System & General Resources

System & General Resources

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Mark Kirollos on Twitter
Mark Kirollos on Twitter
Another OS in the same vein as the other ones I posted. Lets you get Frog for big damage on CH instead of pierce on block for pressure. Pierce on regular hit still combos #GGST #GGST_ZA pic.twitter.com/48CHNAPetu— Mark Kirollos (@Mark_FGC) June 29, 2021
mario050987·twitter.com·
Mark Kirollos on Twitter
Patrick Williams on Twitter
Patrick Williams on Twitter
This is already known but I don't see anyone doing it in match, so reposting for more visibility.If you hold forward on a wall splat, if they choose not to break the wall you'll tech to center stage.#GGST pic.twitter.com/BE4UUs2mE3— Patrick Williams (@AcadianYeti) July 2, 2021
·twitter.com·
Patrick Williams on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Now I know what they had in vision when nerfing BDs for Strive. They wanted that BD is still viable in neutral as majority of far buttons doesn't have that much active frames (except few buttons) but for closeup defense, it's highly risk due close buttons has more actives #GGST pic.twitter.com/P7q1JTPG9u— TA | wauhti ❄️ (@SpiidiOnNoita) July 10, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Now I know what they had in vision when nerfing BDs for Strive. They wanted that BD is still viable in neutral as majority of far buttons doesn't have that much active frames (except few buttons) but for closeup defense, it's highly risk due close buttons has more actives #GGST pic.twitter.com/P7q1JTPG9u— TA | wauhti ❄️ (@SpiidiOnNoita) July 10, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
TA | wauhti ❄️ on Twitter
Now I know what they had in vision when nerfing BDs for Strive. They wanted that BD is still viable in neutral as majority of far buttons doesn't have that much active frames (except few buttons) but for closeup defense, it's highly risk due close buttons has more actives #GGST pic.twitter.com/P7q1JTPG9u— TA | wauhti ❄️ (@SpiidiOnNoita) July 10, 2021
mario050987·twitter.com·
TA | wauhti ❄️ on Twitter
Shaud @CEO2021 on Twitter
Shaud @CEO2021 on Twitter
#GGST If you do a move that causes the huge counter hit and slowdown, it will still make RRC trigger even when it's not supposed to recording is cS > jump RC on normal hit i get jump Blue RCon counterhit i get jump Red RC Arcsys please. pic.twitter.com/bFpuYEQPOI— Shaud @CEO2021 (@ShaudL_) July 10, 2021
mario050987·twitter.com·
Shaud @CEO2021 on Twitter
Shaud @CEO2021 on Twitter
Shaud @CEO2021 on Twitter
#GGST If you do a move that causes the huge counter hit and slowdown, it will still make RRC trigger even when it's not supposed to recording is cS > jump RC on normal hit i get jump Blue RCon counterhit i get jump Red RC Arcsys please. pic.twitter.com/bFpuYEQPOI— Shaud @CEO2021 (@ShaudL_) July 10, 2021
mario050987·twitter.com·
Shaud @CEO2021 on Twitter
れんざ on Twitter
れんざ on Twitter
#GGST_ZA4+P・K同時押しで表ならフォルトレス、裏なら6Pになるのを利用してミリアのアレをアレしたかったんだけど、ミリアの空ダJHSと着地2Kのフレームがあまりにもアレすぎて、オートでアレするのは無理っぽい pic.twitter.com/3aPYhE4fU1— れんざ (@re_nza_0_can) July 10, 2021
mario050987·twitter.com·
れんざ on Twitter
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
In this video, I go over the many defensive options you have in Guilty Gear Strive. Hopefully it helps some people out there with their defense! Game: Guilty Gear Strive Developer: Arc System Works Publisher: Arc System Works Dust Loop Wiki Defense Page: https://www.dustloop.com/wiki/index.php?title=GGST/Defense SonicSol Faultless Defense Guide: https://youtu.be/6UAWL26cq9c Outro: OSRSBeatz https://youtu.be/FLZiT7yGlck My Twitch: https://www.twitch.tv/kungfushrimp #guiltygear #ggst #fgc
mario050987·youtube.com·
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
In this video, I go over the many defensive options you have in Guilty Gear Strive. Hopefully it helps some people out there with their defense! Game: Guilty Gear Strive Developer: Arc System Works Publisher: Arc System Works Dust Loop Wiki Defense Page: https://www.dustloop.com/wiki/index.php?title=GGST/Defense SonicSol Faultless Defense Guide: https://youtu.be/6UAWL26cq9c Outro: OSRSBeatz https://youtu.be/FLZiT7yGlck My Twitch: https://www.twitch.tv/kungfushrimp #guiltygear #ggst #fgc
mario050987·youtube.com·
How Do I Defend? Guilty Gear Strive Defense Guide For Beginners
CloverDMC 🍀 on Twitter
CloverDMC 🍀 on Twitter
Strive holds your charge input for a WHILE meaning with the dash macro you can do things like dash>[4]6H #GGST_LE pic.twitter.com/HqXqsfqEeu— CloverDMC 🍀 (@PearlJamFGC) June 14, 2021
·twitter.com·
CloverDMC 🍀 on Twitter
CloverDMC 🍀 on Twitter
CloverDMC 🍀 on Twitter
Strive holds your charge input for a WHILE meaning with the dash macro you can do things like dash>[4]6H #GGST_LE pic.twitter.com/HqXqsfqEeu— CloverDMC 🍀 (@PearlJamFGC) June 14, 2021
·twitter.com·
CloverDMC 🍀 on Twitter
Noc435 on Twitter
Noc435 on Twitter
Does letting go to neutral lessen your hitbox?In the first clip and after the fd, i let go to neutral and the slam missesBut in the second clip after the fd, i hold back to block and the slam makes contact(also some anti-leo tech)#GGST #GGST_LE pic.twitter.com/GeTQY3RIRv— Noc435 (@Noc435) June 13, 2021
·twitter.com·
Noc435 on Twitter
matosh.lee on Twitter
matosh.lee on Twitter
#GGST_LE leo frame data. pic.twitter.com/q0Tb13E18X— matosh.lee (@matosh_lee) June 13, 2021
·twitter.com·
matosh.lee on Twitter
David Broweleit on Twitter
David Broweleit on Twitter
Just found something universal in GGSTIf you wall crack someone who is standing or crouching WITHOUT LAUNCHING them, they will force crumple and not be able to techThey can be hit on wall or in crumple state but it breaks ofcLikely reset options available but very low dmg🧐 pic.twitter.com/9Uw3p2SrP8— David Broweleit (@Dacidbro) June 11, 2021
·twitter.com·
David Broweleit on Twitter
AtomicRedd on Twitter
AtomicRedd on Twitter
Apparently you can get a PRC if you RC on the same exact frame you land from an airdash. Probably some sort of bug but other than that this can probably be used for very specific situations like punishing a whiffed anti air. In my opinion BRC should work just as fine. #GGST pic.twitter.com/Z0kXW2YfxH— AtomicRedd (@Atomic_Redd) July 8, 2021
mario050987·twitter.com·
AtomicRedd on Twitter
AtomicRedd on Twitter
AtomicRedd on Twitter
Apparently you can get a PRC if you RC on the same exact frame you land from an airdash. Probably some sort of bug but other than that this can probably be used for very specific situations like punishing a whiffed anti air. In my opinion BRC should work just as fine. #GGST pic.twitter.com/Z0kXW2YfxH— AtomicRedd (@Atomic_Redd) July 8, 2021
mario050987·twitter.com·
AtomicRedd on Twitter
AtomicRedd on Twitter
AtomicRedd on Twitter
Apparently you can get a PRC if you RC on the same exact frame you land from an airdash. Probably some sort of bug but other than that this can probably be used for very specific situations like punishing a whiffed anti air. In my opinion BRC should work just as fine. #GGST pic.twitter.com/Z0kXW2YfxH— AtomicRedd (@Atomic_Redd) July 8, 2021
mario050987·twitter.com·
AtomicRedd on Twitter
Sol is ACTUALLY this busted | Tier List for Guilty Gear Strive Season 1 + Japanese Tier list Review
Sol is ACTUALLY this busted | Tier List for Guilty Gear Strive Season 1 + Japanese Tier list Review
Tier list made on 1.05 patch - Any updates to tier list thoughts will be in description below. Are early tier lists useful? https://www.youtube.com/watch?v=GHWlJUcuma8 Timestamps: 00:00 Intro 00:42 Sol 02:51 Chipp 04:26 Ramlethal 05:17 May 06:01 Leo 07:14 I-No 08:31 Ky 09:21 Anji 10:04 Faust 11:18 Giovanna 12:00 Potemkin 12:51 Nagoriyuki 13:16 Zato 13:34 Axl Low 14:17 Millia 14:50 Japanese tier lists 16:39 Outro Edited by Caste - https://www.youtube.com/user/6casteha... Twitter: https://twitter.com/CasteHappy My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links: ⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_ ⭐⭐Follow on Twitch: https://www.twitch.tv/diaphone_ ⭐⭐Join the Discord: https://discord.gg/XBKyePN I appreciate the viewership, if there is anything you would like to see, please let me know down in the comments below. #diaphone #Strive #TierList
mario050987·youtube.com·
Sol is ACTUALLY this busted | Tier List for Guilty Gear Strive Season 1 + Japanese Tier list Review
vryu先生 on Twitter
vryu先生 on Twitter
Positive bonus part 3Movement (pre/post PB)Walk 60/25 secRun 30/15 secBackdash/walking too far increase it#ggst pic.twitter.com/eliWPpLACx— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive bonus part 3Movement (pre/post PB)Walk 60/25 secRun 30/15 secBackdash/walking too far increase it#ggst pic.twitter.com/eliWPpLACx— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive bonus part 3Movement (pre/post PB)Walk 60/25 secRun 30/15 secBackdash/walking too far increase it#ggst pic.twitter.com/eliWPpLACx— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive Bonus no wallbreak4super>super5super>anything3~5 Dust(depend on combo)24~26 IB(depend air/ground)#ggst pic.twitter.com/qpWVsu7CCt— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive Bonus no wallbreak4super>super5super>anything3~5 Dust(depend on combo)24~26 IB(depend air/ground)#ggst pic.twitter.com/qpWVsu7CCt— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
Positive Bonus no wallbreak4super>super5super>anything3~5 Dust(depend on combo)24~26 IB(depend air/ground)#ggst pic.twitter.com/qpWVsu7CCt— vryu先生 (@vryu123) July 8, 2021
mario050987·twitter.com·
vryu先生 on Twitter
Jonathan M on Twitter
Jonathan M on Twitter
idk if anyone knows this and sol players gonna hate me for this but bruh auto block dp OS is actually crazy also works with supers just much harder. basically in this example you see sol player do 5k you just buffer 623 (DP button) os. block sweep or DP if theres a gap. pic.twitter.com/SYWYIm80Ts— Jonathan M (@cloud805) July 8, 2021
mario050987·twitter.com·
Jonathan M on Twitter
Aaron Davis on Twitter
Aaron Davis on Twitter
Leo anti-wakeup super OS. Works on all characters except Sol, Gio, Millia, Ky* and Nago*. There is a setup for this to make it possible on Ky/Nago but the spacing/timing is character specific where as this works on all others. #GGST_LE pic.twitter.com/utCclpayUa— Aaron Davis (@DizzyKnee) June 19, 2021
mario050987·twitter.com·
Aaron Davis on Twitter
Everything you need to know about Throws in Guilty Gear Strive
Everything you need to know about Throws in Guilty Gear Strive

Summary of "Everything You Need to Know About Throws in Guilty Gear Strive"

Introduction:

Throws are a core mechanic in Guilty Gear Strive and in fighting games in general.

Throws are used to break through defense, especially when an opponent is blocking excessively.

This video covers the ins and outs of throws in Strive, including nuances specific to different characters, throw damage, follow-ups, and unique mechanics.

Chunk 1: Basics of Throws

Throws are the fastest attacks in the game, with a two-frame startup across all characters, making them the quickest option when in close range.

Damage varies by character:

Standard throw damage: 80 for most characters.

Big characters (e.g., Potemkin, Nagoriyuki): 90 damage.

Speedsters (e.g., Chip, Milia): 70 damage due to their ability to get in your face more frequently.

OTG (Off The Ground) throws: Certain characters like Faust and Ramlethal can follow up their throws with an extra attack, leading to higher damage.

Example: Faust's throw leads to a combo with Crouch Heavy Slash, causing 91 damage, a little more than the big characters' throws.

Comprehension Questions:

What makes throws the fastest attacks in Guilty Gear Strive?

How does throw damage vary across characters?

Action Steps:

Apply throws in close-range scrambles, especially when your opponent is blocking frequently.

Familiarize yourself with character-specific throw damage to optimize your throw usage.

Chunk 2: Throw Follow-Ups and Unique Mechanics

Throws universally result in a hard knockdown, meaning the opponent has no immediate recourse and must wait for a fixed time before waking up.

This creates opportunities for setup and mind games, like frame kill setups.

Example: Using Nagoriyuki's forward punch after a throw can create a frame-perfect setup that forces the opponent to either get hit or take a counter hit if they wake up with a button.

Mix-up potential: You can also mix up the opponent by adding a command grab to your throw setups.

If your opponent is passive and blocks, you can execute the command grab.

If they mash buttons on wake-up, the throw setup can counter them.

Comprehension Questions:

What advantage does a hard knockdown from a throw provide?

How can a frame kill setup be used effectively after a throw?

Action Steps:

Experiment with frame kill setups and mix them with command grabs to create unpredictable situations for your opponent.

Take advantage of knockdown states to control the flow of the match.

Chunk 3: Throw Invincibility and the Rule of Five

There’s a five-frame rule that grants invincibility to players during certain actions (blocking, waking up, or being hit).

After any of these actions, players are immune to throws for five frames.

Exceptions:

When hit into a stagger state, a throw can combo into a follow-up (especially important for Potemkin, who can combo into a command grab).

Guard crush: After a guard crush, there’s no invincibility against throws.

Comprehension Questions:

What is the five-frame rule and when does it apply?

What happens if you hit an opponent into a stagger state?

Action Steps:

Learn how to punish or bait throws after a guard crush or stagger state.

Use stagger combos to set up for throws with high damage potential, especially for characters like Potemkin.

Chunk 4: Throw Priority and Damage Scaling

Priority: Throws take precedence over regular attacks if both occur on the same frame.

Command grabs also have priority over regular throws.

Damage Scaling: Throw combos (including command grabs) have high scaling, reducing their overall damage.

Example: A standard combo may result in 73 damage, while a throw combo may only deal 10 damage initially due to scaling.

Wall breaks: Wall break damage isn’t affected by scaling, so it's always full damage regardless of the combo scaling.

Comprehension Questions:

What happens when a throw and an attack land on the same frame?

Why does throw damage get scaled down in combos?

Action Steps:

Keep damage scaling in mind when setting up combos after throws to avoid expecting too much damage from them.

Utilize wall break combos after throws for maximum damage potential.

Super-Summary:

Throws in Guilty Gear Strive are fast, versatile, and fundamental tools in a fighter's arsenal. They break through defensive strategies, especially blocking, and are universally fast with a two-frame startup. Damage varies by character, with some characters getting higher or lower damage or special follow-ups (e.g., Faust’s OTG). Throws also result in a hard knockdown, allowing for strategic setups and mix-ups, such as frame kills or command grabs. The five-frame invincibility rule adds a layer of depth to throw interactions, and throw priority means throws can beat attacks when they land on the same frame. Finally, while throws suffer from damage scaling in combos, wall break damage remains unaffected, making them a key part of offense.

Spaced Review Plan (3-Day):

Day 1: Review key throw mechanics, including speed and damage differences across characters. Practice throw follow-ups and frame kill setups in training mode.

Day 2: Focus on the five-frame rule and throw invincibility. Experiment with stagger combos and guard crush throws in actual matches.

Day 3: Review throw priority, damage scaling, and wall breaks. Implement throw setups in real match scenarios to understand their application and effectiveness.

mario050987·youtube.com·
Everything you need to know about Throws in Guilty Gear Strive
Everything you need to know about Throws in Guilty Gear Strive
Everything you need to know about Throws in Guilty Gear Strive

Summary of "Everything You Need to Know About Throws in Guilty Gear Strive"

Introduction:

Throws are a core mechanic in Guilty Gear Strive and in fighting games in general.

Throws are used to break through defense, especially when an opponent is blocking excessively.

This video covers the ins and outs of throws in Strive, including nuances specific to different characters, throw damage, follow-ups, and unique mechanics.

Chunk 1: Basics of Throws

Throws are the fastest attacks in the game, with a two-frame startup across all characters, making them the quickest option when in close range.

Damage varies by character:

Standard throw damage: 80 for most characters.

Big characters (e.g., Potemkin, Nagoriyuki): 90 damage.

Speedsters (e.g., Chip, Milia): 70 damage due to their ability to get in your face more frequently.

OTG (Off The Ground) throws: Certain characters like Faust and Ramlethal can follow up their throws with an extra attack, leading to higher damage.

Example: Faust's throw leads to a combo with Crouch Heavy Slash, causing 91 damage, a little more than the big characters' throws.

Comprehension Questions:

What makes throws the fastest attacks in Guilty Gear Strive?

How does throw damage vary across characters?

Action Steps:

Apply throws in close-range scrambles, especially when your opponent is blocking frequently.

Familiarize yourself with character-specific throw damage to optimize your throw usage.

Chunk 2: Throw Follow-Ups and Unique Mechanics

Throws universally result in a hard knockdown, meaning the opponent has no immediate recourse and must wait for a fixed time before waking up.

This creates opportunities for setup and mind games, like frame kill setups.

Example: Using Nagoriyuki's forward punch after a throw can create a frame-perfect setup that forces the opponent to either get hit or take a counter hit if they wake up with a button.

Mix-up potential: You can also mix up the opponent by adding a command grab to your throw setups.

If your opponent is passive and blocks, you can execute the command grab.

If they mash buttons on wake-up, the throw setup can counter them.

Comprehension Questions:

What advantage does a hard knockdown from a throw provide?

How can a frame kill setup be used effectively after a throw?

Action Steps:

Experiment with frame kill setups and mix them with command grabs to create unpredictable situations for your opponent.

Take advantage of knockdown states to control the flow of the match.

Chunk 3: Throw Invincibility and the Rule of Five

There’s a five-frame rule that grants invincibility to players during certain actions (blocking, waking up, or being hit).

After any of these actions, players are immune to throws for five frames.

Exceptions:

When hit into a stagger state, a throw can combo into a follow-up (especially important for Potemkin, who can combo into a command grab).

Guard crush: After a guard crush, there’s no invincibility against throws.

Comprehension Questions:

What is the five-frame rule and when does it apply?

What happens if you hit an opponent into a stagger state?

Action Steps:

Learn how to punish or bait throws after a guard crush or stagger state.

Use stagger combos to set up for throws with high damage potential, especially for characters like Potemkin.

Chunk 4: Throw Priority and Damage Scaling

Priority: Throws take precedence over regular attacks if both occur on the same frame.

Command grabs also have priority over regular throws.

Damage Scaling: Throw combos (including command grabs) have high scaling, reducing their overall damage.

Example: A standard combo may result in 73 damage, while a throw combo may only deal 10 damage initially due to scaling.

Wall breaks: Wall break damage isn’t affected by scaling, so it's always full damage regardless of the combo scaling.

Comprehension Questions:

What happens when a throw and an attack land on the same frame?

Why does throw damage get scaled down in combos?

Action Steps:

Keep damage scaling in mind when setting up combos after throws to avoid expecting too much damage from them.

Utilize wall break combos after throws for maximum damage potential.

Super-Summary:

Throws in Guilty Gear Strive are fast, versatile, and fundamental tools in a fighter's arsenal. They break through defensive strategies, especially blocking, and are universally fast with a two-frame startup. Damage varies by character, with some characters getting higher or lower damage or special follow-ups (e.g., Faust’s OTG). Throws also result in a hard knockdown, allowing for strategic setups and mix-ups, such as frame kills or command grabs. The five-frame invincibility rule adds a layer of depth to throw interactions, and throw priority means throws can beat attacks when they land on the same frame. Finally, while throws suffer from damage scaling in combos, wall break damage remains unaffected, making them a key part of offense.

Spaced Review Plan (3-Day):

Day 1: Review key throw mechanics, including speed and damage differences across characters. Practice throw follow-ups and frame kill setups in training mode.

Day 2: Focus on the five-frame rule and throw invincibility. Experiment with stagger combos and guard crush throws in actual matches.

Day 3: Review throw priority, damage scaling, and wall breaks. Implement throw setups in real match scenarios to understand their application and effectiveness.

mario050987·youtube.com·
Everything you need to know about Throws in Guilty Gear Strive