Guilty Gear -Strive- FAQ — Ping, Servers, Network

Does PingAim work with Guilty Gear -Strive-? Why are my rollback frames high in GG Strive?

Fighting Arc System Works, 2021 3M+ total / ~1400 avg concurrent Steam
Does PingAim work with Guilty Gear -Strive-?

Yes. PingAim uses a WFP (Windows Filtering Platform) kernel driver to route GGST-Win64-Shipping.exe traffic, which is fully compatible with EasyAntiCheat. PingAim does not use DLL injection or WinDivert — both of which EAC detects. Since GG Strive is P2P, PingAim focuses on reducing jitter and improving your AWS lobby path rather than rerouting match traffic.

Why are my rollback frames high in GG Strive?

High rollback frames mean the game is frequently correcting predicted inputs because real inputs arrive late. The causes: (1) high ping to your opponent — geographic distance or bad routing; (2) jitter on your connection — WiFi, ISP congestion, or bandwidth contention; (3) packet loss — UDP packets dropped by your ISP or router. Switching to wired Ethernet and closing bandwidth-heavy apps are the first two fixes to try.

Is GG Strive's rollback netcode really as good as people say?

Yes. Arc System Works built their rollback system from scratch (not GGPO) and it's consistently rated among the best implementations in competitive fighting games. Players with 150-180ms ping can still have fun matches. The key advantage over delay-based netcode is that your inputs are never delayed artificially — you always play at your local reaction speed, and corrections happen as brief visual artifacts rather than sluggish input response.

Does GG Strive have crossplay?

Yes — between PC (Steam and Windows Store), PlayStation 4/5, Xbox One, and Xbox Series X|S. Cross-platform play was first added in December 2022 for PC and PlayStation, then expanded to Xbox when the Xbox version launched in March 2023. The Nintendo Switch edition (January 2025) and the arcade version do not support crossplay with other platforms.

What is a good ping / rollback frame count for GG Strive?

0-2 rollback frames is ideal for competitive play (roughly <50ms to opponent). 3-4 frames is good for ranked matches (~50-80ms). 5-6 frames is playable but affects combo reliability (~80-120ms). 7+ frames starts to visibly disrupt neutral reads and combos (>120ms). The rollback system means these are more forgiving than equivalent delay-based lag.

Should I be worried about EasyAntiCheat banning me for using PingAim?

No. PingAim uses a WFP driver that operates at the network layer, below the scope of EAC's game process monitoring. EAC blocks DLL injection and certain kernel drivers (like WinDivert) — PingAim uses neither. WFP is the same technology Windows Firewall and many security products use, and EAC does not flag it.

PingAim detects Guilty Gear -Strive- automatically

No manual config. PingAim identifies Guilty Gear -Strive- by process name and routes it through your fastest connection using a kernel-level WFP driver.