Guilty Gear -Strive-

Guilty Gear -Strive- is a 2D air dasher fighter with fast action, heavy damage, and a soundtrack for hard rock and heavy metal fans. The Guilty Gear series has never been more accessible to newcomers. There are a variety of defensive mechanics to counter the strong offense in the game. The new wall break mechanic rewards players with a surplus of meter to spend and gives the defender an opportunity to escape the corner. The Roman Cancel changes gives Roman Cancel a hitbox and built in movement. Are you READY TO ROCK?

Helpful Resources

The Guilty Gear Strive wiki.
The Guilty Gear Strive Resource Hub Discord server.


Attack Notation

P Punch
K Kick
S Slash
HS Heavy Slash
D Dust
RC Roman Cancel

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward

Numpad Notation

7 8 9
4 5 6
1 2 3

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Guilty Gear -Strive- uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

Overdrives are the super attacks of Guilty Gear. They cost 50% Tension and cannot be Bursted.

Every character's 6P is upper body invincible.

Backdashes are invincible at the start. The end of the backdash is vulnerable but it can be Roman Canceled to be made safe.

All characters can cancel 5K and close 5S into dash.

Stand block has more pushback than crouch block. On hit there is 1 additional frame of hitstun on crouching characters.

P and K attacks cause Small counter hits. S attacks cause Mid counter hits. 2D and H attacks cause Large counter hits. Counter hits inflict more hitstun and 10% more damage but more importantly they cause slowdown. Small counter hits cause 12 frames of slowdown, Mid counter hits cause 24 frames of slowdown and Large counter hits cause 34 frames of slowdown. The defender falls slower during slowdown, creating new juggles. The slowdown effect will stack with Roman Cancel slowdown.

Under your health bar and Burst Gauge is the RISC Level Gauge. If fills when an attack is blocked and depletes after not blocking for a certain amount of time. The more full it is, the more punishing it will be when you are hit. When it fills above a certain threshold, any attack that hits you will cause a counter hit. RISC counter hits do an additional 10% more damage and stack with the regular counter hit bonuses.

Dust attacks are performed with 5D and 2D. 2D is a sweep that knocks down. Uncharged 5D is an overhead that is 0 on hit. It only starts a combo in the corner, with Roman Cancel, or on counter hit. Uncharged 5D is good to use when your opponent's RISC gauge is full because then it counts as a counter hit.

5D can be held to charge it. When fully charged it becomes a launcher. Uncharged 5D has 20 frames of startup and fully charged 5D has 28 frames of startup which makes it humanly possible to react to. Jump after a fully charged Dust launcher to follow your opponent into the air. You have a lot of options here including unlimited air dashes. Using the same attack twice ends the combo with a Finish Blow. Finish Blow always results in okizeme.

Wild Assault is performed 236D with half Burst Gauge. It is a forward moving attack that drains your opponent's Burst Gauge when it connects, it can be charged to inflict more. Orange Wild Assault is fast and can be used like a forward moving special attack. Blue Wild Assault guard crushes and is advantageous on block. White Wild Assault is strike-invulnerable. Orange and White Wild Assault can be canceled into from normal attacks.

Deflect Shield is performed 214D with half Burst gauge. It's a strike-invulnerable shield that lasts for 29 frames and negates chip damage and RISC gain. It has 19 frames of counter hit recovery.

There is air blocking and it blocks both grounded and air attacks. Air blocking increases RISC gain by 1.5 and locks the defender into 19 landing frames.

There is no air recovery. Getting hit out of the air floats the character into a juggle.

Strive has a unique forward air dash. The character stays in place for the startup of the air dash then can attack as soon as they can move. Jumping normal attacks can be canceled into forward air dash. This is useful in air-to-air situations and combos. If you counter hit with an air attack, you may be able to air dash afterwards, land on the ground, and get a full combo.

Reversal DPs are strike-invulnerable instead of being fully invincible. The input timing window for reversals is 3 frames, which is strict and even the best players mistime their reversals sometimes.

Blocking 2 frames before an attack connects is an Instant Block. It reduces pushback, builds tension, and lets you punish attacks you weren't able to before. It does not reduce blockstun like previous games. The window is 2 frames, which is very strict.

Faultless Defense is done by pressing any two attack buttons except D while holding 4 for high Faultless Defense or 1 for low Faultless Defense. Faultless Defense blocks attacks, negates chip damage, and increases pushback for you. It does not increase blockstun like previous games. Tap the input instead of holding it because Faultless Defense drains Tension quickly.

Performing Faultless Defense 2 frames before an attack connects is an Instant Faultless Defense. This negates pushback for the defender and increases pushback for the attacker.

Instant Block and Instant Faultless Defense in the air significantly reduce landing recovery.

Throws are performed with 4D/6D and are teched with the same input. There is a whiff animation if unsuccessful. You can stand block but not crouch block to tech a throw. Characters are throw-invulnerable for 5 frames after hitstun, blockstun, or wakeup.

Every character has an air throw. Air throws are more important in this game because they have more range than previous games and because air blocking blocks everything.

Soft knockdowns force the character to automatically roll backwards. Soft knockdowns last 30 frames and are fully invincible. Hard knockdowns last 55 frames and the character can be hit OTG (on-the-ground).

Burst is performed in hitstun, blockstun, or neutral by inputting D and another attack button. A Burst out of hitstun or blockstun is a Blue Burst. Blue Burst costs the entire Burst gauge and regains 1/3 gauge if it hits. Throws, Overdrives, and wallsplats can't be Bursted.

Burst performed in neutral is a Gold Burst. Gold Burst costs 2/3 Burst Gauge. On hit, Gold Burst builds 100% Tension.

Wall break is Strive's defining mechanic. After a wallsplat cracks the wall, a combo or hit can break the wall. Wall break resets the fight to neutral and puts the attacker into Positive Bonus where Tension gain is doubled, damage inflicted is increased by 10%, and damage taken is reduced by 10%. It's a very valuable state so you want to break the wall as much as possible.

Players rarely decide to not break the wall because once the wall is cracked, the next hit will almost always break it. The only ways to avoid wall break are with a throw or an attack/combo that switches sides.

Breaking the wall with different attacks grant different amounts of advantage. Overdrives give the most advantage followed by special attacks, 5D, and normal attacks.

There is wall recovery and you'll see it when the attacker is too far away to combo off a wallsplat. 5 and an attack button recovers in place. 4 and an attack button recovers upward. 6 and an attack button recovers forward. Wall recovery is invincible for 15 frames and characters can perform an action on the 10th frame, meaning 6 frames of invincibility is carried into this action.

Roman Cancel

With 50% Tension, press any three attack buttons except D to Roman Cancel. Strive's Roman Cancel is one of the most versatile in fighting games. The Roman Cancel itself emits a shockwave that is a hit that causes slowdown and it can be steered with movement. Slowdown halves the speed of all the defender's actions which means it doubles hitstun and blockstun.

Blue Roman Cancel inflicts 60 frames of slowdown, Red Roman Cancel inflicts 40 frames of slowdown on hit and 20 frames on block. Purple Roman Cancel inflicts 20 frames of slowdown. Yellow Roman Cancel inflicts 10 frames of slowdown on hit.

Red Roman Cancel activates when an attack connects. It launches the opponent for a juggle. The opponent is launched upward with 2RC/4RC, launched up and away with 5RC/8RC, and away with 6RC.

Purple Roman Cancel activates during the startup or recovery frames of an attack. It does not launch.

Blue Roman Cancel activates during neutral or movement. It inflicts the most slowdown.

Yellow Roman Cancel activates in blockstun. It is a defensive mechanic used to escape pressure. It is invincible at the start then counter hit punishable at the end. On block it is unsafe at -16.

Tension gain enters cooldown and does not build after Roman Canceling for a set amount of time. Cooldown time from shortest to longest is Fast Blue > Blue > Fast Red > Fast Purple > Red > Purple > Yellow. In Positive Bonus, Purple and Blue Roman Cancels build Tension.

Inputting dash before a Roman Cancel turns it into a Drift Roman Cancel. Drift Roman Cancel is available in four directions: back, forward, up, and down. Yellow Roman Cancel cannot be drifted. There are no additional drawbacks to Drift Roman Cancel.

Fuzzy Guard

Because slowdown doubles blockstun, it can be used to create a situation called fuzzy guard. Characters in fighting games are locked in blockstun and can't perform any actions until they've left blockstun. This means a character must leave blockstun before they can switch from standing to crouching or vice-versa. The character can still switch between stand block and crouch block during blockstun. This creates situations where the player can hold 1 (down-back) to crouch block but the character's animation model is locked in blockstun and still standing.

Fuzzy guard situations are used to keep characters standing because many attacks whiff on crouching characters. Instant overheads should beat crouch block in theory but in reality they whiff on most crouching characters. Because of fuzzy guard, when the defender crouch blocks, their character's animation model stays standing and gets hit by the instant overhead.

The shockwave is useful for reacting for anti-airs. When your opponent jumps at you, hit them with a Blue Roman Cancel shockwave. If you see a jumping attack, punish them with an anti-air. If there's no attack, you can jump at them and air throw them but if they expect this they can tech the air throw. And if you expect them to throw tech, you can fake an air throw and punish their throw tech attempt.

Roman Cancel can be canceled before the shockwave comes out. This is called Fast Roman Cancel. Fast Roman Cancel inflicts the same slowdown effect as a regular Roman Cancel when in close proximity to the opponent.

Roman Cancels cost 50% Tension to activate but instead of instantly removing 50% Tension, the gauge depletes during slowdown. You can interrupt the slowdown period with an attack to stop Tension depletion early and spend less than 50% Tension for a Roman Cancel.

Fast Roman Cancel can be used in neutral to surprise your opponent. Forward Drift Roman Cancel into a Fast Roman Cancel throw surprises even the best players.

Here's a little trick that lets you combo off of Blue Roman Cancel. Connect a jump cancelable normal attack, jump, then Drift Roman Cancel downwards to land. This is sometimes used because blue shockwave inflicts the most slowdown.

We've discovered a technique that lets players immediately become airborne off a Blue Roman Cancel. It gives characters an instant overhead that hits close to the ground. It combines a backward Drift Roman Cancel, forward Drift Roman Cancel, and Fast Roman Cancel.

Here are all four Drift Roman Cancels. It's subtle but the backwards one is airborne for a couple of frames. Look at Nagoriyuki's feet and you'll see a cloud dust only after the backwards one.

Next we'll take advantage of a dash micro exploit. I am pressing the dash micro button then immediately pressing 4 on the next frame. The game accepts this as a backdash despite the input list showing it accepted a forward dash input first. The forward dash is essentially kara canceled into a backdash.

This technique exists because the game combines a forward Drift Roman Cancel with the properties of a backwards one. If I forward dash then immediately press 4 and Roman Cancel on the next frame, Nagoriyuki starts the Drift Roman Cancel like a forward drift but ends like a backwards drift. Look at his feet. He's airborne despite moving forward.

Combine this new airborne forward Drift Roman Cancel with a Fast Roman Cancel to create an instant overhead. Only the fastest jumping attacks will hit because the character is airborne for only a couple of frames.

Most characters are able to perform this but not every character can combo off of it. Since it costs 50% Tension, it's expensive for a single hit overhead and not worth using in most situations for these characters.

4P+K+D is an option select that performs a Faultless Defense and techs throws. It can only be done when Burst is not available or a Burst will be performed. This option select loses to low attacks.