System & General Resources

System & General Resources

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...Wasani💢 on Twitter
...Wasani💢 on Twitter
Made a graphic for character weights in Strive. The weight classes are a lot more streamlined than Xrd, being 3 set weight classes. #GGST pic.twitter.com/UsHDBTVAI8— ...Wasani💢 (@wasanify) June 26, 2021
mario050987·twitter.com·
...Wasani💢 on Twitter
...Wasani💢 on Twitter
...Wasani💢 on Twitter
Made a graphic for character weights in Strive. The weight classes are a lot more streamlined than Xrd, being 3 set weight classes. #GGST pic.twitter.com/UsHDBTVAI8— ...Wasani💢 (@wasanify) June 26, 2021
mario050987·twitter.com·
...Wasani💢 on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】ガード Ver.1.003説明が長くなるので画像参照で。空中ガードは打撃攻撃と飛び道具でガードの処理が違うっぽいです。#GGST #けだこフレーム表 pic.twitter.com/3cAAgfrVrV— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】ガード Ver.1.003説明が長くなるので画像参照で。空中ガードは打撃攻撃と飛び道具でガードの処理が違うっぽいです。#GGST #けだこフレーム表 pic.twitter.com/3cAAgfrVrV— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】ガード Ver.1.003説明が長くなるので画像参照で。空中ガードは打撃攻撃と飛び道具でガードの処理が違うっぽいです。#GGST #けだこフレーム表 pic.twitter.com/3cAAgfrVrV— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】ガード Ver.1.003説明が長くなるので画像参照で。空中ガードは打撃攻撃と飛び道具でガードの処理が違うっぽいです。#GGST #けだこフレーム表 pic.twitter.com/3cAAgfrVrV— TRL | けだこ@野生のフレームおじさん (@kedako_faital) June 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Svyaga on Twitter
Svyaga on Twitter
#GGST A very interesting concept of using BRC to punish a PRC air grab by my friend Symmetry (no twitter): https://t.co/xK9imSUiXZ— Svyaga (@Svyaga) June 26, 2021
mario050987·twitter.com·
Svyaga on Twitter
Svyaga on Twitter
Svyaga on Twitter
#GGST A very interesting concept of using BRC to punish a PRC air grab by my friend Symmetry (no twitter): https://t.co/xK9imSUiXZ— Svyaga (@Svyaga) June 26, 2021
mario050987·twitter.com·
Svyaga on Twitter
Svyaga on Twitter
Svyaga on Twitter
#GGST A very interesting concept of using BRC to punish a PRC air grab by my friend Symmetry (no twitter): https://t.co/xK9imSUiXZ— Svyaga (@Svyaga) June 26, 2021
mario050987·twitter.com·
Svyaga on Twitter
soberquet on Twitter
soberquet on Twitter
On top of counterhit OSing specials you can do it with command normals, too. #GGST pic.twitter.com/ogiNfdXiIC— soberquet (@SobArts) June 26, 2021
mario050987·twitter.com·
soberquet on Twitter
soberquet on Twitter
soberquet on Twitter
On top of counterhit OSing specials you can do it with command normals, too. #GGST pic.twitter.com/ogiNfdXiIC— soberquet (@SobArts) June 26, 2021
mario050987·twitter.com·
soberquet on Twitter
soberquet on Twitter
soberquet on Twitter
On top of counterhit OSing specials you can do it with command normals, too. #GGST pic.twitter.com/ogiNfdXiIC— soberquet (@SobArts) June 26, 2021
mario050987·twitter.com·
soberquet on Twitter
soberquet on Twitter
soberquet on Twitter
On top of counterhit OSing specials you can do it with command normals, too. #GGST pic.twitter.com/ogiNfdXiIC— soberquet (@SobArts) June 26, 2021
mario050987·twitter.com·
soberquet on Twitter
とな on Twitter
とな on Twitter
悪いこと出来そうだけど、どうかなちなみにソルも出来た#PS5Share, #GUILTYGEARSTRIVE #GGST_RA #GGST pic.twitter.com/v7LXEdMjcP— とな (@raha_tona) June 10, 2021
mario050987·twitter.com·
とな on Twitter
EZ MODE | GUILTY GEAR -STRIVE
EZ MODE | GUILTY GEAR -STRIVE
Panda Kizzy Kay gives you 5 tips on how to strive in GUILTY GEAR -STRIVE- in this episode of EZ MODE ►►Subscribe Now! ► http://YouTube.com/FandomGames ►►Follow Kizzie on Twitter► https://twitter.com/Kizzie_Kay ►►Watch on Twitch!► http://twitch.tv/kizziekay310 EZ MODE | GUILTY GEAR -STRIVE- Produced by Bailey Meyers Edited by Maciej Klimczak Senior Producer: Billy Patterson Associate Producer: Ryan O'Toole Head of Production: Max Dionne Executive Producer: Roth Cornet Post-Production Supervisor: Emin Bassavand
mario050987·youtube.com·
EZ MODE | GUILTY GEAR -STRIVE
EZ MODE | GUILTY GEAR -STRIVE
EZ MODE | GUILTY GEAR -STRIVE
Panda Kizzy Kay gives you 5 tips on how to strive in GUILTY GEAR -STRIVE- in this episode of EZ MODE ►►Subscribe Now! ► http://YouTube.com/FandomGames ►►Follow Kizzie on Twitter► https://twitter.com/Kizzie_Kay ►►Watch on Twitch!► http://twitch.tv/kizziekay310 EZ MODE | GUILTY GEAR -STRIVE- Produced by Bailey Meyers Edited by Maciej Klimczak Senior Producer: Billy Patterson Associate Producer: Ryan O'Toole Head of Production: Max Dionne Executive Producer: Roth Cornet Post-Production Supervisor: Emin Bassavand
mario050987·youtube.com·
EZ MODE | GUILTY GEAR -STRIVE
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Why Guilty Gear Strive changed GATLINGS (and how to use them)

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

  1. High-Level Summary

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

Strive replaces complex gatling trees with:

Simpler, more uniform chains

Greater emphasis on intention and situation

Massively expanded delay-cancel windows

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

  1. Condensed Bullet-Point Review

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

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

Strive removed most character-specific gatlings and standardized chains.

This forces players to think why they press each button.

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

Heavier buttons and knockdowns require more commitment.

Delay cancels are much stronger and more flexible than before.

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

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

The system is restrictive on paper but flexible in practice.

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

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

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

Comprehension Questions

What defined older Guilty Gear gatling systems?

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

Answers

Character-specific chains with many cancel routes.

Because shorter, situation-specific strings were more effective.

Action Steps

Stop thinking in terms of “full strings.”

Ask: What exact response am I targeting right now?

Chunk 2: Why ArcSys Simplified the System

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

Comprehension Questions

What gameplay trend likely influenced Strive’s design?

What does the new system force players to do?

Answers

Players already favored short, targeted strings.

Make deliberate, situation-aware button choices.

Action Steps

Build strings intentionally instead of defaulting to muscle memory.

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

Chunk 3: Fast Buttons vs. Committal Buttons

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

This creates a meaningful risk/reward structure.

Comprehension Questions

Why doesn’t 2P usually lead to knockdowns?

What role does 2K serve instead?

Answers

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

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

Action Steps

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

Practice recognizing when to upgrade to 2K pressure.

Chunk 4: Buttons Must Have Jobs

Summary Each normal in Strive has a specific purpose:

5K: pressure filler, delay traps, mobility

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

2S: poke and space control

5H / 2D: enders with special cancels

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

You must understand when and why each button exists.

Comprehension Questions

Why is understanding button purpose critical in Strive?

What happens if you treat all buttons as interchangeable?

Answers

Because gatlings no longer carry you automatically.

You lose pressure efficiency and get punished.

Action Steps

Write down each normal’s primary purpose.

Drill scenarios where that button is the correct choice.

Chunk 5: Delay Cancels Are the Real Replacement

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

Vary timing without changing buttons

Create frame traps from minus situations

Enforce respect without true plus frames

This is the real compensation for reduced gatling routes.

Comprehension Questions

What replaced complex gatling trees in Strive?

Why do players respect minus buttons like c.S?

Answers

Huge, flexible delay cancel windows.

Because delayed follow-ups threaten counter-hits.

Action Steps

Practice delayed normals instead of new strings.

Condition opponents with timing before changing options.

Chunk 6: Adapting Your Mindset

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

Choose the right button

Apply it at the right spacing

Use timing as your mix-up

Every character can generate strong pressure within this framework.

Comprehension Questions

Why is resistance to the system counterproductive?

What actually gives players freedom in Strive?

Answers

Because the system defines how offense works.

Button purpose + timing manipulation.

Action Steps

Stop wishing for old gatlings.

Optimize what does exist.

  1. Super-Summary (Under 1 Page)

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

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

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – System Understanding

Review button purposes.

Identify your character’s main pressure buttons.

Day 2 – Timing & Delay

Practice delayed normals and frame traps.

Test opponent responses to timing shifts.

Day 3 – Match Application

Play sets focusing only on intentional strings.

Review replays: Why did I press that button?

mario050987·youtube.com·
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Why Guilty Gear Strive changed GATLINGS (and how to use them)

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

  1. High-Level Summary

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

Strive replaces complex gatling trees with:

Simpler, more uniform chains

Greater emphasis on intention and situation

Massively expanded delay-cancel windows

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

  1. Condensed Bullet-Point Review

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

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

Strive removed most character-specific gatlings and standardized chains.

This forces players to think why they press each button.

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

Heavier buttons and knockdowns require more commitment.

Delay cancels are much stronger and more flexible than before.

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

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

The system is restrictive on paper but flexible in practice.

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

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

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

Comprehension Questions

What defined older Guilty Gear gatling systems?

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

Answers

Character-specific chains with many cancel routes.

Because shorter, situation-specific strings were more effective.

Action Steps

Stop thinking in terms of “full strings.”

Ask: What exact response am I targeting right now?

Chunk 2: Why ArcSys Simplified the System

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

Comprehension Questions

What gameplay trend likely influenced Strive’s design?

What does the new system force players to do?

Answers

Players already favored short, targeted strings.

Make deliberate, situation-aware button choices.

Action Steps

Build strings intentionally instead of defaulting to muscle memory.

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

Chunk 3: Fast Buttons vs. Committal Buttons

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

This creates a meaningful risk/reward structure.

Comprehension Questions

Why doesn’t 2P usually lead to knockdowns?

What role does 2K serve instead?

Answers

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

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

Action Steps

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

Practice recognizing when to upgrade to 2K pressure.

Chunk 4: Buttons Must Have Jobs

Summary Each normal in Strive has a specific purpose:

5K: pressure filler, delay traps, mobility

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

2S: poke and space control

5H / 2D: enders with special cancels

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

You must understand when and why each button exists.

Comprehension Questions

Why is understanding button purpose critical in Strive?

What happens if you treat all buttons as interchangeable?

Answers

Because gatlings no longer carry you automatically.

You lose pressure efficiency and get punished.

Action Steps

Write down each normal’s primary purpose.

Drill scenarios where that button is the correct choice.

Chunk 5: Delay Cancels Are the Real Replacement

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

Vary timing without changing buttons

Create frame traps from minus situations

Enforce respect without true plus frames

This is the real compensation for reduced gatling routes.

Comprehension Questions

What replaced complex gatling trees in Strive?

Why do players respect minus buttons like c.S?

Answers

Huge, flexible delay cancel windows.

Because delayed follow-ups threaten counter-hits.

Action Steps

Practice delayed normals instead of new strings.

Condition opponents with timing before changing options.

Chunk 6: Adapting Your Mindset

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

Choose the right button

Apply it at the right spacing

Use timing as your mix-up

Every character can generate strong pressure within this framework.

Comprehension Questions

Why is resistance to the system counterproductive?

What actually gives players freedom in Strive?

Answers

Because the system defines how offense works.

Button purpose + timing manipulation.

Action Steps

Stop wishing for old gatlings.

Optimize what does exist.

  1. Super-Summary (Under 1 Page)

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

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

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – System Understanding

Review button purposes.

Identify your character’s main pressure buttons.

Day 2 – Timing & Delay

Practice delayed normals and frame traps.

Test opponent responses to timing shifts.

Day 3 – Match Application

Play sets focusing only on intentional strings.

Review replays: Why did I press that button?

mario050987·youtube.com·
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Why Guilty Gear Strive changed GATLINGS (and how to use them)

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

  1. High-Level Summary

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

Strive replaces complex gatling trees with:

Simpler, more uniform chains

Greater emphasis on intention and situation

Massively expanded delay-cancel windows

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

  1. Condensed Bullet-Point Review

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

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

Strive removed most character-specific gatlings and standardized chains.

This forces players to think why they press each button.

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

Heavier buttons and knockdowns require more commitment.

Delay cancels are much stronger and more flexible than before.

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

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

The system is restrictive on paper but flexible in practice.

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

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

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

Comprehension Questions

What defined older Guilty Gear gatling systems?

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

Answers

Character-specific chains with many cancel routes.

Because shorter, situation-specific strings were more effective.

Action Steps

Stop thinking in terms of “full strings.”

Ask: What exact response am I targeting right now?

Chunk 2: Why ArcSys Simplified the System

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

Comprehension Questions

What gameplay trend likely influenced Strive’s design?

What does the new system force players to do?

Answers

Players already favored short, targeted strings.

Make deliberate, situation-aware button choices.

Action Steps

Build strings intentionally instead of defaulting to muscle memory.

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

Chunk 3: Fast Buttons vs. Committal Buttons

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

This creates a meaningful risk/reward structure.

Comprehension Questions

Why doesn’t 2P usually lead to knockdowns?

What role does 2K serve instead?

Answers

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

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

Action Steps

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

Practice recognizing when to upgrade to 2K pressure.

Chunk 4: Buttons Must Have Jobs

Summary Each normal in Strive has a specific purpose:

5K: pressure filler, delay traps, mobility

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

2S: poke and space control

5H / 2D: enders with special cancels

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

You must understand when and why each button exists.

Comprehension Questions

Why is understanding button purpose critical in Strive?

What happens if you treat all buttons as interchangeable?

Answers

Because gatlings no longer carry you automatically.

You lose pressure efficiency and get punished.

Action Steps

Write down each normal’s primary purpose.

Drill scenarios where that button is the correct choice.

Chunk 5: Delay Cancels Are the Real Replacement

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

Vary timing without changing buttons

Create frame traps from minus situations

Enforce respect without true plus frames

This is the real compensation for reduced gatling routes.

Comprehension Questions

What replaced complex gatling trees in Strive?

Why do players respect minus buttons like c.S?

Answers

Huge, flexible delay cancel windows.

Because delayed follow-ups threaten counter-hits.

Action Steps

Practice delayed normals instead of new strings.

Condition opponents with timing before changing options.

Chunk 6: Adapting Your Mindset

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

Choose the right button

Apply it at the right spacing

Use timing as your mix-up

Every character can generate strong pressure within this framework.

Comprehension Questions

Why is resistance to the system counterproductive?

What actually gives players freedom in Strive?

Answers

Because the system defines how offense works.

Button purpose + timing manipulation.

Action Steps

Stop wishing for old gatlings.

Optimize what does exist.

  1. Super-Summary (Under 1 Page)

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

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

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – System Understanding

Review button purposes.

Identify your character’s main pressure buttons.

Day 2 – Timing & Delay

Practice delayed normals and frame traps.

Test opponent responses to timing shifts.

Day 3 – Match Application

Play sets focusing only on intentional strings.

Review replays: Why did I press that button?

mario050987·youtube.com·
Why Guilty Gear Strive changed GATLINGS (and how to use them)
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Seem like throw invul frame after block and hit is 5f...?I tested by tried to grab Sol in two settings, reversal with 2K (6f) and 2P (5f), I could grab 2K just fine both after hit and block, but Sol's 2P beat Pot Buster every time.#GGST pic.twitter.com/D45bIL3ET8— Vorapol "Maydic" Tusakorn (@Vorapol_Maydic) June 26, 2021
mario050987·twitter.com·
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Seem like throw invul frame after block and hit is 5f...?I tested by tried to grab Sol in two settings, reversal with 2K (6f) and 2P (5f), I could grab 2K just fine both after hit and block, but Sol's 2P beat Pot Buster every time.#GGST pic.twitter.com/D45bIL3ET8— Vorapol "Maydic" Tusakorn (@Vorapol_Maydic) June 26, 2021
mario050987·twitter.com·
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Seem like throw invul frame after block and hit is 5f...?I tested by tried to grab Sol in two settings, reversal with 2K (6f) and 2P (5f), I could grab 2K just fine both after hit and block, but Sol's 2P beat Pot Buster every time.#GGST pic.twitter.com/D45bIL3ET8— Vorapol "Maydic" Tusakorn (@Vorapol_Maydic) June 26, 2021
mario050987·twitter.com·
Vorapol "Maydic" Tusakorn on Twitter
Gio Fair and honest safe jumps
Gio Fair and honest safe jumps
Throw or back throw safe jump side mixup 7 IAD late jS same side (can also use jH) 8 IAD late jS crossup Doesn't work on Gio, Zato, I-No, or Ram (nor does any throw safe jump, INCLUDING corner) Discovered by SHwoKingVSF I would recommend doing the 7 IAD jH safe jump if you want to stay on the same side and the 8 IAD if you want to crossup. This way you get more damage and can get the bigger CH if they contest your jH.
mario050987·streamable.com·
Gio Fair and honest safe jumps
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive

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

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

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

Instead, Strive rewards:

Proper Gatlings into command normals

Intentional delays between Gatling inputs

Baiting and counter-hitting mashers with timing control

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

Still form real blockstrings

Beat reversal buttons

Create counter-hits

Punish autopilot defense

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

  1. Condensed Bullet-Point Version (Quick Review)

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

Light attacks must Gatling into command normals

Many common strings are negative on hit

Opponents should (and will) mash if you let them

Delayed Gatlings:

Still true blockstrings

Beat reversal buttons

Cause counter-hits

You can delay even fast buttons like 5P

Delays are stronger in Strive’s release version

Testing pressure setups takes less than 10 seconds

Timing > speed for strong pressure

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

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

Key Insight: Strive punishes autopilot pressure.

Comprehension Questions

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

What happens if you rely on old pressure habits?

Answers

They are negative and easily challenged.

You get counter-hit even on hit-confirm.

Action Steps

Identify your most common autopilot strings.

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

Test them against mash 5K in training mode.

Chunk 2 — Real Gatlings Require Command Normals

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

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

Comprehension Questions

What replaces light → light pressure in Strive?

Why are command normals important?

Answers

Light → command normal Gatlings.

They maintain frame advantage and enforce respect.

Action Steps

Learn your character’s light → command normal routes.

Practice confirming them on block and hit.

Replace old habits immediately.

Chunk 3 — Delayed Gatlings: The Hidden System Mechanic

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

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

Comprehension Questions

What makes delayed Gatlings strong?

Are delayed Gatlings fake pressure?

Answers

They catch mashers and reversal buttons.

No, they remain real blockstrings.

Action Steps

Practice delaying your Gatlings by small increments.

Watch for counter-hit indicators.

Experiment with different timings, not new moves.

Chunk 4 — Beating Reversal Buttons with Delay

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

Key Insight: Timing alone can punish defensive autopilot.

Comprehension Questions

How do delayed Gatlings beat reversal 5K?

Why is this safer than frame traps?

Answers

The delay causes the opponent’s button to extend.

It doesn’t require giving up your turn.

Action Steps

Set the dummy to mash reversal 5K.

Practice delayed Gatlings until you consistently counter-hit.

Add this to your pressure flowchart.

Chunk 5 — Delay Works Even on Fast Buttons

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

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

Comprehension Questions

Can fast buttons still create pressure?

What does this mean for pressure design?

Answers

Yes, when delayed properly.

Pressure is about rhythm control, not raw speed.

Action Steps

Experiment with delayed 5P Gatlings.

Focus on rhythm variance rather than move variety.

Track opponent responses to timing shifts.

  1. Super-Summary (Under 1 Page)

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

Delayed Gatlings:

Remain real blockstrings

Beat reversal buttons

Create counter-hits

Punish defensive autopilot

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – Awareness

Identify unsafe autopilot strings

Learn correct light → command normal routes

Day 2 – Execution

Practice delayed Gatlings vs mash 5K

Test multiple delay timings

Day 3 – Integration

Apply delayed Gatlings in real matches

Observe opponent adaptations

Adjust rhythm dynamically

mario050987·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive

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

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

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

Instead, Strive rewards:

Proper Gatlings into command normals

Intentional delays between Gatling inputs

Baiting and counter-hitting mashers with timing control

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

Still form real blockstrings

Beat reversal buttons

Create counter-hits

Punish autopilot defense

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

  1. Condensed Bullet-Point Version (Quick Review)

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

Light attacks must Gatling into command normals

Many common strings are negative on hit

Opponents should (and will) mash if you let them

Delayed Gatlings:

Still true blockstrings

Beat reversal buttons

Cause counter-hits

You can delay even fast buttons like 5P

Delays are stronger in Strive’s release version

Testing pressure setups takes less than 10 seconds

Timing > speed for strong pressure

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

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

Key Insight: Strive punishes autopilot pressure.

Comprehension Questions

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

What happens if you rely on old pressure habits?

Answers

They are negative and easily challenged.

You get counter-hit even on hit-confirm.

Action Steps

Identify your most common autopilot strings.

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

Test them against mash 5K in training mode.

Chunk 2 — Real Gatlings Require Command Normals

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

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

Comprehension Questions

What replaces light → light pressure in Strive?

Why are command normals important?

Answers

Light → command normal Gatlings.

They maintain frame advantage and enforce respect.

Action Steps

Learn your character’s light → command normal routes.

Practice confirming them on block and hit.

Replace old habits immediately.

Chunk 3 — Delayed Gatlings: The Hidden System Mechanic

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

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

Comprehension Questions

What makes delayed Gatlings strong?

Are delayed Gatlings fake pressure?

Answers

They catch mashers and reversal buttons.

No, they remain real blockstrings.

Action Steps

Practice delaying your Gatlings by small increments.

Watch for counter-hit indicators.

Experiment with different timings, not new moves.

Chunk 4 — Beating Reversal Buttons with Delay

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

Key Insight: Timing alone can punish defensive autopilot.

Comprehension Questions

How do delayed Gatlings beat reversal 5K?

Why is this safer than frame traps?

Answers

The delay causes the opponent’s button to extend.

It doesn’t require giving up your turn.

Action Steps

Set the dummy to mash reversal 5K.

Practice delayed Gatlings until you consistently counter-hit.

Add this to your pressure flowchart.

Chunk 5 — Delay Works Even on Fast Buttons

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

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

Comprehension Questions

Can fast buttons still create pressure?

What does this mean for pressure design?

Answers

Yes, when delayed properly.

Pressure is about rhythm control, not raw speed.

Action Steps

Experiment with delayed 5P Gatlings.

Focus on rhythm variance rather than move variety.

Track opponent responses to timing shifts.

  1. Super-Summary (Under 1 Page)

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

Delayed Gatlings:

Remain real blockstrings

Beat reversal buttons

Create counter-hits

Punish defensive autopilot

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – Awareness

Identify unsafe autopilot strings

Learn correct light → command normal routes

Day 2 – Execution

Practice delayed Gatlings vs mash 5K

Test multiple delay timings

Day 3 – Integration

Apply delayed Gatlings in real matches

Observe opponent adaptations

Adjust rhythm dynamically

mario050987·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive

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

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

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

Instead, Strive rewards:

Proper Gatlings into command normals

Intentional delays between Gatling inputs

Baiting and counter-hitting mashers with timing control

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

Still form real blockstrings

Beat reversal buttons

Create counter-hits

Punish autopilot defense

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

  1. Condensed Bullet-Point Version (Quick Review)

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

Light attacks must Gatling into command normals

Many common strings are negative on hit

Opponents should (and will) mash if you let them

Delayed Gatlings:

Still true blockstrings

Beat reversal buttons

Cause counter-hits

You can delay even fast buttons like 5P

Delays are stronger in Strive’s release version

Testing pressure setups takes less than 10 seconds

Timing > speed for strong pressure

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

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

Key Insight: Strive punishes autopilot pressure.

Comprehension Questions

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

What happens if you rely on old pressure habits?

Answers

They are negative and easily challenged.

You get counter-hit even on hit-confirm.

Action Steps

Identify your most common autopilot strings.

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

Test them against mash 5K in training mode.

Chunk 2 — Real Gatlings Require Command Normals

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

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

Comprehension Questions

What replaces light → light pressure in Strive?

Why are command normals important?

Answers

Light → command normal Gatlings.

They maintain frame advantage and enforce respect.

Action Steps

Learn your character’s light → command normal routes.

Practice confirming them on block and hit.

Replace old habits immediately.

Chunk 3 — Delayed Gatlings: The Hidden System Mechanic

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

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

Comprehension Questions

What makes delayed Gatlings strong?

Are delayed Gatlings fake pressure?

Answers

They catch mashers and reversal buttons.

No, they remain real blockstrings.

Action Steps

Practice delaying your Gatlings by small increments.

Watch for counter-hit indicators.

Experiment with different timings, not new moves.

Chunk 4 — Beating Reversal Buttons with Delay

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

Key Insight: Timing alone can punish defensive autopilot.

Comprehension Questions

How do delayed Gatlings beat reversal 5K?

Why is this safer than frame traps?

Answers

The delay causes the opponent’s button to extend.

It doesn’t require giving up your turn.

Action Steps

Set the dummy to mash reversal 5K.

Practice delayed Gatlings until you consistently counter-hit.

Add this to your pressure flowchart.

Chunk 5 — Delay Works Even on Fast Buttons

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

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

Comprehension Questions

Can fast buttons still create pressure?

What does this mean for pressure design?

Answers

Yes, when delayed properly.

Pressure is about rhythm control, not raw speed.

Action Steps

Experiment with delayed 5P Gatlings.

Focus on rhythm variance rather than move variety.

Track opponent responses to timing shifts.

  1. Super-Summary (Under 1 Page)

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

Delayed Gatlings:

Remain real blockstrings

Beat reversal buttons

Create counter-hits

Punish defensive autopilot

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – Awareness

Identify unsafe autopilot strings

Learn correct light → command normal routes

Day 2 – Execution

Practice delayed Gatlings vs mash 5K

Test multiple delay timings

Day 3 – Integration

Apply delayed Gatlings in real matches

Observe opponent adaptations

Adjust rhythm dynamically

mario050987·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive