System & General Resources

System & General Resources

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Guilty Gear -Strive- Combo Exhibition Vol.1
Guilty Gear -Strive- Combo Exhibition Vol.1
#GuiltyGearStrive #Combo #ExhibitionVol.1 ■Official website: https://www.guiltygear.com/ggst/jp/news/obt/ [Informacion del Video] En este Video Vamos a estar Mostrando Combo de Diferentes Personas y sus nombres para que puedan ver sus habilidades jugando Guilty Gear Strive Si quieres enviar tu Video para que sea mostrado en mi canal puedes enviarlo a. Leyokkarick246@gmail.com ◄ Send You Video Here [Videos Guilty Gear Strive] ►Nuevas Peleas https://www.youtube.com/watch?v=-eomXTL4YKs ►Potemking Vs.Faust https://www.youtube.com/watch?v=rljBqOJTpYg ►Beta Disponible Guilty Gear Strive https://w...
mario050987·youtube.com·
Guilty Gear -Strive- Combo Exhibition Vol.1
Alioune on Twitter
Alioune on Twitter
#ggst_mi another throw rc os. Showing you can instantly rc frame 2 of throw #PS4sharehttps://t.co/bpBT6b4Pow pic.twitter.com/sSnW69FWJ6— Alioune (@Alioune85) February 23, 2021
mario050987·twitter.com·
Alioune on Twitter
4 Ways to Hit Confirm in ANY Fighting Game
4 Ways to Hit Confirm in ANY Fighting Game

Summary:

In this video, the creator explains four key methods for hit confirming in fighting games. These methods help players determine whether their attacks have landed successfully on the opponent, allowing them to follow up with combos or continue pressure. The four methods are:

Visual Confirmation (Obvious Method):

Players can visually distinguish between a hit and a block based on the character's reaction. A character will either stagger back or show signs of being hit (e.g., a recoil animation).

A spark effect often appears when a hit lands, similar to a muzzle flash in a shooter game, which is a prominent visual cue.

Audio Confirmation (Less Common Method):

A key difference between a hit and a block is the distinct sound they produce. Hits tend to have a sharper, more impactful sound, while blocks are usually softer. This method can be effective, especially if the player is using headphones or playing in a quiet environment.

Health Bar Confirmation:

Players can observe the opponent's health bar to confirm if a hit has landed. If the opponent loses health or gains gray life, this indicates a successful hit. This is a more indirect method but can be useful when the visual and audio cues are less clear.

Stun Meter Confirmation:

In games where a stun bar is present, players can track the increase in the opponent’s stun meter after landing a hit. This indicates that the opponent is entering hit stun and the player has successfully landed an attack.

Bullet Points (Condensed):

Visual Confirmation: Look for character animations (e.g., recoil or spark effects).

Audio Confirmation: Listen for distinct sound differences between hits and blocks.

Health Bar Confirmation: Check if the opponent loses health or gains gray life.

Stun Meter Confirmation: Track changes in the opponent's stun bar after a hit.

Chunks & Comprehension Questions:

Chunk 1: Visual Confirmation

Main Idea: Identifying a hit vs. block based on character animations and spark effects.

Comprehension Questions:

What visual cue indicates a successful hit in many fighting games?

How can the animation of a character help with hit confirmation?

Action Steps: Focus on watching the opponent’s character animations more closely, especially after your attack lands. Look for visual cues like recoil or spark effects to know if you've hit.

Chunk 2: Audio Confirmation

Main Idea: Using the sound difference between a hit and a block.

Comprehension Questions:

How does sound differ between a hit and a block in fighting games?

Why might audio confirmation be more difficult in some settings?

Action Steps: If you have access to headphones, try to listen for the sound differences between hits and blocks. Practice this in-game to develop a better ear for these cues.

Chunk 3: Health Bar Confirmation

Main Idea: Checking the opponent's health bar or gray life for confirmation.

Comprehension Questions:

What happens to the opponent’s health bar when you land a successful hit?

What does gray life indicate in some fighting games?

Action Steps: In your matches, focus on the opponent’s health bar to confirm hits. This can help you strategize and confirm your combos or follow-up actions.

Chunk 4: Stun Meter Confirmation

Main Idea: Watching the opponent’s stun bar to confirm a successful hit.

Comprehension Questions:

What does an increase in the opponent’s stun meter indicate?

Why is the stun bar useful for confirming hits in certain games?

Action Steps: Pay attention to the opponent’s stun meter during matches. If you notice an increase, it means your attack has landed and the opponent is in hit stun.

Super-Summary:

In the video, the creator discusses four primary methods of hit confirming in fighting games: visual cues (e.g., character animation or sparks), audio cues (e.g., sound differences between hits and blocks), health bar observation (noting changes in health or gray life), and stun meter tracking (noticing increases in the stun bar). These methods help players determine if their attacks have landed successfully and can lead to more consistent and strategic gameplay.

Optional Spaced Review Plan:

Day 1: Review Chunk 1 and 2 (Visual & Audio Confirmation). Focus on training yourself to identify these cues in matches.

Day 2: Review Chunk 3 and 4 (Health Bar & Stun Meter Confirmation). Apply these methods to your gameplay and test their effectiveness.

Day 3: Review all four chunks, combining the methods into your hit-confirming strategy during actual practice or matches.

mario050987·youtube.com·
4 Ways to Hit Confirm in ANY Fighting Game
4 Ways to Hit Confirm in ANY Fighting Game
4 Ways to Hit Confirm in ANY Fighting Game

Summary:

In this video, the creator explains four key methods for hit confirming in fighting games. These methods help players determine whether their attacks have landed successfully on the opponent, allowing them to follow up with combos or continue pressure. The four methods are:

Visual Confirmation (Obvious Method):

Players can visually distinguish between a hit and a block based on the character's reaction. A character will either stagger back or show signs of being hit (e.g., a recoil animation).

A spark effect often appears when a hit lands, similar to a muzzle flash in a shooter game, which is a prominent visual cue.

Audio Confirmation (Less Common Method):

A key difference between a hit and a block is the distinct sound they produce. Hits tend to have a sharper, more impactful sound, while blocks are usually softer. This method can be effective, especially if the player is using headphones or playing in a quiet environment.

Health Bar Confirmation:

Players can observe the opponent's health bar to confirm if a hit has landed. If the opponent loses health or gains gray life, this indicates a successful hit. This is a more indirect method but can be useful when the visual and audio cues are less clear.

Stun Meter Confirmation:

In games where a stun bar is present, players can track the increase in the opponent’s stun meter after landing a hit. This indicates that the opponent is entering hit stun and the player has successfully landed an attack.

Bullet Points (Condensed):

Visual Confirmation: Look for character animations (e.g., recoil or spark effects).

Audio Confirmation: Listen for distinct sound differences between hits and blocks.

Health Bar Confirmation: Check if the opponent loses health or gains gray life.

Stun Meter Confirmation: Track changes in the opponent's stun bar after a hit.

Chunks & Comprehension Questions:

Chunk 1: Visual Confirmation

Main Idea: Identifying a hit vs. block based on character animations and spark effects.

Comprehension Questions:

What visual cue indicates a successful hit in many fighting games?

How can the animation of a character help with hit confirmation?

Action Steps: Focus on watching the opponent’s character animations more closely, especially after your attack lands. Look for visual cues like recoil or spark effects to know if you've hit.

Chunk 2: Audio Confirmation

Main Idea: Using the sound difference between a hit and a block.

Comprehension Questions:

How does sound differ between a hit and a block in fighting games?

Why might audio confirmation be more difficult in some settings?

Action Steps: If you have access to headphones, try to listen for the sound differences between hits and blocks. Practice this in-game to develop a better ear for these cues.

Chunk 3: Health Bar Confirmation

Main Idea: Checking the opponent's health bar or gray life for confirmation.

Comprehension Questions:

What happens to the opponent’s health bar when you land a successful hit?

What does gray life indicate in some fighting games?

Action Steps: In your matches, focus on the opponent’s health bar to confirm hits. This can help you strategize and confirm your combos or follow-up actions.

Chunk 4: Stun Meter Confirmation

Main Idea: Watching the opponent’s stun bar to confirm a successful hit.

Comprehension Questions:

What does an increase in the opponent’s stun meter indicate?

Why is the stun bar useful for confirming hits in certain games?

Action Steps: Pay attention to the opponent’s stun meter during matches. If you notice an increase, it means your attack has landed and the opponent is in hit stun.

Super-Summary:

In the video, the creator discusses four primary methods of hit confirming in fighting games: visual cues (e.g., character animation or sparks), audio cues (e.g., sound differences between hits and blocks), health bar observation (noting changes in health or gray life), and stun meter tracking (noticing increases in the stun bar). These methods help players determine if their attacks have landed successfully and can lead to more consistent and strategic gameplay.

Optional Spaced Review Plan:

Day 1: Review Chunk 1 and 2 (Visual & Audio Confirmation). Focus on training yourself to identify these cues in matches.

Day 2: Review Chunk 3 and 4 (Health Bar & Stun Meter Confirmation). Apply these methods to your gameplay and test their effectiveness.

Day 3: Review all four chunks, combining the methods into your hit-confirming strategy during actual practice or matches.

mario050987·youtube.com·
4 Ways to Hit Confirm in ANY Fighting Game
4 Ways to Hit Confirm in ANY Fighting Game
4 Ways to Hit Confirm in ANY Fighting Game

Summary:

In this video, the creator explains four key methods for hit confirming in fighting games. These methods help players determine whether their attacks have landed successfully on the opponent, allowing them to follow up with combos or continue pressure. The four methods are:

Visual Confirmation (Obvious Method):

Players can visually distinguish between a hit and a block based on the character's reaction. A character will either stagger back or show signs of being hit (e.g., a recoil animation).

A spark effect often appears when a hit lands, similar to a muzzle flash in a shooter game, which is a prominent visual cue.

Audio Confirmation (Less Common Method):

A key difference between a hit and a block is the distinct sound they produce. Hits tend to have a sharper, more impactful sound, while blocks are usually softer. This method can be effective, especially if the player is using headphones or playing in a quiet environment.

Health Bar Confirmation:

Players can observe the opponent's health bar to confirm if a hit has landed. If the opponent loses health or gains gray life, this indicates a successful hit. This is a more indirect method but can be useful when the visual and audio cues are less clear.

Stun Meter Confirmation:

In games where a stun bar is present, players can track the increase in the opponent’s stun meter after landing a hit. This indicates that the opponent is entering hit stun and the player has successfully landed an attack.

Bullet Points (Condensed):

Visual Confirmation: Look for character animations (e.g., recoil or spark effects).

Audio Confirmation: Listen for distinct sound differences between hits and blocks.

Health Bar Confirmation: Check if the opponent loses health or gains gray life.

Stun Meter Confirmation: Track changes in the opponent's stun bar after a hit.

Chunks & Comprehension Questions:

Chunk 1: Visual Confirmation

Main Idea: Identifying a hit vs. block based on character animations and spark effects.

Comprehension Questions:

What visual cue indicates a successful hit in many fighting games?

How can the animation of a character help with hit confirmation?

Action Steps: Focus on watching the opponent’s character animations more closely, especially after your attack lands. Look for visual cues like recoil or spark effects to know if you've hit.

Chunk 2: Audio Confirmation

Main Idea: Using the sound difference between a hit and a block.

Comprehension Questions:

How does sound differ between a hit and a block in fighting games?

Why might audio confirmation be more difficult in some settings?

Action Steps: If you have access to headphones, try to listen for the sound differences between hits and blocks. Practice this in-game to develop a better ear for these cues.

Chunk 3: Health Bar Confirmation

Main Idea: Checking the opponent's health bar or gray life for confirmation.

Comprehension Questions:

What happens to the opponent’s health bar when you land a successful hit?

What does gray life indicate in some fighting games?

Action Steps: In your matches, focus on the opponent’s health bar to confirm hits. This can help you strategize and confirm your combos or follow-up actions.

Chunk 4: Stun Meter Confirmation

Main Idea: Watching the opponent’s stun bar to confirm a successful hit.

Comprehension Questions:

What does an increase in the opponent’s stun meter indicate?

Why is the stun bar useful for confirming hits in certain games?

Action Steps: Pay attention to the opponent’s stun meter during matches. If you notice an increase, it means your attack has landed and the opponent is in hit stun.

Super-Summary:

In the video, the creator discusses four primary methods of hit confirming in fighting games: visual cues (e.g., character animation or sparks), audio cues (e.g., sound differences between hits and blocks), health bar observation (noting changes in health or gray life), and stun meter tracking (noticing increases in the stun bar). These methods help players determine if their attacks have landed successfully and can lead to more consistent and strategic gameplay.

Optional Spaced Review Plan:

Day 1: Review Chunk 1 and 2 (Visual & Audio Confirmation). Focus on training yourself to identify these cues in matches.

Day 2: Review Chunk 3 and 4 (Health Bar & Stun Meter Confirmation). Apply these methods to your gameplay and test their effectiveness.

Day 3: Review all four chunks, combining the methods into your hit-confirming strategy during actual practice or matches.

mario050987·youtube.com·
4 Ways to Hit Confirm in ANY Fighting Game
Napalm_Cake on Twitter
Napalm_Cake on Twitter
Some characters can recover from stagger faster than others! (stagger recovery is set to the fastest option)#GGST #GGST_MA #GGST_ZA pic.twitter.com/iVmfMiaDs0— Napalm_Cake (@Napalm_Cake) February 25, 2021
mario050987·twitter.com·
Napalm_Cake on Twitter
Napalm_Cake on Twitter
Napalm_Cake on Twitter
Some characters can recover from stagger faster than others! (stagger recovery is set to the fastest option)#GGST #GGST_MA #GGST_ZA pic.twitter.com/iVmfMiaDs0— Napalm_Cake (@Napalm_Cake) February 25, 2021
mario050987·twitter.com·
Napalm_Cake on Twitter
Napalm_Cake on Twitter
Napalm_Cake on Twitter
Some characters can recover from stagger faster than others! (stagger recovery is set to the fastest option)#GGST #GGST_MA #GGST_ZA pic.twitter.com/iVmfMiaDs0— Napalm_Cake (@Napalm_Cake) February 25, 2021
mario050987·twitter.com·
Napalm_Cake on Twitter
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
I noticed something pretty cool in the Strive beta's training mode. If you hit Record once to enter pre-recording mode, you can hit Play to cycle through different Recording slots. Seems like a nifty way to set several different recordings without having to go to the menu. #GGST pic.twitter.com/mYZpyOcDTg— Stephen Tchaou (@bubbaex) February 25, 2021
mario050987·twitter.com·
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
I noticed something pretty cool in the Strive beta's training mode. If you hit Record once to enter pre-recording mode, you can hit Play to cycle through different Recording slots. Seems like a nifty way to set several different recordings without having to go to the menu. #GGST pic.twitter.com/mYZpyOcDTg— Stephen Tchaou (@bubbaex) February 25, 2021
mario050987·twitter.com·
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
I noticed something pretty cool in the Strive beta's training mode. If you hit Record once to enter pre-recording mode, you can hit Play to cycle through different Recording slots. Seems like a nifty way to set several different recordings without having to go to the menu. #GGST pic.twitter.com/mYZpyOcDTg— Stephen Tchaou (@bubbaex) February 25, 2021
mario050987·twitter.com·
Stephen Tchaou on Twitter
NurseLee_ on Twitter
NurseLee_ on Twitter
Quick Tips on Roman Cancel...it does everything you need! It's a very powerful tool in Strive now. some examples of BRC with Sol. #GGST #GuiltyGearStrive #GGST_SO pic.twitter.com/FggzJsd6AM— NurseLee_ (@NurseLee_) February 25, 2021
mario050987·twitter.com·
NurseLee_ on Twitter
NurseLee_ on Twitter
NurseLee_ on Twitter
Quick Tips on Roman Cancel...it does everything you need! It's a very powerful tool in Strive now. some examples of BRC with Sol. #GGST #GuiltyGearStrive #GGST_SO pic.twitter.com/FggzJsd6AM— NurseLee_ (@NurseLee_) February 25, 2021
mario050987·twitter.com·
NurseLee_ on Twitter
NurseLee_ on Twitter
NurseLee_ on Twitter
Quick Tips on Roman Cancel...it does everything you need! It's a very powerful tool in Strive now. some examples of BRC with Sol. #GGST #GuiltyGearStrive #GGST_SO pic.twitter.com/FggzJsd6AM— NurseLee_ (@NurseLee_) February 25, 2021
mario050987·twitter.com·
NurseLee_ on Twitter
NurseLee_ on Twitter
NurseLee_ on Twitter
More Guilty Gear Strive Info & Tech during my Lab Session During Open-Beta. YRC! Cannot be used Against Guard Crushing Move Properties. #GGST #GGST_SO #GGST_PO pic.twitter.com/IFTqFexd8x— NurseLee_ (@NurseLee_) February 25, 2021
mario050987·twitter.com·
NurseLee_ on Twitter
NurseLee_ on Twitter
NurseLee_ on Twitter
More Guilty Gear Strive Info & Tech during my Lab Session During Open-Beta. YRC! Cannot be used Against Guard Crushing Move Properties. #GGST #GGST_SO #GGST_PO pic.twitter.com/IFTqFexd8x— NurseLee_ (@NurseLee_) February 25, 2021
mario050987·twitter.com·
NurseLee_ on Twitter
NurseLee_ on Twitter
NurseLee_ on Twitter
More Guilty Gear Strive Info & Tech during my Lab Session During Open-Beta. YRC! Cannot be used Against Guard Crushing Move Properties. #GGST #GGST_SO #GGST_PO pic.twitter.com/IFTqFexd8x— NurseLee_ (@NurseLee_) February 25, 2021
mario050987·twitter.com·
NurseLee_ on Twitter
Guilty Gear Strive: Basic Offense Primer
Guilty Gear Strive: Basic Offense Primer

Guilty Gear Strive – Basic Offense Primer

Video Summary & Learning Breakdown

  1. Core Summary (High-Level)

This video explains how offense in Guilty Gear Strive is structured differently from older Guilty Gear titles due to limited gatlings and strong stagger pressure. Instead of long blockstrings, Strive offense revolves around close slash (c.S) staggers, delayed cancels, tick throws, and pressure resets. The key idea is to condition opponents to stop mashing using delayed normals and late special cancels, which then opens up safer pressure, throws, and resets.

  1. Condensed Bullet-Point Review

Gatling routes are limited compared to older GG titles

Many normals don’t naturally loop pressure

Close Slash (c.S) is the backbone of offense

c.S has strong frame advantage (≈ +3 to -2)

c.S enables:

Tick throws

Pressure resets

Frame traps

Large cancel windows allow delayed normals

Delayed cancels punish mashing with counter-hits

Late special cancels can steal turns

Overusing delay pressure loses to patient blocking

Mixing tight strings + delays + throws is essential

  1. Chunked Breakdown (Self-Contained Lessons) Chunk 1: Why Offense Is Different in Strive

Summary: Guilty Gear Strive reduces gatling freedom, meaning you can’t rely on long, automatic blockstrings to stay in. Buttons like far slash often lead back to neutral rather than extended pressure.

Key Insight: Offense must be intentional and layered, not flowchart-based.

Comprehension Questions:

Why are long blockstrings weaker in Strive?

What problem do limited gatlings create for offense?

Answers:

Fewer normals naturally cancel into each other.

It’s harder to stay in on a blocking opponent without resets.

Action Steps:

Identify which of your character’s buttons end pressure vs reset pressure

Stop autopiloting gatlings—track where pressure truly ends

Chunk 2: Close Slash as the New Offensive Anchor

Summary: Close Slash (c.S) is universally strong, with frame advantage ranging from +3 to -2. This makes it function like a jab from older fighters—fast, flexible, and pressure-defining.

Key Insight: c.S replaces long gatlings as the core pressure tool.

Comprehension Questions:

Why is c.S so important in Strive?

What makes it similar to a jab?

Answers:

Strong frame advantage and flexible follow-ups.

It’s fast, safe, and enables multiple options.

Action Steps:

Lab your character’s c.S frame advantage

Practice starting offense from c.S → decision point

Chunk 3: Basic Options After Blocked Close Slash

Summary: Using Ky as an example, after a blocked c.S you can:

Run up throw

Cancel into pressure tools (e.g., 6K)

Reset pressure with another button

All of these lose to mashing if unprotected.

Key Insight: Pressure only works if the opponent respects it.

Comprehension Questions:

What common options follow blocked c.S?

Why are these risky without conditioning?

Answers:

Throws, pressure cancels, pressure resets.

They lose to mash, throws, or invincible reversals.

Action Steps:

Practice recognizing when opponents mash after c.S

Treat every c.S as a mix point, not a script

Chunk 4: Delayed Normals to Beat Mashers

Summary: Strive gives c.S an unusually large cancel window, letting you delay normals like 2S, 5H, 6H, or 2D to frame-trap mash attempts and score counter-hits.

Key Insight: Delayed cancels are how you earn respect.

Comprehension Questions:

What does delaying a cancel accomplish?

What happens when delayed normals counter-hit?

Answers:

They punish mash attempts.

You get big damage and mental advantage.

Action Steps:

Lab delayed c.S → normal timings

Intentionally delay against mash-heavy players

Chunk 5: Late Special Cancels & Risk Management

Summary: Any special-cancelable normal can be canceled very late, even during recovery. This allows sneaky turn-stealing—but overuse can be beaten by blocking or invincible reversals.

Key Insight: Delay tools are powerful, but must be mixed carefully.

Comprehension Questions:

What is the risk of overusing delay cancels?

How do opponents counter them?

Answers:

You get pushed out or punished.

By blocking patiently or using reversals.

Action Steps:

Mix tight strings and delayed strings

Track opponent reversal habits before committing

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive offense replaces long gatlings with intentional pressure built around close slash staggers. Because gatlings are limited, offense revolves around c.S as a pressure starter, followed by tick throws, resets, delayed normals, and late special cancels. Delayed cancels punish mashers and condition respect, which then enables safer pressure and throws. However, delay pressure loses to patient defense and reversals, so effective offense requires mixing airtight strings, delays, and resets to remain unpredictable.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read the Super-Summary

Watch the video once while focusing only on c.S usage

Day 2 – Lab Application

Practice:

c.S → throw

c.S → delayed normal

c.S → pressure reset

Test which options beat mash

Day 3 – Match Focus

In matches, track:

When opponents mash

When they respect

Adjust between tight and delayed pressure

mario050987·youtube.com·
Guilty Gear Strive: Basic Offense Primer
Guilty Gear Strive: Basic Offense Primer
Guilty Gear Strive: Basic Offense Primer

Guilty Gear Strive – Basic Offense Primer

Video Summary & Learning Breakdown

  1. Core Summary (High-Level)

This video explains how offense in Guilty Gear Strive is structured differently from older Guilty Gear titles due to limited gatlings and strong stagger pressure. Instead of long blockstrings, Strive offense revolves around close slash (c.S) staggers, delayed cancels, tick throws, and pressure resets. The key idea is to condition opponents to stop mashing using delayed normals and late special cancels, which then opens up safer pressure, throws, and resets.

  1. Condensed Bullet-Point Review

Gatling routes are limited compared to older GG titles

Many normals don’t naturally loop pressure

Close Slash (c.S) is the backbone of offense

c.S has strong frame advantage (≈ +3 to -2)

c.S enables:

Tick throws

Pressure resets

Frame traps

Large cancel windows allow delayed normals

Delayed cancels punish mashing with counter-hits

Late special cancels can steal turns

Overusing delay pressure loses to patient blocking

Mixing tight strings + delays + throws is essential

  1. Chunked Breakdown (Self-Contained Lessons) Chunk 1: Why Offense Is Different in Strive

Summary: Guilty Gear Strive reduces gatling freedom, meaning you can’t rely on long, automatic blockstrings to stay in. Buttons like far slash often lead back to neutral rather than extended pressure.

Key Insight: Offense must be intentional and layered, not flowchart-based.

Comprehension Questions:

Why are long blockstrings weaker in Strive?

What problem do limited gatlings create for offense?

Answers:

Fewer normals naturally cancel into each other.

It’s harder to stay in on a blocking opponent without resets.

Action Steps:

Identify which of your character’s buttons end pressure vs reset pressure

Stop autopiloting gatlings—track where pressure truly ends

Chunk 2: Close Slash as the New Offensive Anchor

Summary: Close Slash (c.S) is universally strong, with frame advantage ranging from +3 to -2. This makes it function like a jab from older fighters—fast, flexible, and pressure-defining.

Key Insight: c.S replaces long gatlings as the core pressure tool.

Comprehension Questions:

Why is c.S so important in Strive?

What makes it similar to a jab?

Answers:

Strong frame advantage and flexible follow-ups.

It’s fast, safe, and enables multiple options.

Action Steps:

Lab your character’s c.S frame advantage

Practice starting offense from c.S → decision point

Chunk 3: Basic Options After Blocked Close Slash

Summary: Using Ky as an example, after a blocked c.S you can:

Run up throw

Cancel into pressure tools (e.g., 6K)

Reset pressure with another button

All of these lose to mashing if unprotected.

Key Insight: Pressure only works if the opponent respects it.

Comprehension Questions:

What common options follow blocked c.S?

Why are these risky without conditioning?

Answers:

Throws, pressure cancels, pressure resets.

They lose to mash, throws, or invincible reversals.

Action Steps:

Practice recognizing when opponents mash after c.S

Treat every c.S as a mix point, not a script

Chunk 4: Delayed Normals to Beat Mashers

Summary: Strive gives c.S an unusually large cancel window, letting you delay normals like 2S, 5H, 6H, or 2D to frame-trap mash attempts and score counter-hits.

Key Insight: Delayed cancels are how you earn respect.

Comprehension Questions:

What does delaying a cancel accomplish?

What happens when delayed normals counter-hit?

Answers:

They punish mash attempts.

You get big damage and mental advantage.

Action Steps:

Lab delayed c.S → normal timings

Intentionally delay against mash-heavy players

Chunk 5: Late Special Cancels & Risk Management

Summary: Any special-cancelable normal can be canceled very late, even during recovery. This allows sneaky turn-stealing—but overuse can be beaten by blocking or invincible reversals.

Key Insight: Delay tools are powerful, but must be mixed carefully.

Comprehension Questions:

What is the risk of overusing delay cancels?

How do opponents counter them?

Answers:

You get pushed out or punished.

By blocking patiently or using reversals.

Action Steps:

Mix tight strings and delayed strings

Track opponent reversal habits before committing

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive offense replaces long gatlings with intentional pressure built around close slash staggers. Because gatlings are limited, offense revolves around c.S as a pressure starter, followed by tick throws, resets, delayed normals, and late special cancels. Delayed cancels punish mashers and condition respect, which then enables safer pressure and throws. However, delay pressure loses to patient defense and reversals, so effective offense requires mixing airtight strings, delays, and resets to remain unpredictable.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read the Super-Summary

Watch the video once while focusing only on c.S usage

Day 2 – Lab Application

Practice:

c.S → throw

c.S → delayed normal

c.S → pressure reset

Test which options beat mash

Day 3 – Match Focus

In matches, track:

When opponents mash

When they respect

Adjust between tight and delayed pressure

mario050987·youtube.com·
Guilty Gear Strive: Basic Offense Primer
Guilty Gear Strive: Basic Offense Primer
Guilty Gear Strive: Basic Offense Primer

Guilty Gear Strive – Basic Offense Primer

Video Summary & Learning Breakdown

  1. Core Summary (High-Level)

This video explains how offense in Guilty Gear Strive is structured differently from older Guilty Gear titles due to limited gatlings and strong stagger pressure. Instead of long blockstrings, Strive offense revolves around close slash (c.S) staggers, delayed cancels, tick throws, and pressure resets. The key idea is to condition opponents to stop mashing using delayed normals and late special cancels, which then opens up safer pressure, throws, and resets.

  1. Condensed Bullet-Point Review

Gatling routes are limited compared to older GG titles

Many normals don’t naturally loop pressure

Close Slash (c.S) is the backbone of offense

c.S has strong frame advantage (≈ +3 to -2)

c.S enables:

Tick throws

Pressure resets

Frame traps

Large cancel windows allow delayed normals

Delayed cancels punish mashing with counter-hits

Late special cancels can steal turns

Overusing delay pressure loses to patient blocking

Mixing tight strings + delays + throws is essential

  1. Chunked Breakdown (Self-Contained Lessons) Chunk 1: Why Offense Is Different in Strive

Summary: Guilty Gear Strive reduces gatling freedom, meaning you can’t rely on long, automatic blockstrings to stay in. Buttons like far slash often lead back to neutral rather than extended pressure.

Key Insight: Offense must be intentional and layered, not flowchart-based.

Comprehension Questions:

Why are long blockstrings weaker in Strive?

What problem do limited gatlings create for offense?

Answers:

Fewer normals naturally cancel into each other.

It’s harder to stay in on a blocking opponent without resets.

Action Steps:

Identify which of your character’s buttons end pressure vs reset pressure

Stop autopiloting gatlings—track where pressure truly ends

Chunk 2: Close Slash as the New Offensive Anchor

Summary: Close Slash (c.S) is universally strong, with frame advantage ranging from +3 to -2. This makes it function like a jab from older fighters—fast, flexible, and pressure-defining.

Key Insight: c.S replaces long gatlings as the core pressure tool.

Comprehension Questions:

Why is c.S so important in Strive?

What makes it similar to a jab?

Answers:

Strong frame advantage and flexible follow-ups.

It’s fast, safe, and enables multiple options.

Action Steps:

Lab your character’s c.S frame advantage

Practice starting offense from c.S → decision point

Chunk 3: Basic Options After Blocked Close Slash

Summary: Using Ky as an example, after a blocked c.S you can:

Run up throw

Cancel into pressure tools (e.g., 6K)

Reset pressure with another button

All of these lose to mashing if unprotected.

Key Insight: Pressure only works if the opponent respects it.

Comprehension Questions:

What common options follow blocked c.S?

Why are these risky without conditioning?

Answers:

Throws, pressure cancels, pressure resets.

They lose to mash, throws, or invincible reversals.

Action Steps:

Practice recognizing when opponents mash after c.S

Treat every c.S as a mix point, not a script

Chunk 4: Delayed Normals to Beat Mashers

Summary: Strive gives c.S an unusually large cancel window, letting you delay normals like 2S, 5H, 6H, or 2D to frame-trap mash attempts and score counter-hits.

Key Insight: Delayed cancels are how you earn respect.

Comprehension Questions:

What does delaying a cancel accomplish?

What happens when delayed normals counter-hit?

Answers:

They punish mash attempts.

You get big damage and mental advantage.

Action Steps:

Lab delayed c.S → normal timings

Intentionally delay against mash-heavy players

Chunk 5: Late Special Cancels & Risk Management

Summary: Any special-cancelable normal can be canceled very late, even during recovery. This allows sneaky turn-stealing—but overuse can be beaten by blocking or invincible reversals.

Key Insight: Delay tools are powerful, but must be mixed carefully.

Comprehension Questions:

What is the risk of overusing delay cancels?

How do opponents counter them?

Answers:

You get pushed out or punished.

By blocking patiently or using reversals.

Action Steps:

Mix tight strings and delayed strings

Track opponent reversal habits before committing

  1. Super-Summary (Under 1 Page)

Guilty Gear Strive offense replaces long gatlings with intentional pressure built around close slash staggers. Because gatlings are limited, offense revolves around c.S as a pressure starter, followed by tick throws, resets, delayed normals, and late special cancels. Delayed cancels punish mashers and condition respect, which then enables safer pressure and throws. However, delay pressure loses to patient defense and reversals, so effective offense requires mixing airtight strings, delays, and resets to remain unpredictable.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read the Super-Summary

Watch the video once while focusing only on c.S usage

Day 2 – Lab Application

Practice:

c.S → throw

c.S → delayed normal

c.S → pressure reset

Test which options beat mash

Day 3 – Match Focus

In matches, track:

When opponents mash

When they respect

Adjust between tight and delayed pressure

mario050987·youtube.com·
Guilty Gear Strive: Basic Offense Primer
This is Guilty Gear Strive's most controversial mechanic....
This is Guilty Gear Strive's most controversial mechanic....
#lordknight #GuiltyGear #GuiltyGearStrive A lot of people have mixed feelings about Guilty Gear Strive's wall break mechanic. Let's chat about that and the counter hits a bit. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc My team started a YT as well! - https://www.youtube.com/channel/UCbGKK2q1Gfc5DBzCY4...
mario050987·youtube.com·
This is Guilty Gear Strive's most controversial mechanic....
This is Guilty Gear Strive's most controversial mechanic....
This is Guilty Gear Strive's most controversial mechanic....
#lordknight #GuiltyGear #GuiltyGearStrive A lot of people have mixed feelings about Guilty Gear Strive's wall break mechanic. Let's chat about that and the counter hits a bit. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc My team started a YT as well! - https://www.youtube.com/channel/UCbGKK2q1Gfc5DBzCY4...
mario050987·youtube.com·
This is Guilty Gear Strive's most controversial mechanic....
This is Guilty Gear Strive's most controversial mechanic....
This is Guilty Gear Strive's most controversial mechanic....
#lordknight #GuiltyGear #GuiltyGearStrive A lot of people have mixed feelings about Guilty Gear Strive's wall break mechanic. Let's chat about that and the counter hits a bit. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc My team started a YT as well! - https://www.youtube.com/channel/UCbGKK2q1Gfc5DBzCY4...
mario050987·youtube.com·
This is Guilty Gear Strive's most controversial mechanic....
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH State: N/A Start-up: 7F Duration: 6F+super freeze 39F Slowdown: 60F Proration: N/A Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 8~14F) Slowdown does not end on hit or block. Red RC: Tension Cost: 50% Attack Level: 2 CH State: Unable to verify Start-up: 2F Duration: 1F+super freeze 44F Static Difference: -24F Slowdown: 40F (on hit), 20F (on block) Proration: N/A Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 7~13F) On hit, launches and downs. Slowdown ends on hit or block. Purple RC: Tension Cost: 50% Attack Level: N/A CH State: N/A Start-up: 7F Duration: 6F+super freeze 39F Slowdown: 20F Proration: Forced 80% Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end on hit or block. Yellow RC: Tension Cost: 50% Attack Level: 1 CH State: Vulnerable Start-up: 13F Duration: 12F+super freeze 28F+33F Slowdown: 12F Static Difference: -17F Proration: Forced 50% Invul: 1F~end of super freeze Movement (Drift) RC: No Empty (Fast) RC: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC. Seems the details on Roman Cancel are slightly different from the closed beta, so I typed out Kedako's new notes, more or less.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH State: N/A Start-up: 7F Duration: 6F+super freeze 39F Slowdown: 60F Proration: N/A Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 8~14F) Slowdown does not end on hit or block. Red RC: Tension Cost: 50% Attack Level: 2 CH State: Unable to verify Start-up: 2F Duration: 1F+super freeze 44F Static Difference: -24F Slowdown: 40F (on hit), 20F (on block) Proration: N/A Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 7~13F) On hit, launches and downs. Slowdown ends on hit or block. Purple RC: Tension Cost: 50% Attack Level: N/A CH State: N/A Start-up: 7F Duration: 6F+super freeze 39F Slowdown: 20F Proration: Forced 80% Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end on hit or block. Yellow RC: Tension Cost: 50% Attack Level: 1 CH State: Vulnerable Start-up: 13F Duration: 12F+super freeze 28F+33F Slowdown: 12F Static Difference: -17F Proration: Forced 50% Invul: 1F~end of super freeze Movement (Drift) RC: No Empty (Fast) RC: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC. Seems the details on Roman Cancel are slightly different from the closed beta, so I typed out Kedako's new notes, more or less.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Blue RC: Tension Cost: 50% Attack Level: N/A CH State: N/A Start-up: 7F Duration: 6F+super freeze 39F Slowdown: 60F Proration: N/A Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 8~14F) Slowdown does not end on hit or block. Red RC: Tension Cost: 50% Attack Level: 2 CH State: Unable to verify Start-up: 2F Duration: 1F+super freeze 44F Static Difference: -24F Slowdown: 40F (on hit), 20F (on block) Proration: N/A Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 7~13F) On hit, launches and downs. Slowdown ends on hit or block. Purple RC: Tension Cost: 50% Attack Level: N/A CH State: N/A Start-up: 7F Duration: 6F+super freeze 39F Slowdown: 20F Proration: Forced 80% Invul: None Movement (Drift) RC: Yes Empty (Fast) RC: Yes (During super freeze 14~20F) If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end on hit or block. Yellow RC: Tension Cost: 50% Attack Level: 1 CH State: Vulnerable Start-up: 13F Duration: 12F+super freeze 28F+33F Slowdown: 12F Static Difference: -17F Proration: Forced 50% Invul: 1F~end of super freeze Movement (Drift) RC: No Empty (Fast) RC: No On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC. Seems the details on Roman Cancel are slightly different from the closed beta, so I typed out Kedako's new notes, more or less.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities