Guilty Gear -STRIVE- on Hit Box - Getting Started


The Hit Box is the best alternative to a standard fight stick or pad controller for Guilty Gear -STRIVE-. In order to help you take advantage of the precision of this arcade controller, we have compiled this post to go over the basics of the Hit Box and key techniques to learn in GGST. 

The Hit Box is native on PS4 and PC - as well as compatible with PS4 games on the PS5. If you are trying set up for Steam, please follow the information in our post "Hit Box on Steam."

If you have any questions about Guilty Gear -STRIVE- on Hit Box, please join our community on Discord and visit the #airdash-fighters channel. In addition, be sure explore the "Hit Box" and "GG" tags at the bottom of the post for more How-To content.

The Basics

Layout

The first thing to note is how the directional buttons are placed on the Hit Box, and what that big button is for. Left, Down, and Right are all next to each other - the ASD of "WASD" - with the Up button being the big red one at the bottom. Having the Up button in the middle, and larger than the others, allows players to use Up in a similar way that keyboard users activate the space bar, and it allows you to use whichever thumb you want.

In addition, the directional buttons are placed fairly close to the action buttons in order for both hands to be used for either directions or actions. The most obvious example is simply being able to press Up and an action with the right hand at the same time. 

SOCD

On the Hit Box, you have the ability to press opposite directions at the same time. We call this Simultaneous Opposing Cardinal Directions, or SOCD for short. There are two specific SOCDs we have to consider on Hit Box: Left + Right, and Up + Down. 

With Left + Right, we get SOCD Neutral. Meaning "center" is output to the game - not left or right. With Up + Down, we get Absolute Priority of Up. Meaning Up will always override Down, no matter what order they are pressed in.

How to play

Instant Dash

 

Forward (hold)
Back + Forward (Neutral) (cancel each other out)
Forward (still held after releasing Back)
You can also think of it as:
Forward (hold)
Back (tap)

For situations where the dash macro is not used, the Instant Dash - or "SOCD Dash" - allows you to move without any telegraphing or delay.
A traditional dash requires a Forward, Neutral, Forward. It is normally a slower input because you have to press and release a button, then press it again.  But we have a much better way to dash!
With Instant Dash you can consistently input your dashes in 3 to 4 frames. Also, continuing to hold Back allows you to block while attempting to create space!

 

Instant Air Dash

 

Up (tap) + Forward (hold)
Back + Forward (Neutral) (cancel each other out)
Forward (still held after releasing Back)
This is the traditional way to input Instant Air Dashes - and is applicable to most games with an airdash.

 

236 - Quarter Circle

 

The quarter circle motion is fairly straight forward. Start with Down and roll to Forward.

Down (2)

Down + Forward (3)

Forward (6)

However, there is more you can do with 236 motions. Look more in depth in our "236 / Quarter Circle Motions" blog.

623 - DP Motion

 

With the 623 motion, you can mimic the traditional inputs.
Forward (6)
Down (2)
Down + Forward (3)
However, you can also use SOCD to get more consistent and quicker 623 motions. For more information on these, read our post "623 / DP Motions in Guilty Gear -STRIVE-."

 

 

41236 - Half Circle Motions

 

Back (4)
Down + Back (1)
Back + Down + Forward (2)
Forward + Down (3)
Forward (6)

This motion is also straight forward - it is a simple rolling of the fingers. To ensure you input the whole Half Circle motion, press Back and Forward at the same time with Down. The SOCD Neutral will make sure you get a Down input. 

For more information, read our blog post: 41236 / HC Motions.

Charge Motions

 

Vertical charge

Left Hand: Hold Down (2) or Back + Down (1)
Right Hand: Tap Up + Attack (6 or 9)

With the vertical charge motion, you can continue to hold Down (or Back + Down) while you press Up - this is due to the Absolute Up priority mentioned above. 

In addition, you can use your right hand to press the Up and Attack buttons at the same time.

This is one of the most precise and strongest techniques in the game on Hit Box.

Horizontal charge

Back (4) or Down + Back (1)
Forward (6)

The horizontal charge on Hit Box is intuitive. Simply let go of your charging direction and then input your final direction and attack at the same time. 

 

Full Circle Motions

 

Half Circle (Forward or Back)

Up

[repeat depending on how many total circles]


Similar to vertical charge motions, you can end a circle motion with Up + Attack.

Above we showcase a 1080 circle motion that requires three repeats of the circle motion and ends with the Up + Attack.

632146 - Half Circle Back, Forward

 

Forward (6)
Down + Forward (3)
Back + Down + Forward (2)
Back + Down (1)
Back (4)
Forward (6)

This motion can be tricky if you go too quickly to the final Forward (6) input. Most people that have issue with it are still holding Back (4) or Down-Back (1) when they input Forward (6). Focus on making a clean transfer from Back (4) to Forward (6), and you can get this motion down!

If pressing the buttons individually is still causing difficulty, then you can try the slide technique shown in the gif below. For more info on this Overdrive motion, read through our post: 632146 / HCBF Motions.

 

 

236236 - Double Quarter Circle

 

This is simply a double quarter circle motion.

Down (2) 
Down + Forward (3)
Forward (6)
Down (2)
Down + Forward (3)
Forward (6)

However, if you wish to improve the speed and precision of this motion, there is a shortcut on Hit Box that is as fast as 4-frames! The gif below shows this shortcut, and be sure to read through our 236236 / DQC Motion guide.

 

 

 

TK Motions

 

Forward (6)
Down (2)
Down + Forward (3)
Down + Forward + Up (9)
Down + Forward + Up + Attack

Getting an aerial special as soon as you leave the ground can be pivotal for some characters. On Hit Box, this is simplified by being able to the 6 / Up input after you have fully input the special motion. The most important thing to keep in mind is to not input your attack button at the same time as your 6 / Up input, but plinked after.

For more information on TK motions, check out our blog post: TK Motions in Guilty Gear -STRIVE-

 

If you have any questions about Guilty Gear -STRIVE- on Hit Box, please join our community on Discord and visit the #airdash-fighters channel. In addition, be sure explore the "Hit Box" and "GG" tags at the bottom of the post for more How-To content.



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