System & General Resources

System & General Resources

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How and When to use your Dash
How and When to use your Dash
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mario050987·youtube.com·
How and When to use your Dash
The Fighting Game DOOD! - Guilty Gear -STRIVE- Beginner Guide & Advanced Mechanics Tutorial
The Fighting Game DOOD! - Guilty Gear -STRIVE- Beginner Guide & Advanced Mechanics Tutorial

Summary (main concepts, examples, actionable lessons)

This tutorial is a fast, practical walkthrough of how to start learning Guilty Gear -STRIVE- (and fighting games in general) by using the right modes, understanding your buttons, and building up into the game’s big system mechanics: Dust, movement, specials, Burst, Roman Cancels, wall break, counter hits, and supers. The creator recommends starting with Dojo (Training Mode), Tutorial, and especially Mission Mode because STRIVE’s missions teach real, high-level concepts—not just “press button to do thing.”

A big early point: character choice matters because archetypes play wildly differently (e.g., Sol as “does everything,” Nago managing blood, Potemkin as grappler with huge grabs, Axl controlling screen, Chipp being ultra-mobile). The best way to pick a main is to sample the cast in training mode and choose the one whose feel and fantasy “talks to you.”

From there, the guide breaks down button fundamentals:

You have core normals (P, K, S, HS) plus crouching versions and command normals (like 6P, the universal anti-air with upper-body invincibility).

STRIVE’s combo rules are not “everything chains into everything.” Many normals don’t naturally combo into each other, so you must learn what connects and what doesn’t.

Spacing changes your normals (close vs far versions), which affects whether follow-ups work.

Throws are extremely strong (fast and lead to big reward), so you should both use them and prepare to defend against them.

Then it introduces Dust as a core mix-up tool:

5D (Dust) is a natural overhead; if you charge it and it lands, you get a launch into an aerial Dust combo for huge damage.

2D (crouching Dust) is a sweep / hard knockdown and can be used in low-string pressure.

Dust is powerful but punishable if reacted to, so it’s a risk/reward call.

The guide emphasizes movement: air options (air jump, super jump, air dash for most characters) are central, and you should learn what your character can do in the air (air normals, air Dust, etc.) because air approaches are common.

Next comes special moves and special-canceling:

Use the command list constantly (it even shows system mechanics).

Learn notation (e.g., 236) and inputs like “Z input” (623) for DP-style moves.

Core combo building is often: normal(s) → special, using special-cancels to convert hits and pressure.

Then the video explains Burst:

Blue Burst breaks out of pressure/combos, but can be baited and punished for big damage.

Gold Burst is used in neutral; if it hits, it fills your Tension (meter), but you lose the defensive burst option and it’s a big commitment—especially early rounds.

The “big system” section is Roman Cancels (RCs)—one of STRIVE’s defining mechanics:

Blue RC (neutral): slows time, helps you convert situations, catch jumpers, or safely take your turn.

Red RC (on hit / on block while attacking): main combo extender and pressure extender.

Purple/Pink RC (used during certain recoveries / whiffs / to “fix” situations): helps you stay safe, chase projectiles/pressure sequences, and keep offense going with time-slow.

Gold RC (defensive RC while blocking): creates a big advantage swing; you become very plus and can start offense.

Drift RC: dash before RC to change position (forward/back/up/down), enabling extensions that wouldn’t otherwise reach.

Fast RC: RC then immediately press a button to act quickly—used for nasty pressure tricks and movement bursts (but Gold RC can’t be “fast RC’d” the same way).

Finally, it covers wall mechanics and advanced conversion:

Corners have wall health; sustained combo pressure leads to wall splat, then wall break for damage and transition.

Sometimes it’s optimal to take the wall break, other times you might let them tech for a read (risky).

Counter hits open up bigger routes; learn which buttons commonly score CH and what your best conversions are.

It closes with supers (overdrives):

Usually two per character, sometimes stance/condition-dependent (examples: Nago blood rage, Leo stance).

Supers vary (command grab, projectile, strike) and don’t all work in all situations (e.g., some command-grab supers won’t grab off wall splat).

Learn when to end combos with supers vs save meter for RC utility.

Bullet points (quick review)

Start in Dojo/Training, use Tutorial + Mission Mode for real mechanics.

Pick a character by testing the roster; archetypes differ heavily.

Learn normals: P/K/S/HS, crouching versions, and command normals (esp. 6P anti-air).

STRIVE combo rules are limited: learn what chains and how spacing changes buttons (close vs far).

Throws are very strong; expect throw/strike mind games.

Dust: 5D overhead (charge → launch → air combo), 2D sweep knockdown; strong but punishable.

Movement matters: air options are huge; learn air buttons and anti-airs.

Learn special moves, notation (236/623), and special-canceling.

Burst: Blue to escape (can be baited), Gold in neutral for full meter (high risk).

Roman Cancels define STRIVE:

Blue RC slows time in neutral,

Red RC extends combos/pressure,

Purple/Pink RC fixes recoveries/keeps offense,

Gold RC is defensive advantage swing,

Drift changes RC positioning,

Fast RC = instant action after RC.

Corner: manage wall splat / wall break decisions.

Learn counter-hit routes and super usage (not all supers work off all states).

Chunks (self-contained) 1) Where to start: modes + learning approach

What it says: Use Arcade/CPU for comfort, but real improvement comes from Dojo (Training), Tutorial, and Mission Mode. Sample characters to find your main.

Comprehension Qs (with answers):

What modes are emphasized for serious learning? A: Training/Dojo, Tutorial, and especially Mission Mode.

What’s the recommended method to choose a main? A: Try the roster in training mode and pick the character that feels right.

Action steps:

Spend 30 minutes in Mission Mode focusing on 1–2 mechanics.

Pick 3 characters, test movement + 3 normals + 2 specials for each, then choose one to commit to for a week.

2) Buttons, chaining rules, and spacing

What it says: Understand normals (P/K/S/HS), crouch normals, command normals, and that STRIVE isn’t “everything combos into everything.” Spacing changes what you get (close vs far normals). Throws are very strong.

Comprehension Qs (with answers):

Why do new players get stuck mashing S/HS? A: They don’t understand situational button purpose, chaining limits, and spacing.

Why is spacing critical for confirming follow-ups? A: Close/far normal versions change hit behavior and whether the next move connects.

Action steps:

In training: set dummy to block after first hit; test which normals convert reliably at different ranges.

Add a simple rule: “If I’m point-blank, I look for close buttons; if I’m spaced, I look for far buttons.”

3) Dust: overhead/low mix and big reward

What it says: Dust is a key mix tool. 5D is an overhead (charge → launch → air combo). 2D is a sweep knockdown. Strong but punishable if telegraphed.

Comprehension Qs (with answers):

How do you block 5D vs 2D? A: 5D: stand block (overhead). 2D: crouch block (low).

What’s the tradeoff of using charged Dust? A: Massive reward if it lands, but it’s punishable if they react.

Action steps:

Practice one basic Dust air combo until it’s automatic.

Add Dust only after you’ve conditioned them to block low or freeze.

4) Movement + specials + special-cancels (core combo structure)

What it says: Learn your character’s movement options (air dash/jumps) and use the command list. Most early combos are normal → special via special-canceling.

Comprehension Qs (with answers):

What is a “special cancel”? A: Canceling the recovery of a normal into a special to convert hits/pressure.

Why should you live in the command list? A: It shows inputs, examples, and system mechanics so you don’t guess.

Action steps:

Build a “starter kit” combo: poke → confirm → special ender.

Drill 10 reps each: grounded confirm, anti-air confirm (6P route), and corner confirm.

5) Burst: escape tool vs meter gain

What it says: Blue Burst escapes pressure/combos but can be baited and punished. Gold Burst in neutral can grant full tension if it hits, but it’s a risky commitment.

Comprehension Qs (with answers):

Why can bursting be dangerous? A: Good opponents bait it and punish hard.

When is Gold Burst most valuable? A: When it will reliably hit in neutral and you can leverage full meter.

Action steps:

Set dummy to run a combo; practice bursting at early/mid/late timings.

In matches, set a rule: “I only burst when (a) it saves me from death, or (b) I’m cornered and momentum is crushing.”

6) Roman Cancels: blue/red/purple/gold + drift + fast RC

What it says: RCs are the game’s main creativity engine.

Blue RC slows time in neutral.

Red RC extends combos/pressure.

Purple/Pink RC helps fix recoveries and chase pressure/projectile sequences.

Gold RC is defensive and makes you very plus.

Drift RC and Fast RC add positioning + speed layers.

Comprehension Qs (with answers):

Which RC is the “combo extender”? A: Red RC.

What does “drift RC” change? A: Your position/momentum during RC (forward/back/up/down) to make follow-ups reach or mix.

What’s the idea behind “fast RC”? A: Act immediately out of RC by pressing a button, enabling tight pressure/mix.

Action steps:

Learn 3 RC uses:

Red RC after a special to extend,

Gold RC on defense to steal a turn,

Blue RC to punish jumpers/chaos neutral.

Add one drift RC route that solves a spacing problem for your character.

7) Corner systems: wall splat/break, counter hits, and supers

What it says: Walls have “health.” Combos cause wall splat, then wall break. Counter hits unlock bigger routes. Supers vary by type and situation; some won’t work off wall states.

Comprehension Qs (with answers):

What’s the key decision after wall splat? A: Break for guaranteed damage/transition, or let them tech for a read (risk).

Why study counter-hit convers

mario050987·youtube.com·
The Fighting Game DOOD! - Guilty Gear -STRIVE- Beginner Guide & Advanced Mechanics Tutorial
Guilty Gear Strive True Beginner Guide, Button Settings, and Basic Tutorial
Guilty Gear Strive True Beginner Guide, Button Settings, and Basic Tutorial

Guilty Gear Strive – True Beginner Guide

Button Settings, Controls, and Core Mechanics Explained

  1. Full Summary (High-Level Overview)

This video is a true beginner-oriented guide to Guilty Gear Strive, focusing on button functions, control layouts, and foundational mechanics rather than advanced combos or character-specific tech. The creator explains why the default tutorial feels overwhelming for new players and instead walks through what each button actually does, how to map buttons intelligently on both controller and arcade stick, and why certain layouts improve execution and learning.

Key topics include:

Why using a Dash button is essential for movement efficiency

What each normal attack does (Punch, Kick, Slash, Heavy Slash, Dust)

How Gatlings, overheads, lows, and throws work

How Roman Cancels function at a basic level

How and when to use Burst safely

How to choose a button layout and stick with it to build muscle memory

The core lesson: Good controls reduce mental load, allowing beginners to focus on learning spacing, defense, and decision-making instead of fighting the controller.

  1. Condensed Bullet-Point Review (Quick Reference)

Default tutorial lacks clear explanation of button purpose

Dash button = faster movement + cleaner execution

Dust = overheads, sweeps, throws, and launch combos

Punch = fast + anti-air command normals

Kick = slightly slower, includes universal low

Slash = spacing tool (close vs far normals)

Heavy Slash = high damage, slow recovery

Gatlings define combo structure (not free-form)

Roman Cancel uses 50% meter for offense/defense

Burst resets pressure but can be baited

Button layout should reflect function, not tradition

Pick a layout and do not change it constantly

  1. Chunked Breakdown (Self-Contained Learning Sections) Chunk 1: Why the Default Tutorial Fails Beginners

Summary The creator explains that Guilty Gear Strive’s tutorial throws players into action without explaining what buttons actually do. New players end up button-mashing without understanding spacing, intent, or mechanics.

Key Concepts

Tutorials show how to press buttons, not why

Beginners need clarity, not speed

Comprehension Questions

Why does button-mashing feel ineffective?

What information is missing from the default tutorial?

Answers

There’s no understanding of purpose or timing.

The role and function of each button.

Action Steps

Ignore combo trials early

Learn what each button is for first

Chunk 2: The Dash Button – Movement Simplified

Summary Using a dedicated Dash button is faster and cleaner than double-tapping directions. Holding it enables auto-run, and tapping it after jump creates instant air dashes.

Key Concepts

One button > two directional taps

Frees mental stack for offense/defense

Enables instant air dash pressure

Comprehension Questions

Why is dash faster than double-tap?

How does dash help beginners?

Answers

Single input = less execution error

Reduces movement complexity

Action Steps

Map Dash to L1 (controller) or center bottom row (stick)

Practice dash → block → special inputs

Chunk 3: Understanding Normal Attacks (Punch & Kick)

Summary Punch is fast and low-damage but includes anti-air command normals with upper-body invincibility. Kick is slower, slightly stronger, and universally includes a low attack when crouching.

Key Concepts

Punch = speed + anti-air utility

Kick = low-pressure starter

Crouching kick must be blocked low

Comprehension Questions

Why is punch important defensively?

What makes kick strong for pressure?

Answers

Anti-air invincibility

Universal low threat

Action Steps

Practice anti-air punch vs jumping opponents

Use crouch kick to open blockers

Chunk 4: Slash & Heavy Slash – Spacing Tools

Summary Slash changes based on distance (close vs far), making spacing crucial. Heavy Slash hits hardest but is slow and punishable if whiffed.

Key Concepts

Slash controls neutral

Heavy Slash = commitment

Gatlings usually flow Slash → Heavy Slash

Comprehension Questions

What is a proximity normal?

Why is Heavy Slash risky?

Answers

Changes based on distance

Long startup and recovery

Action Steps

Learn your far Slash range

Avoid whiffing Heavy Slash in neutral

Chunk 5: Dust – Overheads, Lows, Throws

Summary Dust is multifunctional:

Standing Dust = overhead

Crouching Dust = sweep

Hold Dust = launcher combo

Forward + Dust = throw

Throws beat blocking but can be teched.

Key Concepts

Dust = mix-up button

Overheads vs lows

Throws reset pressure

Comprehension Questions

When should Dust be blocked standing?

Why are throws important?

Answers

Standing Dust is an overhead

They beat blocking

Action Steps

Practice Dust mix-ups

Learn throw tech timing

Chunk 6: Gatlings & Combo Structure

Summary Gatlings define which normals can cancel into others. Strive removed older “everything chains into everything” systems, making button order less rigid.

Key Concepts

Combos are structured, not freestyle

Layout should reflect usage, not tradition

Comprehension Questions

What is a Gatling?

Why did old layouts become outdated?

Answers

Allowed cancel paths

System was simplified

Action Steps

Learn your character’s Gatling routes

Arrange buttons by function

Chunk 7: Roman Cancels (RC Basics)

Summary Roman Cancels cost 50% meter and allow offense, defense, or combo extension.

Types

Yellow RC: defensive pushback

Blue RC: slowdown

Purple RC: cancel recovery

Red RC: extend combos

Comprehension Questions

What does RC cost?

Which RC extends combos?

Answers

50% tension

Red RC

Action Steps

Map RC away from main buttons

Use RC to stay safe, not flashy

Chunk 8: Burst – Emergency Escape

Summary Burst instantly breaks pressure but is risky if baited.

Types

Blue Burst: while being hit

Gold Burst: neutral use → full meter

Key Concepts

Burst is limited

Smart opponents bait it

Comprehension Questions

When is Gold Burst used?

What’s the risk of bursting?

Answers

While not being hit

Getting punished after whiff

Action Steps

Save Burst for real danger

Don’t panic burst

Chunk 9: Button Layout Philosophy

Summary The creator emphasizes choosing a layout and sticking with it. Muscle memory matters more than copying pros.

Key Concepts

Function > tradition

Consistency builds execution

Comprehension Questions

Why not change layouts often?

What matters most in layout choice?

Answers

Kills muscle memory

Comfort and logic

Action Steps

Lock in your layout for weeks

Adjust only with purpose

  1. Super-Summary (Under 1 Page)

This video teaches Guilty Gear Strive from a true beginner’s perspective, focusing on what buttons actually do, why smart layouts matter, and how to reduce execution stress. Instead of rushing into combos, players are encouraged to master movement (Dash), spacing (Slash), mix-ups (Dust), defense (Punch anti-airs), and resource tools (Roman Cancel & Burst).

The core lesson:

Good controls create good decisions. Choose a layout that matches function, commit to it, and build understanding before complexity.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Controls & Movement

Review Dash, Punch, Kick, Slash

Practice movement + blocking

Day 2 – Pressure & Defense

Review Dust, Throws, Anti-airs

Practice mix-ups and throw techs

Day 3 – Resources

Review Roman Cancels & Burst

Practice safe RC usage and burst discipline

mario050987·youtube.com·
Guilty Gear Strive True Beginner Guide, Button Settings, and Basic Tutorial
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
This video will teach you everything you need to know on how to use Faultless Defense in Guilty Gear Strive. This mechanic is extremely important to understand when trying to defend against your opponents attacks and opens up more awareness as to what you should be looking for to use Faultless Defense on so you can get more chances to play and make a comeback. 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 TIMESTAMPS: 00:00 - Intro 00:37 - What is Faultless Defense? 01:09 - Faultless Defense prevents chip kills 01:50 - Faultless Defense vs Regular Guard 02:24 - Know WHAT to Faultless Defend Against 04:14 - Why you DON'T Faultless Defense EVERYTHING 05:50 - Example 1 - Faultless Defense vs Ky 07:09 - Example 2 - Faultless Defense vs Ramlethal 09:05 - What is Faultless Defense Instant Block? 10:10 - Example 3 - Faultless Defense IB vs May 12:44 - Conclusion Tags: guilty gear,guilty gear strive,guilty gear strive guide,guilty gear strive tutorial,guilty gear strive faultless defense,guilty gear faultless defense,guilty gear fd,what is faultless defense,faultless defense tutorial,guilty gear gameplay,guilty gear strive gameplay,guilty gear tips,guilty gear strive tips,How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps! #GuiltyGear #GuiltyGearStrive #FGC
mario050987·youtube.com·
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
This video will teach you everything you need to know on how to use Faultless Defense in Guilty Gear Strive. This mechanic is extremely important to understand when trying to defend against your opponents attacks and opens up more awareness as to what you should be looking for to use Faultless Defense on so you can get more chances to play and make a comeback. 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 TIMESTAMPS: 00:00 - Intro 00:37 - What is Faultless Defense? 01:09 - Faultless Defense prevents chip kills 01:50 - Faultless Defense vs Regular Guard 02:24 - Know WHAT to Faultless Defend Against 04:14 - Why you DON'T Faultless Defense EVERYTHING 05:50 - Example 1 - Faultless Defense vs Ky 07:09 - Example 2 - Faultless Defense vs Ramlethal 09:05 - What is Faultless Defense Instant Block? 10:10 - Example 3 - Faultless Defense IB vs May 12:44 - Conclusion Tags: guilty gear,guilty gear strive,guilty gear strive guide,guilty gear strive tutorial,guilty gear strive faultless defense,guilty gear faultless defense,guilty gear fd,what is faultless defense,faultless defense tutorial,guilty gear gameplay,guilty gear strive gameplay,guilty gear tips,guilty gear strive tips,How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps! #GuiltyGear #GuiltyGearStrive #FGC
mario050987·youtube.com·
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
This video will teach you everything you need to know on how to use Faultless Defense in Guilty Gear Strive. This mechanic is extremely important to understand when trying to defend against your opponents attacks and opens up more awareness as to what you should be looking for to use Faultless Defense on so you can get more chances to play and make a comeback. 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 TIMESTAMPS: 00:00 - Intro 00:37 - What is Faultless Defense? 01:09 - Faultless Defense prevents chip kills 01:50 - Faultless Defense vs Regular Guard 02:24 - Know WHAT to Faultless Defend Against 04:14 - Why you DON'T Faultless Defense EVERYTHING 05:50 - Example 1 - Faultless Defense vs Ky 07:09 - Example 2 - Faultless Defense vs Ramlethal 09:05 - What is Faultless Defense Instant Block? 10:10 - Example 3 - Faultless Defense IB vs May 12:44 - Conclusion Tags: guilty gear,guilty gear strive,guilty gear strive guide,guilty gear strive tutorial,guilty gear strive faultless defense,guilty gear faultless defense,guilty gear fd,what is faultless defense,faultless defense tutorial,guilty gear gameplay,guilty gear strive gameplay,guilty gear tips,guilty gear strive tips,How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps! #GuiltyGear #GuiltyGearStrive #FGC
mario050987·youtube.com·
How to use Faultless Defense in Guilty Gear STRIVE - In Depth Beginner Guide with Timestamps!
Guilty Gear Strive True Beginner Guide, Button Settings, and Basic Tutorial
Guilty Gear Strive True Beginner Guide, Button Settings, and Basic Tutorial

Guilty Gear Strive – True Beginner Guide

Button Settings, Controls, and Core Mechanics Explained

  1. Full Summary (High-Level Overview)

This video is a true beginner-oriented guide to Guilty Gear Strive, focusing on button functions, control layouts, and foundational mechanics rather than advanced combos or character-specific tech. The creator explains why the default tutorial feels overwhelming for new players and instead walks through what each button actually does, how to map buttons intelligently on both controller and arcade stick, and why certain layouts improve execution and learning.

Key topics include:

Why using a Dash button is essential for movement efficiency

What each normal attack does (Punch, Kick, Slash, Heavy Slash, Dust)

How Gatlings, overheads, lows, and throws work

How Roman Cancels function at a basic level

How and when to use Burst safely

How to choose a button layout and stick with it to build muscle memory

The core lesson: Good controls reduce mental load, allowing beginners to focus on learning spacing, defense, and decision-making instead of fighting the controller.

  1. Condensed Bullet-Point Review (Quick Reference)

Default tutorial lacks clear explanation of button purpose

Dash button = faster movement + cleaner execution

Dust = overheads, sweeps, throws, and launch combos

Punch = fast + anti-air command normals

Kick = slightly slower, includes universal low

Slash = spacing tool (close vs far normals)

Heavy Slash = high damage, slow recovery

Gatlings define combo structure (not free-form)

Roman Cancel uses 50% meter for offense/defense

Burst resets pressure but can be baited

Button layout should reflect function, not tradition

Pick a layout and do not change it constantly

  1. Chunked Breakdown (Self-Contained Learning Sections) Chunk 1: Why the Default Tutorial Fails Beginners

Summary The creator explains that Guilty Gear Strive’s tutorial throws players into action without explaining what buttons actually do. New players end up button-mashing without understanding spacing, intent, or mechanics.

Key Concepts

Tutorials show how to press buttons, not why

Beginners need clarity, not speed

Comprehension Questions

Why does button-mashing feel ineffective?

What information is missing from the default tutorial?

Answers

There’s no understanding of purpose or timing.

The role and function of each button.

Action Steps

Ignore combo trials early

Learn what each button is for first

Chunk 2: The Dash Button – Movement Simplified

Summary Using a dedicated Dash button is faster and cleaner than double-tapping directions. Holding it enables auto-run, and tapping it after jump creates instant air dashes.

Key Concepts

One button > two directional taps

Frees mental stack for offense/defense

Enables instant air dash pressure

Comprehension Questions

Why is dash faster than double-tap?

How does dash help beginners?

Answers

Single input = less execution error

Reduces movement complexity

Action Steps

Map Dash to L1 (controller) or center bottom row (stick)

Practice dash → block → special inputs

Chunk 3: Understanding Normal Attacks (Punch & Kick)

Summary Punch is fast and low-damage but includes anti-air command normals with upper-body invincibility. Kick is slower, slightly stronger, and universally includes a low attack when crouching.

Key Concepts

Punch = speed + anti-air utility

Kick = low-pressure starter

Crouching kick must be blocked low

Comprehension Questions

Why is punch important defensively?

What makes kick strong for pressure?

Answers

Anti-air invincibility

Universal low threat

Action Steps

Practice anti-air punch vs jumping opponents

Use crouch kick to open blockers

Chunk 4: Slash & Heavy Slash – Spacing Tools

Summary Slash changes based on distance (close vs far), making spacing crucial. Heavy Slash hits hardest but is slow and punishable if whiffed.

Key Concepts

Slash controls neutral

Heavy Slash = commitment

Gatlings usually flow Slash → Heavy Slash

Comprehension Questions

What is a proximity normal?

Why is Heavy Slash risky?

Answers

Changes based on distance

Long startup and recovery

Action Steps

Learn your far Slash range

Avoid whiffing Heavy Slash in neutral

Chunk 5: Dust – Overheads, Lows, Throws

Summary Dust is multifunctional:

Standing Dust = overhead

Crouching Dust = sweep

Hold Dust = launcher combo

Forward + Dust = throw

Throws beat blocking but can be teched.

Key Concepts

Dust = mix-up button

Overheads vs lows

Throws reset pressure

Comprehension Questions

When should Dust be blocked standing?

Why are throws important?

Answers

Standing Dust is an overhead

They beat blocking

Action Steps

Practice Dust mix-ups

Learn throw tech timing

Chunk 6: Gatlings & Combo Structure

Summary Gatlings define which normals can cancel into others. Strive removed older “everything chains into everything” systems, making button order less rigid.

Key Concepts

Combos are structured, not freestyle

Layout should reflect usage, not tradition

Comprehension Questions

What is a Gatling?

Why did old layouts become outdated?

Answers

Allowed cancel paths

System was simplified

Action Steps

Learn your character’s Gatling routes

Arrange buttons by function

Chunk 7: Roman Cancels (RC Basics)

Summary Roman Cancels cost 50% meter and allow offense, defense, or combo extension.

Types

Yellow RC: defensive pushback

Blue RC: slowdown

Purple RC: cancel recovery

Red RC: extend combos

Comprehension Questions

What does RC cost?

Which RC extends combos?

Answers

50% tension

Red RC

Action Steps

Map RC away from main buttons

Use RC to stay safe, not flashy

Chunk 8: Burst – Emergency Escape

Summary Burst instantly breaks pressure but is risky if baited.

Types

Blue Burst: while being hit

Gold Burst: neutral use → full meter

Key Concepts

Burst is limited

Smart opponents bait it

Comprehension Questions

When is Gold Burst used?

What’s the risk of bursting?

Answers

While not being hit

Getting punished after whiff

Action Steps

Save Burst for real danger

Don’t panic burst

Chunk 9: Button Layout Philosophy

Summary The creator emphasizes choosing a layout and sticking with it. Muscle memory matters more than copying pros.

Key Concepts

Function > tradition

Consistency builds execution

Comprehension Questions

Why not change layouts often?

What matters most in layout choice?

Answers

Kills muscle memory

Comfort and logic

Action Steps

Lock in your layout for weeks

Adjust only with purpose

  1. Super-Summary (Under 1 Page)

This video teaches Guilty Gear Strive from a true beginner’s perspective, focusing on what buttons actually do, why smart layouts matter, and how to reduce execution stress. Instead of rushing into combos, players are encouraged to master movement (Dash), spacing (Slash), mix-ups (Dust), defense (Punch anti-airs), and resource tools (Roman Cancel & Burst).

The core lesson:

Good controls create good decisions. Choose a layout that matches function, commit to it, and build understanding before complexity.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Controls & Movement

Review Dash, Punch, Kick, Slash

Practice movement + blocking

Day 2 – Pressure & Defense

Review Dust, Throws, Anti-airs

Practice mix-ups and throw techs

Day 3 – Resources

Review Roman Cancels & Burst

Practice safe RC usage and burst discipline

mario050987·youtube.com·
Guilty Gear Strive True Beginner Guide, Button Settings, and Basic Tutorial
The Fighting Game DOOD! - Guilty Gear -STRIVE- Beginner Guide & Advanced Mechanics Tutorial
The Fighting Game DOOD! - Guilty Gear -STRIVE- Beginner Guide & Advanced Mechanics Tutorial

Summary (main concepts, examples, actionable lessons)

This tutorial is a fast, practical walkthrough of how to start learning Guilty Gear -STRIVE- (and fighting games in general) by using the right modes, understanding your buttons, and building up into the game’s big system mechanics: Dust, movement, specials, Burst, Roman Cancels, wall break, counter hits, and supers. The creator recommends starting with Dojo (Training Mode), Tutorial, and especially Mission Mode because STRIVE’s missions teach real, high-level concepts—not just “press button to do thing.”

A big early point: character choice matters because archetypes play wildly differently (e.g., Sol as “does everything,” Nago managing blood, Potemkin as grappler with huge grabs, Axl controlling screen, Chipp being ultra-mobile). The best way to pick a main is to sample the cast in training mode and choose the one whose feel and fantasy “talks to you.”

From there, the guide breaks down button fundamentals:

You have core normals (P, K, S, HS) plus crouching versions and command normals (like 6P, the universal anti-air with upper-body invincibility).

STRIVE’s combo rules are not “everything chains into everything.” Many normals don’t naturally combo into each other, so you must learn what connects and what doesn’t.

Spacing changes your normals (close vs far versions), which affects whether follow-ups work.

Throws are extremely strong (fast and lead to big reward), so you should both use them and prepare to defend against them.

Then it introduces Dust as a core mix-up tool:

5D (Dust) is a natural overhead; if you charge it and it lands, you get a launch into an aerial Dust combo for huge damage.

2D (crouching Dust) is a sweep / hard knockdown and can be used in low-string pressure.

Dust is powerful but punishable if reacted to, so it’s a risk/reward call.

The guide emphasizes movement: air options (air jump, super jump, air dash for most characters) are central, and you should learn what your character can do in the air (air normals, air Dust, etc.) because air approaches are common.

Next comes special moves and special-canceling:

Use the command list constantly (it even shows system mechanics).

Learn notation (e.g., 236) and inputs like “Z input” (623) for DP-style moves.

Core combo building is often: normal(s) → special, using special-cancels to convert hits and pressure.

Then the video explains Burst:

Blue Burst breaks out of pressure/combos, but can be baited and punished for big damage.

Gold Burst is used in neutral; if it hits, it fills your Tension (meter), but you lose the defensive burst option and it’s a big commitment—especially early rounds.

The “big system” section is Roman Cancels (RCs)—one of STRIVE’s defining mechanics:

Blue RC (neutral): slows time, helps you convert situations, catch jumpers, or safely take your turn.

Red RC (on hit / on block while attacking): main combo extender and pressure extender.

Purple/Pink RC (used during certain recoveries / whiffs / to “fix” situations): helps you stay safe, chase projectiles/pressure sequences, and keep offense going with time-slow.

Gold RC (defensive RC while blocking): creates a big advantage swing; you become very plus and can start offense.

Drift RC: dash before RC to change position (forward/back/up/down), enabling extensions that wouldn’t otherwise reach.

Fast RC: RC then immediately press a button to act quickly—used for nasty pressure tricks and movement bursts (but Gold RC can’t be “fast RC’d” the same way).

Finally, it covers wall mechanics and advanced conversion:

Corners have wall health; sustained combo pressure leads to wall splat, then wall break for damage and transition.

Sometimes it’s optimal to take the wall break, other times you might let them tech for a read (risky).

Counter hits open up bigger routes; learn which buttons commonly score CH and what your best conversions are.

It closes with supers (overdrives):

Usually two per character, sometimes stance/condition-dependent (examples: Nago blood rage, Leo stance).

Supers vary (command grab, projectile, strike) and don’t all work in all situations (e.g., some command-grab supers won’t grab off wall splat).

Learn when to end combos with supers vs save meter for RC utility.

Bullet points (quick review)

Start in Dojo/Training, use Tutorial + Mission Mode for real mechanics.

Pick a character by testing the roster; archetypes differ heavily.

Learn normals: P/K/S/HS, crouching versions, and command normals (esp. 6P anti-air).

STRIVE combo rules are limited: learn what chains and how spacing changes buttons (close vs far).

Throws are very strong; expect throw/strike mind games.

Dust: 5D overhead (charge → launch → air combo), 2D sweep knockdown; strong but punishable.

Movement matters: air options are huge; learn air buttons and anti-airs.

Learn special moves, notation (236/623), and special-canceling.

Burst: Blue to escape (can be baited), Gold in neutral for full meter (high risk).

Roman Cancels define STRIVE:

Blue RC slows time in neutral,

Red RC extends combos/pressure,

Purple/Pink RC fixes recoveries/keeps offense,

Gold RC is defensive advantage swing,

Drift changes RC positioning,

Fast RC = instant action after RC.

Corner: manage wall splat / wall break decisions.

Learn counter-hit routes and super usage (not all supers work off all states).

Chunks (self-contained) 1) Where to start: modes + learning approach

What it says: Use Arcade/CPU for comfort, but real improvement comes from Dojo (Training), Tutorial, and Mission Mode. Sample characters to find your main.

Comprehension Qs (with answers):

What modes are emphasized for serious learning? A: Training/Dojo, Tutorial, and especially Mission Mode.

What’s the recommended method to choose a main? A: Try the roster in training mode and pick the character that feels right.

Action steps:

Spend 30 minutes in Mission Mode focusing on 1–2 mechanics.

Pick 3 characters, test movement + 3 normals + 2 specials for each, then choose one to commit to for a week.

2) Buttons, chaining rules, and spacing

What it says: Understand normals (P/K/S/HS), crouch normals, command normals, and that STRIVE isn’t “everything combos into everything.” Spacing changes what you get (close vs far normals). Throws are very strong.

Comprehension Qs (with answers):

Why do new players get stuck mashing S/HS? A: They don’t understand situational button purpose, chaining limits, and spacing.

Why is spacing critical for confirming follow-ups? A: Close/far normal versions change hit behavior and whether the next move connects.

Action steps:

In training: set dummy to block after first hit; test which normals convert reliably at different ranges.

Add a simple rule: “If I’m point-blank, I look for close buttons; if I’m spaced, I look for far buttons.”

3) Dust: overhead/low mix and big reward

What it says: Dust is a key mix tool. 5D is an overhead (charge → launch → air combo). 2D is a sweep knockdown. Strong but punishable if telegraphed.

Comprehension Qs (with answers):

How do you block 5D vs 2D? A: 5D: stand block (overhead). 2D: crouch block (low).

What’s the tradeoff of using charged Dust? A: Massive reward if it lands, but it’s punishable if they react.

Action steps:

Practice one basic Dust air combo until it’s automatic.

Add Dust only after you’ve conditioned them to block low or freeze.

4) Movement + specials + special-cancels (core combo structure)

What it says: Learn your character’s movement options (air dash/jumps) and use the command list. Most early combos are normal → special via special-canceling.

Comprehension Qs (with answers):

What is a “special cancel”? A: Canceling the recovery of a normal into a special to convert hits/pressure.

Why should you live in the command list? A: It shows inputs, examples, and system mechanics so you don’t guess.

Action steps:

Build a “starter kit” combo: poke → confirm → special ender.

Drill 10 reps each: grounded confirm, anti-air confirm (6P route), and corner confirm.

5) Burst: escape tool vs meter gain

What it says: Blue Burst escapes pressure/combos but can be baited and punished. Gold Burst in neutral can grant full tension if it hits, but it’s a risky commitment.

Comprehension Qs (with answers):

Why can bursting be dangerous? A: Good opponents bait it and punish hard.

When is Gold Burst most valuable? A: When it will reliably hit in neutral and you can leverage full meter.

Action steps:

Set dummy to run a combo; practice bursting at early/mid/late timings.

In matches, set a rule: “I only burst when (a) it saves me from death, or (b) I’m cornered and momentum is crushing.”

6) Roman Cancels: blue/red/purple/gold + drift + fast RC

What it says: RCs are the game’s main creativity engine.

Blue RC slows time in neutral.

Red RC extends combos/pressure.

Purple/Pink RC helps fix recoveries and chase pressure/projectile sequences.

Gold RC is defensive and makes you very plus.

Drift RC and Fast RC add positioning + speed layers.

Comprehension Qs (with answers):

Which RC is the “combo extender”? A: Red RC.

What does “drift RC” change? A: Your position/momentum during RC (forward/back/up/down) to make follow-ups reach or mix.

What’s the idea behind “fast RC”? A: Act immediately out of RC by pressing a button, enabling tight pressure/mix.

Action steps:

Learn 3 RC uses:

Red RC after a special to extend,

Gold RC on defense to steal a turn,

Blue RC to punish jumpers/chaos neutral.

Add one drift RC route that solves a spacing problem for your character.

7) Corner systems: wall splat/break, counter hits, and supers

What it says: Walls have “health.” Combos cause wall splat, then wall break. Counter hits unlock bigger routes. Supers vary by type and situation; some won’t work off wall states.

Comprehension Qs (with answers):

What’s the key decision after wall splat? A: Break for guaranteed damage/transition, or let them tech for a read (risk).

Why study counter-hit convers

mario050987·youtube.com·
The Fighting Game DOOD! - Guilty Gear -STRIVE- Beginner Guide & Advanced Mechanics Tutorial
How and When to use your Dash
How and When to use your Dash
Consider Becoming a Patreon: https://www.patreon.com/AndyLO2 Watch Me Live!: https://www.twitch.tv/drewlo2 Follow My Twitter!: https://twitter.com/AndyLO2_ #GuiltyGear #GuiltyGearStrive #GGST
mario050987·youtube.com·
How and When to use your Dash
Rikir on Twitter
Rikir on Twitter
HOW GOOD IS #GGST DASH BLOCK?Not exactly UNI levels (can't dash block meaties lol) but you can certainly dash block anything with more than a 1-2f gap it seems.(plz use the dash macro, it's OP I promise) pic.twitter.com/EPXquW7nUr— Rikir (@Al_Rikir) June 21, 2021
mario050987·twitter.com·
Rikir on Twitter
【GGST】Glitch? Guard Crush Combos GUILTY GEAR -STRIVE
【GGST】Glitch? Guard Crush Combos GUILTY GEAR -STRIVE
GUILTY GEAR STRIVE バグか仕様か今話題のガードクラッシュを利用したコンボ動画集 SOL MAY INO LEO POTEMKIN ソル メイ イノ レオ ポチョムキン #GuiltyGear​ #GGStrive​ #ギルティギアストライヴ
mario050987·youtube.com·
【GGST】Glitch? Guard Crush Combos GUILTY GEAR -STRIVE
MLSword🔺️ on Twitter
MLSword🔺️ on Twitter
OSing a few Chipp pressure options with backdash brc. pic.twitter.com/pFE5edaQ1F— MLSword🔺️ (@MLSword) June 19, 2021
·twitter.com·
MLSword🔺️ on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
No Positive:Never build meter (brc/prc/rrc...fast/slow)Positive:All build except slow RRCBRC build sooner#ggst pic.twitter.com/NuGFvKaVaN— vryu先生 (@vryu123) June 11, 2021
mario050987·twitter.com·
vryu先生 on Twitter
vryu先生 on Twitter
vryu先生 on Twitter
No Positive:Never build meter (brc/prc/rrc...fast/slow)Positive:All build except slow RRCBRC build sooner#ggst pic.twitter.com/NuGFvKaVaN— vryu先生 (@vryu123) June 11, 2021
mario050987·twitter.com·
vryu先生 on Twitter
Diaphone on Twitter
Diaphone on Twitter
I've been noticing a lot of misinformation about staggers, wanted to give an explanation on how they work in detail. Video for full explanation, summary below. #GGST #GGST_IN pic.twitter.com/UXYtCK716b— Diaphone (@Diaphone_) June 11, 2021
mario050987·twitter.com·
Diaphone on Twitter
Diaphone on Twitter
Diaphone on Twitter
I've been noticing a lot of misinformation about staggers, wanted to give an explanation on how they work in detail. Video for full explanation, summary below. #GGST #GGST_IN pic.twitter.com/UXYtCK716b— Diaphone (@Diaphone_) June 11, 2021
mario050987·twitter.com·
Diaphone on Twitter
Diaphone on Twitter
Diaphone on Twitter
I've been noticing a lot of misinformation about staggers, wanted to give an explanation on how they work in detail. Video for full explanation, summary below. #GGST #GGST_IN pic.twitter.com/UXYtCK716b— Diaphone (@Diaphone_) June 11, 2021
mario050987·twitter.com·
Diaphone on Twitter
DarthPhallus on Twitter
DarthPhallus on Twitter
#ggst_in j.K j.D CHs throw, OS with 66 to be safe if they block j.D or react and j.S > 6H for a punish. pic.twitter.com/3VroFhOdfB— DarthPhallus (@phallus_darth) June 12, 2021
mario050987·twitter.com·
DarthPhallus on Twitter
Wall Breaks in Strive: Eveything you need to know plus more
Wall Breaks in Strive: Eveything you need to know plus more
Sorry about the low audio I had no idea how low it was until after I recorded everything. Anyway, this is just a quick video about everything we know about wallbreaks, except how the wallbreaks work, plus some extra stuff I haven't seen anyone talk about even though, I feel like they are a pretty big deal. Let me know if you guys have any questions in the comments. Twitch: https://www.twitch.tv/dcfighter14 Twitter: https://twitter.com/dcrunner15
mario050987·youtube.com·
Wall Breaks in Strive: Eveything you need to know plus more
Wall Breaks in Strive: Eveything you need to know plus more
Wall Breaks in Strive: Eveything you need to know plus more
Sorry about the low audio I had no idea how low it was until after I recorded everything. Anyway, this is just a quick video about everything we know about wallbreaks, except how the wallbreaks work, plus some extra stuff I haven't seen anyone talk about even though, I feel like they are a pretty big deal. Let me know if you guys have any questions in the comments. Twitch: https://www.twitch.tv/dcfighter14 Twitter: https://twitter.com/dcrunner15
mario050987·youtube.com·
Wall Breaks in Strive: Eveything you need to know plus more
Wall Breaks in Strive: Eveything you need to know plus more
Wall Breaks in Strive: Eveything you need to know plus more
Sorry about the low audio I had no idea how low it was until after I recorded everything. Anyway, this is just a quick video about everything we know about wallbreaks, except how the wallbreaks work, plus some extra stuff I haven't seen anyone talk about even though, I feel like they are a pretty big deal. Let me know if you guys have any questions in the comments. Twitch: https://www.twitch.tv/dcfighter14 Twitter: https://twitter.com/dcrunner15
mario050987·youtube.com·
Wall Breaks in Strive: Eveything you need to know plus more
Grappler Privilege
Grappler Privilege

🔥 SUMMARY — “Grappler Privilege”

The video humorously explores the idea of “grappler privilege” — the phenomenon where grappler characters in fighting games, despite being slow, big-bodied, and often low-tier, possess overtuned tools that let them steal rounds, bypass weaknesses, and impose terrifying momentum swings.

The creator argues that while grapplers suffer in movement and neutral, developers usually give them unique, disproportionately strong mechanics to compensate. In certain cases (Hugo, Potemkin, Iron Tager), these mechanics go so far that grapplers become absurdly threatening even in games with many mobility and zoning tools.

The video highlights three case studies:

Hugo (Street Fighter III: Third Strike) – A surprisingly nuanced and powerful grappler due to parries, anti-air grabs, and meter-building tools.

Potemkin (Guilty Gear Accent Core +R) – A terrifying setplay monster capable of converting any knockdown into vortex, okizeme loops, or tick throws, thanks to system mechanics and FRC tech.

Iron Tager (BlazBlue Central Fiction) – Arguably the strongest designed grappler ever, with Magnetism and Gadget Finger enabling infinite vortex, absurd pressure, and consistent momentum loops.

Ultimately, “grappler privilege” refers to the idea that the tools given to grapplers often overshadow their weaknesses, creating polarizing matchups and explosive gameplay moments. The video isn’t a complaint — it’s a celebration of how cool and flavorful the grappler archetype can be when designed creatively.

🔥 BULLET-POINT QUICK REVIEW

Grapplers = slow, big, low-mobility, often low-tier… BUT possess huge-damage, huge-reward tools.

Their goal: force one mistake → win the round or steal momentum.

Developers compensate weaknesses with special mechanics.

Hugo (3S): Parry-based design, anti-air grab, unique choices vs fireballs.

Potemkin (+R): Projectile-negation, anti-air grab, best backdash, tick throws, FRC throw conversions.

Tager (BBCF): Magnetism breaks the grappler mold by removing the “can’t reach you” weakness.

Gadget Finger: One move that creates vortex, loops, pressure, and option coverage.

Grappler “privilege” = having oppressive tools that overperform despite bad movement/stats.

The point: grapplers can be brilliantly designed and extremely fun to analyze or fight.

📚 CHUNKED SUMMARY WITH QUESTIONS, ANSWERS, & ACTION STEPS Chunk 1 — The Idea of “Grappler Privilege”

Summary: The creator expresses a humorous distaste for fighting grapplers. Although slow and often bottom-tier, they can circumvent weaknesses by fishing for a single big grab that flips momentum instantly. Grapplers are polarizing because they can lose neutral over and over… until they don’t — and then you die.

Questions:

Why are grapplers frustrating to fight despite being low-tier?

What core goal defines grappler gameplay?

Why must developers give grapplers special mechanics?

Answers:

Because they can reverse the round with a single mistake via massive damage or vortex situations.

Force one key read or mistake and convert it into huge reward.

Without extra tools, they would be unviable due to slow movement and limited options.

Action Steps:

Study how momentum swing tools work in your main’s matchups.

Practice defending tick throws and recognizing grappler win conditions.

When using grapplers, refine your one-chance conversions.

Chunk 2 — Hugo (Third Strike) as Subtle Grappler Design

Summary: Hugo is a thoughtful example: parries give him ways to bypass zoning; he can choose between safe parry and less safe but meter-building clap. He was also the first Street Fighter character with a true anti-air grab. Third Strike’s parry system enhances his toolkit, despite his flaws.

Questions:

What makes Hugo interesting in a parry-based game?

How does the clap give him advantage against fireballs?

Why is Hugo strong despite being slow?

Answers:

Parry + anti-air grab + meter-building tools give him versatility.

It trades safety for big meter gain and creates nuanced choices.

Parry system covers many weaknesses and amplifies his reward structure.

Action Steps:

If you play a parry/evasion-heavy game, practice how defensive systems enhance slow characters.

Analyze grappler options vs fireballs in any game you play.

Study round-start risk/reward as a grappler or vs grapplers.

Chunk 3 — Potemkin (+R): The Setplay Apocalypse

Summary: Potemkin’s design is aggressively tuned: projectile reflect, anti-air grab, full-screen knockdown, oppressive okizeme, tick throws, hidden mix, 2S vortex, FRC throw conversions, and best backdash in the game. Even with bad matchups, these tools allow him to bulldoze opponents.

Questions:

Why is Potemkin dangerous after a single knockdown?

Name two key Potemkin tools that compensate for his weaknesses.

What mechanic lets him extend throws in +R?

Answers:

Because Guilty Gear okizeme is deadly, enabling vortex and repeat pressure.

Full-screen knockdown, anti-air grab, FRC throw.

FRC (Faultless Roman Cancel).

Action Steps:

Learn how oki loops function in your own games.

Study Potemkin’s match flow to understand grappler pressure theory.

Train defensive fuzzy jumps and backdashes against grappler tick-throw setups.

Chunk 4 — Iron Tager (BlazBlue): Peak Grappler Privilege

Summary: Tager is described as the best-designed grappler ever. His Drive, Magnetism, completely deletes the weakness of closing space — he drags opponents toward him, turning neutral into a gravity well. He can magnetize through numerous moves. Then Gadget Finger allows infinite vortex, consistent tick throws, side swaps, throw loops, and combo extensions. The momentum swing is insane.

Questions:

What does Magnetism allow Tager to do?

Why is Gadget Finger considered outrageous?

Why does Tager stay competitive in a fast-paced game?

Answers:

Pull opponents toward him, bypassing zoning and mobility disadvantages.

It guarantees vortex, pressure resets, and momentum loops with minimal downside.

Because Magnetism and Gadget Finger neutralize his movement weaknesses.

Action Steps:

Study status-effect mechanics in any game (burn, magnetism, curse, etc.) and how they create forced interactions.

Analyze strong vortex characters to learn defensive denial strategies.

Practice breaking momentum by recognizing the opponent’s loop-starting tools.

Chunk 5 — Closing Thoughts: Not a Complaint, But a Celebration

Summary: The creator clarifies they’re not complaining about grapplers; they just find the design fascinating and occasionally absurd. They praise BlazBlue as a series and encourage players to try it. The concept of “grappler privilege” reflects how flavorful and expressive fighting game archetypes can be.

Questions:

Why wasn’t this video meant as a rant?

What main takeaway does the creator want you to have?

Why recommend BlazBlue?

Answers:

It’s an exploration of design choices, not salt.

Grapplers can be brilliantly designed and extremely strong in unique ways.

It’s filled with creative mechanics and distinct character identities.

Action Steps:

Reflect on which archetypes inspire you and why.

Re-evaluate characters you dislike fighting — understand their design goals.

Try new games to expand your perception of archetype design.

🔥 SUPER-SUMMARY (Under 1 Page)

“Grappler Privilege” argues that grapplers, despite being traditionally slow, large, and often low-tier, possess special mechanics that dramatically swing momentum in their favor. Grapplers only need one correct read to turn a losing round into a winning one, and designers intentionally give them high-reward tools to compensate for their crippled movement.

Three characters illustrate how far this privilege can go:

Hugo (3S) – Parry system + meter clap + unique anti-air grab give him surprising flexibility in a precision-oriented game.

Potemkin (+R) – Projectile negation, setplay okizeme, tick-throw loops, and even FRC-throw conversions turn any knockdown into oppressive momentum.

Iron Tager (BBCF) – The pinnacle of grappler privilege: Magnetism removes his biggest weakness (closing space), and Gadget Finger provides infinite-setplay potential, allowing consistent vortex, mix, and pressure regardless of matchup.

The ultimate message: grapplers shine not because they’re fundamentally strong in neutral, but because their reward structure, mechanical privileges, and momentum payoff allow them to compete with — or overwhelm — faster, more versatile characters. The video celebrates creative archetype design and encourages players to appreciate how these characters function.

🧠 OPTIONAL 3-DAY SPACED REVIEW PLAN

Day 1:

Read the Chunked Summary.

Rewatch video focusing on Hugo and Potemkin sections.

Day 2:

Review only the bullet points and Chunk 4 (Tager).

Write your own explanation of “Grappler Privilege” in 3 sentences.

Day 3:

Practice identifying “privilege” tools in your own main’s matchups.

Review Super-Summary and apply lessons in a set of matches.

mario050987·youtube.com·
Grappler Privilege
Grappler Privilege
Grappler Privilege

🔥 SUMMARY — “Grappler Privilege”

The video humorously explores the idea of “grappler privilege” — the phenomenon where grappler characters in fighting games, despite being slow, big-bodied, and often low-tier, possess overtuned tools that let them steal rounds, bypass weaknesses, and impose terrifying momentum swings.

The creator argues that while grapplers suffer in movement and neutral, developers usually give them unique, disproportionately strong mechanics to compensate. In certain cases (Hugo, Potemkin, Iron Tager), these mechanics go so far that grapplers become absurdly threatening even in games with many mobility and zoning tools.

The video highlights three case studies:

Hugo (Street Fighter III: Third Strike) – A surprisingly nuanced and powerful grappler due to parries, anti-air grabs, and meter-building tools.

Potemkin (Guilty Gear Accent Core +R) – A terrifying setplay monster capable of converting any knockdown into vortex, okizeme loops, or tick throws, thanks to system mechanics and FRC tech.

Iron Tager (BlazBlue Central Fiction) – Arguably the strongest designed grappler ever, with Magnetism and Gadget Finger enabling infinite vortex, absurd pressure, and consistent momentum loops.

Ultimately, “grappler privilege” refers to the idea that the tools given to grapplers often overshadow their weaknesses, creating polarizing matchups and explosive gameplay moments. The video isn’t a complaint — it’s a celebration of how cool and flavorful the grappler archetype can be when designed creatively.

🔥 BULLET-POINT QUICK REVIEW

Grapplers = slow, big, low-mobility, often low-tier… BUT possess huge-damage, huge-reward tools.

Their goal: force one mistake → win the round or steal momentum.

Developers compensate weaknesses with special mechanics.

Hugo (3S): Parry-based design, anti-air grab, unique choices vs fireballs.

Potemkin (+R): Projectile-negation, anti-air grab, best backdash, tick throws, FRC throw conversions.

Tager (BBCF): Magnetism breaks the grappler mold by removing the “can’t reach you” weakness.

Gadget Finger: One move that creates vortex, loops, pressure, and option coverage.

Grappler “privilege” = having oppressive tools that overperform despite bad movement/stats.

The point: grapplers can be brilliantly designed and extremely fun to analyze or fight.

📚 CHUNKED SUMMARY WITH QUESTIONS, ANSWERS, & ACTION STEPS Chunk 1 — The Idea of “Grappler Privilege”

Summary: The creator expresses a humorous distaste for fighting grapplers. Although slow and often bottom-tier, they can circumvent weaknesses by fishing for a single big grab that flips momentum instantly. Grapplers are polarizing because they can lose neutral over and over… until they don’t — and then you die.

Questions:

Why are grapplers frustrating to fight despite being low-tier?

What core goal defines grappler gameplay?

Why must developers give grapplers special mechanics?

Answers:

Because they can reverse the round with a single mistake via massive damage or vortex situations.

Force one key read or mistake and convert it into huge reward.

Without extra tools, they would be unviable due to slow movement and limited options.

Action Steps:

Study how momentum swing tools work in your main’s matchups.

Practice defending tick throws and recognizing grappler win conditions.

When using grapplers, refine your one-chance conversions.

Chunk 2 — Hugo (Third Strike) as Subtle Grappler Design

Summary: Hugo is a thoughtful example: parries give him ways to bypass zoning; he can choose between safe parry and less safe but meter-building clap. He was also the first Street Fighter character with a true anti-air grab. Third Strike’s parry system enhances his toolkit, despite his flaws.

Questions:

What makes Hugo interesting in a parry-based game?

How does the clap give him advantage against fireballs?

Why is Hugo strong despite being slow?

Answers:

Parry + anti-air grab + meter-building tools give him versatility.

It trades safety for big meter gain and creates nuanced choices.

Parry system covers many weaknesses and amplifies his reward structure.

Action Steps:

If you play a parry/evasion-heavy game, practice how defensive systems enhance slow characters.

Analyze grappler options vs fireballs in any game you play.

Study round-start risk/reward as a grappler or vs grapplers.

Chunk 3 — Potemkin (+R): The Setplay Apocalypse

Summary: Potemkin’s design is aggressively tuned: projectile reflect, anti-air grab, full-screen knockdown, oppressive okizeme, tick throws, hidden mix, 2S vortex, FRC throw conversions, and best backdash in the game. Even with bad matchups, these tools allow him to bulldoze opponents.

Questions:

Why is Potemkin dangerous after a single knockdown?

Name two key Potemkin tools that compensate for his weaknesses.

What mechanic lets him extend throws in +R?

Answers:

Because Guilty Gear okizeme is deadly, enabling vortex and repeat pressure.

Full-screen knockdown, anti-air grab, FRC throw.

FRC (Faultless Roman Cancel).

Action Steps:

Learn how oki loops function in your own games.

Study Potemkin’s match flow to understand grappler pressure theory.

Train defensive fuzzy jumps and backdashes against grappler tick-throw setups.

Chunk 4 — Iron Tager (BlazBlue): Peak Grappler Privilege

Summary: Tager is described as the best-designed grappler ever. His Drive, Magnetism, completely deletes the weakness of closing space — he drags opponents toward him, turning neutral into a gravity well. He can magnetize through numerous moves. Then Gadget Finger allows infinite vortex, consistent tick throws, side swaps, throw loops, and combo extensions. The momentum swing is insane.

Questions:

What does Magnetism allow Tager to do?

Why is Gadget Finger considered outrageous?

Why does Tager stay competitive in a fast-paced game?

Answers:

Pull opponents toward him, bypassing zoning and mobility disadvantages.

It guarantees vortex, pressure resets, and momentum loops with minimal downside.

Because Magnetism and Gadget Finger neutralize his movement weaknesses.

Action Steps:

Study status-effect mechanics in any game (burn, magnetism, curse, etc.) and how they create forced interactions.

Analyze strong vortex characters to learn defensive denial strategies.

Practice breaking momentum by recognizing the opponent’s loop-starting tools.

Chunk 5 — Closing Thoughts: Not a Complaint, But a Celebration

Summary: The creator clarifies they’re not complaining about grapplers; they just find the design fascinating and occasionally absurd. They praise BlazBlue as a series and encourage players to try it. The concept of “grappler privilege” reflects how flavorful and expressive fighting game archetypes can be.

Questions:

Why wasn’t this video meant as a rant?

What main takeaway does the creator want you to have?

Why recommend BlazBlue?

Answers:

It’s an exploration of design choices, not salt.

Grapplers can be brilliantly designed and extremely strong in unique ways.

It’s filled with creative mechanics and distinct character identities.

Action Steps:

Reflect on which archetypes inspire you and why.

Re-evaluate characters you dislike fighting — understand their design goals.

Try new games to expand your perception of archetype design.

🔥 SUPER-SUMMARY (Under 1 Page)

“Grappler Privilege” argues that grapplers, despite being traditionally slow, large, and often low-tier, possess special mechanics that dramatically swing momentum in their favor. Grapplers only need one correct read to turn a losing round into a winning one, and designers intentionally give them high-reward tools to compensate for their crippled movement.

Three characters illustrate how far this privilege can go:

Hugo (3S) – Parry system + meter clap + unique anti-air grab give him surprising flexibility in a precision-oriented game.

Potemkin (+R) – Projectile negation, setplay okizeme, tick-throw loops, and even FRC-throw conversions turn any knockdown into oppressive momentum.

Iron Tager (BBCF) – The pinnacle of grappler privilege: Magnetism removes his biggest weakness (closing space), and Gadget Finger provides infinite-setplay potential, allowing consistent vortex, mix, and pressure regardless of matchup.

The ultimate message: grapplers shine not because they’re fundamentally strong in neutral, but because their reward structure, mechanical privileges, and momentum payoff allow them to compete with — or overwhelm — faster, more versatile characters. The video celebrates creative archetype design and encourages players to appreciate how these characters function.

🧠 OPTIONAL 3-DAY SPACED REVIEW PLAN

Day 1:

Read the Chunked Summary.

Rewatch video focusing on Hugo and Potemkin sections.

Day 2:

Review only the bullet points and Chunk 4 (Tager).

Write your own explanation of “Grappler Privilege” in 3 sentences.

Day 3:

Practice identifying “privilege” tools in your own main’s matchups.

Review Super-Summary and apply lessons in a set of matches.

mario050987·youtube.com·
Grappler Privilege
How to Use Training Mode to Test Things | Guilty Gear Strive
How to Use Training Mode to Test Things | Guilty Gear Strive

✅ SUMMARY — Chunked, Detailed, Structured Chunk 1 — Core Training Mode Setup

Main Ideas: The video begins by covering essential setup for efficient training mode work in Guilty Gear Strive. You must map key functions: Record, Playback, and Reset Position. Resetting positions (left, right, up) lets you quickly relocate to corner/midscreen and switch sides. These fundamentals dramatically speed up testing.

Key Concepts:

Map Record, Playback, and Reset Position buttons.

Reset can place you in left corner, right corner, or flip sides (position switch).

Use Reset constantly when practicing combos, corner routes, or spacing.

Action Steps (Chunk 1)

Go to button settings and manually bind Record, Play, and Reset to comfortable buttons.

Practice using Reset to quickly jump between the corner and midscreen.

Build the habit: before testing anything → press Reset → start clean.

Comprehension Questions (Chunk 1)

Q1: Why is the Reset Position button essential in training mode? Q2: What does holding up during reset do? Q3: How does mapping Record/Playback speed up training?

Answers: A1: It instantly moves you to controlled positions (corner/midscreen), preventing wasted time walking back. A2: It switches sides, letting you practice from the opposite orientation. A3: It allows quick creation/testing of opponent actions without menu navigation.

Chunk 2 — Recommended Opponent Block Settings

Main Ideas: You need the training dummy to behave realistically for combo testing and offense practice. Best settings:

Guard After First Hit → The dummy blocks if the sequence isn’t a true combo.

Block Switching: Enabled → Dummy blocks highs/lows correctly.

This ensures accurate feedback about whether your strings actually work.

Example: If your move doesn’t combo, the dummy blocks → you instantly know you need to adjust your route.

Action Steps (Chunk 2)

Set Guard: After First Hit.

Turn Block Switching ON.

Test a combo route to confirm: hits → combo; drops → dummy blocks.

Comprehension Questions (Chunk 2)

Q1: Why use "Guard After First Hit"? Q2: What is the purpose of Block Switching? Q3: What would happen without Block Switching if you test lows/overheads?

Answers: A1: To detect real combos versus strings with gaps. A2: It makes the dummy block highs/lows appropriately, simulating real opponents. A3: The dummy would get hit incorrectly, giving false results.

Chunk 3 — Recording Dummy Actions

Main Ideas: Recording and replaying actions is one of the most powerful parts of training mode.

You can:

Record a jump-in, special move, or poke.

Save multiple slots.

Set random playback to rotate between recordings.

This allows realistic scenario testing: anti-airs, defense, punishing moves, and matchup exploration.

Example: Record j.S in slot 1 and j.H in slot 2 → set random → practice anti-airing both.

Action Steps (Chunk 3)

Record 2–3 common opponent jump-ins or pokes.

Set playback to Random.

Practice choosing correct anti-air options on reaction.

Comprehension Questions (Chunk 3)

Q1: What does random playback simulate? Q2: How do you test anti-airs with recordings? Q3: Why use multiple recording slots?

Answers: A1: The unpredictability of real match situations. A2: Record the opponent jumping and attacking → replay → practice answers. A3: To test multiple options or branches of an opponent’s toolkit.

Chunk 4 — Counterattack & Defensive Scenario Testing

Main Ideas: You can program the dummy to counterattack after blocking or recovering:

Examples:

Reversal Throw

Reversal 5P/2P

Reversal DP

Moves after wake-up

Moves after throw break

This lets you test:

Frame traps

Throw baits

Safe jumps

Meaty timing

Punish windows

You can also turn on Forced Counter Hit to evaluate counter-hit-specific combos.

Action Steps (Chunk 4)

Set dummy to Reversal Throw → test your frame traps and throw baits.

Set After Recovery = Throw → practice wake-up attack punishes.

Turn Forced Counter Hit ON → practice your CH combo routes.

Comprehension Questions (Chunk 4)

Q1: What does setting “Reversal Throw” help you test? Q2: When should you enable "Forced Counter Hit"? Q3: How can wake-up counterattacks help your offense?

Answers: A1: Throw baits, pressure gaps, and strike/throw timing. A2: When practicing combos that only work from counter hits. A3: They teach safe meaty timing and how to avoid getting wake-up thrown.

Chunk 5 — Round Start & Throw Break Testing

Main Ideas: Training mode can simulate very specific states:

Round Start Testing

Enable:

Round Call Reset → “Duel 1, Let’s Rock!” every time.

You can test:

Which moves beat your opponent’s round-start button.

Whether backdash avoids it.

If your poke loses or trades.

Throw Break Testing

Set:

After Throw Clash / Break → Dummy presses s.S or another move.

You can test:

Who wins after a throw tech.

Jump/backdash options.

Fastest buttons.

Action Steps (Chunk 5)

Turn Round Call ON → test your character's strongest round-start options.

Simulate throw breaks → test your fastest counter option.

Comprehension Questions (Chunk 5)

Q1: Why simulate round start? Q2: What does throw-break testing show? Q3: How does position reset help with round-start labs?

Answers: A1: To discover which moves win or lose in common opening scenarios. A2: Whether your character wins the scramble after a throw tech. A3: Reset instantly returns you to round-start spacing.

Chunk 6 — Using Command Lists & Testing Specific Matchups

Main Ideas: You can:

Switch characters on the fly.

Open their command list.

Watch built-in move demonstration videos.

Record key moves (e.g., May Dolphin).

Test punish options, spacing, and counterplay.

This helps you learn opponent matchups efficiently.

Action Steps (Chunk 6)

Switch to an opponent you struggle with.

Record 1–2 signature moves (e.g., Ram 5H, Leo DP, May Dolphin).

Experiment with your anti-options: backdash, 6P, jump, punish combos.

Comprehension Questions (Chunk 6)

Q1: How can command list videos help? Q2: What is the value of recording an opponent’s iconic move? Q3: Why does this accelerate matchup learning?

Answers: A1: They show animation, timing, and properties visually. A2: Lets you repeatedly test punishments and interactions. A3: You quickly identify what works and remove guesswork.

🔥 Bullet-Point Mega Condensed Summary

Map Record, Playback, Reset buttons.

Use Reset Position for corner/midscreen practice.

Set dummy to Guard After First Hit + Block Switching.

Record opponent actions → test anti-airs, punishes, pressure.

Use Reversal Counterattacks to test pressure (throw, DP, buttons).

Use After Recovery options to test meaties and wake-up pressure.

Enable Round Start Reset for opening move analysis.

Test throw break scenarios to learn scramble options.

Enable Forced Counter Hit to practice CH routes.

Switch characters → record their signature moves → study matchups.

📘 SUPER-SUMMARY (Under 1 Page)

This video teaches a structured, efficient approach to mastering Guilty Gear Strive’s training mode. You begin by binding Record, Playback, and Reset buttons. Resetting lets you instantly return to corner or midscreen, speeding your workflow dramatically. To ensure accurate combo and pressure data, set the dummy to "Guard After First Hit" and enable Block Switching so the dummy blocks correctly.

Next, recording dummy behavior is essential—record jump-ins, pokes, or specials, and use multiple slots with random playback to simulate real opponents. This teaches reliable anti-airs, spacing, and decision-making.

Training mode also allows powerful defensive simulation: you can program the dummy to use reversal throws, jabs, DPs, or attacks after wake-up, enabling you to practice meaties, frame traps, safe jumps, and throw baits. Forced Counter Hit mode helps develop CH combo routes.

The system also supports highly specific state testing: round-start simulations allow you to test which moves win at "Let’s Rock!", while throw-break scenarios help you understand post-tech scramble interactions. These tests reveal optimal openers and fastest defensive options.

Finally, you can switch characters, use the command list videos, and record key problem moves (like May Dolphin) to learn matchup counterplay quickly. This transforms training mode into a structured laboratory for mastering situational awareness, punish windows, and offensive/defensive systems.

Used properly, these tools turn training mode from a casual playground into a high-level engine for competitive improvement.

📅 Optional 3-Day Spaced Review Plan Day 1 — Understanding (20 minutes)

Review Chunks 1–3 (setup + recording).

Practice recording and anti-air tests.

Day 2 — Application (20 minutes)

Review Chunks 4–5 (reversal testing + round start).

Practice pressure traps, meaties, and throw-break scenarios.

Day 3 — Integration (20 minutes)

Review Chunk 6 (matchup testing).

Pick one bad matchup and run punish tests for their key moves.

mario050987·youtube.com·
How to Use Training Mode to Test Things | Guilty Gear Strive