The below Roster will give you an overview of all the pros and cons and detailed information about all the characters available in Guilty Gear Strive. At the end of the review, a block with an explanatory dictionary has been added, where definitions of some of the common terms used in Guilty Gear are given.
Guilty Gear Strive Characters List
- Millia rage
- Chipp zanuff
- Sol badguy
- Ky Kiske
- Zato – 1
- Anji mito
- Leo whitefang
- Axl Low
- Ramlethal valentine
The gameplay of Nagoriyaki can be described in English in two words – precise fighter. This means that he rarely hits, but accurately. Or, conversely, he pays in full for his mistake. Has tools for both zoning and pressing.
Nagoriyuki has a bar above the tension scale – it is responsible for the current value of the blood scale. The scale is set by performing specials or canceling a hurry in another hurry. You can lower the scale value by hitting the enemy with hit / block normals, as well as using the Bloodsucking Universe command roll.
- Long normals allowing him to control space from great distances
- Specials cancel into each other, making it possible to make combinations with high damage or press the opponent through a command dash
- Specials cancel into each other, making it possible to make combinations with high damage or press the opponent through a command dash
- The more the blood scale is filled, the better its normals. At the maximum scale, he enters a state of bloody, in which the range and damage of his normals are greatly increased and he receives a fullscreen overdrive.
- High damage from individual hits can very quickly reduce the health of an unwary opponent to zero. In addition, S and HS normals do some damage even when hitting a block
- Very limited mobility due to lack of ground and air dash and second jump
- The transition to Bloodrage entails a mandatory attack animation that cannot be canceled and can be easily punished on a miss. Also, Bloodrage takes away the ability to make specials, spends health very quickly, and increases the damage taken.
- Most beginner strikes are a strong combo, have a fairly long start-up.
Millia is a character designed for setplay, that is, throwing mix-ups at the opponent, and each wrong mix-up leads to a knockdown, and a knockdown, respectively, to the next mix-up. She is also quite fast, but her defense modifier is so small that one mistake can cost the whole round.
- Has one of the best mobility in the game thanks to its double air dash, two arc-changing jump options and fast ground dashes
- The setplay queen of this game is very fast and its mixes are hard to guess
- Good Confirmation to Septem Voices overdrive, from which you can continue the combination even without using Roman Cancel.
- One of the lowest health values
- Lack of protection options other than the universal and protective Winger overdrive
- Difficult to hit high damage, especially when compared to other characters
- A high addiction to getting knocked down will literally force you to learn to play neutral.
The fastest character. Its purpose is to constantly keep the opponent under pressure, continuously moving and attacking at every opportunity. Chipp moves so fast that it can seem as if he is everywhere at the same time. As a compensation, his defense mod is poor, so Chipp isn’t often mistaken twice.
- Fastest normals and gatlings in the roster, allowing Chipp to find more opportunities to impose an attack
- The best running speed, triple jump, the ability to run on walls – all this makes Chipp literally elusive.
- Good team throw, some of the best air normals, DP presence – Chipp can change lines of attack and defense during the fight
- Least health in the game. If you are wrong, most likely the round is not yours.
- Complex and close-angle combinations can be a cornerstone for both beginners and more experienced players.
Rushdown * close / medium range character. His arsenal is built in such a way that, once starting to press the opponent, he does not stop at any cost, and then sooner or later open
* in the character description, the definition of a character Rushdown is given.
- Easy to learn and powerful at the same time
- High damage even without meter and counter hits
- Many defensive options, such as: 3-frame 5K, DP, ducking under many 2D blows and even armored overdrive, which is also a grip in itself. Whatever you want – he has it
- Cool anti-airs – attacking Sol from the air is very difficult
- Lots of plus hits on the block, making it easy to reset the pressure
- Uncomplicated and powerful frametraps that can also be mixed with his command / normal throw
- Many specials get Sol up in the air, which gives him the ability to hit low / overhead mixes 50 meters away.
- Almost all of Sol’s options are limited by the distance of his fS (far Slash – by pressing the S button you can get two different moves, depending on the location of the enemy, in this case, talking about a more distant version), and both exceptions in the form of Night Raid Vortex and overdrive are easily punished for careless use
- His low / overhead and left / right mixups are not very good without Roman Cancel.
Kai is a versatile character who can do everything. Want to zone? He can do it! Press? We can do it too! Play from defense? No question, you can do it this way! But, as befits generalists, in any aspect he did not achieve mastery.
- Jack of all trades – has options for all situations and distances
- Some of the best antiair including DP, 6R and 2XC
- Has a 5 frame low tackle
- Strong frame trap \ throw mixup
- DRAGON INSTALL (special mechanics and overdrive)
- Straightness can be a problem if your opponent starts reading you
- There are practically no ways to squeeze an opponent – each round will have to give all the best.
Rushdown is a character specializing in air attack. May has such good air buttons that even the best antiairrs have problems with them. This is compensated by the fact that on the ground her attack leaves much to be desired, and May herself does not cope well with opponents jumping on her.
- A lot of damage from any touch. In special cases, you can accidentally kill your opponent
- Compelling Team Throw
- Dolphins keep the opponent in suspense well and at the same time are safe (and some are a plus)
- Unrivaled air attack
- Absolute linearity in attack and mixups
- How good an air attack is, is so bad on land without dolphins
But – a setplay puppeteer character, capable of summoning a puppet – the demon Eddie and controlling not only himself, but also him. Thanks to Eddie, the vast majority of Zato’s mixups and combos work, as well as almost all of his offensive and defensive tools.
But there is a strip above the tension scale – it is responsible for the lifetime of the puppet. When Eddie is summoned, it gradually decreases, and each attack made by the demon takes away a significant portion of the strip.
- When called Eddy, the enemy is attacked by two characters at the same time, which allows you to come up with a wide variety of options for opening the opponent
- A non-standard movement due to flight and rush Break The Law gives more precise control over attack and defense
- Eddie can cover the recovery of attacks But and vice versa
- Good space control with Eddie summoned
- High rev with a hurried Leap in the corner
- There are no reliable reversals even for a meter and, in general, weak protective options
- Options But very limited without Eddie
- Risk / Revard below average
- The punches are generally weaker than other characters, which is only compensated by the presence of Eddie on screen
Anji forces the opponent to play a completely different game due to its unique autoguard mechanics. When hitting Anji with a blow while using certain specials, for example, Fujin, he literally goes through the opponent’s blow, as if he missed. This allows Anji to punish what other characters are unable to punish.
- The ability to go through your opponent’s attacks can turn the game around in your favor
- Quite good mixups with access to the butterfly-okseme; Fast and strong antiair
- One of the best music themes
- The game plan can annoy the opponent and lead to them making mistakes.
- A character’s effectiveness depends on how well you use the autoguard mechanic. An opponent playing around the autoguard can make it much more difficult to use
- Most Anji normals for medium distance are quite slow (5K, f.C, 2C), which makes it difficult for him to live against aggressive characters
- Fujin mix-up based gameplay can complicate a beginner’s learning curve
Rushdown is a character who tries to catch on to an opponent with something and starts playing in the Brynhildr stance. All his gameplay outside the stance is closing the distance with the opponent, after which Leo goes into it and unleashes a flurry of mixups on the opponent.
- Has intimidating close up pressure and a lot of mixups in his Brynhildr stance
- High Damage – High damage even without tension, especially in Brynhildr stance
- Has a reversal that does not require tension and does not knock through a crossover
- Slow – it can be difficult to get to your optimal distance
- Charge inputs (you need to hold down the direction button for ~ a second, and then quickly press the opposite + hit button) may not be for you
- Leo’s strength is fully revealed only in the stance, and it is not always easy to enter it.
Faust is a zoner who tries to keep his opponent away from him until he catches a good moment to start his attack. Its unique mechanic is to drop an item with the What Could This Be special. Objects have different properties and areas of application, and they can be applied both by Faust himself and by an opponent.
- Thrown objects can non-stop create situations for the opponent where he will have to make decisions, and in the end he will definitely make a mistake
- His attacks have good hitboxes and range.
- When an opponent has Afro, there are strong blow / throw mixups, as well as significant damage with a combo
- Good mobility due to Scarecrow Roman Cancel
- Some hits have very small hertboxes, making them harder to hit
- His fastest so far (fast attacking move) 5R starts 6 frames, so his only way to reliably deal with throws is to jump.
- Doesn’t gain strong oki after breaking through a wall with a super, unlike other characters
- 5R and other abare (ways to fight off the opponent with high risk) options at best return the game to neutral, while the opponent is very far away
- Items do not always play for you – a pipe picked up by an opponent can play a funeral march for you
- Some hits, on the contrary, increase his hertboxes, which makes it easier to attack him
Axel is a zoner, whose options allow him to profitably use any position of his opponent for himself. This is the same character who is not interested in getting closer at all, because he is able to inflict damage, even being on the other end of the screen. However, at the same time, an unsuccessfully chosen option gives the opponent the opportunity, if not to punish Axel, then at least to reduce the distance.
- His blows cover 3/4 of the screen or even the whole, which gives him the ability to control the space
- And he is especially good at controlling the air, which is why jumping on Axel in neutral is not a good idea.
- Great combo potential in the corner with Axl Bomber
- There are options nearby – frame traps and counter-hit starters, as well as a command throw to the combo when hit at close range
- Low damage without meter if the enemy is not in the corner
- Weak defense at close/medium range – no defensive options without a meter, as well as huge dead zones in ranged attacks if the opponent is close
Potemkin’s nickname in the game is The Moving Fortress, which fully reflects his gameplay. Potemkin has limited mobility, but a lot of health, due to which he is able to take damage for a long time while getting close to an opponent, and still win the match with just a couple of specials or combos.
- Incredibly high damage – Potemkin Buster deals roughly 40% damage to Kai, a character with a defense mod of 1, and his combinations give above average damage
- Potemkin’s defense modifier is the highest in the game. This allows him to view health as a resource that he spends to approach his opponent.
- Potemkin’s normals are great for the character – slow, but covering a large area and delivering one of the best damage in the game
- Superarmor – Hammerfall and Slide Head absorb blows, which allows Potemkin to punish unwary opponent hits and get close to him
- Low mobility – Potemkin cannot dash, both on the ground and in the air, which makes it difficult to get close to an opponent
- Large hertboxes – due to the large body of the Wiffpanish his attacks are very easy, and in some situations, due to the width of his body, Potemkin has to start blocking incoming attacks earlier than other characters
- Problems with the Zoners – Potemkin has a very difficult time dealing with characters like Axel. Due to limited mobility, he has to wait and rely on tools like FDB or Slide Head
- Slow attacks – Potemkin’s attack speed is below average, which in some situations leads to problems with fast characters
Has options at any distance, but is focused on attack. It can easily reach the corner from almost anywhere, and there is always something to do in the corner. All this, however, is true only if she has swords with her. Ramlethal is able to solve this problem, but, nevertheless, without swords, her arsenal is significantly limited.
- Great projectors with plus on the block and good hitboxes
- Insanely strong normals that can be easily turned into combinations and go into damage
- Combinations in the corner are very difficult to break with a burst
- One of the best characters at the moment
- Swords are disposable and must be lifted for reuse
- Normal hitboxes can fail, and you shouldn’t miss them. Short low normals make ground play harder
- If the combination was torn with a burst – the swords that were used in it, most likely, you will not see for a long time
- It is very possible that the character will be nerfed. Keep in mind
Rushdown character. Giovanna’s arsenal, like Sol’s, is focused on long-term pressure on the opponent, but she does it differently. For example, she knows how to wade through projects with her Trovão special, and her unique mechanic gives her passive bonuses for the accumulated meter while she has it.
- Excellent attack due to strong and fast normals (KS, FS, 5K, 2C, 2K, 2D, ZhHS)
- Good mobility and unique dash instead of running
- High set of meters thanks to the snatch, safe specials and being in the attack in general
- A unique mechanic that works great with the previous point – Giovanna gets 5% damage buff and defense buff (1.03 -> 0.97) if there is at least 50% tension. At 100% tension, the damage buff doubles, and its defense coefficient becomes 0.93 (like Potemkin!)
- A plus overdrive dive kick will make your opponent think twice about his antiair
- The short attack distance will make you rely on your move, which can make it difficult to play neutral against some characters
- Giovanna’s attack, although strong, is based on stagger pressure and minuses, you always risk
- It can be boring for a beginner player – there is little use of some normals (5R, 2R), out of 4 specials you really often have to press only 214K
Setplay character. But, unlike other setplay characters, to start a series of I-No mixups, it is enough to simply fly into an opponent with a unique dash that lifts her into the air. This same feature is its weak point in some matchups, but it allows you to attack your opponent with air normals without having to jump.
- Great damage in combinations using Roman Cancel
- Best high / low mixups thanks to unique jerk
- One of the best Ultimate Fortissimo overdrive reversals that can only be punished between hits
- Team throw-overdrive will make the opponent guess not only high / low, but also the throw
- A unique dash – both a blessing and a curse, I-No’s mobility is not much better than Nagoriyuki or Potemkin
- I-No traditionally plays neutral with specials, which is quite risky and can lead to painful Wifpanishes and counter-hits.
- Many confirmations without a meter are not particularly dangerous for the opponent, while not always leading in the area with a note
- Painfully weak against characters with strong 5p and 6p, which can prevent I-No attempts to retract an attack
Guilty Gear Strive Dictionary with explanations
Tension is a special scale at the bottom of the game screen that fills up during a round. To fill it, you need to perform “attacking” actions. Rapprochement with the enemy, breaking through walls, attacks, etc. When the scale is less than 50% full, this resource can be used to perform special protective techniques Faultless Defense. After filling more than 50%, it becomes possible to use more interesting techniques. Has a more universal name – meter
Normal | Command normal – Attacks performed by the character when the hit button is pressed are called normals. Command normals are attacks performed by a character when pressing the direction button + hit button.
The game has 5 hit buttons P – Punch, K – Kick, S – Slash, HS – Heavy Slash, D – Dust.
There are several types of punches in the game, I will pay attention to two:
Low – you need to perform a block while sitting
Overhead – you need to perform a block while standing
Special – attacks are called specials that require you to enter a special sequence of directions and then press the strike button. Usually, these are attacks with additional specials. effects and features
Command% any% – command anything, an action that usually requires entering a special sequence of directions and a hit button, instead of a universal option for all
Startup | Active | Recovery is a sequential listing of the stages of the reception animation. A startup is an initial animation during which the character prepares to attack. An asset is a stage where the attack itself takes place, the damage is inflicted, etc. Recovery is the last stage, during which the character returns to the neutral position
Depending on the technique used, each stage can have additional features. The most common feature for normals got to hit or block, is the ability to cancel recovery in startup hurrying.
Setplay – planned strategy for the protection of your opponent by trapping his opening its miksapami and options to keep it all the time guessing, and are punished for every mistake. May make the opponent feel hopeless and want to give up resistance
Mixup – a situation in which the actions of the attacking player can force the defender to open up for the attack. In such cases, the defender is faced with a choice of what to defend against, and each choice leads to a different defensive action. Possible options are throw / kick, top / bottom, left / right. One mix can include several options at once
Hit confirm | confirm – confirmation of the hit, the literal translation already explains a lot. This is a situation when, having started an attack, you make sure that you hit an opponent who is not in the block, and after that you continue with unsafe, but very strong options. If you hit the block, then you should choose safer options that do not allow the enemy to punish you for them
Knockdown – a situation where a blow drops the enemy to the ground. The game has a tutorial on this topic. In the missions section
Neutral – neutral, a fairly voluminous concept, conventionally, describes the situation and actions of players who are not currently in a state of direct contact
Dragon Punch | DP – the concept came from another fighting game, denotes the reception of the character in which he flies up. Most often, a DP has a cadre of invulnerability at a startup and an asset, but is extremely vulnerable during recovery. Typically, for performance, you will need to enter: forward, down, down + forward + hit.
DP refers to a group of blows called reversal, i.e. having frames of invulnerability at the start, and allowing, in certain cases, to turn the situation in their favor.
Anti Air | AA – a technique against attacks from the air
Plus on block – in a situation when you hit your opponent’s block with your technique, that the recovery of your technique will take as much or even more (this is called a minus on the block) than the animation during which the opponent will exit the block after strike (this is called block stun). But there are techniques that have a very fast recovery after hitting the block (this is called a plus on the block)
Pressing – a situation when the player with his actions in the game exerts pressure on the opponent
Reset – literally, resetting any situation to a neutral state
Armor – the property of receiving it can absorb enemy attacks
Overdrive | Super – a technique that requires 50% tensen, entering a special sequence of directions, at the beginning of which a small cut-scene is played. Strong techniques that inflict a lot of damage to the enemy
Frame trap is a special snag for the opponent. Let us analyze using the example of a series of three hits, where the first two hits are very fast, and the third is very slow and the opponent, having blocked the first two hits, can punish you by interrupting the third hit with his quick hit. In this case, you make two quick hits, provoking your opponent to try to interrupt the third hit, but instead of the third hit, you strike another, very fast or having frames of invulnerability. Thus, you are already punishing your opponent for a risky action.
Roman Cancel is a special mechanic of the GG series, which allows, in the presence of 50% tension, to cancel the remaining frames of the reception animation, to slow down the enemy if he is in the zone of action, and then you will have the opportunity to either make a more evil combo or smooth out the wrong decision
Zoning is a tactic of the game, the goal of which is to keep the opponent at the desired distance
Okizeme is a Japanese term, in fact, this is a situation when your opponent falls, the only available action is to stand up, and you prepare and perform any actions using your advantage over him
Hitbox | Hurtbox is the core of the game’s internal mechanics. And each attack animation has several zones. The hitbox is the area where the attack hits and deals damage. Hitbox is the area on the character where the hitbox must fall in order to inflict damage on it