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How to Use Training Mode to Test Things | Guilty Gear Strive
How to Use Training Mode to Test Things | Guilty Gear Strive

✅ SUMMARY — Chunked, Detailed, Structured Chunk 1 — Core Training Mode Setup

Main Ideas: The video begins by covering essential setup for efficient training mode work in Guilty Gear Strive. You must map key functions: Record, Playback, and Reset Position. Resetting positions (left, right, up) lets you quickly relocate to corner/midscreen and switch sides. These fundamentals dramatically speed up testing.

Key Concepts:

Map Record, Playback, and Reset Position buttons.

Reset can place you in left corner, right corner, or flip sides (position switch).

Use Reset constantly when practicing combos, corner routes, or spacing.

Action Steps (Chunk 1)

Go to button settings and manually bind Record, Play, and Reset to comfortable buttons.

Practice using Reset to quickly jump between the corner and midscreen.

Build the habit: before testing anything → press Reset → start clean.

Comprehension Questions (Chunk 1)

Q1: Why is the Reset Position button essential in training mode? Q2: What does holding up during reset do? Q3: How does mapping Record/Playback speed up training?

Answers: A1: It instantly moves you to controlled positions (corner/midscreen), preventing wasted time walking back. A2: It switches sides, letting you practice from the opposite orientation. A3: It allows quick creation/testing of opponent actions without menu navigation.

Chunk 2 — Recommended Opponent Block Settings

Main Ideas: You need the training dummy to behave realistically for combo testing and offense practice. Best settings:

Guard After First Hit → The dummy blocks if the sequence isn’t a true combo.

Block Switching: Enabled → Dummy blocks highs/lows correctly.

This ensures accurate feedback about whether your strings actually work.

Example: If your move doesn’t combo, the dummy blocks → you instantly know you need to adjust your route.

Action Steps (Chunk 2)

Set Guard: After First Hit.

Turn Block Switching ON.

Test a combo route to confirm: hits → combo; drops → dummy blocks.

Comprehension Questions (Chunk 2)

Q1: Why use "Guard After First Hit"? Q2: What is the purpose of Block Switching? Q3: What would happen without Block Switching if you test lows/overheads?

Answers: A1: To detect real combos versus strings with gaps. A2: It makes the dummy block highs/lows appropriately, simulating real opponents. A3: The dummy would get hit incorrectly, giving false results.

Chunk 3 — Recording Dummy Actions

Main Ideas: Recording and replaying actions is one of the most powerful parts of training mode.

You can:

Record a jump-in, special move, or poke.

Save multiple slots.

Set random playback to rotate between recordings.

This allows realistic scenario testing: anti-airs, defense, punishing moves, and matchup exploration.

Example: Record j.S in slot 1 and j.H in slot 2 → set random → practice anti-airing both.

Action Steps (Chunk 3)

Record 2–3 common opponent jump-ins or pokes.

Set playback to Random.

Practice choosing correct anti-air options on reaction.

Comprehension Questions (Chunk 3)

Q1: What does random playback simulate? Q2: How do you test anti-airs with recordings? Q3: Why use multiple recording slots?

Answers: A1: The unpredictability of real match situations. A2: Record the opponent jumping and attacking → replay → practice answers. A3: To test multiple options or branches of an opponent’s toolkit.

Chunk 4 — Counterattack & Defensive Scenario Testing

Main Ideas: You can program the dummy to counterattack after blocking or recovering:

Examples:

Reversal Throw

Reversal 5P/2P

Reversal DP

Moves after wake-up

Moves after throw break

This lets you test:

Frame traps

Throw baits

Safe jumps

Meaty timing

Punish windows

You can also turn on Forced Counter Hit to evaluate counter-hit-specific combos.

Action Steps (Chunk 4)

Set dummy to Reversal Throw → test your frame traps and throw baits.

Set After Recovery = Throw → practice wake-up attack punishes.

Turn Forced Counter Hit ON → practice your CH combo routes.

Comprehension Questions (Chunk 4)

Q1: What does setting “Reversal Throw” help you test? Q2: When should you enable "Forced Counter Hit"? Q3: How can wake-up counterattacks help your offense?

Answers: A1: Throw baits, pressure gaps, and strike/throw timing. A2: When practicing combos that only work from counter hits. A3: They teach safe meaty timing and how to avoid getting wake-up thrown.

Chunk 5 — Round Start & Throw Break Testing

Main Ideas: Training mode can simulate very specific states:

Round Start Testing

Enable:

Round Call Reset → “Duel 1, Let’s Rock!” every time.

You can test:

Which moves beat your opponent’s round-start button.

Whether backdash avoids it.

If your poke loses or trades.

Throw Break Testing

Set:

After Throw Clash / Break → Dummy presses s.S or another move.

You can test:

Who wins after a throw tech.

Jump/backdash options.

Fastest buttons.

Action Steps (Chunk 5)

Turn Round Call ON → test your character's strongest round-start options.

Simulate throw breaks → test your fastest counter option.

Comprehension Questions (Chunk 5)

Q1: Why simulate round start? Q2: What does throw-break testing show? Q3: How does position reset help with round-start labs?

Answers: A1: To discover which moves win or lose in common opening scenarios. A2: Whether your character wins the scramble after a throw tech. A3: Reset instantly returns you to round-start spacing.

Chunk 6 — Using Command Lists & Testing Specific Matchups

Main Ideas: You can:

Switch characters on the fly.

Open their command list.

Watch built-in move demonstration videos.

Record key moves (e.g., May Dolphin).

Test punish options, spacing, and counterplay.

This helps you learn opponent matchups efficiently.

Action Steps (Chunk 6)

Switch to an opponent you struggle with.

Record 1–2 signature moves (e.g., Ram 5H, Leo DP, May Dolphin).

Experiment with your anti-options: backdash, 6P, jump, punish combos.

Comprehension Questions (Chunk 6)

Q1: How can command list videos help? Q2: What is the value of recording an opponent’s iconic move? Q3: Why does this accelerate matchup learning?

Answers: A1: They show animation, timing, and properties visually. A2: Lets you repeatedly test punishments and interactions. A3: You quickly identify what works and remove guesswork.

🔥 Bullet-Point Mega Condensed Summary

Map Record, Playback, Reset buttons.

Use Reset Position for corner/midscreen practice.

Set dummy to Guard After First Hit + Block Switching.

Record opponent actions → test anti-airs, punishes, pressure.

Use Reversal Counterattacks to test pressure (throw, DP, buttons).

Use After Recovery options to test meaties and wake-up pressure.

Enable Round Start Reset for opening move analysis.

Test throw break scenarios to learn scramble options.

Enable Forced Counter Hit to practice CH routes.

Switch characters → record their signature moves → study matchups.

📘 SUPER-SUMMARY (Under 1 Page)

This video teaches a structured, efficient approach to mastering Guilty Gear Strive’s training mode. You begin by binding Record, Playback, and Reset buttons. Resetting lets you instantly return to corner or midscreen, speeding your workflow dramatically. To ensure accurate combo and pressure data, set the dummy to "Guard After First Hit" and enable Block Switching so the dummy blocks correctly.

Next, recording dummy behavior is essential—record jump-ins, pokes, or specials, and use multiple slots with random playback to simulate real opponents. This teaches reliable anti-airs, spacing, and decision-making.

Training mode also allows powerful defensive simulation: you can program the dummy to use reversal throws, jabs, DPs, or attacks after wake-up, enabling you to practice meaties, frame traps, safe jumps, and throw baits. Forced Counter Hit mode helps develop CH combo routes.

The system also supports highly specific state testing: round-start simulations allow you to test which moves win at "Let’s Rock!", while throw-break scenarios help you understand post-tech scramble interactions. These tests reveal optimal openers and fastest defensive options.

Finally, you can switch characters, use the command list videos, and record key problem moves (like May Dolphin) to learn matchup counterplay quickly. This transforms training mode into a structured laboratory for mastering situational awareness, punish windows, and offensive/defensive systems.

Used properly, these tools turn training mode from a casual playground into a high-level engine for competitive improvement.

📅 Optional 3-Day Spaced Review Plan Day 1 — Understanding (20 minutes)

Review Chunks 1–3 (setup + recording).

Practice recording and anti-air tests.

Day 2 — Application (20 minutes)

Review Chunks 4–5 (reversal testing + round start).

Practice pressure traps, meaties, and throw-break scenarios.

Day 3 — Integration (20 minutes)

Review Chunk 6 (matchup testing).

Pick one bad matchup and run punish tests for their key moves.

mario050987·youtube.com·
How to Use Training Mode to Test Things | Guilty Gear Strive
5 Tips to Git Good at Guilty Gear Strive
5 Tips to Git Good at Guilty Gear Strive
It's ya man's SumOfMan ouchere for some tips on how you can be the best player you can be in Guilty Gear Strive. Have a great time. Let me know if you find this useful and what you would add. Bless up!
mario050987·youtube.com·
5 Tips to Git Good at Guilty Gear Strive
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Wdym? The slowdown? Yes it does (Now updated for Version 1.10) Blue RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Startup: 6+super freeze 39 (effect starts super freeze 20F) Recovery: N/A Static Difference: N/A Slowdown: 60F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 7~13F) Slowdown does not end if an attack hits or is blocked. Red RC: Tension Cost: 50% Attack Level: 2 CH Type: Small Startup: 1+super freeze 44 (effect starts super freeze 25F) Recovery: N/A Static Difference: +24 Slowdown: 40F (on hit), 20F (on block) Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 6~12F) On hit, launches and downs. Slowdown ends if an attack hits or is blocked. Purple RC: Tension Cost: 50% Attack Level: N/A CH Type: N/A Startup: 6+super freeze 39 (effect starts super freeze 20F) Recovery: N/A Static Difference: N/A Slowdown: 20F Proration: N/A Invul: None Dash Input RC: Yes RC Cancel: Yes (during super freeze 13~19F) Slowdown does not end if an attack hits or is blocked. Yellow RC: Tension Cost: 50% Attack Level: 1 CH Type: Small Startup: 14+super freeze 28 (effect starts super freeze 12F) Recovery: 33 Static Difference: -16 Slowdown: 10F Proration: Forced 50% Invul: 1F~end of super freeze Dash Input RC: No RC Cancel: No On hit, causes guard crush state (ground: 43F/air: until landing+5/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
0-2 on Twitter
0-2 on Twitter
You can kara cancel a forward dash into a backdash by inputting back in the first 5F of dash startup (4F window).Inputting a RC within 9F of the forward dash input gives you 66BRC (even when holding back). A Fast Roman Cancel will then retain the backdash momentum.#GGST pic.twitter.com/iU9vBoUzWW— 0-2 (@bearhugprime) November 29, 2021
mario050987·twitter.com·
0-2 on Twitter
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
streamed June 23, 2021 A Primer on how and why to use fuzzy jump as a defensive option & other general defense tips https://glossary.infil.net/?t=Fuzzy https://glossary.infil.net/?t=Fuzzy%20Guard Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtube.com·
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
なるほど、BCシルカンが天敵だったのか。どーりで負けまくる訳だ…。これを知っているか否かで、だいぶ変わりそうだな #メルブラ #MBTL #MBTL_CI https://t.co/c6htVzO04Q— 𝙆𝙀𝙄-𝙢𝙠𝟭 (@VaN_HouteN164) November 24, 2021
mario050987·twitter.com·
𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
Lonely Black Man on Twitter
Lonely Black Man on Twitter
Tekken 8 looks sick #GGST #GGST_CH #PS4sharehttps://t.co/PewtVA5Fxy pic.twitter.com/W9vxZ8jIPF— Lonely Black Man (@Theholymemesag1) November 23, 2021
mario050987·twitter.com·
Lonely Black Man on Twitter
Beating Wakeup Options (Guilty Gear Strive)
Beating Wakeup Options (Guilty Gear Strive)
Someone in chat asked me how to deal with the common wakeup options in Guilty Gear Strive. Here's my answer! Twitch https://www.twitch.tv/baccpack Twitter https://www.twitter.com/baccpackFGC Join the community discord! https://discord.gg/6PDEuYmysw Support my work by joining my Patreon! https://www.patreon.com/baccpack Song: Simple Step by Slenderbeats (YouTube Audio Library) #guiltygearstrive #guiltygear #FGC #ggst
mario050987·youtube.com·
Beating Wakeup Options (Guilty Gear Strive)
How to Use DEFENSIVE BURSTS in Guilty Gear Strive
How to Use DEFENSIVE BURSTS in Guilty Gear Strive
It's been a while, but I'm here to share a NEW guide for you all in Guilty Gear Strive! This time around, I'm going to be showing you all the best way to optimize your defensive burst options in this game. Whether you are a new player, a casual, or top level, I'm sure I can teach you something here to level up your burst game. ► Don't forget to subscribe to Kizzie Kay's channel: https://bit.ly/2yCxuji ► Follow Panda | Kizzie Kay on Twitter: https://twitter.com/Kizzie_Kay ► Watch Panda | Kizzie Kay LIVE on Twitch at: https://www.twitch.tv/kizziekay310 ► Check out Panda Fighting Games Channel for more FGC content: https://www.youtube.com/channel/UC5PkGmcQwH01cTTF6OCdJVw KIZZIE KAY CLIPS CHANNEL ► https://www.youtube.com/channel/UC-NwxARksc2URjJcZvgACeQ OFFICIAL PANDA MERCH ► https://panda.gg/shop Edited by FIGHTZONE: https://www.twitter.com/sasaawd Panda Partners: GEICO, HyperX, Meta Threads, ZOWIE by BenQ Panda Players, Anna Cramling, Coney, ESAM, Faye Mata, HookGangGod, iBDW, Jiyuna, KitanaPrime, Kizzie Kay, Little Z, MarlinPie, Marss, Nephew, Plup, Punk, RayC, Saint Cola, Simply, SmallAnt, WaDi Check out these other channels here! ► https://www.youtube.com/pandaglobal ► https://www.youtube.com/pandafightinggames ► https://www.youtube.com/thepgstats ► https://www.youtube.com/marss007 ► https://www.youtube.com/user/IAintJWong ► https://www.youtube.com/kizziekay310 ► https://www.youtube.com/punkdagod ► https://www.youtube.com/animeilluminati ► https://www.youtube.com/hookganggod ► https://www.youtube.com/wadirob Arc System Works (Arcsys) has recently made Guilty Gear Strive, the latest entry in the Guilty Gear franchise! This fighting game is heralded for its use of Rollback Netcode, included on all platforms Playstation 4 (PS4), Playstation 5 (PS5), and PC (Steam). Recently Arcsys has released the first character in their Season Pass, Jack-O', a new character in the Guilty Gear franchise. Panda Games: Super Smash Bros. Ultimate, Guilty Gear Strive, Super Smash Bros. Melee, Street Fighter V, FGC, Anime Fighters, Chess, Speedrunning, Dragon Ball FighterZ With top rosters in games such as Smash Brothers and Street Fighter, heavy-hitting influencers on Twitch and YouTube, and our own unique hardware offerings on our shop — Panda is just built different. #GuiltyGear #GuiltyGearStrive #KizzieKay #Panda #PandaGlobal #Strive #HappyChaos
mario050987·youtube.com·
How to Use DEFENSIVE BURSTS in Guilty Gear Strive
striv risc damag
striv risc damag
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
mario050987·pastebin.com·
striv risc damag
中村 on Twitter
中村 on Twitter
FD漏れ2K安定してきた#GGST, #GUILTYGEARSTRIVE pic.twitter.com/KdYXbYonPd— 中村 (@nakamura_mi) November 9, 2021
mario050987·twitter.com·
中村 on Twitter
XIII.PHANTOM on Twitter
XIII.PHANTOM on Twitter
Universal FD super jump and jump tip to make it easy. Rotate through from whatever jump angle to 4+2 buttons of easier execution. EG 1,9874S+HS #GuiltyGearStrive #GGST pic.twitter.com/DEzH93GwEb— XIII.PHANTOM (@XIIIPHANTOMXIII) November 9, 2021
mario050987·twitter.com·
XIII.PHANTOM on Twitter
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
Not sure if this system mechanic quirk is known but specials can cancel landing recovery, even the hard 3f recovery you get from air movement or air buttons. It can allow for links when faster normals won't combo. #GGST pic.twitter.com/NTXNKO94qw— QCFP|Badoor (@BadoorSNK) November 8, 2021
mario050987·twitter.com·
QCFP|Badoor on Twitter
火九 on Twitter
火九 on Twitter
今一番修正してほしい仕様。「先行入力受付中フレームはFDよりも押下ボタンの攻撃が優先される」P押しっぱガード入れっぱK連打。同時押しミスの暴発に加え、先行入力受付フレームが伸びて暴発の危険がより高まった。FDが弱いのではなく、暴発が致命傷になりうるだけ。直して。#PS5Share, #GGST pic.twitter.com/OZCSzRaG4Z— 火九 (@kaq895) November 8, 2021
mario050987·twitter.com·
火九 on Twitter
Wizdumb on Twitter
Wizdumb on Twitter
hit confirming with brc. #GGST_NA pic.twitter.com/mTqH2DjmRl— Wizdumb (@WizdumbWiz) November 5, 2021
mario050987·twitter.com·
Wizdumb on Twitter
Diaphone on Twitter
Diaphone on Twitter
PSA - Have you ever missed an FD input? It turns out if you don't have frame perfect timing, you will kara-cancel a normal into FD, and can get CH out of the startup. See below:#GGST Red Bull Kumite Grind Continues: https://t.co/yrVGjrpm7X pic.twitter.com/S6ykx5wfZa— Diaphone (@Diaphone_) November 5, 2021
mario050987·twitter.com·
Diaphone on Twitter
Don't like getting grabbed? Try this.
Don't like getting grabbed? Try this.

Summary:

In this video, the creator, LK, discusses a defensive technique in fighting games called the fuzzy jump, which is effective against the common offensive strategy of strike-throw mixups. The video explains the mechanics behind this technique, how it can be applied in different fighting games, and its advantages and limitations.

Main Concepts:

Fuzzy Jump: A defensive maneuver where, after blocking an attack, you briefly continue to block before jumping, making it harder for the opponent to throw you.

Block and Jumping Mechanics: The fuzzy jump works because, after blocking an attack, there is a short window where you can jump without being thrown, since you cannot be thrown for the first five frames after blocking.

Faultless Defense: Using a combination of faultless defense (FD) and jump is recommended to push the opponent further away, making follow-up defense easier.

Timing and Character Choice: The technique requires precise timing, and certain characters with faster jumps (like Millia or Chip) benefit from it more than others, like Potemkin, whose slower jump makes it less effective for him.

Countering Fuzzy Jump: If your opponent anticipates a fuzzy jump, they can use certain moves, such as a delayed throw or an aggressive attack, to punish you. The video discusses how to recognize these counters and adjust your approach.

Game-Specific Variations: The technique works differently across various fighting games. While it’s very effective in Guilty Gear, it may not be as useful or even viable in games like Street Fighter or Melty Blood, where the game mechanics (such as blocking air attacks or throw recovery) differ.

Bullet Points for Quick Review:

Fuzzy Jump: A defensive option to counter strike-throw mixups by blocking briefly and then jumping.

Block and Jump Timing: You can't be thrown for the first five frames after blocking an attack. Use this window to jump and escape throws.

Faultless Defense: Combining FD with jumping helps to create distance, improving the next defensive option.

Character-Specific Considerations: Faster jumps (Millia, Chip) make fuzzy jump more effective, while slower jumps (Potemkin) make it harder to use.

Countering Fuzzy Jump: Opponents can delay throws or use certain moves to catch you if they predict your fuzzy jump.

Game-Specific Differences: The fuzzy jump is more effective in Guilty Gear but less useful in games like Street Fighter and Melty Blood due to differences in mechanics.

Summary in Chunks: Chunk 1: Introduction to Fuzzy Jump

LK introduces the fuzzy jump technique, a defensive option to deal with strike-throw mixups. This technique allows players to block briefly and then jump to escape throws. It can be used in most fighting games, with some adjustments depending on game mechanics.

Key Point: Fuzzy jump counters the common strike-throw offense by jumping out of a block.

Action Step: Practice blocking and jumping quickly in training mode to understand the timing of this defense.

Comprehension Questions for Chunk 1:

What is the fuzzy jump technique?

How does it defend against strike-throw mixups?

Chunk 2: Mechanics and Timing

The fuzzy jump works because you can’t be thrown for five frames after blocking an attack. This window allows you to jump before the opponent can throw you. LK demonstrates this by performing the fuzzy jump technique in-game.

Key Point: You have five frames after blocking to escape throws with a jump.

Action Step: In training mode, test your timing by blocking and attempting to jump immediately after an attack lands.

Comprehension Questions for Chunk 2:

How long after blocking an attack are you immune to throws?

Why is timing crucial for executing the fuzzy jump?

Chunk 3: Character-Specific Considerations

The effectiveness of the fuzzy jump varies by character. Characters like Millia and Chip, with faster jumps, benefit more from this technique, while Potemkin, who has a slower jump, struggles to use it effectively.

Key Point: Fuzzy jump works better for characters with faster jumps.

Action Step: Identify if your character’s jump speed is suitable for this technique and experiment with it in matches.

Comprehension Questions for Chunk 3:

Which characters benefit most from the fuzzy jump technique?

Why is Potemkin less effective at using the fuzzy jump?

Chunk 4: Countering the Fuzzy Jump

LK explains that opponents can counter the fuzzy jump by delaying their throw or using certain moves that punish jumping, such as a dash throw or a specific attack. Recognizing these counters is important for defending against them.

Key Point: Players can hard call out fuzzy jumps with delayed attacks or throws.

Action Step: Train yourself to identify when opponents are likely to counter your fuzzy jump and practice alternative defensive techniques.

Comprehension Questions for Chunk 4:

How can opponents counter a fuzzy jump?

What moves can be used to hard call out a fuzzy jump?

Chunk 5: Game-Specific Mechanics

The fuzzy jump works well in Guilty Gear due to its unique mechanics, but it may not be effective in other games like Street Fighter or Melty Blood, where different rules govern jumping and throws.

Key Point: The fuzzy jump technique’s effectiveness depends on the fighting game mechanics.

Action Step: Understand the game-specific mechanics for defensive techniques and adapt accordingly.

Comprehension Questions for Chunk 5:

Why is the fuzzy jump less effective in games like Street Fighter?

How do different fighting games influence the use of the fuzzy jump?

Super-Summary:

The fuzzy jump technique is a defensive tool used to escape strike-throw mixups in fighting games, especially useful in Guilty Gear. It works by briefly blocking an attack and then jumping before the opponent can throw you, taking advantage of the five-frame window where you can’t be thrown after blocking. The technique is more effective for characters with fast jumps, such as Millia and Chip, and is less useful for slower-jumping characters like Potemkin. Timing is crucial, and opponents can counter the fuzzy jump by delaying throws or using moves that punish jumping. The effectiveness of this technique varies by game, with some (like Street Fighter) making it less viable due to different mechanics.

Actionable Steps:

Practice the fuzzy jump in training mode to refine timing and blocking skills.

Test its effectiveness with your character and explore alternate defensive options.

Stay aware of opponent patterns and adjust your approach if you suspect they’re countering your fuzzy jump.

Optional Spaced Review Plan:

Day 1: Focus on understanding the fuzzy jump technique and practicing it in training mode.

Day 2: Practice using the fuzzy jump with different characters, focusing on those with fast jumps like Millia and Chip.

Day 3: Review counter-techniques and incorporate them into your gameplay to anticipate opponents' reactions to fuzzy jumps.

mario050987·youtube.com·
Don't like getting grabbed? Try this.
Glack on last semester on Twitter
Glack on last semester on Twitter
#GGST Basic information & old maybe, but today I learned you can input specials and supers pretty much whenever you want during super flash! Nifty on whiffed supers and doing counter-supers, I might say! pic.twitter.com/WzO1DSWJts— Glack on last semester (@Glackum1) October 27, 2021
mario050987·twitter.com·
Glack on last semester on Twitter
【giovanna.enjoyer】 on Twitter
【giovanna.enjoyer】 on Twitter
seems like you can BRC any move during a clash. my guess is the game considers your states reset. this feels like the checkmate option🤔#GGST pic.twitter.com/ypIaRVIN1U— 【giovanna.enjoyer】 (@raynexpress) October 24, 2021
mario050987·twitter.com·
【giovanna.enjoyer】 on Twitter
THINK BEFORE YOU JUMP, YOU GOON - StopJumping.mp4 - Guilty Gear Strive Tutorial
THINK BEFORE YOU JUMP, YOU GOON - StopJumping.mp4 - Guilty Gear Strive Tutorial

Summary of the Video: "THINK BEFORE YOU JUMP, YOU GOON - StopJumping.mp4 - Guilty Gear Strive Tutorial"

This video tutorial emphasizes the importance of strategic jumping in Guilty Gear Strive, offering tips on when to jump, what jumping gives you, and the risks it carries. It stresses the need to remain grounded whenever possible to maintain a winning position in the game. Below is a structured summary based on the transcript:

Chunk 1: The Importance of Staying Grounded

Main Concept: Jumping without purpose can lead to disadvantageous situations. Remaining grounded is crucial for maintaining control of the game state.

Actionable Lesson: Jump only when you have a clear, intentional reason to do so (e.g., to avoid an attack, to press an advantage, or to punish an opponent’s mistake).

Comprehension Question: What is the risk of jumping without purpose?

Answer: It can put you in a disadvantageous position, leaving you vulnerable to the opponent’s attacks.

Action Step: In matches, before jumping, ask yourself if there’s a clear advantage or setup that can be gained. If unsure, stay grounded.

Chunk 2: Understanding What Jumping Gets You

Main Concept: Jumping can be a strategic tool, especially against long, dominant pokes or attacks with significant recovery. However, your jump must have intent, and you must be aware of potential risks like anti-air moves.

Actionable Lesson: Use your jump to punish slower, recoverable moves or to avoid certain grounded threats. Don’t just jump for the sake of it.

Comprehension Question: What types of moves are good jump-in targets?

Answer: Long, dominant pokes, fireballs, and moves with significant recovery.

Action Step: Look for opportunities to jump when your opponent is recovering from a slow move or attack, but be prepared to adapt if the jump doesn’t land.

Chunk 3: The Risks and Rewards of Jumping

Main Concept: Jumping isn’t without its risks. If your opponent is prepared to anti-air, your jump might be punished. Characters with strong air control, like Faust, can exploit unnecessary jumps. Additionally, air throws and air-to-air moves can be highly effective.

Actionable Lesson: Use your air options wisely—don’t squander them without purpose. If you're not sure about a jump-in, consider using movement options like double jump or airdash to avoid being punished.

Comprehension Question: What can happen if you jump without managing your air options properly?

Answer: You risk being punished by an anti-air move or getting caught in an air throw.

Action Step: When jumping, always consider your air options—double jump or airdash to avoid getting stuck in a bad position.

Chunk 4: When Should You Jump?

Main Concept: Jumping should be used selectively. In matchups against experienced players, jumping without reward can put you at a disadvantage. It’s important to balance your jumps, using them strategically to bait reactions or create openings.

Actionable Lesson: Jump just enough to make your opponent believe you might jump. Then, use that belief to bait or capitalize on their adjustments. Don’t make jumping a primary strategy unless necessary.

Comprehension Question: Why is it risky to jump too much against high-level players?

Answer: High-level players will anticipate your jumps and counter them effectively, putting you at a disadvantage.

Action Step: Use jumping sparingly in your gameplay, focusing on baiting your opponent’s responses rather than committing to a jump every time.

Chunk 5: Special Jumping Techniques and Exceptions

Main Concept: Certain moves, like dive kicks, don’t operate like normal jump-ins and can be useful in specific situations. Additionally, jumping preemptively to control air space or to punish an opponent’s jump can be an effective strategy.

Actionable Lesson: Dive kicks and other special jumping moves can give you an edge in specific matchups. In some cases, jumping can also be used to counter air-to-air engagements.

Comprehension Question: How does a dive kick differ from a normal jump-in?

Answer: Dive kicks have unique properties that make them effective in situations where normal jumps might be less reliable, such as when trying to control air space or punish a predictable opponent.

Action Step: Learn the specific properties of dive kicks and other special moves for your character to use them effectively in matches. Don’t rely solely on normal jumps.

Super-Summary:

In Guilty Gear Strive, jumping should be a strategic decision rather than a reflex. Jumping without purpose can leave you vulnerable, especially against characters with strong anti-air tools. Focus on intentional jumps—to punish slow recovery moves or to create openings. Avoid wasting air options, and always be prepared to adjust your position with movement like double jumps or airdashes to prevent being punished. Jump only enough to make your opponent believe you might jump, then capitalize on their adjustments. Special jumping moves like dive kicks can be used to control air space and punish opponents, making them a valuable tool when the situation demands it.

Optional Spaced Review Plan:

Day 1: Focus on understanding when and why to jump, and review the risks of jumping without purpose.

Day 2: Practice jumping with intent in real matches, looking for opportunities to punish long recoveries and move around potential anti-airs.

Day 3: Incorporate special jumping techniques (e.g., dive kicks) into your play and experiment with movement options like double jumps and airdashes.

mario050987·youtube.com·
THINK BEFORE YOU JUMP, YOU GOON - StopJumping.mp4 - Guilty Gear Strive Tutorial
The secret to teching throws consistently | Guilty Gear Strive Guide
The secret to teching throws consistently | Guilty Gear Strive Guide
Hey guys, In this video, we learn how I have been able to up my ability to tech grabs consistently as May. The Faultless defense and Throw tech window changes in Patch 1.10 has made this a lot easier, although I was already doing this before. They've definitely made it way easier.
mario050987·youtube.com·
The secret to teching throws consistently | Guilty Gear Strive Guide
Instant Blocking is Very Low Risk: A Demonstration
Instant Blocking is Very Low Risk: A Demonstration

Video Title: Instant Blocking is Very Low Risk: A Demonstration Summary:

This video delves into the mechanics of Instant Blocking (IB) in fighting games, particularly in the context of Guilty Gear. The content focuses on demonstrating the utility and effectiveness of IB, challenging common misconceptions that it is a high-risk or difficult defensive option.

The creator explains that while IB is a two-frame window (meaning players must time their input very precisely), it provides significant rewards and carries minimal risk when executed correctly. The video demonstrates various scenarios in which IB leads to rewarding punishments, such as combos that would otherwise be impossible without the IB window.

Key points emphasized are:

Low Risk of IB: While it requires precise timing, missing an IB does not usually lead to severe consequences. The worst case scenario is simply blocking the attack.

Rewarding Defensiveness: Successfully executing IB allows players to punish opponents with high-damage combos, creating opportunities for major swings in gameplay.

The Importance of Practicing: The creator encourages players to practice IB regularly, as its consistency can create new offensive opportunities for defenders.

Comparison with Other Defensive Options: The video contrasts IB with other defense mechanisms like Parrying (e.g., from Third Strike), asserting that IB is less punishing and more flexible. A well-timed IB can force the opponent to adjust their offensive pressure, leading to even greater opportunities for the defender.

Defensive Options Beyond IB: The creator also briefly discusses other defensive mechanics like Instant Faultless Defense (IFD), which are safe options that can cover multiple defensive scenarios without significant penalties.

In essence, the video encourages players to embrace IB as a low-risk, high-reward tool for defending and countering in Guilty Gear. The emphasis is on the practice and application of these mechanics, showing that players can reap the benefits of IB without fearing harsh penalties for failure.

Condensed Bullet Points:

IB (Instant Blocking): A 2-frame defensive window that allows punishing attacks if timed correctly.

Low Risk: Missing an IB generally results in just a regular block, not a big penalty.

High Reward: Successfully executing IB gives major combo opportunities, leading to large damage.

Practice is Key: Consistently using IB in matches increases its effectiveness and can force your opponent to alter their offensive strategy.

Defensive Flexibility: IB works well alongside other mechanics (e.g., FD and IFD), which offer safe alternatives to take control of the defensive game.

Debunking Myths: IB is not as difficult or risky as some players assume, especially when compared to parrying in other games like Third Strike.

Summary in Chunks: Chunk 1: The Benefits of Instant Blocking

Key Points:

Instant Blocking (IB) allows a defender to punish their opponent with devastating combos.

The video demonstrates a combo that works only because of the IB window, which would not be possible otherwise.

IB can be executed with low risk. If you miss an IB, the worst outcome is simply a regular block.

Comprehension Questions:

How does IB benefit the defender in a fighting game like Guilty Gear?

What happens if you miss an IB?

Action Steps:

Start practicing IB consistently to improve your defensive reactions and punish opponents.

Test the timing of IB in actual matches and adjust based on your opponent's offense.

Chunk 2: Comparison with Other Defensive Options

Key Points:

The video compares IB to parrying in other games like Third Strike, arguing that IB is less risky and easier to use.

Parrying requires commitment and can lead to larger punishments for failure, whereas missing an IB is not as costly.

Comprehension Questions:

What is the main difference between IB and parrying in terms of risk?

How does IB change the dynamic between the attacker and defender?

Action Steps:

If you’re familiar with parrying in other games, start incorporating IB into your Guilty Gear playstyle as a more forgiving defensive tool.

Experiment with the timing of your IB to make it more consistent and pressure your opponent to adjust.

Chunk 3: The Importance of Consistency and Practice

Key Points:

The more consistently IB is used, the better the defender can adjust to the opponent’s offense.

By practicing IB frequently, players can learn how to respond to different offensive timings and gain greater control in matches.

Comprehension Questions:

How does consistent use of IB affect your defense?

What are some potential rewards of being able to consistently IB in a match?

Action Steps:

Dedicate specific practice sessions to IB timing, gradually increasing the difficulty as you master it.

Challenge yourself to incorporate IB into every match, whether it’s during a block string or against mixups.

Chunk 4: Exploring Other Defensive Mechanics

Key Points:

Other mechanics, like Instant Faultless Defense (IFD), provide additional ways to defend safely without penalties for failure.

IFD can be used in combination with IB to increase defensive flexibility and adapt to different offensive situations.

Comprehension Questions:

What is Instant Faultless Defense (IFD), and how does it complement IB?

What advantages does combining IB and IFD offer during a match?

Action Steps:

Experiment with combining IB and IFD in training mode to understand their synergy and how they can create stronger defense options.

Use IFD in situations where you feel IB is too risky or difficult to execute in a match.

Super-Summary:

The video demonstrates that Instant Blocking (IB) is a low-risk, high-reward defensive tool in Guilty Gear. While the mechanic requires precise timing, missing an IB is not punishing—only resulting in a regular block. When successful, IB allows the defender to punish with high-damage combos, changing the flow of the match in their favor. The creator emphasizes that IB is far less risky than other defensive options, such as parrying in games like Third Strike, which come with more severe penalties for failure. The key to mastering IB is consistent practice, which allows players to respond effectively to an opponent’s offense and force them into making mistakes. Additionally, combining IB with other defensive mechanics like Instant Faultless Defense (IFD) increases overall defensive flexibility. Players are encouraged to practice IB regularly and use it strategically in matches to maximize its potential.

Optional Spaced Review Plan:

Day 1:

Watch the video and review the main points about IB.

Spend time practicing IB in training mode, focusing on the timing and the reward for successful execution.

Day 2:

Apply IB consistently in actual matches. Reflect on your performance, especially in high-pressure situations.

Begin experimenting with Instant Faultless Defense (IFD) to integrate it with your IB technique.

Day 3:

Revisit the video and practice session notes.

Try incorporating IB into different scenarios, adjusting your timing based on the opponent’s actions.

Focus on consistency and explore how IB forces the opponent to alter their offensive approach.

mario050987·youtube.com·
Instant Blocking is Very Low Risk: A Demonstration
SL | Good Kid M.A.A.D. Struggle on Twitter
SL | Good Kid M.A.A.D. Struggle on Twitter
Small thing about shield in #MBTL is that if you shield a projectile it adds 15(?) frames of you being in shield state. pic.twitter.com/bnRiFMjkdO— SL | Good Kid M.A.A.D. Struggle (@GastlyNeedsHelp) October 17, 2021
mario050987·twitter.com·
SL | Good Kid M.A.A.D. Struggle on Twitter
TimesUp on Twitter
TimesUp on Twitter
#GGST I found a glitch with FD, blocking air normals pushes the character away from where they're looking... which is closer to the opponent if the character didn't turn around pic.twitter.com/smbyy6K1bD— TimesUp (@TimesUp75) October 16, 2021
mario050987·twitter.com·
TimesUp on Twitter
Fighting Game Neutral Explained Beautifully by Krackatoa | Secret Sauce Clips
Fighting Game Neutral Explained Beautifully by Krackatoa | Secret Sauce Clips
A clip from the full Krackatoa Faust episode of Secret Sauce. Krackatoa explains the his philosophy for neutral in fighting games. This explanation is applicable to any and all fighting game players, and features specific examples in the context of playing Faust in Guilty Gear Strive. Become a channel member for special perks: https://www.youtube.com/channel/UCxAl6rLMyT0pHLCsxI1d4IA/join Be sure to check out Krackatoa's channels for more fighting game content: Twitch: https://www.twitch.tv/krackatoa YouTube: https://www.youtube.com/c/Krackatoa Twitter: https://twitter.com/Koryuken Keep up with me on my channels: Twitter: https://twitter.com/krcpinto Twitch: https://www.twitch.tv/krcpinto Discord: https://discord.gg/7zuSNgW Don't forget to like and sub for more gaming content. Logo Art by ZombieMasta99 (https://twitter.com/ZombieMasta99) Main song: Alone Infection — Faust's Strive Theme
mario050987·youtube.com·
Fighting Game Neutral Explained Beautifully by Krackatoa | Secret Sauce Clips