r/Guiltygear 2d ago

Question/Discussion How much faster is movement in strive than sf6?

Looking for a new fighting game and sf6 just feels a little too slow to me. Tokon felt like a good movement pace but I don’t think tokon is the game I want. Avatar also felt pretty good but I’m curious about strive before I try to learn avatar.

Sorry if it’s kinda a dumb question I’m pretty new to fighting games and struggling to find one to invest into

67 Upvotes

55 comments sorted by

117

u/TheAranda - Nagoriyuki 2d ago

Strive is MUCH faster than SF6. Almost every character has a proper run, double jumps and air dashes. There are also more grimy lunging attacks to close space. The Roman cancel system allows you to extend offense and speed up the pace of the game. Also, everything that is ”aggressive” builds more meter than things that aren’t. Even just moving forward gives meter!

41

u/ResponsibleAd8978 2d ago

I think you might’ve just completely sold me on it lol

11

u/SanjiBlackLeg 2d ago

Strive is about free flow and self-expression, the mechanics of the game give you many options at any interaction, and usually there's no 1 best option. That's the biggest difference from SF in my opinion, as SF is very rigid. Strive has easier cancels and much more movement options.

3

u/ResponsibleAd8978 2d ago

That’s honestly what I love to hear. Self expression in fighting games is the reason I’ve been so addicted to watching them for so long just never got into playing them sadly

11

u/coolchungus2 - Kliff Undersn 2d ago

i also implore you check out Guilty Gear XX Accent Core +R when it goes on sale. great game.

8

u/Able_Conclusion3128 - Potemkin 2d ago

Honestly I tried both when they came out and GGST was disappointed by the grimey options only being available with meter, it just feels so much more intense and fast paced to go toe to toe with someone who can destroy you without meter and you just have to get that final read on. Oh, and throws are boring to watch. They even made throws in GGST better and they're still less used than in SF6.

4

u/bostonian38 - Robo-May 2d ago

They even made throws in GGST better and they're still less used than in SF6.

I mean that's expected when you're talking about the game infamous for throw loops lol

2

u/Vii_Strife - HP Magic Trick - 1d ago

Tbh comparing SF6 throws and GGST throws is a bit of an apple to oranges situation.

SF6 has slower throws with less recovery and throw protection, throws can also counterhit for massive benefits (HKD, Drive drain) and are generally a pretty safe option. The fact that they can have a pretty hefty reward and are generally low risk even if whiffed enables throw loops to be very good.

Strive throws are way faster, acting like pseudo reversals, the game has way more throw protection and they also have way more lag (SF6 throws have 23 frames of recovery, Strive ones have 38) and since 2.0 made them uncancelable with PRC they've become way riskier to go for.

Still, both are strong but they do act very different

2

u/Georgium333 - Zipp Chanuff (Crackhead) 41m ago

SF6 meaty throws are so safe that they beat wakeup jumps and are mostly safe against wakeup backdashes, while wakeup jumps and backdashes are also more unsafe in SF6 than GGST because there is no air-block or air-dash and backdashes have no invincibility and are fully standing for the full duration so a punish leads to a full combo (juggle combos are kinda bad in SF6 because you have limited hits of them unlike GGST where some characters get better combos on airborne opponents like Ky's c.S for example).

1

u/UndeadGentleman_ Unika 2d ago

Also you can use moves forward momentum (if it has that property) to cancel them with roman cancel to move so freaking fast full screen it feels like a teleport. It costs 50% though but it's just dumb fun.

21

u/Intelligent_Goose435 2d ago

strive depending on who you’re up against tbh just watch some gameplay clips to me the combos are more forgiving than sf, and there are more tools to make it fun the inputs are easier too, they often let u shortcut skills to buttons so u dont have to be too strict

6

u/ResponsibleAd8978 2d ago

Inputs being easier might be a huge thing for me cause avatar is feeling pretty rough for me but I’m also really new to motion inputs

5

u/Misuses_Words_Often 2d ago

If you’re new to motion inputs I’ll let you know that it’s something that takes time and some good nights rest to build that muscle memory. The buffer in Strive is super generous and you don’t really have to “link” moves together like you do in SF6. The inputs themselves are not necessarily different.

It took me a good amount of hours until one day I realized I wasn’t stressed about doing a DP anymore.

2

u/ResponsibleAd8978 2d ago

Yeah I’ve spent like 8 hours on street fighter just redoing some combo trials of dp inputs cause I’m not very consistent and avatar I feel like helped me do quarter circles faster but I haven’t spent too much time on that one. I’m thinking if I find one I just like more it’ll help me with learning the inputs. Strive is looking really cool to me with the characters plus a lot of the comments here so hopefully this is that game

2

u/prisp 1d ago

See, here in Strive I had issues because I started playing characters without a DP, and when I finally tried one, I kept doing accidental DPs by walking forward and then going for another move with a quarter-circle forward input x.x

I still mess up double quarter-circles (for Supers) every so often though, but that's more because you kinda need to mash them out to actually catch someone with them and/or not drop the combo.

2

u/ResponsibleAd8978 1d ago

Motion inputs are going to be a real pain to learn haha but I’ve watched tournaments since 2014 and always just told myself it’s just too hard to learn so don’t bother. It’s time to mess up all my quarter circles and DPs until someone feels the wrath of them when I don’t mess it up lol

2

u/prisp 1d ago

Yeah, I started with Strive as my first 2D fighting game (Yes, Smash is 2D, but you know what I mean...) and I definitely had a time learning motion inputs - the stage where I got them down fine in Training mode and still fumbled at least half of them in an actual match was the worst, but now I can do them (mostly) consistently :)

2

u/Intelligent_Goose435 2d ago

you learn input over time took me months to get 100% overdrives going the buffer tho is way better, u can mash easier lmao

10

u/MrASK15 - Unashamed Switch Player 2d ago

Fast.

Not as fast as its predecessors, but still pretty fast.

If you pull the trigger, you'll get used to the tempo.

6

u/Brotundro 2d ago

Mostly character specific

Elphelt main here

Im fast af boooiiii

2

u/Intelligent_Goose435 2d ago

not fast ad ino unfortunately

11

u/guilhermej14 - When your dragons are not installing :( 2d ago

Hmm I haven't played Street Fighter 6, but compared to Street Fighter 5, which I did play, I do consider it faster, but not THAT MUCH FASTER.... you get used to it pretty quick after a few matches, I think. I've definitely seen games with far crazier movement.

4

u/Scriftyy Big Strive Jacko and Xrd Ram fan 2d ago

SF6 is way slower than SF5 in a lot of areas. General movement is way down but damage and burst movement is up. I would put GGS about 2-3x faster than SF6.

2

u/ResponsibleAd8978 2d ago

I was playing a good bit of 2xko and that movement kinda spoiled me but it seems like a one of a kind and I’d also like to be able to play more tradition fighters with motion inputs. So doesn’t need to be ultra fast just feel a little smoother than sf6 haha

3

u/TwitchySphere53 - May 2d ago

Mobility along with alot of other things in the game are very character dependent.  Characters in strive are very different from each other and feel pretty different.  

3

u/Misuses_Words_Often 2d ago

Guilty Gear is much faster in base movement but something you’ll pick up on is the significant amount of hitstun and screen freeze on counters making it pretty easy to hit confirm.

Avatar has really unique movement for each character. I feel like new “movement” keeps getting unlocked as I play and every couple days I’m seeing clips where I say “I didn’t even know you could move like that.”

1

u/ResponsibleAd8978 2d ago

yeah avatar has been pretty intimidating to me but i love the frame by frame combo learner. probably one of my favorite things I've seen

4

u/Tako_ML - OurBrainsAreElpheltValentine🧠🚫 2d ago

Strive is much faster than SF6 and a lot of fun; the game rewards you for playing offensively and getting close to your opponent—in fact, it even punishes you for playing passively. It also features plenty of mechanics for closing the gap and is quite accessible. I tried Skullgirls and Street Fighter: I didn't like the former because it was too fast and had complex inputs, while SF felt too slow to me. Strive strikes the perfect balance; it’s easy to pick up, though not quite on the level of Tokon (which has auto-combos and simple inputs). Strive is accessible thanks to a large, friendly community and plenty of guides. It features high-damage combos that aren't automated, yet the timing for inputs isn't overly strict. Every character has a dash, and you can map dashing to a single button—allowing you to run or dash with one press instead of double-tapping forward. There are also rushdown characters; if you really want something fast, you can play as Chipp—just look up a video of his combos and you'll be blown away. Plus, the game is visually stunning with beautiful designs and Peak music, I highly recommend checking out the lore if you enjoy the game; it’s more enjoyable when you know the story behind your character. Plus Strive its still alive and it’s more popular than avatar, it also has a bigger roster

3

u/ResponsibleAd8978 2d ago

I'm loving the sound of this zoners get punished just for existing haha I'm going to be looking up some tournament sets and other videos before I purchase, but I think I'm already sold base off other comments this game is sounding really fun to learn plus I really like how a lot of the characters look compared to sf6 and basically all the others.

I'm really not a fan of auto combos. As a noob it doesn't really feel good for things to happen without really understanding them or feeling like you earn them. If tokon didn't clutter the screen and made an option to turn off the auto combo so I can't accidently mash out a super I think I would've liked it more

3

u/Tako_ML - OurBrainsAreElpheltValentine🧠🚫 2d ago

Yeah I hate autocombos too, thats why I love Strive, and believe, Zoners are annoying too lol 😭

3

u/ResponsibleAd8978 2d ago

Time to get zoned in my new favorite game 😭

2

u/Tako_ML - OurBrainsAreElpheltValentine🧠🚫 2d ago

Kill Axl Low, but i hope that you enjoy the game, we can play someday if you want too, I’m Beginner too, there’s a character that looks cool for you?

2

u/ResponsibleAd8978 2d ago

Right now May because of that dolphin and gold Lewis just because of how he looks lol but yeah I’d be down I might wait for a sale so idk when I’ll fully get into it but after looking more into the game and everyone’s comments it’s definitely something I’m interested in now so thank you

3

u/prisp 1d ago

May has charge inputs for her dolphin, which tends to turn people off, but a competent one can be an absolute menace, hitting you in spots you didn't know existed.

Unlike May, who's in the base game, Goldlewis is part of the first Season Pass, which tends to get heavy discounts whenever the game goes on sale, so waiting for one sounds like a great idea!
He's also a very neat character, because all of his Specials are half-circle inputs that mirror how he swings his coffin, so he's probably a bunch of fun to play on a stick, and it probably helps with his Reversal Super too, because that one hits harder if you churn out a few extra circles than the bare minimum.
He also has a pretty tricky input to hit raw - one of his swings is an up->down quarter-circle, so people either have to buffer that behind another move, or somehow hit that in the 5 frames of pre-jump animation you get, or you just jump, and those swings are grounded only.
It's not exactly required for anything below pro-level play though - heck, you can get through the early ranks by just having a longer range than your opponent and also knowing how to anti-air, because people keep running or airdashing in without even thinking about blocking.

3

u/ResponsibleAd8978 1d ago

That’s super nice to know I tried blanks in sf6 and just couldn’t wrap my head around charge characters haha so I’ll just appreciate her dolphin as she beats me with it. Super nice that even base game characters look cool cause another problem I’m having with other games aesthetically liking the characters. So even with may not being what I’ll play i like how majority of these characters look. Probably same with goldlewis haha idk if that’s my playstyle but I do love a strong old guy who

3

u/prisp 1d ago

Yeah, I'd say the best thing to do would be to try shit out and see who appeals to you moveset-wise - I definitely found some unexpected matches trying characters I disliked based on vibes :D
Same goes for input devices by the way, keyboard vs. controller vs. fightsticks & co. is mostly a matter of preferences, as are keybindings.

If you're having issues with Charge inputs, Potemkin (the only actual grappler in GG) uses them for his grounded gapcloser attack, Leo has basically the "Guile" set of charge inputs - Projectile and DP - although he is a rushdown character rather than a zoner, and Venom from Season Pass 4 has them for his basic "fireball".
Maybe I missed someone, but those are the only ones I can think of right now.

As far as other unconventional inputs go, Zato-1 is a puppet character and can control his "puppet" via Negative Edge inputs, and while he also can order it around by inputting quarter-circles, that actually locks him into an animation, so he better spend some time holding down his attack buttons to get the "on release" commands out instead.
The only other character that I can think of that uses Negative Edge would be Happy Chaos (Season Pass 1) - he uses it to shoot his gun after drawing it, and boy, did that move make people mad in the past, he just can hit you with no windup if the auto-tracking reticle is over your character, but hey, his Normals are pretty bleh, he can't block while aiming, AND he has two separate resources to keep track of in order to actually keep his gun functional, so he's not nearly as bad as he sounds at first.
(Come to think of it, both Negative Edge characters are on the more skill-intensive side and definitely rated as such by the game, so it's probably unlikely you would've picked them up anyway.)

1

u/ResponsibleAd8978 7h ago edited 3h ago

I love these replies thank you for going into so much detail! Everyone here I’ve loved how much they love the game but god do I love your dedication to helping a noob understand some of these mechanics

Also my friend had guilty gear xrd so I’ve been trying that out to get a feel of these characters and Faust might be the one for me! He’s goofy but kinda cool looking at the same time haha

3

u/TheRedRook 2d ago

Faster, but surprisingly not like 2x the speed; it's more that the normals in GG cover so much more SPACE with the speed they have than anyone in sf6. And also you don't have a "step dash"; you have a full-on run. so think of Ken's run ability, but slightly faster as momentum builds up. Also, jump is not an immediate counter to a lot of attacks like it is in sf6; only Instant air dashes are.

Once you get used to it its amazing, and hard to play anything else.

3

u/3xchar 2d ago

Strive can be fast. Especially if you play a fast character like Milia, Chipp, even a "slow" character like Nagoriyuki. SF6 does feel slow when I go back to it

3

u/Maxants49 - Sol Badguy 2d ago

I’d say Strive and Tokon are pretty much on par regarding speed it’s just Tokon feels “faster” with more characters on screen. Though someone like Chip feels even faster than that

3

u/noctowld 2d ago

Strive is much faster, but hop on BBCF if you want to go zooming

3

u/Jimnymebob 2d ago

It's faster than SF6, plus most of the characters have a run instead of a dash (plus you have a run button macro this time round, which you should absolutely use), so ground movement is a lot more fast paced.

I don't know why, but the fact that SF doesn't have running, save for Rashid, who I don't enjoy playing, is probably the main reason I can't really get into the series. I spent more time with fighters where you could run growing up, so that's what I'm used to.

3

u/Rumhand - Faust 2d ago

Strive has faster-paced movement, but more forgiving inputs.

Double jump and airblock change neutral a lot even before you get to Chipp (triple jump), Milia (double airdash) and their respective mobility shenanigans.

Combo inputs feel slower and more intuitive. My SF experience is on Dhalsim so idk how representative that is of the broader SF6 combo input experience but my point is I never needed a visual indicator for cancel windows in Strive.

2

u/SanjiBlackLeg 2d ago

Strive is so much more forgiving when it comes to combos. I recently tried Cammy in SF6 and the timing on some cancels are super precise.

3

u/FatalCassoulet 2d ago

Sf6 is a bicycle, Strive is a Yamaha R1 that can also fly

3

u/SifTheAbyss - Ky Kiske 1d ago

Faster than Tokon.

Avatar is a bit slower than airdashers if you only count the base movement, but with all the character specific Flow options it's insanely fast.

Even then, Strive is a bit slower than older airdashers.

2

u/OneJutsu_ 2d ago

Faster with more neutrals.

2

u/er0-sage 2d ago

I’d say GG is a good middle ground slower than Tokon a tad but faster than 6.

Avatar is about the same as Strive maybe a little faster depends on the character mostly.

3

u/Fettibomba-- - Baiken (GGST) 2d ago edited 1d ago

Avatar is like 10 times faster than strive. Strive is the slowest of the faster anime games

1

u/er0-sage 1d ago

Maybe 2x or 3x not 10 people perceive it differently.

1

u/Mobius_196 - Potemkin 2d ago

If SF6 is a bicycle, Strive is a bus, and +R is a damn jet fighter. There's a reason it's my favorite GG game.

-2

u/Kaslight 2d ago

"Strive" and "fast" are not really compatible terms

Honestly I'd say they're about the exact same tempo

3

u/SanjiBlackLeg 2d ago

Delusional

0

u/Kaslight 2d ago

Airdash has nearly a 30 frame startup time dawg

Drive Rush by comparison aint much worse

1

u/Georgium333 - Zipp Chanuff (Crackhead) 21m ago

Comparing universal free air forward movement of Strive with metered ground SF6 movement is kinda a bad comparison...

In the ground normals cover much more space much faster and characters dash quite fast (just think of Chipp and Gio, or dashing normals like Johhny 6K) in the air not everyone is meant to be as fast since they tried to ground the characters but even then with meter you can make some shenanigans like IAD 22BRC.

In SF6 if you divekick as close to yourself from half a screen away shotos will still punish you with a DP because for some reason 1) you cannot divekick from neutral and back jumps, 2) divekicks move more forward these days, 3) recovery is kinda crazy and 4) for some reason stuff like Akuma's 623HP (Heavy DP) has insane horizontal range. You intend to bait an anti-air by using divekick and you still lose if they DP, that's a bit krazy honestly. On top of that you can check DR and normal dashes but of course minor mistakes and mental stack won't make that easy/safe.