System & General Resources

System & General Resources

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SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
Apparently the amount of time you have for a Charged Dust combo is slightly increased the farther from your opponent's corner you were when you started? pic.twitter.com/VBFWeoBzAR— SUGOI | Zankoku (@Zankoku) June 30, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
Aaron/RED (PsrK) on Twitter
Aaron/RED (PsrK) on Twitter
How Red RC tells you when someone bursted #GGST #FGC ⬇️⬇️⬇️⬇️⬇️https://t.co/tOxEZKJuUE pic.twitter.com/e9AZ21wSNK— Aaron/RED (PsrK) (@REDvsFantasy) June 29, 2021
mario050987·twitter.com·
Aaron/RED (PsrK) on Twitter
Aaron/RED (PsrK) on Twitter
Aaron/RED (PsrK) on Twitter
How Red RC tells you when someone bursted #GGST #FGC ⬇️⬇️⬇️⬇️⬇️https://t.co/tOxEZKJuUE pic.twitter.com/e9AZ21wSNK— Aaron/RED (PsrK) (@REDvsFantasy) June 29, 2021
mario050987·twitter.com·
Aaron/RED (PsrK) on Twitter
Aaron/RED (PsrK) on Twitter
Aaron/RED (PsrK) on Twitter
How Red RC tells you when someone bursted #GGST #FGC ⬇️⬇️⬇️⬇️⬇️https://t.co/tOxEZKJuUE pic.twitter.com/e9AZ21wSNK— Aaron/RED (PsrK) (@REDvsFantasy) June 29, 2021
mario050987·twitter.com·
Aaron/RED (PsrK) on Twitter
ando on Twitter
ando on Twitter
#GGST_NA @RSG_Seo 's hitstop OS applied to nagori. just quickly input your non ch option first pic.twitter.com/yPKyQMw7gD— ando (@Ando_is_dabes) June 11, 2021
mario050987·twitter.com·
ando on Twitter
VORUTEKUSU on Twitter
VORUTEKUSU on Twitter
my beta 1 brain wrinkle os clout mightve been stolen by a japanese player in release weekbut I am here to (re)inform everybody that kara tech works with burst as opposed to hitting em all at the same time https://t.co/O8p2WSjSUE pic.twitter.com/qzCxrwNVZA— VORUTEKUSU (@GREATFERNMAN) June 20, 2021
mario050987·twitter.com·
VORUTEKUSU on Twitter
AutoMattock on Twitter
AutoMattock on Twitter
If you tap forward then go back while holding FD, you can break throws without a whiff animation. This can be performed with burst. I suspect the FD is kara cancelling the throw whiff, but I don't know for sure. Might not be intended. #ggst4FD(hold) > 6~4D pic.twitter.com/prTrT7SnWM— AutoMattock (@AutoMattock) June 29, 2021
mario050987·twitter.com·
AutoMattock on Twitter
AutoMattock on Twitter
AutoMattock on Twitter
If you tap forward then go back while holding FD, you can break throws without a whiff animation. This can be performed with burst. I suspect the FD is kara cancelling the throw whiff, but I don't know for sure. Might not be intended. #ggst4FD(hold) > 6~4D pic.twitter.com/prTrT7SnWM— AutoMattock (@AutoMattock) June 29, 2021
mario050987·twitter.com·
AutoMattock on Twitter
AutoMattock on Twitter
AutoMattock on Twitter
If you tap forward then go back while holding FD, you can break throws without a whiff animation. This can be performed with burst. I suspect the FD is kara cancelling the throw whiff, but I don't know for sure. Might not be intended. #ggst4FD(hold) > 6~4D pic.twitter.com/prTrT7SnWM— AutoMattock (@AutoMattock) June 29, 2021
mario050987·twitter.com·
AutoMattock on Twitter
AutoMattock on Twitter
AutoMattock on Twitter
If you tap forward then go back while holding FD, you can break throws without a whiff animation. This can be performed with burst. I suspect the FD is kara cancelling the throw whiff, but I don't know for sure. Might not be intended. #ggst4FD(hold) > 6~4D pic.twitter.com/prTrT7SnWM— AutoMattock (@AutoMattock) June 29, 2021
mario050987·twitter.com·
AutoMattock on Twitter
Markus Richter on Twitter
Markus Richter on Twitter
You can pre-buffer special moves while the cinematic animation is happening and just hold the button. #GGST #GGST_MA pic.twitter.com/HfOcYL9m3o— Markus Richter (@chargi) June 29, 2021
mario050987·twitter.com·
Markus Richter on Twitter
Markus Richter on Twitter
Markus Richter on Twitter
You can pre-buffer special moves while the cinematic animation is happening and just hold the button. #GGST #GGST_MA pic.twitter.com/HfOcYL9m3o— Markus Richter (@chargi) June 29, 2021
mario050987·twitter.com·
Markus Richter on Twitter
Markus Richter on Twitter
Markus Richter on Twitter
You can pre-buffer special moves while the cinematic animation is happening and just hold the button. #GGST #GGST_MA pic.twitter.com/HfOcYL9m3o— Markus Richter (@chargi) June 29, 2021
mario050987·twitter.com·
Markus Richter on Twitter
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Taunts are a big part of fighting games, although they rarely have any concrete use outside of you just well, taunting! Here in GG Strive though they actually do have a concrete gameplay use with this Taunt Cancel technique! Mixing taunts and roman cancels allow for some crazy stuff! Once again big ups to SilverZephyr09 for letting me know about this! --------------- --On Twitter @ https://twitter.com/rooflemonger --On Twitch @ https://www.twitch.tv/rooflemonger --Rooflemonger monkey merch! @ https://teespring.com/stores/rooflemonger --Help support the Channel on Patreon! https://www.patreon.com/rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #fgc #guiltygear #ggst
mario050987·youtube.com·
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Taunts are a big part of fighting games, although they rarely have any concrete use outside of you just well, taunting! Here in GG Strive though they actually do have a concrete gameplay use with this Taunt Cancel technique! Mixing taunts and roman cancels allow for some crazy stuff! Once again big ups to SilverZephyr09 for letting me know about this! --------------- --On Twitter @ https://twitter.com/rooflemonger --On Twitch @ https://www.twitch.tv/rooflemonger --Rooflemonger monkey merch! @ https://teespring.com/stores/rooflemonger --Help support the Channel on Patreon! https://www.patreon.com/rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #fgc #guiltygear #ggst
mario050987·youtube.com·
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Taunts are a big part of fighting games, although they rarely have any concrete use outside of you just well, taunting! Here in GG Strive though they actually do have a concrete gameplay use with this Taunt Cancel technique! Mixing taunts and roman cancels allow for some crazy stuff! Once again big ups to SilverZephyr09 for letting me know about this! --------------- --On Twitter @ https://twitter.com/rooflemonger --On Twitch @ https://www.twitch.tv/rooflemonger --Rooflemonger monkey merch! @ https://teespring.com/stores/rooflemonger --Help support the Channel on Patreon! https://www.patreon.com/rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #fgc #guiltygear #ggst
mario050987·youtube.com·
Add more damage to your combos with the Taunt Cancel technique! - Guilty Gear Strive
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Tldr; Delay Dire Eclat! Corner combos in Strive are extremely finicky. There have been many instances whereupon counterhitting my opponent in the corner, I have been unable to connect with my normal corner combos. I have discovered that using 6H on an opponent immediately after counterhit whilst in the corner will cause Dire Eclat to push Ky further back than normal (this is seemingly very specific, but also true as far as I am aware). In order to circumvent this, one must delay 6H, delay Dire Eclat, or opt for a different combo entirely. Here are some examples of the phenomenon, and some alternative combos: 0:00 - Typical Corner Combo 0:11 - Doesn't work on counterhit... (Here we can see that Ky is not in able to combo after Dire Eclat, as he was in the previous example) 0:19 - Delay Dire Eclat! (But if we delay the Dire Eclat, the combo works!) 0:31 - Side-by-side comparison 0:34 - Alternate Combo (Alternatively, we can skip the Dire Eclat entirely for a more optimal combo. This is possible due having already applied Shock State via Charged Stun Edge) 0:47 - Same without Shock State... 0:55 - Delay Dire Eclat! (The same technique applies with or without Shock State) Thank you for watching! If you found this useful, please leave a like!
mario050987·youtube.com·
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Tldr; Delay Dire Eclat! Corner combos in Strive are extremely finicky. There have been many instances whereupon counterhitting my opponent in the corner, I have been unable to connect with my normal corner combos. I have discovered that using 6H on an opponent immediately after counterhit whilst in the corner will cause Dire Eclat to push Ky further back than normal (this is seemingly very specific, but also true as far as I am aware). In order to circumvent this, one must delay 6H, delay Dire Eclat, or opt for a different combo entirely. Here are some examples of the phenomenon, and some alternative combos: 0:00 - Typical Corner Combo 0:11 - Doesn't work on counterhit... (Here we can see that Ky is not in able to combo after Dire Eclat, as he was in the previous example) 0:19 - Delay Dire Eclat! (But if we delay the Dire Eclat, the combo works!) 0:31 - Side-by-side comparison 0:34 - Alternate Combo (Alternatively, we can skip the Dire Eclat entirely for a more optimal combo. This is possible due having already applied Shock State via Charged Stun Edge) 0:47 - Same without Shock State... 0:55 - Delay Dire Eclat! (The same technique applies with or without Shock State) Thank you for watching! If you found this useful, please leave a like!
mario050987·youtube.com·
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
Tldr; Delay Dire Eclat! Corner combos in Strive are extremely finicky. There have been many instances whereupon counterhitting my opponent in the corner, I have been unable to connect with my normal corner combos. I have discovered that using 6H on an opponent immediately after counterhit whilst in the corner will cause Dire Eclat to push Ky further back than normal (this is seemingly very specific, but also true as far as I am aware). In order to circumvent this, one must delay 6H, delay Dire Eclat, or opt for a different combo entirely. Here are some examples of the phenomenon, and some alternative combos: 0:00 - Typical Corner Combo 0:11 - Doesn't work on counterhit... (Here we can see that Ky is not in able to combo after Dire Eclat, as he was in the previous example) 0:19 - Delay Dire Eclat! (But if we delay the Dire Eclat, the combo works!) 0:31 - Side-by-side comparison 0:34 - Alternate Combo (Alternatively, we can skip the Dire Eclat entirely for a more optimal combo. This is possible due having already applied Shock State via Charged Stun Edge) 0:47 - Same without Shock State... 0:55 - Delay Dire Eclat! (The same technique applies with or without Shock State) Thank you for watching! If you found this useful, please leave a like!
mario050987·youtube.com·
Why you're dropping your corner combos (and how to stop!) | Guilty Gear Strive
GUILTY GEAR STRIVE: Multi-Character Combo Video 1 [Easy to Almost Advanced jk...]
GUILTY GEAR STRIVE: Multi-Character Combo Video 1 [Easy to Almost Advanced jk...]
Thumbnail Art by @ajifurai505: https://twitter.com/ajifurai505?lang=en Please follow him. He's a great artist. A wide variety of really fun and or cool looking combos I've labbed. Their not all that complex but they were all definitely fun to labbed. I don't claim that these are all optimal either. (Please Excuse the resolution. I recorded this on my PlayStation and it only allows 720p so.... ye) Annotations- 0:00 Ky Kiske 0:15 Faust 1 0:26 Ky Kiske [Dragon Install] 0:36 Anji Mito 1 0:43 Ramlethal Valentine 1 0:54 Leo Whitefang 1:07 Faust 2 1:18 Giovanna 1:32 Potemkin 2:01 Nagoriyuki 2:16 May 2:22 Ramlethal Valentine 2 2:35 Millia Rage 1 2:49 Sol Badguy 1 2:57 Axl Low 3:07 Nagoriyuki [Blood Rage] 3:15 Anji Mito 2 3:32 Millia Rage 2 3:40 Sol Badguy 2 3:55 Thanks For Watching
mario050987·youtube.com·
GUILTY GEAR STRIVE: Multi-Character Combo Video 1 [Easy to Almost Advanced jk...]
How to understand Fighting Games feat. Guilty Gear Strive
How to understand Fighting Games feat. Guilty Gear Strive

✅ FULL SUMMARY (Main Concepts, Examples & Actionable Lessons)

The video explains how to understand fighting games at a beginner-friendly level using Guilty Gear Strive as the example. The creator reframes fighting games not as chaotic button-mashing, but as a turn-based resource management game built on space control, advantage, and decision-making.

The key ideas:

  1. Fighting Games Are Turn-Based

Although fast-paced, fighting games function like a turn system:

Attacker’s turn = pressuring, mixing, applying offense

Defender’s turn = blocking, waiting, escaping

Turns change when someone lands a hit, ends block pressure, or resets to neutral.

Understanding whose turn it is is the foundation of reading any match.

  1. Health & Meter = Win Condition + Resources

Your goal is simply to deplete the opponent’s HP.

Bottom meter = battery for special actions (supers, Roman Cancels, invincible reversals, defensive tools).

Meter is like your “ultimate cooldown” in League of Legends — it unlocks powerful options.

  1. Spacing & Stage Control

Every character has tools that control different parts of the screen:

Long-range control (e.g., Axel)

Midrange, balanced tools (Sol Badguy)

Close-range pressure/mix-up (Millia)

The matchup is defined by:

Which spaces each player controls

How fast or slow each character’s normals are

What the risk/reward is for pressing them

  1. Character Game Plans

Examples:

Keepaway / zoner (Axel): prevent opponent from getting close.

All-rounder “shoto” (Sol): projectiles + specials + uppercut, balanced tools.

Mix-up monster (Millia): overwhelm with speed, oki, cross-ups, and setplay.

Each character’s goal, win condition, and tool kit define how they must approach the match.

  1. Grabs vs Command Grabs

Normal throws can be teched by the defender.

Command grabs cannot be teched but are slower and can be jumped or hit.

Understanding the grab system helps you know:

When an attacker is threatening a grab

Whether the defender has to guess or can OS escape

Why some characters have scarier pressure than others

  1. Frame Advantage: Plus, Minus, Neutral

After a blocked move:

Plus = attacker acts first → pressure continues

Minus = defender acts first → attacker must stop

Neutral = both can act simultaneously This determines whose turn it is.

Counter-hits occur when someone presses a button while minus → huge risk.

  1. Stagger Pressure

Instead of doing a blockstring as fast as possible, the attacker can delay normals:

This baits the defender into pressing

Defender gets counter-hit

Attacker gets massive reward

This is the attacker’s mind-game layer.

  1. Knockdowns, Oki, and Setplay

Knockdown forces a long wake-up animation → defender cannot act.

Oki (okizeme): The attacker sets a pre-planned wake-up pressure sequence.

Meaties hit the defender on the first possible wake-up frame, forcing blocks.

Millia example:

Disk oki creates unavoidable situations → grab, cross-up, or mix.

This is one of the strongest positions in fighting games.

  1. Invincible Reversals (DPs)

DP = invincible startup, blows through meaties

BUT if blocked → huge punish

Supers usually have invincibility too

This creates another rock-paper-scissors layer on wake-up:

Attacker meaties → loses to DP

Attacker blocks → punishes DP

Attacker throws → beats blocking, loses to DP

Defender blocks → safest

Defender DP → high-risk, high-reward escape

Defender backdashes or jump-outs → beats certain options

  1. Neutral Game

Neutral = when nobody is hitting anyone and both players are fighting for position. It's about:

Footsies

Space control

Pokes

Baiting whiffs

Defensive choices (jumping, backdashing, faultless defense)

This is the hardest part of fighting games but the most fundamental.

✅ BULLET-POINT QUICK REVIEW

Fighting games = turn-based combat disguised as real-time action

HP + meter = win condition and resources

Character moves control different spaces

Each character has a game plan and win condition

Normal throws can be teched / command grabs cannot

Frame data: plus / minus / neutral determines turn

Stagger pressure → fishing for counter hits

Knockdowns → oki → meaties → mix-ups

DP = invincible reversal; high risk if blocked

Neutral = spacing, footsies, approach patterns, timing

✅ CHUNKED SUMMARY (w/ Questions, Answers & Action Steps) Chunk 1 — Core Fighting Game Goals & Resources Summary

Win condition is simple: reduce the opponent’s HP.

Meter = battery for powerful moves (supers, RC, reversals).

Resources define what each player is capable of at any moment.

Questions

What is the universal goal in fighting games?

How is meter similar to a cooldown system?

Why does resource awareness matter?

Answers

To reduce opponent’s health to zero.

Meter unlocks abilities like an ultimate.

Because options change dramatically based on meter availability.

Action Steps

Practice glancing at both players' meters every 2–3 seconds.

In training mode, practice executing meter-based options consciously.

Watch pro matches and identify how meter changes decision-making.

Chunk 2 — Turn-Based Nature of Fighting Games Summary

Fighting games run on turns: attacker vs defender.

Turn changes occur on hit, blockstring end, whiff punish, or reset.

Questions

Why are fighting games considered “turn-based”?

What ends an attacker’s turn?

Answers

Because only one person truly attacks at a time.

Getting hit, becoming minus, or returning to neutral.

Action Steps

Record training dummy blockstrings → identify plus/minus situations.

Annotate clips: label “attacker's turn” and “defender’s turn.”

Chunk 3 — Spacing, Range & Stage Control Summary

Every character has different ranges and speeds—this determines their space control.

Questions

What defines a character’s control over space?

What is the trade-off for long-range moves?

Answers

The size, speed, and priority of their buttons.

They are slower and more punishable.

Action Steps

Lab your character’s longest poke + how punishable it is.

Study matchup-specific spacing differences.

Chunk 4 — Character Archetypes & Game Plans Summary

Axel = zoner; Sol = balanced shoto; Millia = mix-up rushdown.

Questions

What is a “shoto”?

What is Axel’s win condition?

Answers

Character with projectile + uppercut + balanced tools.

Keep opponent out forever and chip from afar.

Action Steps

Define your character’s archetype and game plan in one sentence.

Determine what range you should ideally play at.

Chunk 5 — Throws, Command Grabs & Defenses Summary

Normal throws are techable; command grabs aren’t but are slower.

Questions

How do command grabs differ from normal grabs?

How do you escape command grabs?

Answers

Cannot be teched.

Jumping, backdashing, or hitting them during startup.

Action Steps

Practice tech timing with the training dummy.

Drill jump-outs vs command grab characters.

Chunk 6 — Frame Advantage (Plus/Minus/Neutral) Summary

Frame advantage determines who acts first after a blocked move.

Questions

What does “plus” mean?

What happens if you press while minus?

Answers

Attacker gets to act first.

You get counter-hit.

Action Steps

Memorize your character’s + frames on key normals.

Practice stagger pressure vs a mashing dummy.

Chunk 7 — Knockdown, Oki, Meaties & Mix-ups Summary

Knockdown → attacker gets setplay (oki). Meaties force blocks. Millia example: disk → layered mix.

Questions

Why is knockdown powerful?

What is a meaty?

Answers

Defender cannot act until recovery ends.

A move timed to hit on earliest wake-up frame.

Action Steps

Drill your character’s basic oki setups.

Practice meaty timing against DP reversal dummy.

Chunk 8 — DPs, Supers & Risk/Reward Summary

Invincible reversals beat meaties but lose hard if blocked.

Questions

What makes DP strong?

What is the drawback?

Answers

Invincibility on startup.

Extremely punishable on block.

Action Steps

Practice safe-jump setups that bait DPs.

Drill punishing blocked reversals consistently.

Chunk 9 — Neutral Game Summary

Neutral is the fight for space when no one is pressuring.

Questions

What is the purpose of neutral?

What makes it difficult?

Answers

To find a path to make the opponent block or get hit.

Both players have full freedom to act and out-mindgame each other.

Action Steps

Practice whiff punishing in training mode.

Focus on walking back/forth + pokes without jumping.

✅ SUPER-SUMMARY (One Page, Key Insights + Actions)

Fighting games are best understood as a turn-based strategy game played at high speed. The fundamental loop is: gain advantage → apply pressure → secure knockdown → run oki → repeat while using meter and spacing to control options.

To understand any match:

Track life bars + meter to see available threats.

Identify whose turn it is based on frame advantage.

Observe stage control and how characters occupy range.

Study each character’s archetype and win condition.

Watch how players handle knockdowns and oki setups.

Observe how they respond to reversals (DPs) and supers.

Watch neutral interactions: pokes, whiff punishes, movement, conditioning.

Actionable Steps for Any Player

Learn your plus/minus moves and your opponent’s threatening tools.

Practice meaties, safe-jumps, and reversal baits.

Analyze replays with the “turn-based” mindset.

Study spacing tools for each matchup.

Train reactions to throws, command grabs, and reversals.

Build a simple game plan: your optimal range → your knockdown tool → your oki sequence.

Once you see the game in terms of turns, ranges, resources, and risk/reward, fighting games become not only clear—but incredibly deep and rewarding.

✅ 3-DAY SPACED REVIEW PLAN Day 1 (Today) – Core Knowledge

Review the summary.

Memorize: plus/minus, knockdown → oki, DP risk/reward.

Practice 10 minutes of meaties + safe-jumps.

Day 2 – Applied Understanding

Watch a match and label: neutral, offense, defense, turns.

Practice stagger pressure and whiff punish drills.

Day 3 – Integr

mario050987·youtube.com·
How to understand Fighting Games feat. Guilty Gear Strive
How to understand Fighting Games feat. Guilty Gear Strive
How to understand Fighting Games feat. Guilty Gear Strive

✅ FULL SUMMARY (Main Concepts, Examples & Actionable Lessons)

The video explains how to understand fighting games at a beginner-friendly level using Guilty Gear Strive as the example. The creator reframes fighting games not as chaotic button-mashing, but as a turn-based resource management game built on space control, advantage, and decision-making.

The key ideas:

  1. Fighting Games Are Turn-Based

Although fast-paced, fighting games function like a turn system:

Attacker’s turn = pressuring, mixing, applying offense

Defender’s turn = blocking, waiting, escaping

Turns change when someone lands a hit, ends block pressure, or resets to neutral.

Understanding whose turn it is is the foundation of reading any match.

  1. Health & Meter = Win Condition + Resources

Your goal is simply to deplete the opponent’s HP.

Bottom meter = battery for special actions (supers, Roman Cancels, invincible reversals, defensive tools).

Meter is like your “ultimate cooldown” in League of Legends — it unlocks powerful options.

  1. Spacing & Stage Control

Every character has tools that control different parts of the screen:

Long-range control (e.g., Axel)

Midrange, balanced tools (Sol Badguy)

Close-range pressure/mix-up (Millia)

The matchup is defined by:

Which spaces each player controls

How fast or slow each character’s normals are

What the risk/reward is for pressing them

  1. Character Game Plans

Examples:

Keepaway / zoner (Axel): prevent opponent from getting close.

All-rounder “shoto” (Sol): projectiles + specials + uppercut, balanced tools.

Mix-up monster (Millia): overwhelm with speed, oki, cross-ups, and setplay.

Each character’s goal, win condition, and tool kit define how they must approach the match.

  1. Grabs vs Command Grabs

Normal throws can be teched by the defender.

Command grabs cannot be teched but are slower and can be jumped or hit.

Understanding the grab system helps you know:

When an attacker is threatening a grab

Whether the defender has to guess or can OS escape

Why some characters have scarier pressure than others

  1. Frame Advantage: Plus, Minus, Neutral

After a blocked move:

Plus = attacker acts first → pressure continues

Minus = defender acts first → attacker must stop

Neutral = both can act simultaneously This determines whose turn it is.

Counter-hits occur when someone presses a button while minus → huge risk.

  1. Stagger Pressure

Instead of doing a blockstring as fast as possible, the attacker can delay normals:

This baits the defender into pressing

Defender gets counter-hit

Attacker gets massive reward

This is the attacker’s mind-game layer.

  1. Knockdowns, Oki, and Setplay

Knockdown forces a long wake-up animation → defender cannot act.

Oki (okizeme): The attacker sets a pre-planned wake-up pressure sequence.

Meaties hit the defender on the first possible wake-up frame, forcing blocks.

Millia example:

Disk oki creates unavoidable situations → grab, cross-up, or mix.

This is one of the strongest positions in fighting games.

  1. Invincible Reversals (DPs)

DP = invincible startup, blows through meaties

BUT if blocked → huge punish

Supers usually have invincibility too

This creates another rock-paper-scissors layer on wake-up:

Attacker meaties → loses to DP

Attacker blocks → punishes DP

Attacker throws → beats blocking, loses to DP

Defender blocks → safest

Defender DP → high-risk, high-reward escape

Defender backdashes or jump-outs → beats certain options

  1. Neutral Game

Neutral = when nobody is hitting anyone and both players are fighting for position. It's about:

Footsies

Space control

Pokes

Baiting whiffs

Defensive choices (jumping, backdashing, faultless defense)

This is the hardest part of fighting games but the most fundamental.

✅ BULLET-POINT QUICK REVIEW

Fighting games = turn-based combat disguised as real-time action

HP + meter = win condition and resources

Character moves control different spaces

Each character has a game plan and win condition

Normal throws can be teched / command grabs cannot

Frame data: plus / minus / neutral determines turn

Stagger pressure → fishing for counter hits

Knockdowns → oki → meaties → mix-ups

DP = invincible reversal; high risk if blocked

Neutral = spacing, footsies, approach patterns, timing

✅ CHUNKED SUMMARY (w/ Questions, Answers & Action Steps) Chunk 1 — Core Fighting Game Goals & Resources Summary

Win condition is simple: reduce the opponent’s HP.

Meter = battery for powerful moves (supers, RC, reversals).

Resources define what each player is capable of at any moment.

Questions

What is the universal goal in fighting games?

How is meter similar to a cooldown system?

Why does resource awareness matter?

Answers

To reduce opponent’s health to zero.

Meter unlocks abilities like an ultimate.

Because options change dramatically based on meter availability.

Action Steps

Practice glancing at both players' meters every 2–3 seconds.

In training mode, practice executing meter-based options consciously.

Watch pro matches and identify how meter changes decision-making.

Chunk 2 — Turn-Based Nature of Fighting Games Summary

Fighting games run on turns: attacker vs defender.

Turn changes occur on hit, blockstring end, whiff punish, or reset.

Questions

Why are fighting games considered “turn-based”?

What ends an attacker’s turn?

Answers

Because only one person truly attacks at a time.

Getting hit, becoming minus, or returning to neutral.

Action Steps

Record training dummy blockstrings → identify plus/minus situations.

Annotate clips: label “attacker's turn” and “defender’s turn.”

Chunk 3 — Spacing, Range & Stage Control Summary

Every character has different ranges and speeds—this determines their space control.

Questions

What defines a character’s control over space?

What is the trade-off for long-range moves?

Answers

The size, speed, and priority of their buttons.

They are slower and more punishable.

Action Steps

Lab your character’s longest poke + how punishable it is.

Study matchup-specific spacing differences.

Chunk 4 — Character Archetypes & Game Plans Summary

Axel = zoner; Sol = balanced shoto; Millia = mix-up rushdown.

Questions

What is a “shoto”?

What is Axel’s win condition?

Answers

Character with projectile + uppercut + balanced tools.

Keep opponent out forever and chip from afar.

Action Steps

Define your character’s archetype and game plan in one sentence.

Determine what range you should ideally play at.

Chunk 5 — Throws, Command Grabs & Defenses Summary

Normal throws are techable; command grabs aren’t but are slower.

Questions

How do command grabs differ from normal grabs?

How do you escape command grabs?

Answers

Cannot be teched.

Jumping, backdashing, or hitting them during startup.

Action Steps

Practice tech timing with the training dummy.

Drill jump-outs vs command grab characters.

Chunk 6 — Frame Advantage (Plus/Minus/Neutral) Summary

Frame advantage determines who acts first after a blocked move.

Questions

What does “plus” mean?

What happens if you press while minus?

Answers

Attacker gets to act first.

You get counter-hit.

Action Steps

Memorize your character’s + frames on key normals.

Practice stagger pressure vs a mashing dummy.

Chunk 7 — Knockdown, Oki, Meaties & Mix-ups Summary

Knockdown → attacker gets setplay (oki). Meaties force blocks. Millia example: disk → layered mix.

Questions

Why is knockdown powerful?

What is a meaty?

Answers

Defender cannot act until recovery ends.

A move timed to hit on earliest wake-up frame.

Action Steps

Drill your character’s basic oki setups.

Practice meaty timing against DP reversal dummy.

Chunk 8 — DPs, Supers & Risk/Reward Summary

Invincible reversals beat meaties but lose hard if blocked.

Questions

What makes DP strong?

What is the drawback?

Answers

Invincibility on startup.

Extremely punishable on block.

Action Steps

Practice safe-jump setups that bait DPs.

Drill punishing blocked reversals consistently.

Chunk 9 — Neutral Game Summary

Neutral is the fight for space when no one is pressuring.

Questions

What is the purpose of neutral?

What makes it difficult?

Answers

To find a path to make the opponent block or get hit.

Both players have full freedom to act and out-mindgame each other.

Action Steps

Practice whiff punishing in training mode.

Focus on walking back/forth + pokes without jumping.

✅ SUPER-SUMMARY (One Page, Key Insights + Actions)

Fighting games are best understood as a turn-based strategy game played at high speed. The fundamental loop is: gain advantage → apply pressure → secure knockdown → run oki → repeat while using meter and spacing to control options.

To understand any match:

Track life bars + meter to see available threats.

Identify whose turn it is based on frame advantage.

Observe stage control and how characters occupy range.

Study each character’s archetype and win condition.

Watch how players handle knockdowns and oki setups.

Observe how they respond to reversals (DPs) and supers.

Watch neutral interactions: pokes, whiff punishes, movement, conditioning.

Actionable Steps for Any Player

Learn your plus/minus moves and your opponent’s threatening tools.

Practice meaties, safe-jumps, and reversal baits.

Analyze replays with the “turn-based” mindset.

Study spacing tools for each matchup.

Train reactions to throws, command grabs, and reversals.

Build a simple game plan: your optimal range → your knockdown tool → your oki sequence.

Once you see the game in terms of turns, ranges, resources, and risk/reward, fighting games become not only clear—but incredibly deep and rewarding.

✅ 3-DAY SPACED REVIEW PLAN Day 1 (Today) – Core Knowledge

Review the summary.

Memorize: plus/minus, knockdown → oki, DP risk/reward.

Practice 10 minutes of meaties + safe-jumps.

Day 2 – Applied Understanding

Watch a match and label: neutral, offense, defense, turns.

Practice stagger pressure and whiff punish drills.

Day 3 – Integr

mario050987·youtube.com·
How to understand Fighting Games feat. Guilty Gear Strive
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
ゲーム内で重要なエリアだと思うので、ギルティのエアモビリティ比較を撮った-----Full video putting all info together.Air mobility on Guilty Gear has always been important so I have recorded a video comparing jumps, air dashes... between all the characters #GGST #ggstrive pic.twitter.com/cwcemLeqib— NhurGG✩セルヒオ- 🥐👯‍♀️🚑 (@GgNhur) June 29, 2021
mario050987·twitter.com·
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter
ゲーム内で重要なエリアだと思うので、ギルティのエアモビリティ比較を撮った-----Full video putting all info together.Air mobility on Guilty Gear has always been important so I have recorded a video comparing jumps, air dashes... between all the characters #GGST #ggstrive pic.twitter.com/cwcemLeqib— NhurGG✩セルヒオ- 🥐👯‍♀️🚑 (@GgNhur) June 29, 2021
mario050987·twitter.com·
NhurGG✩セルヒオ- 🥐👯‍♀️🚑 on Twitter