What are the basic mechanics in Guilty Gear Strive? — Dust Attack, Faultless Defense, Roman Cancels

Guilty Gear Strive

Image via Arc System Works

Guilty Gear Strive, the latest item in the long-running ArcSystemWork series, offers many game modes that players can enjoy. It is also well known that it has a battle system that is both frenetic and complex. Try to continue this tradition by offering players a lot of mechanics that they can learn and master as they work to master the fight and climb the online leaderboard. Here is a breakdown of the basic mechanics of Guilty Gear Strive.

Sweep

A low attack hit an opponent who is standing and guarding.

Dust Attack

A special sweeping attack that is used to hit an opponent who is crouching and guarding.

Throw

A move that has a very short range but cannot be blocked. This is effective against opponents who are constantly guarding.

Block

The standard block is performed by the rear directional button and cancels damage caused by an overhead attack. It cannot be used to block turns and throws. Crouch blocking is done by crouching and blocking and can cancel damage by sweeping (but not Dust Attacks). It cannot be used against opponents using attacks and throws overhead. An air block can block against any attack except throws.

Immediate blocking

The type of block in which you time it to attack your opponent. If your character is successful, it glows white, the damage is canceled and is not postponed. At this point, you can attack with a blow and the manometer fills up a bit.

Flawless defense

You can use the manometer to activate Faultless Defense, which cancels all damage, including chip damage, and moves the character back further than a standard block. This can be useful for getting out of range of another opponent’s attack.

Immediate flawless defense

A combination of immediate blocking and flawless defense that uses a manometer. Removes all damage and moves your character the farthest.

Psych Burst

Use the burst to create a shock wave around your fighter that breaks a combo or block by knocking down an opponent.

Roman Cancel

Use the manometer to create a shock wave around your character. This will slow down your opponent’s speed and cause another effect depending on when you activate it.

Red

RC performed the moment you hit the enemy with an attack. It makes them float when a pressure wave hits.

Blue

RC performed when he did not attack. It makes the opponent temporarily slow down when a shock wave strikes.

Purple

RC performed either before the attack or when it was over. It makes the opponent temporarily slow down when a shock wave strikes.

Yellow

RC blocked the attack. When it hits the shock wave, it knocks the enemy back.

Roman Cancels can also be canceled before they are fully activated, allowing your fighter to get to the next attack much faster. This can be used to set up unique combos that would not otherwise be possible.

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