I ended up going crazy on the keyboard, so this is a very long one LMAO:

Guilty Gear Strive is a game I used to think I hated and wasn't fit for me, but after coming back to it for a bit, I actually think it's cool!

Strive marries the high damage, over the top action and characters of previous games, with modern quality of life and polish, though it does tone some stuff down at the same time.

Gonna be using some fighting game lingo, so if you're confused by it, you might try googling "infil glossary" (https://glossary.infil.net/)

Easy stuff out of the way first:

I actually like a solid amount of the soundtrack. Call it a "guilty" pleasure if you want, but I don't mind leaving "Find your one way" on loop, or hearing some of the others.

Graphically: Compared to Xrd, I would say Strive is less sharp and less saturated, but has more detail... Both in animation and in still images. I like it, but I understand why you might prefer Xrd's aesthetic and animation. I think I do too.

Strive's tutorials and training mode functions are also excellent. The training mode functions a little behind the newer games, but not by much, and there should be mods out there to add stuff like frame data displays.

I have not tried the single player content much. It seems not worthwhile. I like the characters of Guilty Gear more for their aesthetic and interactions in fights... So I don't find myself caring much for what's happening to them in this chapter of the visual novel specifically. Not much else to do when I'm playing alone other than training and combo challenges.

Now on to gameplay (from my perspective as a not-so-good floor 10 Sol player):

Strive has slowed down air movement a bit. It's clear the game has added some lag at the start of a forward air dash, and probably shortened the travel distance a bit. The same for air momentum in general, like after dashing and doing a super jump.

Yet it's also allowed us to block out of dashes without FD, and also given us a dedicated Faultless Defense macro (not just one that presses two attack buttons for you) which makes FD braking more consistent and easy. The dash macro also benefits grounded dashing more than aerial dashing IMO.

When combined with more limited gatlings and attack cancel options, and all of the character being toned down in general, this leads to the game feeling more focused on whiff punishes, grounded footsies, and short stagger pressure. (Note: this has always been in Guilty Gear, I simply feel it's even more important now than it already was.)

When you don't have roman cancels to back up your neutral skips, you'll be relying on dash block/FD braking, and dashing into a neutral jump while you are distant from the opponent (holding FD on the way down) to gauge how your opponent keeps you away, checking any reactable whiffs using Far Slash, or using Sol's 6HS (Forward Heavy Slash).

Your best bet to catch jumping opponents is often to just stay grounded and hit them on the way down. You can't Air Dash from long range to intercept them, nor use it to jumpscare people when you play neutral.

Jumping defensively, and doing instant air dashes, is still an important part of the game though, you'll just be doing it more carefully, and it won't be as hard for opponents to catch.

Once you do get in, you can't go from your punches to your far slash or sweep, nor from kicks to far slash. your slash attacks in general also can't go into as many things... So the button you start your blockstring with is a more commital decision.

It also means you have less opportunities in your blockstring where you can threaten to stop and restart your pressure.

I think the nice way to put it is that Strive feels more "intentional". Character/Game tools can still have many uses, but it feels like those uses were all ones intended by developers, and there's less room to experiment and create your own new tricks. This is likely how the game has managed to feel a little more balanced, and polished... I do think we lost something along the way though, as previous Gear games felt like a canvas where the player could paint whatever they wanted. You might consider that a worthwhile sacrifice though depending on your preference.

Either way, the damage you can do is big, the roman cancels can do a lot for you, and offense is still the name of the game. in my opinion, character gimmicks are still present and unique, even if not as crazy as before. And the game still wears it's rock/metal influence on it's sleeve. A lot of what i associate Guilty Gear with is present. I consider Strive to still be a Guilty Gear game.

Reviewed on Apr 01, 2024


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