System & General Resources
Chunked Summary Chunk 1: Introduction to Air Throws
Key Concepts:
Air throws allow you to limit an opponent’s movement by preventing jumps.
Effective against advanced players because it reduces their options.
Enhances offensive opportunities while controlling space.
Example: Using air throws to force the opponent into defensive positions.
Action Steps:
Start thinking of air throws as both a defensive and offensive tool.
Observe situations where opponents frequently jump to practice timing air throws.
Comprehension Questions:
Why are air throws particularly useful against advanced players?
How do air throws shift the balance between offense and defense?
Answers:
They limit movement options, forcing opponents into predictable behavior.
By preventing jumps, they create opportunities to attack while controlling space.
Chunk 2: How to Perform Air Throws
Key Concepts:
Input: Press 6 or 4 + Dust while in the air next to your opponent.
Positioning is critical: air throws work if you are below or at the same height as your opponent.
Being above the opponent even slightly causes the throw to whiff.
Example: Matching vertical position with your opponent for a successful air throw.
Action Steps:
Practice jumping to align vertically with an opponent.
Avoid thinking you need to be directly above them; aim for below or level.
Comprehension Questions:
What happens if you try an air throw while slightly above the opponent?
Which inputs will fail to produce an air throw?
Answers:
The throw will whiff.
Pressing 9 or 7 + Dust instead of 6 or 4 + Dust triggers normal dust, not an air throw.
Chunk 3: Practicing Air Throws
Key Concepts:
Best method: set opponent to jump in training mode.
Dash forward + jump (8) allows correct positioning under the opponent.
Old method: jump straight up + input air throw (6 or 4 + Dust).
Air throw can now also be input during dash animations, creating a horizontal “no-fly zone.”
Action Steps:
Use training mode to practice dash + jump setups.
Try air throws during dashes to cover horizontal space.
Comprehension Questions:
Why is the dash + jump method preferred over jumping straight up?
How does inputting an air throw during a dash expand its utility?
Answers:
It helps position under the opponent quickly and prevents accidental wrong inputs.
It allows creating a horizontal no-fly zone, catching opponents jumping across distances.
Chunk 4: Advanced Applications
Key Concepts:
Air throws can be combined with airborne moves and Roman Cancels (RC) to adjust trajectory.
Examples: Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
RC can drift you underneath the opponent to make air throws more effective.
Action Steps:
Experiment with character-specific airborne moves that can transition into air throws.
Practice RC drifts to control trajectory under opponents.
Comprehension Questions:
How can Roman Cancel enhance air throw effectiveness?
Give examples of moves that can be combined with air throws for advanced setups.
Answers:
RC allows trajectory adjustment, letting you move underneath opponents for a guaranteed air throw.
Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
Super-Summary (Condensed Overview)
Air throws in Guilty Gear Strive are a versatile tool for controlling opponents’ jumps and creating offensive opportunities. They require correct positioning (below or at the same height as the opponent) and precise inputs (6 or 4 + Dust). Training mode setups like dash + jump help align you under opponents, and air throws can now also be performed during dashes to create a horizontal no-fly zone. Advanced applications include combining air throws with airborne moves and Roman Cancels to adjust trajectory and catch opponents at unexpected angles.
Actionable Steps:
Practice vertical alignment under jumping opponents.
Use dash + jump setups to position for air throws.
Experiment with air throws during dashes to control horizontal space.
Test character-specific airborne moves and RCs for advanced air throw setups.
Optional 3-Day Spaced Review Plan
Day 1: Focus on understanding air throw basics and positioning; practice in training mode.
Day 2: Drill dash + jump setups and input accuracy, including air throws during dash.
Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setupsChunked Summary Chunk 1: Introduction to Air Throws
Key Concepts:
Air throws allow you to limit an opponent’s movement by preventing jumps.
Effective against advanced players because it reduces their options.
Enhances offensive opportunities while controlling space.
Example: Using air throws to force the opponent into defensive positions.
Action Steps:
Start thinking of air throws as both a defensive and offensive tool.
Observe situations where opponents frequently jump to practice timing air throws.
Comprehension Questions:
Why are air throws particularly useful against advanced players?
How do air throws shift the balance between offense and defense?
Answers:
They limit movement options, forcing opponents into predictable behavior.
By preventing jumps, they create opportunities to attack while controlling space.
Chunk 2: How to Perform Air Throws
Key Concepts:
Input: Press 6 or 4 + Dust while in the air next to your opponent.
Positioning is critical: air throws work if you are below or at the same height as your opponent.
Being above the opponent even slightly causes the throw to whiff.
Example: Matching vertical position with your opponent for a successful air throw.
Action Steps:
Practice jumping to align vertically with an opponent.
Avoid thinking you need to be directly above them; aim for below or level.
Comprehension Questions:
What happens if you try an air throw while slightly above the opponent?
Which inputs will fail to produce an air throw?
Answers:
The throw will whiff.
Pressing 9 or 7 + Dust instead of 6 or 4 + Dust triggers normal dust, not an air throw.
Chunk 3: Practicing Air Throws
Key Concepts:
Best method: set opponent to jump in training mode.
Dash forward + jump (8) allows correct positioning under the opponent.
Old method: jump straight up + input air throw (6 or 4 + Dust).
Air throw can now also be input during dash animations, creating a horizontal “no-fly zone.”
Action Steps:
Use training mode to practice dash + jump setups.
Try air throws during dashes to cover horizontal space.
Comprehension Questions:
Why is the dash + jump method preferred over jumping straight up?
How does inputting an air throw during a dash expand its utility?
Answers:
It helps position under the opponent quickly and prevents accidental wrong inputs.
It allows creating a horizontal no-fly zone, catching opponents jumping across distances.
Chunk 4: Advanced Applications
Key Concepts:
Air throws can be combined with airborne moves and Roman Cancels (RC) to adjust trajectory.
Examples: Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
RC can drift you underneath the opponent to make air throws more effective.
Action Steps:
Experiment with character-specific airborne moves that can transition into air throws.
Practice RC drifts to control trajectory under opponents.
Comprehension Questions:
How can Roman Cancel enhance air throw effectiveness?
Give examples of moves that can be combined with air throws for advanced setups.
Answers:
RC allows trajectory adjustment, letting you move underneath opponents for a guaranteed air throw.
Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
Super-Summary (Condensed Overview)
Air throws in Guilty Gear Strive are a versatile tool for controlling opponents’ jumps and creating offensive opportunities. They require correct positioning (below or at the same height as the opponent) and precise inputs (6 or 4 + Dust). Training mode setups like dash + jump help align you under opponents, and air throws can now also be performed during dashes to create a horizontal no-fly zone. Advanced applications include combining air throws with airborne moves and Roman Cancels to adjust trajectory and catch opponents at unexpected angles.
Actionable Steps:
Practice vertical alignment under jumping opponents.
Use dash + jump setups to position for air throws.
Experiment with air throws during dashes to control horizontal space.
Test character-specific airborne moves and RCs for advanced air throw setups.
Optional 3-Day Spaced Review Plan
Day 1: Focus on understanding air throw basics and positioning; practice in training mode.
Day 2: Drill dash + jump setups and input accuracy, including air throws during dash.
Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setups
Chunked Summary Chunk 1: Introduction to Air Throws
Key Concepts:
Air throws allow you to limit an opponent’s movement by preventing jumps.
Effective against advanced players because it reduces their options.
Enhances offensive opportunities while controlling space.
Example: Using air throws to force the opponent into defensive positions.
Action Steps:
Start thinking of air throws as both a defensive and offensive tool.
Observe situations where opponents frequently jump to practice timing air throws.
Comprehension Questions:
Why are air throws particularly useful against advanced players?
How do air throws shift the balance between offense and defense?
Answers:
They limit movement options, forcing opponents into predictable behavior.
By preventing jumps, they create opportunities to attack while controlling space.
Chunk 2: How to Perform Air Throws
Key Concepts:
Input: Press 6 or 4 + Dust while in the air next to your opponent.
Positioning is critical: air throws work if you are below or at the same height as your opponent.
Being above the opponent even slightly causes the throw to whiff.
Example: Matching vertical position with your opponent for a successful air throw.
Action Steps:
Practice jumping to align vertically with an opponent.
Avoid thinking you need to be directly above them; aim for below or level.
Comprehension Questions:
What happens if you try an air throw while slightly above the opponent?
Which inputs will fail to produce an air throw?
Answers:
The throw will whiff.
Pressing 9 or 7 + Dust instead of 6 or 4 + Dust triggers normal dust, not an air throw.
Chunk 3: Practicing Air Throws
Key Concepts:
Best method: set opponent to jump in training mode.
Dash forward + jump (8) allows correct positioning under the opponent.
Old method: jump straight up + input air throw (6 or 4 + Dust).
Air throw can now also be input during dash animations, creating a horizontal “no-fly zone.”
Action Steps:
Use training mode to practice dash + jump setups.
Try air throws during dashes to cover horizontal space.
Comprehension Questions:
Why is the dash + jump method preferred over jumping straight up?
How does inputting an air throw during a dash expand its utility?
Answers:
It helps position under the opponent quickly and prevents accidental wrong inputs.
It allows creating a horizontal no-fly zone, catching opponents jumping across distances.
Chunk 4: Advanced Applications
Key Concepts:
Air throws can be combined with airborne moves and Roman Cancels (RC) to adjust trajectory.
Examples: Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
RC can drift you underneath the opponent to make air throws more effective.
Action Steps:
Experiment with character-specific airborne moves that can transition into air throws.
Practice RC drifts to control trajectory under opponents.
Comprehension Questions:
How can Roman Cancel enhance air throw effectiveness?
Give examples of moves that can be combined with air throws for advanced setups.
Answers:
RC allows trajectory adjustment, letting you move underneath opponents for a guaranteed air throw.
Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
Super-Summary (Condensed Overview)
Air throws in Guilty Gear Strive are a versatile tool for controlling opponents’ jumps and creating offensive opportunities. They require correct positioning (below or at the same height as the opponent) and precise inputs (6 or 4 + Dust). Training mode setups like dash + jump help align you under opponents, and air throws can now also be performed during dashes to create a horizontal no-fly zone. Advanced applications include combining air throws with airborne moves and Roman Cancels to adjust trajectory and catch opponents at unexpected angles.
Actionable Steps:
Practice vertical alignment under jumping opponents.
Use dash + jump setups to position for air throws.
Experiment with air throws during dashes to control horizontal space.
Test character-specific airborne moves and RCs for advanced air throw setups.
Optional 3-Day Spaced Review Plan
Day 1: Focus on understanding air throw basics and positioning; practice in training mode.
Day 2: Drill dash + jump setups and input accuracy, including air throws during dash.
Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setups
Chunked Summary Chunk 1: Introduction to Air Throws
Key Concepts:
Air throws allow you to limit an opponent’s movement by preventing jumps.
Effective against advanced players because it reduces their options.
Enhances offensive opportunities while controlling space.
Example: Using air throws to force the opponent into defensive positions.
Action Steps:
Start thinking of air throws as both a defensive and offensive tool.
Observe situations where opponents frequently jump to practice timing air throws.
Comprehension Questions:
Why are air throws particularly useful against advanced players?
How do air throws shift the balance between offense and defense?
Answers:
They limit movement options, forcing opponents into predictable behavior.
By preventing jumps, they create opportunities to attack while controlling space.
Chunk 2: How to Perform Air Throws
Key Concepts:
Input: Press 6 or 4 + Dust while in the air next to your opponent.
Positioning is critical: air throws work if you are below or at the same height as your opponent.
Being above the opponent even slightly causes the throw to whiff.
Example: Matching vertical position with your opponent for a successful air throw.
Action Steps:
Practice jumping to align vertically with an opponent.
Avoid thinking you need to be directly above them; aim for below or level.
Comprehension Questions:
What happens if you try an air throw while slightly above the opponent?
Which inputs will fail to produce an air throw?
Answers:
The throw will whiff.
Pressing 9 or 7 + Dust instead of 6 or 4 + Dust triggers normal dust, not an air throw.
Chunk 3: Practicing Air Throws
Key Concepts:
Best method: set opponent to jump in training mode.
Dash forward + jump (8) allows correct positioning under the opponent.
Old method: jump straight up + input air throw (6 or 4 + Dust).
Air throw can now also be input during dash animations, creating a horizontal “no-fly zone.”
Action Steps:
Use training mode to practice dash + jump setups.
Try air throws during dashes to cover horizontal space.
Comprehension Questions:
Why is the dash + jump method preferred over jumping straight up?
How does inputting an air throw during a dash expand its utility?
Answers:
It helps position under the opponent quickly and prevents accidental wrong inputs.
It allows creating a horizontal no-fly zone, catching opponents jumping across distances.
Chunk 4: Advanced Applications
Key Concepts:
Air throws can be combined with airborne moves and Roman Cancels (RC) to adjust trajectory.
Examples: Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
RC can drift you underneath the opponent to make air throws more effective.
Action Steps:
Experiment with character-specific airborne moves that can transition into air throws.
Practice RC drifts to control trajectory under opponents.
Comprehension Questions:
How can Roman Cancel enhance air throw effectiveness?
Give examples of moves that can be combined with air throws for advanced setups.
Answers:
RC allows trajectory adjustment, letting you move underneath opponents for a guaranteed air throw.
Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.
Super-Summary (Condensed Overview)
Air throws in Guilty Gear Strive are a versatile tool for controlling opponents’ jumps and creating offensive opportunities. They require correct positioning (below or at the same height as the opponent) and precise inputs (6 or 4 + Dust). Training mode setups like dash + jump help align you under opponents, and air throws can now also be performed during dashes to create a horizontal no-fly zone. Advanced applications include combining air throws with airborne moves and Roman Cancels to adjust trajectory and catch opponents at unexpected angles.
Actionable Steps:
Practice vertical alignment under jumping opponents.
Use dash + jump setups to position for air throws.
Experiment with air throws during dashes to control horizontal space.
Test character-specific airborne moves and RCs for advanced air throw setups.
Optional 3-Day Spaced Review Plan
Day 1: Focus on understanding air throw basics and positioning; practice in training mode.
Day 2: Drill dash + jump setups and input accuracy, including air throws during dash.
Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setups
✅ SUMMARY — Taking BAD Guilty Gear Strive Advice and Making It Better
LK goes through common but oversimplified pieces of Strive advice and shows how to refine them into real, reliable strategies. Each example highlights why generic “just do X” advice fails and what to do instead based on move properties, option density, commitment, and reward.
⭐ BULLET-POINT QUICK REVIEW
Bad advice is usually technically correct, but too narrow, too committal, or ignores matchup dynamics.
May Dolphin: Don’t rely on 6P; use fast jabs (5P/5K) for lower commitment and better reward.
Leo Crossup (bt.S / Cross-through): Throwing isn’t reliable; instead, look for crossup only after normals with few cancel options. Use FD and awareness after 2S.
Giovanna Specials (236K / 214S): Don’t tunnel vision on reacting with 6P. Instead, FD/Jump after the end of Gatlings to force her to overextend.
Chipp Alpha Blade: 6P works but isn’t the best answer. FD to force whiff, anti-air trade combos, walk-under, hit landing, or intercept horizontally.
I-No Stroke: Throwing works only in specific windows. Look for Stroke after moves with few cancel routes (like 6H), not everywhere.
Core lesson: Replace “just do this” advice with context-dependent decision rules.
📚 CHUNKED SUMMARY WITH QUESTIONS + ACTION STEPS Chunk 1 — Why Bad Advice Happens
Many players give advice that’s technically correct but oversimplified, ignoring Strive’s system, character-specific options, delays, and risks. LK’s goal is to refine these into strategically sound versions.
✔ Comprehension Questions
Why does LK think “bad advice” persists even when it technically works?
What makes advice too generic to be reliable in Strive?
✔ Answers
Because people repeat legacy knowledge or simple rules without considering Strive’s specific properties.
It ignores commitment, timing variation, and character-specific tools.
✔ Action Steps
Always question whether advice accounts for timing, space, or options.
Evaluate the commitment and reward of any suggested counter.
Chunk 2 — May Dolphin: Why 6P Is Not Ideal
People say “just 6P Dolphin.” 6P works, but:
It’s high commitment with long recovery.
May can delay Dolphin and counter-hit your 6P.
You don’t get good reward unless you have meter.
Better option: Use 5P or 5K—shorter duration, safer, less punishable if May delays, and often leads to combos.
✔ Questions
Why is 6P high commitment against Dolphin?
Why are fast jabs better in this matchup?
✔ Answers
Long total duration and vulnerability to delay variations.
They recover fast, avoid getting blown up by delays, and yield better conversions.
✔ Action Steps
Practice anti-Dolphin jab timings.
Lab what combo routes your character gets off 5P/5K vs Dolphin.
Chunk 3 — Leo Crossup: Why Throwing Isn’t Enough
Advice: “Just throw Leo’s cross-through.”
Problems:
The range varies, making throws inconsistent.
Strive has strong delay cancel options, letting Leo alter timing or use alternatives.
Some normals (close slash, 2S) give him tons of options; you can’t tunnel vision.
Better rule:
Look for crossup after moves with few cancels, like f.S.
After flexible normals, use FD to create space and observe habits.
✔ Questions
Why is throw unreliable as a universal answer?
When is crossup more predictable?
✔ Answers
Throw range/timing varies and Leo has multiple cancel options.
After normals that have few cancel routes, like far slash.
✔ Action Steps
Identify which Leo normals have limited follow-ups.
Practice FD spacing to escape close-range mix loops.
Chunk 4 — Giovanna: Don’t 6P Every Special
Bad advice: “Just 6P her special moves on reaction.”
Problems:
Her close slash is plus and she can frame trap you while you’re looking for specials.
Her normals are extremely safe, so waiting for specials cedes pressure.
Over-focusing on specials blinds you to her real turn-taking structure.
Better rule:
At the end of her Gatlings (5H, sweep), use FD or super jump to escape or reset.
Once she overextends trying to catch your jump/FD, you regain space to use 6P.
✔ Questions
Why does focusing on 6P make her pressure stronger?
When should you jump or FD?
✔ Answers
Because she gets free turns off safe normals while you wait.
At the end of her string where specials start.
✔ Action Steps
Drill FD → super jump as an escape option.
Recognize the animation cues for Giovanna’s string endings.
Chunk 5 — Chipp Alpha Blade: 6P Is Not “The Answer”
People say “just 6P” Alpha Blade. Problems:
Alpha Blade advances; 6P may cause your character to shift or corner yourself.
The move has low attack level, making anti-air trades very favorable for you.
FD pushes Chipp far enough that his follow-up 2K whiffs.
You can walk under, hit landing recovery, or meet him horizontally.
Better rule: Use the tool that gives your character the best reward, space, or safety, not the standard universal answer.
✔ Questions
Why is FD strong here?
Why are trades favorable against Alpha Blade?
✔ Answers
It pushes Chipp out so his primary follow-up misses.
Low attack level → you get full combo on trade.
✔ Action Steps
Test FD vs Alpha Blade with your character’s anti-airs.
Practice walking under and punishing landing recovery.
Chunk 6 — I-No Stroke: Throwing Helps but Only in the Right Spots
Bad advice: “Throw Stroke.”
Problems:
Stroke is +3, so she keeps her turn.
Waiting for Stroke makes you predictable.
She can vary timing or switch options.
Better rule:
Look for Stroke after moves with little cancel flexibility, like 6H.
She can only let it recover, do S Stroke (-6), or do H Stroke (throwable).
In more flexible spots, consider jump back, backdash, or defensive movement.
✔ Questions
When is throwing Stroke good?
Why shouldn’t you always wait for it?
✔ Answers
After moves where she can only special cancel and has few options.
Because she has too many mix options and you become predictable.
✔ Action Steps
Identify fixed cancel points in I-No’s pressure.
Practice option-select throw vs Stroke timings.
🔥 SUPER-SUMMARY (Under 1 Page)
In this video, LK refines common Guilty Gear Strive matchup advice by showing how generic “just do X” rules often fail because they ignore commitment, space, timing variation, cancel routes, and character-specific risk/reward. He demonstrates this across several matchup misconceptions:
May Dolphin: 6P works but is too committal. Use fast jabs for safer interrupts and better conversions.
Leo Crossup: Throwing isn't reliable; instead, identify normals with few cancel routes and defend there. Against flexible options, rely on FD and awareness.
Giovanna Specials: Reacting with 6P is too narrow because she can overwhelm you with safe normals. Escape at the end of her strings with FD or super jump.
Chipp Alpha Blade: 6P is not the most consistent answer. Use FD to force whiff, trade anti-airs for combos, walk under, or punish landing.
I-No Stroke: Throwing only works in specific spots. Look for Stroke after limited-cancel moves like 6H, and use jump/backdash elsewhere.
The key insight: Replace oversimplified matchup advice with flexible, system-informed strategies that account for options, commitment, and situation. Good advice is not “do X,” but do X when the situation’s structure supports it.
🧠 3-Day Spaced Review Plan Day 1 — Structural Understanding
Read chunks 1–3.
Lab Dolphin jab punishes & Leo 2S/FS cancel routes.
Day 2 — Defensive Escapes
Read chunks 4–5.
Practice Giovanna FD → jump and Chipp FD → whiff punish sequences.
Day 3 — Application & Integration
Read chunk 6 + super-summary.
Build a personal “anti-generic-advice checklist”:
What’s the commitment?
What’s the reward?
How many options does the opponent have here?
✅ SUMMARY — Taking BAD Guilty Gear Strive Advice and Making It Better
LK goes through common but oversimplified pieces of Strive advice and shows how to refine them into real, reliable strategies. Each example highlights why generic “just do X” advice fails and what to do instead based on move properties, option density, commitment, and reward.
⭐ BULLET-POINT QUICK REVIEW
Bad advice is usually technically correct, but too narrow, too committal, or ignores matchup dynamics.
May Dolphin: Don’t rely on 6P; use fast jabs (5P/5K) for lower commitment and better reward.
Leo Crossup (bt.S / Cross-through): Throwing isn’t reliable; instead, look for crossup only after normals with few cancel options. Use FD and awareness after 2S.
Giovanna Specials (236K / 214S): Don’t tunnel vision on reacting with 6P. Instead, FD/Jump after the end of Gatlings to force her to overextend.
Chipp Alpha Blade: 6P works but isn’t the best answer. FD to force whiff, anti-air trade combos, walk-under, hit landing, or intercept horizontally.
I-No Stroke: Throwing works only in specific windows. Look for Stroke after moves with few cancel routes (like 6H), not everywhere.
Core lesson: Replace “just do this” advice with context-dependent decision rules.
📚 CHUNKED SUMMARY WITH QUESTIONS + ACTION STEPS Chunk 1 — Why Bad Advice Happens
Many players give advice that’s technically correct but oversimplified, ignoring Strive’s system, character-specific options, delays, and risks. LK’s goal is to refine these into strategically sound versions.
✔ Comprehension Questions
Why does LK think “bad advice” persists even when it technically works?
What makes advice too generic to be reliable in Strive?
✔ Answers
Because people repeat legacy knowledge or simple rules without considering Strive’s specific properties.
It ignores commitment, timing variation, and character-specific tools.
✔ Action Steps
Always question whether advice accounts for timing, space, or options.
Evaluate the commitment and reward of any suggested counter.
Chunk 2 — May Dolphin: Why 6P Is Not Ideal
People say “just 6P Dolphin.” 6P works, but:
It’s high commitment with long recovery.
May can delay Dolphin and counter-hit your 6P.
You don’t get good reward unless you have meter.
Better option: Use 5P or 5K—shorter duration, safer, less punishable if May delays, and often leads to combos.
✔ Questions
Why is 6P high commitment against Dolphin?
Why are fast jabs better in this matchup?
✔ Answers
Long total duration and vulnerability to delay variations.
They recover fast, avoid getting blown up by delays, and yield better conversions.
✔ Action Steps
Practice anti-Dolphin jab timings.
Lab what combo routes your character gets off 5P/5K vs Dolphin.
Chunk 3 — Leo Crossup: Why Throwing Isn’t Enough
Advice: “Just throw Leo’s cross-through.”
Problems:
The range varies, making throws inconsistent.
Strive has strong delay cancel options, letting Leo alter timing or use alternatives.
Some normals (close slash, 2S) give him tons of options; you can’t tunnel vision.
Better rule:
Look for crossup after moves with few cancels, like f.S.
After flexible normals, use FD to create space and observe habits.
✔ Questions
Why is throw unreliable as a universal answer?
When is crossup more predictable?
✔ Answers
Throw range/timing varies and Leo has multiple cancel options.
After normals that have few cancel routes, like far slash.
✔ Action Steps
Identify which Leo normals have limited follow-ups.
Practice FD spacing to escape close-range mix loops.
Chunk 4 — Giovanna: Don’t 6P Every Special
Bad advice: “Just 6P her special moves on reaction.”
Problems:
Her close slash is plus and she can frame trap you while you’re looking for specials.
Her normals are extremely safe, so waiting for specials cedes pressure.
Over-focusing on specials blinds you to her real turn-taking structure.
Better rule:
At the end of her Gatlings (5H, sweep), use FD or super jump to escape or reset.
Once she overextends trying to catch your jump/FD, you regain space to use 6P.
✔ Questions
Why does focusing on 6P make her pressure stronger?
When should you jump or FD?
✔ Answers
Because she gets free turns off safe normals while you wait.
At the end of her string where specials start.
✔ Action Steps
Drill FD → super jump as an escape option.
Recognize the animation cues for Giovanna’s string endings.
Chunk 5 — Chipp Alpha Blade: 6P Is Not “The Answer”
People say “just 6P” Alpha Blade. Problems:
Alpha Blade advances; 6P may cause your character to shift or corner yourself.
The move has low attack level, making anti-air trades very favorable for you.
FD pushes Chipp far enough that his follow-up 2K whiffs.
You can walk under, hit landing recovery, or meet him horizontally.
Better rule: Use the tool that gives your character the best reward, space, or safety, not the standard universal answer.
✔ Questions
Why is FD strong here?
Why are trades favorable against Alpha Blade?
✔ Answers
It pushes Chipp out so his primary follow-up misses.
Low attack level → you get full combo on trade.
✔ Action Steps
Test FD vs Alpha Blade with your character’s anti-airs.
Practice walking under and punishing landing recovery.
Chunk 6 — I-No Stroke: Throwing Helps but Only in the Right Spots
Bad advice: “Throw Stroke.”
Problems:
Stroke is +3, so she keeps her turn.
Waiting for Stroke makes you predictable.
She can vary timing or switch options.
Better rule:
Look for Stroke after moves with little cancel flexibility, like 6H.
She can only let it recover, do S Stroke (-6), or do H Stroke (throwable).
In more flexible spots, consider jump back, backdash, or defensive movement.
✔ Questions
When is throwing Stroke good?
Why shouldn’t you always wait for it?
✔ Answers
After moves where she can only special cancel and has few options.
Because she has too many mix options and you become predictable.
✔ Action Steps
Identify fixed cancel points in I-No’s pressure.
Practice option-select throw vs Stroke timings.
🔥 SUPER-SUMMARY (Under 1 Page)
In this video, LK refines common Guilty Gear Strive matchup advice by showing how generic “just do X” rules often fail because they ignore commitment, space, timing variation, cancel routes, and character-specific risk/reward. He demonstrates this across several matchup misconceptions:
May Dolphin: 6P works but is too committal. Use fast jabs for safer interrupts and better conversions.
Leo Crossup: Throwing isn't reliable; instead, identify normals with few cancel routes and defend there. Against flexible options, rely on FD and awareness.
Giovanna Specials: Reacting with 6P is too narrow because she can overwhelm you with safe normals. Escape at the end of her strings with FD or super jump.
Chipp Alpha Blade: 6P is not the most consistent answer. Use FD to force whiff, trade anti-airs for combos, walk under, or punish landing.
I-No Stroke: Throwing only works in specific spots. Look for Stroke after limited-cancel moves like 6H, and use jump/backdash elsewhere.
The key insight: Replace oversimplified matchup advice with flexible, system-informed strategies that account for options, commitment, and situation. Good advice is not “do X,” but do X when the situation’s structure supports it.
🧠 3-Day Spaced Review Plan Day 1 — Structural Understanding
Read chunks 1–3.
Lab Dolphin jab punishes & Leo 2S/FS cancel routes.
Day 2 — Defensive Escapes
Read chunks 4–5.
Practice Giovanna FD → jump and Chipp FD → whiff punish sequences.
Day 3 — Application & Integration
Read chunk 6 + super-summary.
Build a personal “anti-generic-advice checklist”:
What’s the commitment?
What’s the reward?
How many options does the opponent have here?