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Fighting Game Offense Ft. Goldlewis
Fighting Game Offense Ft. Goldlewis

🎮 Fighting Game Offense ft. Goldlewis — Structured Summary

  1. High-Level Summary

This video explains how offense works in fighting games once you’ve already landed a hit or knockdown, using Goldlewis Dickinson (Guilty Gear Strive) as the primary example. The core idea is that strong offense is not about random aggression—it’s about structured pressure loops that manipulate the opponent’s fear and habits.

The offense follows a repeating cycle:

Blockstrings to build resources and establish pressure

Intentional gaps to bait counter-hits

Pressure resets once the opponent is scared

Throws and mix-ups to punish passive defense

Enders that restart offense, not neutral

Goldlewis excels because he:

Deals huge chip damage

Gains strong meter and security level

Converts counter-hits into massive damage

Has threatening high/low + throw pressure

Can safely re-enter offense using Thunderbird

These concepts are universal across fighting games, not just Guilty Gear.

  1. Condensed Bullet-Point Version (Quick Review)

Offense starts after a hit or knockdown, not in neutral

Blockstrings are the foundation of all offense

Blocking is still good for you: chip, meter, tension gain

Introduce gaps to bait opponent button presses

Punish those presses with counter-hits

Once they fear pressing buttons → reset pressure

Use tools like Thunderbird to safely re-engage

If they block forever → throw them

If they try to escape throws → counter-hit them

Add high/low mix-ups once respect is established

Always end combos in ways that restart offense

Optimize later—start with a simple, repeatable game plan

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: What “Offense” Means (Context Setting)

Core Idea: This video focuses on offense after you already got in—knockdowns, hits, or forced block situations—not neutral.

Key Points:

Offense = what you do when the opponent is forced to respond

Neutral is about getting in; offense is about staying in

Goldlewis is used because his tools exaggerate these principles

Comprehension Questions

Q: What phase of the game does this video focus on? A: Post-hit or knockdown offensive situations.

Q: Why is Goldlewis a good example? A: His offense clearly demonstrates universal pressure concepts.

Action Steps

Separate your thinking: neutral plans vs offense plans

Review replays and isolate moments after knockdowns

Chunk 2: Blockstrings — The Foundation of Offense

Core Idea: The simplest offense is making the opponent block—this alone creates value.

Why Blockstrings Matter:

Deal chip damage

Build meter and tension

Increase Goldlewis’s security level

Force the opponent into passivity

Important Mindset Shift: If they block everything, you are still winning.

Comprehension Questions

Q: Why is it okay if your opponent blocks your offense? A: You gain chip damage, meter, and advantage.

Q: What resource does Goldlewis gain uniquely? A: Security level.

Action Steps

Practice clean, consistent blockstrings

Measure success by resource gain, not hits

Chunk 3: Introducing Gaps & Counter-Hits

Core Idea: Once the opponent gets tired of blocking, they’ll press buttons—this is intentional bait.

How It Works:

Slightly delay cancels to create gaps

Gaps invite jabs or mashing

Punish with counter-hits

Goldlewis gets huge reward from these

Key Insight: Any blockstring can become a trap by adjusting timing.

Comprehension Questions

Q: Why do players press buttons during pressure? A: Blocking feels passive and frustrating.

Q: What do gaps allow you to punish? A: Mashing and panic responses.

Action Steps

Lab delayed timings in your pressure

Identify safe gap points in your strings

Chunk 4: Resetting Pressure Once They’re Afraid

Core Idea: After counter-hitting them, opponents stop pressing buttons—now you can restart offense freely.

Goldlewis Tools:

Thunderbird covers approach

Run back in safely

Restart blockstrings

Loop pressure endlessly

This creates a fear → reset → fear loop.

Comprehension Questions

Q: Why does pressure reset work? A: The opponent is scared to press buttons.

Q: What does Thunderbird provide? A: Safe re-entry and coverage.

Action Steps

Identify your character’s pressure reset tool

Practice resetting instead of over-committing

Chunk 5: Throws — Punishing Passive Defense

Core Idea: If the opponent blocks forever, throws become unavoidable.

Important Notes:

Damage doesn’t matter—fear does

Throws force reactions (jumping, mashing)

Those reactions re-open counter-hit opportunities

This completes the offensive triangle: Block → Mash → Throw

Comprehension Questions

Q: Why are throws important even with low damage? A: They force defensive changes.

Q: What happens after players fear throws? A: They mash or jump—both punishable.

Action Steps

Add throws deliberately into pressure

Track how opponents respond after getting thrown

Chunk 6: High–Low Mix-Ups & Risk Management

Core Idea: Once respect is established, introduce high/low mix-ups.

Goldlewis Specifics:

Overheads are slow but rewarding

Even on block, Goldlewis is highly plus

Opponents can challenge—but that risks counter-hits

Key Balance: High reward, but you also risk getting hit.

Comprehension Questions

Q: Why don’t you start with overheads? A: They’re slow and risky without respect.

Q: What happens if opponents challenge overheads? A: They expose themselves to counter-hits.

Action Steps

Only use mix-ups after establishing block pressure

Learn which options keep you plus on block

Chunk 7: Structuring Offense (Training Mindset)

Core Idea: Offense should be structured, not improvised.

Training Goals:

Pre-build strong offensive strings

Remove decision fatigue

Free mental space to read the opponent

This lets offense become subconscious.

Comprehension Questions

Q: Why structure offense in advance? A: To focus on opponent behavior, not execution.

Q: What replaces “thinking about buttons”? A: Reading habits and adapting.

Action Steps

Create 2–3 go-to offensive sequences

Drill until execution is automatic

Chunk 8: Ending Offense So It Continues

Core Idea: Your offense should end in a new offensive situation, not neutral.

Best Practices:

End combos in knockdowns near you

Use Thunderbird or meaty pressure

Avoid knockbacks that reset neutral

Big Mistake: Winning a hit but losing momentum.

Comprehension Questions

Q: Why is neutral worse than pressure? A: It gives the opponent agency again.

Q: What should combo enders prioritize? A: Proximity and knockdown advantage.

Action Steps

Review your combo enders

Optimize for pressure continuation, not damage

  1. Super-Summary (Under 1 Page)

Strong offense in fighting games is about structured pressure loops, not random aggression. After landing a hit or knockdown, start with solid blockstrings to build meter and force defense. Introduce small gaps to bait button presses and punish them with counter-hits. Once the opponent becomes afraid to act, reset pressure using tools like Thunderbird and repeat the cycle.

If they block endlessly, throw them. If they try to escape throws, counter-hit them. Once respect is established, layer in high/low mix-ups for big rewards. Always end combos in ways that let you continue offense rather than resetting to neutral.

Train offense deliberately so execution becomes automatic, freeing your attention to read the opponent. These principles apply across all fighting games—Goldlewis simply demonstrates them clearly and brutally.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Conceptual Understanding

Re-read chunks 1–3

Identify where your character builds pressure similarly

Day 2 – Application

Lab blockstrings with intentional gaps

Practice pressure resets after counter-hits

Day 3 – Optimization

Review combo enders

Adjust routes to restart offense consistently

mario050987·youtube.com·
Fighting Game Offense Ft. Goldlewis
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters

Summary: In this video, the focus is on understanding the strategic interactions between Ky Kiske and Leo Whitefang in Guilty Gear Strive, particularly around the strike-throw mixup, and how to exploit Leo's defensive options when Ky applies a frame trap. Chunk 1: Introduction to the Problem

Key Concept: Ky's frame traps, particularly the 5K > 2D and close slash > 2D combos, are commonly used to pressure opponents, but Leo can often DP through these gaps.

Misconception: Initially, it seems there's no way to stop Leo’s Dragon Punch (DP) from breaking these gaps in Ky's offense.

Comprehension Questions:

What frame traps are being discussed in this video?

Why can Leo’s DP counter these frame traps?

Action Step: Practice identifying when there’s a gap in Ky’s strings to recognize when Leo can potentially DP. This helps prepare you for more advanced counters.

Chunk 2: The Surprising Discovery

New Insight: When Ky uses 5K > 2D or close slash > 2D, Leo is forced to block crouching. If Leo attempts to DP in this situation, he gets punished with a hard knockdown.

Significance: This discovery shifts the mind game. Rather than assuming the gap is always exploitable by DP, Ky can use this situation to his advantage and create a unique okizeme setup.

Comprehension Questions:

What is the key difference in Leo's response when Ky uses 5K > 2D compared to other frame traps?

What happens when Leo attempts to DP during the 5K > 2D setup?

Action Step: Use 5K > 2D or close slash > 2D strategically to force Leo into a defensive position. From here, you can experiment with 5D or grabs for mind games.

Chunk 3: Leo’s Defensive Options

Testing Leo's Defense: The video tests Leo’s different defensive options:

Backdash – Doesn’t work against Ky's frame traps.

Faultless Defense (FD) – Doesn’t prevent Ky from establishing a strong mixup.

Fuzzy Jump – Easily punished.

Mashing – Leo can mash out of certain situations, but it doesn't punish the lack of a gap.

Comprehension Questions:

Which defensive options does Leo have to deal with Ky's pressure?

Why doesn’t mashing work as an effective counter against Ky’s frame traps?

Action Step: Test Leo’s defensive options in training mode to see how they react to Ky’s 5K > 2D setup. This will help you create consistent strategies to pressure Leo.

Chunk 4: Conditioning Leo and Mind Games

Mind Game Development: Once Leo is conditioned to block after several baited reversals, Ky can mix up his options:

5D or grab to exploit the conditioned block.

If Leo starts mashing, Ky can return to frame traps.

If Leo tries to DP, the cycle continues with punishing hard knockdowns.

Comprehension Questions:

How can Ky condition Leo to block?

What should Ky do if Leo starts mashing in response to frame traps?

Action Step: Create a habit of baiting Leo’s reversal attempts to condition him. Once you’ve conditioned Leo to block, shift your approach to 5D or grabs to catch him off-guard.

Super-Summary: In this video, the player demonstrates how Ky Kiske’s frame traps like 5K > 2D or close slash > 2D can be used effectively against Leo Whitefang, especially in scenarios where Leo typically relies on his DP to break gaps. The key insight is that when Leo is forced to block crouching, he cannot DP, which sets up a hard knockdown for Ky. This gives Ky an opportunity to apply okizeme pressure. By understanding Leo's defensive responses (backdash, FD, fuzzy jump, and mashing), Ky can create a mind game where Leo’s reactions are predictable, allowing Ky to punish appropriately with 5D, grabs, or frame traps. This strategy revolves around conditioning Leo into specific defensive habits, exploiting them, and forcing him into unfavorable positions.

Optional Spaced Review Plan:

Day 1: Focus on the core concept of forcing Leo to block crouching with 5K > 2D.

Day 2: Test Leo's defensive options (backdash, FD, fuzzy jump) in training mode and explore how each reacts to Ky's frame traps.

Day 3: Practice incorporating mind games with 5D and grabs after conditioning Leo to block, and refine your punishments when Leo tries to mash or DP.

mario050987·youtube.com·
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
"Baiken has a 2HS which I'm not sure should be allowed to exist in this game, a counter that catches lows, mids and overheads from the first frame, and the strongest projectile in Kenjyuu, and more, I think I can win tonight." https://t.co/fr6CChIwSp— Shinjin is シンジン (@shinjinbaiken) January 27, 2022
Shiroyami·twitter.com·
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
"Baiken has a 2HS which I'm not sure should be allowed to exist in this game, a counter that catches lows, mids and overheads from the first frame, and the strongest projectile in Kenjyuu, and more, I think I can win tonight." https://t.co/fr6CChIwSp— Shinjin is シンジン (@shinjinbaiken) January 27, 2022
Shiroyami·twitter.com·
Shinjin is シンジン on Twitter
Guilty Gear Strive | MAY Tutorial and Strategy Guide
Guilty Gear Strive | MAY Tutorial and Strategy Guide
Welcome to our GGST May Tutorial & Strategy Guide! For complete movelist guide of May, please visit: https://www.dustloop.com/wiki/index.php?title=GGST/May Follow Shinji on: Twitter : @rumbleph Youtube : MikTV Follow me on: Twitter : @Arki_Borj Youtube : @BorjTV Hope this tutorial helps. Thanks! (^O^)/ #ggst_ma #may #guiltygearstrive
mario050987·youtube.com·
Guilty Gear Strive | MAY Tutorial and Strategy Guide