System & General Resources

System & General Resources

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How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive 00:00 Intro 01:07 What Is Blue Roman Canceling 01:43 Blue RC Anti-Airs 02:43 Back Dash Blue RC Drift 04:08 Offensive Blue RCs via Frame Trapping 06:38 Blue RC vs Wake Up Reversals 08:03 Blue RC For Mobility 09:39 Conclusion Don't forget to take a moment follow the channels below to keep up with updates! #ShinKensou #GGST #GuiltyGearStrive ➽ Twitch: www.twitch.tv/shinkensou ➽ Twitter: https://twitter.com/ShinKensou ➽ Instagram: https://www.instagram.com/justkensou/ ➽ Patreon: https://www.patreon.com/shinkensou ➽ https://www.tiktok.com/justkensou ArtesianBuilds is ready to upgrade your PC to build for you live on http://twitch.tv/artesianbuilds and have it shipped to you in just 3-4 weeks! Get up to $100 off by visiting https://artesianbuilds.com/gaming/?aff=Shinkensou & entering discount code SHINKENSOU at checkout! Hand-built, custom systems begin at just $1,580 or $97/month! DM ArtesianBuilds to talk specs @ https://twitter.com/artesianbuilds,
mario050987·youtube.com·
How To Use Blue Roman Cancels In Guilty Gear Strive
How to FIND IMPROVEMENT | Guilty Gear Strive Tips
How to FIND IMPROVEMENT | Guilty Gear Strive Tips

✅ FULL SUMMARY

The video explains how players can systematically find improvement in Guilty Gear Strive (or any fighting game). The creator frames improvement as analogous to learning a musical instrument or drawing: before you can perform advanced sequences, you must build fundamental comfort with controls, movement, and execution.

Improvement progresses through peaks and plateaus. Early on, players naturally get better just by playing. Later, progress stalls, and it becomes unclear what to work on. The solution is to observe repeated situations in your matches—your pressure getting blocked, opponents jumping out, constantly getting hit by certain tools, failing to convert oki—and then deliberately develop answers to those recurring problems.

The player’s job is to identify one recurring problem at a time and add one new option, tool, or defensive/offensive adjustment that solves it. Replays are essential for spotting patterns. Once a player understands the situation they struggle with, they should go into training mode and build a practical solution—like testing anti-fuzzy jump punishes, better meaty timings, or situational awareness.

Improvement is not about grinding endlessly but about adding small, specific upgrades to your game plan over time. Even advanced players follow this method by refining matchup knowledge, optimizing key buttons, and discovering micro-adjustments. Plateaus are normal—use them as signals to find your next development target.

📌 BULLET-POINT QUICK REVIEW

Improvement mirrors learning an instrument: fundamentals first, flashy stuff later.

Early-game priority = comfort with movement, inputs, and buttons.

Progress happens in peaks and plateaus; plateaus signal what you must develop next.

Identify common repeated situations where you fail or get stuck.

Create specific solutions in training mode for those situations.

Watch replays and ask:

“What keeps happening?”

“Why do they escape/block/hit me here?”

“What option would solve this?”

Add one new tool at a time to your game plan.

Research matchups when stuck vs. a specific character or pattern.

Improvement can be fast or slow; consistency matters more than intensity.

Sometimes the answer is simply do nothing or stop autopiloting a string.

Above all—enjoy the game while improving.

🧩 CHUNKED SUMMARIES (with comprehension Q&A + action steps) Chunk 1 — The Early Stage: Fundamentals Before Everything

Summary: Beginners often expect to perform advanced combos immediately, but fighting games—like drawing or playing piano—require building basic “hand-brain” connections first. Early improvement means practicing movement, button comfort, and fundamental execution. You must gradually sync your hands with what your brain wants the character to do.

Comprehension Questions:

Why does the creator compare fighting games to learning a musical instrument?

What is the real priority during the earliest stage of learning?

Why do beginners feel frustrated watching pros versus playing themselves?

Answers:

Because both require foundational physical coordination built before advanced performance.

Getting comfortable with buttons, inputs, and movement—not flashy combos.

Because pros make complex skills look easy, while beginners haven't built the fundamentals.

Action Steps:

Spend 10–20 minutes daily practicing simple motions and confirms.

Run slow, consistent reps: walk forward/back, backdash, jump timing, basic combos.

Record yourself doing supers or specials on both P1 and P2 sides; fix inconsistency.

Chunk 2 — Peaks & Plateaus: Understanding Your Growth Curve

Summary: Players rise quickly at first, then plateau—winning some games, losing others, not progressing floors. Plateaus aren't failure; they indicate that your execution and game knowledge have matched your current rank. Now improvement requires intentional focus, not passive play.

Comprehension Questions:

What causes early rapid improvement?

What signals that you’ve hit a plateau?

Why does Guilty Gear's rank structure make plateau detection trickier?

Answers:

Everything is new, so you level up by simply playing.

You hover at the same floor/win rate despite playing many matches.

GG’s floor system hides progression more subtly compared to visible league points.

Action Steps:

Track your last 20 matches: count repeated losses and repeated win patterns.

Identify whether your plateau feels mechanical (inputs), strategic (decisions), or matchup-based.

Write a single sentence describing what stops your progress most often.

Chunk 3 — Finding What to Improve: Spotting Repeated Situations

Summary: The key method is identifying common situations that keep occurring—your pressure gets blocked, your oki leads nowhere, opponents escape the same way, certain normals always hit you, etc. You must look at your gameplay honestly to find these patterns. Improvement is situational, not generic.

Comprehension Questions:

What should you look for when reviewing your games?

Why is “one-size-fits-all” advice useless?

How do repeated situations reveal what you lack?

Answers:

Repeated behaviors—both yours and your opponent’s.

Because every player struggles with different specific habits or situations.

They expose where your current toolkit is insufficient.

Action Steps:

Watch one replay and write down 3 repeated occurrences (e.g., missed anti-air, blocked string).

Choose the most common one and commit to fixing only that.

Ask yourself: What option would force the opponent to stop doing that?

Chunk 4 — Building Solutions in Training Mode

Summary: Replay analysis reveals the problem; training mode builds the solution. If opponents fuzzy jump your pressure, simulate it and practice punishes. If wake-up DP beats your offense, learn safe-jump or block-punish sequences. Improvement comes from deliberate repetition of specific counters.

Comprehension Questions:

Why is training mode essential after spotting a problem?

What’s an example the creator used to fix a pressure weakness?

How should you practice new options?

Answers:

Because you must isolate and drill the counter repeatedly to build consistency.

He practiced punishing fuzzy jump by forcing the AI to jump after blocking.

Repetitively, while maintaining focus or even watching videos so it becomes automatic.

Action Steps:

Set the dummy to perform the exact escape option you struggle with.

Practice your punish 20–50 times in a row without dropping.

Add it into your next matches intentionally.

Chunk 5 — Using High-Level Play to Fill Knowledge Gaps

Summary: Once you know what situation you need to solve, watching high-level players becomes meaningful. You look for how pros handle the same scenarios you struggle with. Without a specific question in mind, watching pros is passive entertainment; with the question, it becomes actionable learning.

Comprehension Questions:

When does watching higher-level play become useful?

What should you look for in top-player matches?

Why is it ineffective to watch them without intention?

Answers:

After you've identified the exact situation you want to improve.

What they do in the same situation you're struggling with.

Because you won’t notice the details or integrate them into your gameplay.

Action Steps:

Search replays of your character vs. the matchup you're stuck on.

Watch for 1–2 repeated options top players use.

Implement only one of those options in your own play immediately.

Chunk 6 — Matchup Learning & Micro Adjustments

Summary: Sometimes improvement stalls due to matchup-specific ignorance: e.g., not understanding Soul gunflame pressure or Axel zoning escape patterns. Micro adjustments—spacing, saving resources, using different buttons—can transform a losing matchup. Small insights compound into major results.

Comprehension Questions:

Why do plateaus often relate to matchups?

What insight did the creator learn vs. Faust?

How do micro-adjustments influence win rate?

Answers:

Because unfamiliar tools repeatedly confuse you, causing predictable loses.

Faust wins by staying full-screen when Nago’s blood is high; solution was conserving blood and using safer movement.

They compound to increase consistency and reduce avoidable losses.

Action Steps:

Pick one matchup you consistently lose.

Research 1–3 key tools that give you trouble.

Build a mini cheat-sheet: “When they do X, I do Y.”

Chunk 7 — Variation, Creativity, and Breaking Autopilot

Summary: A big part of leveling up is learning not to be predictable. The creator explains how stopping autopilot strings (e.g., with Millia) opened new pressure opportunities. Simple choices—like ending a combo instead of cancelling into a special—can disrupt opponents' scouting and create fresh mixups.

Comprehension Questions:

Why is variation important in offense?

What did the creator change in their Millia pressure?

How does unpredictability create stronger offense?

Answers:

Predictable strings get scouted and punished.

He sometimes ended the string early instead of autopiloting into special moves.

Opponents don’t know which option to prepare for, leading to more mistakes.

Action Steps:

Identify one autopilot habit you rely on (string, jump timing, special).

Play 10 games where you deliberately vary or remove that habit.

Observe how opponents react differently.

🧠 SUPER-SUMMARY (1 Page, Integrative)

Improvement in Guilty Gear is not about grinding endlessly but about understanding how learning works. Like an instrument or drawing, fighting games require foundational physical comfort before advanced creativity. Beginners should focus on movement, inputs, and consistent execution.

Progress naturally rises and then plateaus. Plateaus are not failures—they are indicators that your unconscious learning has reached its limit. At this stage, deliberate improvement begins. You must watch your matches and identify repeated situations that cause problems: your pressure gets blocked, your oki fizzles, oppon

mario050987·youtube.com·
How to FIND IMPROVEMENT | Guilty Gear Strive Tips
B-Ran (AKA McPuffle) on Twitter
B-Ran (AKA McPuffle) on Twitter
#GGST_KY I was sad when I found out Sol can trade with 5K when Ky does throw > fwd jump > 5K but found some countermeasures for it:-Found an OS that can link off of a traded c.S into RTL (has to be perfect)-5K > 214S is a 3 frame gap when means you can trade with Sol's 5K pic.twitter.com/1OjrOIxWpr— B-Ran (AKA McPuffle) (@ShowYouCanSYC) July 17, 2021
mario050987·twitter.com·
B-Ran (AKA McPuffle) on Twitter
Wall break and corner risks in Guilty Gear Strive
Wall break and corner risks in Guilty Gear Strive
This video won't teach you exactly how wall break works. It has been one month since the game's out and we don't really know the answer for that. However, for people who are starting into fighting games here are some hints on how that work and why you should avoid it.
mario050987·youtube.com·
Wall break and corner risks in Guilty Gear Strive
Wall break and corner risks in Guilty Gear Strive
Wall break and corner risks in Guilty Gear Strive
This video won't teach you exactly how wall break works. It has been one month since the game's out and we don't really know the answer for that. However, for people who are starting into fighting games here are some hints on how that work and why you should avoid it.
mario050987·youtube.com·
Wall break and corner risks in Guilty Gear Strive
RW__K1w1_ on Twitter
RW__K1w1_ on Twitter
#GGST_AX | You can autotime their wakeup with Axl and then OS with throw or backdashhttps://t.co/qCgCmMyb2z pic.twitter.com/xn7uJdIHuw— RW__K1w1_ (@__K1w1_) June 30, 2021
mario050987·twitter.com·
RW__K1w1_ on Twitter
Adam Sims on Twitter
Adam Sims on Twitter
Practical example of ch OS from Fuujin. Input cs > 5h~236[h], on ch react by holding down h for charged fuujin and on block or normal hit input 236h again so cs > 5h~236h~236h. #GGST_AN pic.twitter.com/1bLFkr2Uoq— Adam Sims (@Simatron3000) July 17, 2021
mario050987·twitter.com·
Adam Sims on Twitter
Sol Badguy & Potemkin are INVINCIBLE | Guilty Gear STRIVE Sol Badguy & Potemkin Combo
Sol Badguy & Potemkin are INVINCIBLE | Guilty Gear STRIVE Sol Badguy & Potemkin Combo
The best and most hilarious fighting game clips from SonicSol twitch: http://www.twitch.tv/sonic_sol ➤ Check out my livestreams! http://www.twitch.tv/sonic_sol ➤ Follow me on Twitter! http://twitter.com/sonic_sol ➤ Join the community! https://discordapp.com/invite/cuPcGaA TIMESTAMP: 00:00 - INTRO 00:35 - END TAGS: guilty gear strive,guilty gear,sol badguy,guilty gear strive gameplay,gg strive,sol combos,sol badguy combos,potemkin combos strive,potemkin strive,Sol Badguy & Potemkin are INVINCIBLE | Guilty Gear STRIVE Sol Badguy & Potemkin Combo,Invincible omni man,invincible fraction of our power,sonicsol,sonicsol ino,sonicsol guilty gear,sonicsol clips,guilty gear strive shorts,sol badguy touch of death,potemkin touch of death,sol tod strive,potemkin tod strive,fgc #GuiltyGear #GuiltyGearStrive #shorts
mario050987·youtube.com·
Sol Badguy & Potemkin are INVINCIBLE | Guilty Gear STRIVE Sol Badguy & Potemkin Combo
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】バーストゲージまとめ_Ver.1.005情報量が多めなので画像参照。今回は基本的に時間経過による情報しかまとめてません。攻撃を当てた際の増加量に関しては、トレモで調べても計算式でるか非常に怪しかったので今回は一旦置きにしてます。#GGST #けだこフレーム表 pic.twitter.com/pEfHl2o2CX— TRL | けだこ@野生のフレームおじさん (@kedako_faital) July 18, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
ふかい on Twitter
ふかい on Twitter
236PずらしSか236P236S入力でカウンター時だけネッカが出るとりあえずドリルと遠Sにやっておく #PS4share#GGST_FA pic.twitter.com/NCdeuB6lT2— ふかい (@akiba_sakura) June 19, 2021
mario050987·twitter.com·
ふかい on Twitter
Lord Cruxis on Twitter
Lord Cruxis on Twitter
Jesus. If you screw up the setup..... You still have time to grab lmao. Fun OS now #Ggst #Ggst_fa pic.twitter.com/5HwrGeI4TK— Lord Cruxis (@LordCruxis) June 14, 2021
mario050987·twitter.com·
Lord Cruxis on Twitter
Vermillion on Twitter
Vermillion on Twitter
#GGST_FA 2K>2D>236S leaves them too low for a combo, but it does lead to an OS that covers any option that isn't 1F. pic.twitter.com/TOusHWNRf5— Vermillion (@Ver1Mil) June 13, 2021
mario050987·twitter.com·
Vermillion on Twitter
リリ on Twitter
リリ on Twitter
6pカウンター確認#GGST_FA #PS4sharehttps://t.co/Hl2tz2FIvw pic.twitter.com/6u0KJ5E4gk— リリ (@3ryoryo3) June 13, 2021
mario050987·twitter.com·
リリ on Twitter
Aust 🌺 on Twitter
Aust 🌺 on Twitter
More on the CH OS thingy for Faust but using f.S, imo this is really really important for him #GGST_FA pic.twitter.com/tuAGQmjrJH— Aust 🌺 (@Aust_FGC) June 13, 2021
mario050987·twitter.com·
Aust 🌺 on Twitter
ナゲ on Twitter
ナゲ on Twitter
別の方がアップされてたコンボお試し。慣れたら近SCH確認でやりたいな。めちゃくちゃ良さそう。 #PS4share #GGST_FA pic.twitter.com/aybBmFZNSc— ナゲ (@nage_pink) June 10, 2021
mario050987·twitter.com·
ナゲ on Twitter
Discussion: The Mindset of Learning Fighting Games
Discussion: The Mindset of Learning Fighting Games
  1. Summary (Full Narrative Overview)

The video argues that fighting games aren’t inherently reserved for “special” skilled people—everyone who plays them once started at the same beginner point, unable to throw fireballs, not understanding mechanics, and often getting destroyed online. The main difference between players who play fighting games and those who quit is simply that the former stuck with the learning process.

The creator emphasizes that early progress in fighting games isn’t about winning. Wins are deceptive metrics, especially since fighting games are 1v1—someone always loses, even at the highest level. Instead, new players should measure progress through small victories, such as:

executing a new concept mid-match

attempting a combo trial and getting a little further

trying a new tactic even if it fails

recognizing patterns

learning something about their character

The “fun” of fighting games isn’t locked behind mastery; it’s available right away if you play against people of your own level. The misery comes when beginners match with vastly stronger players, which distorts expectations and creates the “I’m not cut out for this” myth.

The speaker compares fighting games with other genres. People don’t realize how many skills they’ve built over years of gaming—like complex dual-stick control schemes in FPS games—because those skills were built slowly. Fighting game motions (like quarter circles) feel hard only because beginners have never practiced them. Everything is learnable.

The video stresses a key principle: find the right amount of challenge. Too easy is boring; too hard makes you quit. Beginners should seek equally-skilled partners, casual sparring, or communities with novices.

Teaching beginners requires restraint: good players should “shapeshift” into weaker opponents to let learners explore fundamentals without being overwhelmed. Feed them only what they can retain. Let them experience success, then gradually increase difficulty. When beginners later apply those fundamentals against strangers and see results, they get hooked—this is the joy of entry into the FGC.

The ultimate message: losing is normal, improvement is gradual, and anyone can enjoy fighting games if they adopt the right mindset.

  1. Bullet-Point Quick Review

Everyone starts from zero; no one is “naturally cut out” for fighting games.

Winning is NOT the metric for improvement—small personal milestones are.

Play people around your level early on to enjoy the process.

Losing is universal—even pros get perfected.

Motions like DP/quarter-circle only feel hard because they’re unfamiliar.

Skill transfer exists across games; fighting games require their own reps.

Choose the right level of challenge: slightly above your current skill.

Online losses against strong players don’t define your ability.

Teaching beginners requires simplifying information and scaling difficulty.

Let learners “feel” success early to build motivation.

Improvement makes difficult tasks relaxing and fun over time.

Anyone can learn fighting games with patience and the right mindset.

  1. Chunked Summary + Questions + Action Steps Chunk 1 — The Myth of “Being Cut Out for Fighting Games”

Summary: People often say they’re “bad at fighting games” as though players are divided into those who can play and those who can’t. The truth: everyone starts clueless. The only difference between players and non-players is persistence. The learning curve isn’t misery until sudden mastery—it's a gradual, enjoyable progression when matched with similar players.

Questions

Why do people think they aren’t “cut out for fighting games”?

What actually separates beginners from long-time players?

How does matching skill levels influence early enjoyment?

Answers

Because early online losses make them assume others have innate talent.

Only that experienced players stuck with the learning process.

Playing similarly skilled opponents reveals the real fun of learning and adapting.

Action Steps

Find a beginner lobby or subreddit to match skill-level opponents.

Remind yourself that everyone sucked at first.

Record day-to-day progress rather than worrying about rank.

Chunk 2 — The Right Way to Measure Progress

Summary: Wins/losses are a misleading way to measure improvement. Fighting games always produce one loser, even at the highest levels. Instead, success should be defined by small, internal milestones: performing a new action mid-match, progressing in combo trials, or trying new ideas regardless of outcome.

Questions

Why is winning a bad measurement tool?

What are examples of meaningful “small victories”?

Why should you reward attempts even when they fail?

Answers

Because losing is universal and depends on the matchup, not just your skill.

Trying new tech, improving execution, or recognizing patterns.

Because attempts are the real learning phase that lead to mastery.

Action Steps

After each session, write down three things you improved.

Focus on input consistency rather than match results.

During matches, deliberately attempt one new idea each round.

Chunk 3 — Difficulty Myths & Skill Transfer

Summary: Fighting games are seen as overly difficult, but beginners overlook the hidden difficulty inside other familiar genres. Dual-stick FPS movement is extremely complex to someone who never learned it—but feels easy to seasoned players. Motions like quarter circles feel hard simply because of unfamiliarity.

Questions

Why do fighting game motions seem uniquely hard?

How does the FPS analogy help debunk difficulty myths?

What role does muscle memory play in learning fighting games?

Answers

Because beginners have never practiced them—skill hasn’t transferred.

It shows that “easy” games are only easy due to years of accumulated skill.

Repetition builds consistency and removes mental load.

Action Steps

Practice motions for 5–10 minutes before playing actual matches.

Focus on slow, accurate inputs before speeding up.

Compare new motions to skills you once found hard but now take for granted.

Chunk 4 — Choosing the Right Challenge

Summary: You should treat learning fighting games like going to the gym: don’t start with maximum difficulty. Play people slightly above your level and attempt combos slightly above your ability. Too much difficulty leads to frustration; too little creates boredom.

Questions

What is the “right amount of challenge”?

Why is matching against overly strong players harmful early on?

Why is learning step-by-step important?

Answers

Something just above your comfort zone.

It reinforces the belief that you're talentless rather than inexperienced.

Step-wise challenge keeps learning enjoyable and avoids overwhelm.

Action Steps

Seek training partners near your level.

Set a weekly “one new thing” focus (e.g., anti-airs only).

Use casual rooms to avoid high-stress ranked mismatches.

Chunk 5 — How Experienced Players Should Teach Beginners

Summary: Good players can “shape-shift” into weaker opponents by playing slower and giving space for beginners to apply fundamentals. Teaching should be minimal and actionable. Overloading beginners with advanced tech discourages them; letting them feel small successes builds motivation.

Questions

Why should good players avoid overwhelming beginners?

What is the purpose of “pretending to be a weaker opponent”?

How do small early successes hook new players?

Answers

Too much info creates frustration and cognitive overload.

It allows beginners to practice fundamentals in real scenarios.

Success forms emotional rewards and motivates deeper involvement.

Action Steps

When teaching, give no more than 2–3 concepts per session.

Create scenarios where the beginner can attempt their new skills.

Celebrate their successes and minimize punishing their mistakes.

  1. Super-Summary (Under 1 Page)

Learning fighting games boils down to mindset, not innate skill. Everyone begins equally unskilled, and those who become competent simply persist through the learning process. Early frustration comes from mismatched opponents, not from lack of ability.

Progress in fighting games must be measured internally—through small improvements, better execution, and expanding understanding—not through wins. Losing is universal, even for the best players. Beginners should find opponents near their level and treat learning like any other skill: gradual, enjoyable, and challenge-tuned.

Fighting games feel difficult because their skills are unfamiliar, just like dual-stick shooters once felt impossible before practice built muscle memory. Anyone can learn motions, systems, and matchups with proper pacing.

For teaching newcomers, advanced players should simplify information, scale difficulty, and let beginners experience small victories. This nurtures motivation and sparks long-term engagement.

Ultimately, fighting games are not about innate talent—they are about consistency, mindset, and the enjoyment of personal growth.

  1. Optional Spaced Review Plan

Day 1 — Initial Study

Read the full structured summary.

Practice identifying “small victories” from your last session.

Reflect on your difficulty threshold: too low or too high?

Day 2 — Reinforcement

Re-read the chunked summaries.

Play 10–20 matches focusing only on one improvement goal.

Record 3 micro-successes.

Day 3 — Integration

Review the super-summary.

Teach a beginner or explain one concept to someone else.

Adjust your training plan to match your optimal challenge level.

mario050987·youtu.be·
Discussion: The Mindset of Learning Fighting Games
Discussion: The Mindset of Learning Fighting Games
Discussion: The Mindset of Learning Fighting Games
  1. Summary (Full Narrative Overview)

The video argues that fighting games aren’t inherently reserved for “special” skilled people—everyone who plays them once started at the same beginner point, unable to throw fireballs, not understanding mechanics, and often getting destroyed online. The main difference between players who play fighting games and those who quit is simply that the former stuck with the learning process.

The creator emphasizes that early progress in fighting games isn’t about winning. Wins are deceptive metrics, especially since fighting games are 1v1—someone always loses, even at the highest level. Instead, new players should measure progress through small victories, such as:

executing a new concept mid-match

attempting a combo trial and getting a little further

trying a new tactic even if it fails

recognizing patterns

learning something about their character

The “fun” of fighting games isn’t locked behind mastery; it’s available right away if you play against people of your own level. The misery comes when beginners match with vastly stronger players, which distorts expectations and creates the “I’m not cut out for this” myth.

The speaker compares fighting games with other genres. People don’t realize how many skills they’ve built over years of gaming—like complex dual-stick control schemes in FPS games—because those skills were built slowly. Fighting game motions (like quarter circles) feel hard only because beginners have never practiced them. Everything is learnable.

The video stresses a key principle: find the right amount of challenge. Too easy is boring; too hard makes you quit. Beginners should seek equally-skilled partners, casual sparring, or communities with novices.

Teaching beginners requires restraint: good players should “shapeshift” into weaker opponents to let learners explore fundamentals without being overwhelmed. Feed them only what they can retain. Let them experience success, then gradually increase difficulty. When beginners later apply those fundamentals against strangers and see results, they get hooked—this is the joy of entry into the FGC.

The ultimate message: losing is normal, improvement is gradual, and anyone can enjoy fighting games if they adopt the right mindset.

  1. Bullet-Point Quick Review

Everyone starts from zero; no one is “naturally cut out” for fighting games.

Winning is NOT the metric for improvement—small personal milestones are.

Play people around your level early on to enjoy the process.

Losing is universal—even pros get perfected.

Motions like DP/quarter-circle only feel hard because they’re unfamiliar.

Skill transfer exists across games; fighting games require their own reps.

Choose the right level of challenge: slightly above your current skill.

Online losses against strong players don’t define your ability.

Teaching beginners requires simplifying information and scaling difficulty.

Let learners “feel” success early to build motivation.

Improvement makes difficult tasks relaxing and fun over time.

Anyone can learn fighting games with patience and the right mindset.

  1. Chunked Summary + Questions + Action Steps Chunk 1 — The Myth of “Being Cut Out for Fighting Games”

Summary: People often say they’re “bad at fighting games” as though players are divided into those who can play and those who can’t. The truth: everyone starts clueless. The only difference between players and non-players is persistence. The learning curve isn’t misery until sudden mastery—it's a gradual, enjoyable progression when matched with similar players.

Questions

Why do people think they aren’t “cut out for fighting games”?

What actually separates beginners from long-time players?

How does matching skill levels influence early enjoyment?

Answers

Because early online losses make them assume others have innate talent.

Only that experienced players stuck with the learning process.

Playing similarly skilled opponents reveals the real fun of learning and adapting.

Action Steps

Find a beginner lobby or subreddit to match skill-level opponents.

Remind yourself that everyone sucked at first.

Record day-to-day progress rather than worrying about rank.

Chunk 2 — The Right Way to Measure Progress

Summary: Wins/losses are a misleading way to measure improvement. Fighting games always produce one loser, even at the highest levels. Instead, success should be defined by small, internal milestones: performing a new action mid-match, progressing in combo trials, or trying new ideas regardless of outcome.

Questions

Why is winning a bad measurement tool?

What are examples of meaningful “small victories”?

Why should you reward attempts even when they fail?

Answers

Because losing is universal and depends on the matchup, not just your skill.

Trying new tech, improving execution, or recognizing patterns.

Because attempts are the real learning phase that lead to mastery.

Action Steps

After each session, write down three things you improved.

Focus on input consistency rather than match results.

During matches, deliberately attempt one new idea each round.

Chunk 3 — Difficulty Myths & Skill Transfer

Summary: Fighting games are seen as overly difficult, but beginners overlook the hidden difficulty inside other familiar genres. Dual-stick FPS movement is extremely complex to someone who never learned it—but feels easy to seasoned players. Motions like quarter circles feel hard simply because of unfamiliarity.

Questions

Why do fighting game motions seem uniquely hard?

How does the FPS analogy help debunk difficulty myths?

What role does muscle memory play in learning fighting games?

Answers

Because beginners have never practiced them—skill hasn’t transferred.

It shows that “easy” games are only easy due to years of accumulated skill.

Repetition builds consistency and removes mental load.

Action Steps

Practice motions for 5–10 minutes before playing actual matches.

Focus on slow, accurate inputs before speeding up.

Compare new motions to skills you once found hard but now take for granted.

Chunk 4 — Choosing the Right Challenge

Summary: You should treat learning fighting games like going to the gym: don’t start with maximum difficulty. Play people slightly above your level and attempt combos slightly above your ability. Too much difficulty leads to frustration; too little creates boredom.

Questions

What is the “right amount of challenge”?

Why is matching against overly strong players harmful early on?

Why is learning step-by-step important?

Answers

Something just above your comfort zone.

It reinforces the belief that you're talentless rather than inexperienced.

Step-wise challenge keeps learning enjoyable and avoids overwhelm.

Action Steps

Seek training partners near your level.

Set a weekly “one new thing” focus (e.g., anti-airs only).

Use casual rooms to avoid high-stress ranked mismatches.

Chunk 5 — How Experienced Players Should Teach Beginners

Summary: Good players can “shape-shift” into weaker opponents by playing slower and giving space for beginners to apply fundamentals. Teaching should be minimal and actionable. Overloading beginners with advanced tech discourages them; letting them feel small successes builds motivation.

Questions

Why should good players avoid overwhelming beginners?

What is the purpose of “pretending to be a weaker opponent”?

How do small early successes hook new players?

Answers

Too much info creates frustration and cognitive overload.

It allows beginners to practice fundamentals in real scenarios.

Success forms emotional rewards and motivates deeper involvement.

Action Steps

When teaching, give no more than 2–3 concepts per session.

Create scenarios where the beginner can attempt their new skills.

Celebrate their successes and minimize punishing their mistakes.

  1. Super-Summary (Under 1 Page)

Learning fighting games boils down to mindset, not innate skill. Everyone begins equally unskilled, and those who become competent simply persist through the learning process. Early frustration comes from mismatched opponents, not from lack of ability.

Progress in fighting games must be measured internally—through small improvements, better execution, and expanding understanding—not through wins. Losing is universal, even for the best players. Beginners should find opponents near their level and treat learning like any other skill: gradual, enjoyable, and challenge-tuned.

Fighting games feel difficult because their skills are unfamiliar, just like dual-stick shooters once felt impossible before practice built muscle memory. Anyone can learn motions, systems, and matchups with proper pacing.

For teaching newcomers, advanced players should simplify information, scale difficulty, and let beginners experience small victories. This nurtures motivation and sparks long-term engagement.

Ultimately, fighting games are not about innate talent—they are about consistency, mindset, and the enjoyment of personal growth.

  1. Optional Spaced Review Plan

Day 1 — Initial Study

Read the full structured summary.

Practice identifying “small victories” from your last session.

Reflect on your difficulty threshold: too low or too high?

Day 2 — Reinforcement

Re-read the chunked summaries.

Play 10–20 matches focusing only on one improvement goal.

Record 3 micro-successes.

Day 3 — Integration

Review the super-summary.

Teach a beginner or explain one concept to someone else.

Adjust your training plan to match your optimal challenge level.

mario050987·youtu.be·
Discussion: The Mindset of Learning Fighting Games
NerdJosh aka Yung Nerdie Sanders on Twitter
NerdJosh aka Yung Nerdie Sanders on Twitter
Did a quick video on Purple beat combos or That Purple Stuff as I like to call it in Guilty Gear Strive. Add some of these to your arsenal for some strong 50/50 mixup cash outs! pls like/comment/subscribe https://t.co/la87lGgY8O pic.twitter.com/HGSuMaZydC— NerdJosh aka Yung Nerdie Sanders (@NerdJosh) July 16, 2021
mario050987·twitter.com·
NerdJosh aka Yung Nerdie Sanders on Twitter
NerdJosh aka Yung Nerdie Sanders on Twitter
NerdJosh aka Yung Nerdie Sanders on Twitter
Did a quick video on Purple beat combos or That Purple Stuff as I like to call it in Guilty Gear Strive. Add some of these to your arsenal for some strong 50/50 mixup cash outs! pls like/comment/subscribe https://t.co/la87lGgY8O pic.twitter.com/HGSuMaZydC— NerdJosh aka Yung Nerdie Sanders (@NerdJosh) July 16, 2021
mario050987·twitter.com·
NerdJosh aka Yung Nerdie Sanders on Twitter
NerdJosh aka Yung Nerdie Sanders on Twitter
NerdJosh aka Yung Nerdie Sanders on Twitter
Did a quick video on Purple beat combos or That Purple Stuff as I like to call it in Guilty Gear Strive. Add some of these to your arsenal for some strong 50/50 mixup cash outs! pls like/comment/subscribe https://t.co/la87lGgY8O pic.twitter.com/HGSuMaZydC— NerdJosh aka Yung Nerdie Sanders (@NerdJosh) July 16, 2021
mario050987·twitter.com·
NerdJosh aka Yung Nerdie Sanders on Twitter
How to GET VIP Celestial in Guilty Gear Strive
How to GET VIP Celestial in Guilty Gear Strive
Crazy how I've gotten VIP twice now and none of the Homies have got VIP. That's gotta change! These 5 things are all you need to get Celestial with ANY Character in Guilty Gear Strive. Don't Submit to Daisuke Vision lol its not Necessary please Play who you want! Resources: Full Lore up to Strive: https://youtu.be/QIjtNL7Pfqw Combos for each Character: https://youtube.com/playlist?list=PLhXaBmvdDJtg6WkrbdPWeR4T6WHyAVmbJ Beginner Guide: https://youtu.be/goxuzObtwSc Fighting Game Glossary: https://glossary.infil.net/ Top Player Match Database: https://strive.keeponrock.in/#/ Subscribe for more!! ► http://www.youtube.com/c/KairosFGC Live Mon, Wed, Friday► https://www.twitch.tv/kairos_fgc Discord ► https://discord.gg/NCDfpKkF Stick I use ► https://amzn.to/33JXaXe #Strive #VIP #Guiltygear
mario050987·youtube.com·
How to GET VIP Celestial in Guilty Gear Strive
How to GET VIP Celestial in Guilty Gear Strive
How to GET VIP Celestial in Guilty Gear Strive
Crazy how I've gotten VIP twice now and none of the Homies have got VIP. That's gotta change! These 5 things are all you need to get Celestial with ANY Character in Guilty Gear Strive. Don't Submit to Daisuke Vision lol its not Necessary please Play who you want! Resources: Full Lore up to Strive: https://youtu.be/QIjtNL7Pfqw Combos for each Character: https://youtube.com/playlist?list=PLhXaBmvdDJtg6WkrbdPWeR4T6WHyAVmbJ Beginner Guide: https://youtu.be/goxuzObtwSc Fighting Game Glossary: https://glossary.infil.net/ Top Player Match Database: https://strive.keeponrock.in/#/ Subscribe for more!! ► http://www.youtube.com/c/KairosFGC Live Mon, Wed, Friday► https://www.twitch.tv/kairos_fgc Discord ► https://discord.gg/NCDfpKkF Stick I use ► https://amzn.to/33JXaXe #Strive #VIP #Guiltygear
mario050987·youtube.com·
How to GET VIP Celestial in Guilty Gear Strive
Aether’s Neutral for dummies (work in progress)
Aether’s Neutral for dummies (work in progress)
Feel free to DM for more elaboration I tried to make this as succinct as possible with clear goals. Neutral I will reference the 3 structure neutral in the Machaboo guide a bunch. Basic Spacing Learn ...
mario050987·evernote.com·
Aether’s Neutral for dummies (work in progress)