught in Mission Mode

3️⃣ Chunked Breakdown Chunk 1: The Common Problem

Players bait reversal supers but still lose momentum when the opponent RCs afterward.

Chunk 2: The Counter Solution

If you have 50 meter, input your own super during the opponent’s super animation.

Chunk 3: Why It Works

Your super activates frame 1 after their super ends, stopping RC and pressure continuation.

Chunk 4: Competitive Importance

This shuts down comeback mechanics and helps secure round wins at higher levels.

4️⃣ Comprehension Questions Chunk 1 Questions

Q: Why is baiting a reversal super sometimes not enough? A: Because the opponent can RC afterward and resume pressure or escape punishment.

Chunk 2 Questions

Q: When should you input your super? A: During the opponent’s super animation.

Chunk 3 Questions

Q: Do you need strict reversal timing? A: No—buffering during the animation is enough.

Chunk 4 Questions

Q: Why is this technique important for competitive play? A: It denies meter-based comebacks and helps close rounds consistently.

5️⃣ Action Steps (In-Game + Real-Life Application) In-Game (GGST)

Practice buffering super during enemy super animations in Training Mode

Drill common reversal super situations for your character

Actively track opponent meter + your meter

Treat reversal super bait → super punish as default behavior

Mental / Personal Development Parallel

Don’t stop at “good enough” wins—fully deny counterplay

When you create advantage, close decisively

Anticipate the opponent’s “last resource” and remove it

6️⃣ Super-Summary (Under 1 Page)

If you bait a reversal super in Guilty Gear Strive and have 50 meter, you should immediately super back during the opponent’s super animation. Your super will activate frame 1 after theirs ends, preventing them from Roman Canceling, escaping, or continuing pressure. This technique is easy to execute, underused, and critical for closing rounds, denying comebacks, and winning consistently—especially in tournaments and high-level play.

7️⃣ Optional 3-Day Spaced Review Plan

Day 1:

Rewatch the clip

Practice buffering super during enemy super animations

Day 2:

Apply it in real matches

Focus on meter awareness before knockdowns

Day 3:

Review replays

Note missed opportunities where this would’ve ended the round

mario050987·youtube.com·
GGST: Prevent 100% Meter Reversal Super Situations!
GGST: Prevent 100% Meter Reversal Super Situations!
GGST: Prevent 100% Meter Reversal Super Situations!

🎮 GGST: Prevent 100% Meter Reversal Super Situations

Creator: Hotashi Core Focus: Shutting down reversal super → RC pressure situations

1️⃣ Full Summary (Concepts, Examples, Lessons)

This video explains a critical but underused defensive counter in Guilty Gear Strive: supering back immediately after blocking or baiting an opponent’s reversal super, when both players have meter.

Many players successfully bait a reversal super, but then allow the opponent to Roman Cancel (RC) afterward, letting them stay safe, regain momentum, or continue pressure. This negates the reward of baiting the super and can swing rounds unfairly.

Key insight: If the opponent performs a reversal super and you have 50 meter, you can input your own super during their super animation, and it will come out on frame 1 after their super ends. This prevents them from RC’ing, continuing pressure, or escaping punishment.

This is not a tight reversal timing—you don’t need perfect execution. You simply buffer the super during the animation.

Why this matters:

Removes their ability to RC

Prevents meter-based comebacks

Can outright end the round

Is consistent, reliable, and tournament-viable

Is explained in Mission Mode but widely ignored

Hotashi emphasizes this as essential for consistent wins, especially for:

Tournament players

Floor climbing

Celestial ranking pushes

2️⃣ Condensed Bullet Points (Quick Review)

Many players bait reversal supers but get RC’d afterward

If you have 50 meter, super back immediately

Input super during opponent’s super animation

Your super activates frame 1 after theirs ends

No strict reversal timing required

Prevents RC, burst usage, and pressure resets

Great for closing rounds and denying comebacks

Underused despite being taught in Mission Mode

3️⃣ Chunked Breakdown Chunk 1: The Common Problem

Players bait reversal supers but still lose momentum when the opponent RCs afterward.

Chunk 2: The Counter Solution

If you have 50 meter, input your own super during the opponent’s super animation.

Chunk 3: Why It Works

Your super activates frame 1 after their super ends, stopping RC and pressure continuation.

Chunk 4: Competitive Importance

This shuts down comeback mechanics and helps secure round wins at higher levels.

4️⃣ Comprehension Questions Chunk 1 Questions

Q: Why is baiting a reversal super sometimes not enough? A: Because the opponent can RC afterward and resume pressure or escape punishment.

Chunk 2 Questions

Q: When should you input your super? A: During the opponent’s super animation.

Chunk 3 Questions

Q: Do you need strict reversal timing? A: No—buffering during the animation is enough.

Chunk 4 Questions

Q: Why is this technique important for competitive play? A: It denies meter-based comebacks and helps close rounds consistently.

5️⃣ Action Steps (In-Game + Real-Life Application) In-Game (GGST)

Practice buffering super during enemy super animations in Training Mode

Drill common reversal super situations for your character

Actively track opponent meter + your meter

Treat reversal super bait → super punish as default behavior

Mental / Personal Development Parallel

Don’t stop at “good enough” wins—fully deny counterplay

When you create advantage, close decisively

Anticipate the opponent’s “last resource” and remove it

6️⃣ Super-Summary (Under 1 Page)

If you bait a reversal super in Guilty Gear Strive and have 50 meter, you should immediately super back during the opponent’s super animation. Your super will activate frame 1 after theirs ends, preventing them from Roman Canceling, escaping, or continuing pressure. This technique is easy to execute, underused, and critical for closing rounds, denying comebacks, and winning consistently—especially in tournaments and high-level play.

7️⃣ Optional 3-Day Spaced Review Plan

Day 1:

Rewatch the clip

Practice buffering super during enemy super animations

Day 2:

Apply it in real matches

Focus on meter awareness before knockdowns

Day 3:

Review replays

Note missed opportunities where this would’ve ended the round

mario050987·youtube.com·
GGST: Prevent 100% Meter Reversal Super Situations!
GGST: Prevent 100% Meter Reversal Super Situations!
GGST: Prevent 100% Meter Reversal Super Situations!

🎮 GGST: Prevent 100% Meter Reversal Super Situations

Creator: Hotashi Core Focus: Shutting down reversal super → RC pressure situations

1️⃣ Full Summary (Concepts, Examples, Lessons)

This video explains a critical but underused defensive counter in Guilty Gear Strive: supering back immediately after blocking or baiting an opponent’s reversal super, when both players have meter.

Many players successfully bait a reversal super, but then allow the opponent to Roman Cancel (RC) afterward, letting them stay safe, regain momentum, or continue pressure. This negates the reward of baiting the super and can swing rounds unfairly.

Key insight: If the opponent performs a reversal super and you have 50 meter, you can input your own super during their super animation, and it will come out on frame 1 after their super ends. This prevents them from RC’ing, continuing pressure, or escaping punishment.

This is not a tight reversal timing—you don’t need perfect execution. You simply buffer the super during the animation.

Why this matters:

Removes their ability to RC

Prevents meter-based comebacks

Can outright end the round

Is consistent, reliable, and tournament-viable

Is explained in Mission Mode but widely ignored

Hotashi emphasizes this as essential for consistent wins, especially for:

Tournament players

Floor climbing

Celestial ranking pushes

2️⃣ Condensed Bullet Points (Quick Review)

Many players bait reversal supers but get RC’d afterward

If you have 50 meter, super back immediately

Input super during opponent’s super animation

Your super activates frame 1 after theirs ends

No strict reversal timing required

Prevents RC, burst usage, and pressure resets

Great for closing rounds and denying comebacks

Underused despite being taught in Mission Mode

3️⃣ Chunked Breakdown Chunk 1: The Common Problem

Players bait reversal supers but still lose momentum when the opponent RCs afterward.

Chunk 2: The Counter Solution

If you have 50 meter, input your own super during the opponent’s super animation.

Chunk 3: Why It Works

Your super activates frame 1 after their super ends, stopping RC and pressure continuation.

Chunk 4: Competitive Importance

This shuts down comeback mechanics and helps secure round wins at higher levels.

4️⃣ Comprehension Questions Chunk 1 Questions

Q: Why is baiting a reversal super sometimes not enough? A: Because the opponent can RC afterward and resume pressure or escape punishment.

Chunk 2 Questions

Q: When should you input your super? A: During the opponent’s super animation.

Chunk 3 Questions

Q: Do you need strict reversal timing? A: No—buffering during the animation is enough.

Chunk 4 Questions

Q: Why is this technique important for competitive play? A: It denies meter-based comebacks and helps close rounds consistently.

5️⃣ Action Steps (In-Game + Real-Life Application) In-Game (GGST)

Practice buffering super during enemy super animations in Training Mode

Drill common reversal super situations for your character

Actively track opponent meter + your meter

Treat reversal super bait → super punish as default behavior

Mental / Personal Development Parallel

Don’t stop at “good enough” wins—fully deny counterplay

When you create advantage, close decisively

Anticipate the opponent’s “last resource” and remove it

6️⃣ Super-Summary (Under 1 Page)

If you bait a reversal super in Guilty Gear Strive and have 50 meter, you should immediately super back during the opponent’s super animation. Your super will activate frame 1 after theirs ends, preventing them from Roman Canceling, escaping, or continuing pressure. This technique is easy to execute, underused, and critical for closing rounds, denying comebacks, and winning consistently—especially in tournaments and high-level play.

7️⃣ Optional 3-Day Spaced Review Plan

Day 1:

Rewatch the clip

Practice buffering super during enemy super animations

Day 2:

Apply it in real matches

Focus on meter awareness before knockdowns

Day 3:

Review replays

Note missed opportunities where this would’ve ended the round

mario050987·youtube.com·
GGST: Prevent 100% Meter Reversal Super Situations!