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Shinjin is シンジン on Twitter
Shinjin is シンジン on Twitter
Defensive OS: FDIB meaties and throw break normal throws. Hold FD during KD for easier execution. #GGST pic.twitter.com/Bvsg6PmoT4— Shinjin is シンジン (@shinjinbaiken) July 4, 2021
mario050987·twitter.com·
Shinjin is シンジン on Twitter
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
so even if you gold break the stagger on H dolphin...command grab is guaranteed. S dolphin is the same its just distance dependent since the stagger stun is less. These situations arent rare in the past games but in the context of this one, a bizarre oversight...maybe a bug?— Majin 「O」boomer @ #FightingTuesday 99 (@2dJazz) June 14, 2021
mario050987·twitter.com·
Majin 「O」boomer @ #FightingTuesday 99 on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
空中行動回数を使いきった後に黄色RCを食らっても空中行動回数が復活するがなんの役に立つかはまだわからない #GGST #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/Sr9r2Rx7Kw— wikiの人 (@kuroro_w) July 3, 2021
mario050987·twitter.com·
wikiの人 on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
空中黄色RCしたらJ行動回数復活した #GGST #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/nCIYbJIGf0— wikiの人 (@kuroro_w) July 3, 2021
mario050987·twitter.com·
wikiの人 on Twitter
Yellow on Twitter
Yellow on Twitter
Little edit you cancel right as the symbol fades away not right as the symbol shows up this also works for rc drift. Frc drift can give you big momentum or a wacky jump arc. Also maybe you can do something with 4646>rc cancel or 4646 delayed rc for an overhead #GGST https://t.co/Iy81AteoDR— Yellow (@df2pewgf) July 3, 2021
mario050987·twitter.com·
Yellow on Twitter
忍者になりたい on Twitter
忍者になりたい on Twitter
#GGST REGARDING AIR BLOCKSTUNBlocking any move in the air puts you in blockstun until landing.You enter 19f of unique landing blockstun upon landing on regular block and FD5f of unique landing blockstun if Instant Blocked or Instant FDed— 忍者になりたい (@GREATFERNMAN) July 2, 2021
mario050987·twitter.com·
忍者になりたい on Twitter
6P Anti Air in Guilty Gear Strive (Part 1)
6P Anti Air in Guilty Gear Strive (Part 1)

Chunked Summary Chunk 1: Introduction to 6P Anti-Air

Veterans often recommend pressing 6P (stand Heavy Punch) when opponents are airborne.

Advice can feel oversimplified, but the video demonstrates why, when, and how it works.

The focus is understanding hitboxes, hurtboxes, and timing in interactions between characters.

Comprehension Questions:

What is the common advice veterans give for airborne opponents? Answer: Press 6P to anti-air them.

Why can this advice seem insufficient? Answer: It doesn’t explain the timing, hitbox interactions, or reasoning behind it.

Action Steps:

Watch interactions carefully in training mode, focusing on hitboxes and hurtboxes.

Note how 6P interacts with different jumps to develop intuition.

Chunk 2: Kai vs. Mei Example

Kai’s 6P can reach Mei’s jump heavy despite the short apparent range.

Reasons:

Kai’s hurtbox disappears temporarily during 6P startup.

Mei’s hurtbox extends far below her attack animation.

Successful hits depend on timing and positioning.

Trades occur if 6P is pressed slightly late, causing hitboxes to overlap.

Comprehension Questions:

Why does Kai’s 6P reach Mei’s jump heavy? Answer: Kai’s upper body hurtbox disappears, and Mei’s hurtbox extends downward.

What causes a trade instead of a clean hit? Answer: Pressing 6P later, so hitboxes overlap.

Action Steps:

Practice frame-by-frame analysis of attacks to see how timing affects outcomes.

Experiment with pressing 6P earlier and later to observe clean hits versus trades.

Chunk 3: Targeting Hurtboxes

The key is hitting the extended hurtbox, not the visible collision box.

Even attacks that look like they’re out of reach can be countered if the hurtbox extends during their animation.

Example: Kai 6P can counter Mei jump heavy from further than expected.

Comprehension Questions:

What part of an attack should 6P aim to hit? Answer: The opponent’s extended hurtbox.

Can visually distant attacks still be countered by 6P? Answer: Yes, if the hurtbox extends into range.

Action Steps:

Use training mode to mark hurtboxes visually.

Practice spacing 6P so it intersects with the extended hurtbox, not just the attack’s hitbox.

Chunk 4: Other Characters and Exceptions

Most air normals have extended hurtboxes, but some are exceptions (e.g., Ramlethal jump S).

Timing is critical: too early or too late results in misses or trades.

Some attacks create tight windows where 6P must be precisely timed.

Comprehension Questions:

Do all air normals have extended hurtboxes? Answer: Most do, but some exceptions exist.

What happens if you press 6P too early or too late? Answer: Too early → miss; too late → trade or miss depending on distance.

Action Steps:

Identify exception moves in your matchups.

Practice timing 6P at different ranges to learn safe windows.

Chunk 5: Post-6P Recovery & Options

After landing or whiffing 6P, you often have time to block or punish follow-ups.

Can also counter double jumps or air dashes with practice.

Setting training mode to random air options helps improve reaction timing.

Risk is low without meter, as far-range attacks from the opponent are generally not threatening.

Comprehension Questions:

What can you do after 6P recovers? Answer: Block, punish, or press 6P again on their next airborne option.

How does meter affect the risk of 6P? Answer: With meter, opponents can convert into bigger punish; without meter, risk is low.

Action Steps:

Practice 6P followed by defensive or offensive options.

Use training mode recording to simulate double jumps, air dashes, and neutral jumps.

Chunk 6: Summary Insights

6P is reliable, safe, and versatile against airborne attacks.

Main considerations:

Timing relative to opponent’s attack

Positioning to target hurtbox

Awareness of exceptions

Post-6P recovery options

Risk is low if opponent has no meter; can be a strong anti-air tool.

Comprehension Questions:

Why is 6P considered reliable? Answer: It can target extended hurtboxes, trades are predictable, and risk is low without meter.

What must a player be aware of when using 6P? Answer: Timing, positioning, exceptions, and recovery options.

Action Steps:

Develop muscle memory for 6P timing across characters.

Use hurtbox analysis to improve anti-air decisions.

Super-Summary (Condensed)

6P in Guilty Gear Strive is a highly effective anti-air tool when used to target extended hurtboxes of airborne attacks. Its effectiveness relies on timing, positioning, and knowledge of hitbox interactions. Trades usually occur when 6P is pressed slightly late. Most air normals have extended hurtboxes, but exceptions exist, requiring careful attention. After 6P, players often have time to block, punish, or counter additional airborne options, with low risk when opponents lack meter. Practicing 6P in training mode with variable enemy options builds timing, spacing, and recovery awareness, making it a versatile and safe anti-air strategy.

Key Actionable Steps:

Analyze hitboxes/hurtboxes in training mode.

Time 6P to intersect extended hurtboxes, not just collision boxes.

Practice frame-precise 6P for exceptions.

Develop post-6P reactions: block, punish, or re-press.

Use random air options in training to simulate real scenarios.

Optional 3-Day Spaced Review Plan

Day 1: Watch examples of 6P vs various air normals; focus on timing and hurtboxes.

Day 2: Practice in training mode with different jump attacks and air dashes; note successes and misses.

Day 3: Test application in matches; review recordings to refine timing, spacing, and recovery awareness.

mario050987·youtube.com·
6P Anti Air in Guilty Gear Strive (Part 1)
The Best Way to Learn a Matchup
The Best Way to Learn a Matchup

SUMMARY (Full, Structured)

The video teaches that the best way to learn a matchup is to watch replays with intention, extracting information about conversions, pressure, matchup-specific tools, interrupts, and round-start habits. Using a Gio vs. Potemkin match (The Kill Sage vs. Kirby), the creator demonstrates how to observe decision-making, punish windows, optimal conversions, and pressure resets. The key lesson: Replay analysis reveals what strong players do, what works against specific characters, and what patterns matter—especially pressure, conversions, oki, and round-start tendencies.

BULLET-POINT QUICK REVIEW

Replay analysis is the most efficient way to learn matchups.

Look for: pressure resets, conversion routes, interruptible patterns, neutral tools, round-start habits, oki patterns, risk gauge interactions.

The Kill Sage uses:

Optimal conversions by recognizing when close slash will hit.

Dash 2D, spiral arrow resets, and crossups to maintain pressure.

Potemkin fails to interrupt spiral arrow; shows how matchup knowledge changes defensive choices.

Recognize when moves are real (combo counter white) vs fake (purple).

Pay attention to risk gauge—blocking too long leads to massive punishment.

Study round-start patterns and knockdown follow-ups; they happen every game.

As you level up, rewatch replays for specific themes (pressure, oki, neutral, counter-hit routes, etc.).

CHUNKED SUMMARY WITH Q&A + ACTION STEPS Chunk 1 — Why Replay Analysis Is the Best Way to Learn a Matchup

Summary: The creator argues that watching replays is the best method to learn matchups because you can observe strong players solving problems you face. Replays reveal what options work, how to think critically, and how to extract patterns for your own play.

Comprehension Questions

Why are replays more valuable than grinding matches blindly? Answer: Because replays let you pause, analyze decisions, compare choices, and learn matchup-specific interactions purposely.

What skill develops when trying to teach what you see? Answer: Teaching forces deeper understanding and retention.

Action Steps

Watch one high-level replay per day focused on a single matchup.

Pause after major interactions and write what each player was trying to accomplish.

Try explaining the sequence out loud—this cements understanding.

Chunk 2 — Observing Optimal Conversions & Presence of Mind

Summary: An example from Kill Sage’s Giovanna shows how awareness creates optimal conversions. After an air dash counter-hit, he confirms into close slash instead of autopiloting 5K, maximizing damage. This shows the difference between good players and great players: presence of mind under pressure.

Comprehension Questions

Why is close slash preferred over 5K in this scenario? Answer: It’s Giovanna’s best combo starter and yields higher damage.

What separates high-level players here? Answer: Immediate recognition of spacing, hurtbox, and best starter.

Action Steps

In training mode, recreate counter-hit situations and practice hit-confirming into optimal starters.

Practice “presence-of-mind drills”: take a common interaction and force yourself to use the optimal button, not the autopilot one.

Chunk 3 — Understanding Pressure Resets (Spiral Arrow Example)

Summary: Kill Sage frequently uses spiral arrow (214K) to reset pressure because Potemkin wasn’t interrupting it. The move can be interrupted (e.g., via 6P), but only if the defender knows the timing. Because Potemkin never challenged, Giovanna ran momentum indefinitely, cranking risk gauge and eventually blowing him up.

Comprehension Questions

Why was spiral arrow effective repeatedly in this match? Answer: Potemkin never challenged it; without interruption, Gio keeps advantage.

How does risk gauge influence damage taken? Answer: Higher risk means dramatically increased damage when hit.

Action Steps

Identify 1–2 pressure reset tools your character uses; test how opponents can interrupt them.

When watching replays of your own losses, ask: “What pressure resets did I use? Did they challenge? Why or why not?”

Chunk 4 — Recognizing Punish Windows & Frame Data (Garuda Example)

Summary: Potemkin tries raw Garuda Impact (28f startup), which gets interrupted because it wasn’t cancelled from 6K. The replay shows how important it is to know each character’s unsafe patterns. Unsafe raw specials can be blown up if you understand the startup.

Comprehension Questions

Why did raw Garuda get interrupted? Answer: 28f startup is extremely slow when not cancelled.

What lesson does this teach? Answer: Frame-data awareness helps you recognize punishable habits.

Action Steps

For every key special move in your matchup, memorize whether it is interruptible or must be respected.

Lab your character’s fastest punishes against slow or unsafe moves.

Chunk 5 — Studying Round Start & Knockdown Behavior

Summary: Round start and knockdowns happen every game, so studying these is foundational. Watch what strong players choose consistently—jump back, sweep, dash, air dash button—and record patterns. These moments shape the entire flow of the match.

Comprehension Questions

Why study round-start options? Answer: They define early momentum and reveal what top players consider safest or most rewarding.

What two things are guaranteed in every round? Answer: A round-start interaction and someone getting knocked down.

Action Steps

Create a “Round Start Notebook” for each matchup.

List 3 strong round-start options for you and 3 the opponent uses.

In replays, track how often each option appears and how it’s beaten.

Chunk 6 — Advanced Replay Analysis: Looking for Themes

Summary: Once you're more experienced, replays become targeted study sessions: analyzing pressure strings, oki setups, counter-hit conversions, and neutral tools. Beginners should start broadly (combos, general neutral), but advanced players should refine their replay goals to specific mechanics relevant to their character.

Comprehension Questions

How does replay analysis evolve over time? Answer: Beginners look at general play; advanced players focus on specific themes like oki, pressure, or counter-hit routes.

Why is focusing on themes important? Answer: It accelerates improvement in high-impact areas.

Action Steps

Choose a theme each week (e.g., anti-airs, pressure resets, oki).

Watch 3–5 replays ONLY focusing on that theme.

Add findings to your Matchup Codex.

SUPER-SUMMARY (Under 1 Page)

The video argues that replay analysis is the fastest and most effective way to learn any matchup. By watching top players, you discover optimal conversions, pressure strategies, interrupt timings, and matchup-specific tools. Using Kill Sage’s Giovanna vs. Potemkin as an example, the creator highlights how presence of mind enables stronger conversions (e.g., close slash after counter-hit), how unchallenged pressure resets allow Giovanna to dominate, and how Potemkin’s failure to interrupt spiral arrow leads to skyrocketing risk gauge and explosive damage.

Replay analysis should focus on:

Optimal conversions (what starters work after what hits?)

Pressure resets and their counters

Interruptible vs. uninterruptible moves

Round-start habits and knockdown behavior

Neutral tools and counter-hit opportunities

Beginners should watch replays broadly to understand combos, neutral actions, and general pressure. As players gain experience, they should use replays to investigate specific themes: oki, frame traps, anti-airs, counter-hit loops, and matchup-specific punishes.

Replay analysis develops critical thinking, matchup knowledge, and presence of mind—the core skills needed to progress from competent to exceptional.

Optional 3-Day Spaced Review Plan Day 1 — Absorb

Read the summary and chunks.

Watch one replay of your hardest matchup.

Identify 3 mistakes you repeatedly made.

Day 2 — Reinforce

Analyze the same replay but focus ONLY on:

pressure resets

round-start behavior

punish windows

Add key findings to your FGC Codex.

Day 3 — Apply

Enter training mode and:

practice one optimal conversion,

lab one interrupt, and

rehearse 3 round-start options.

Play a FT5 applying the new insights.

mario050987·youtube.com·
The Best Way to Learn a Matchup
Guilty Gear Strive - How to play charge characters & how to use instant Dolphins as May 🐬TOTSUGEKI🐬
Guilty Gear Strive - How to play charge characters & how to use instant Dolphins as May 🐬TOTSUGEKI🐬
A guide to explain charge inputs in fighting games. This is actually applicable to any fighting game with charge inputs including May strive. Since strive is coming out I figured people wanna know how to spam dolphins. Also here is a tip, you can charge your input before the round starts, even from the load screen just hold down back and the second the round starts push forward and slash or heavy slash to get a round start dolphin. Reject humanity return to Dolphin Shout out to my boi Leon for eating those dolphins. https://www.twitch.tv/claireandleon Fighting game lingo can be confusing. Just frames? DHC? OTG? What the hell is a Rekka!? Check out the incredible Fighting Game glossary made by Infil for more info. https://glossary.infil.net/?t=
mario050987·youtube.com·
Guilty Gear Strive - How to play charge characters & how to use instant Dolphins as May 🐬TOTSUGEKI🐬
DZ | Jonathan Tene on Twitter
DZ | Jonathan Tene on Twitter
You can use fd to make air block yrc punishable pic.twitter.com/aeyGTUgsaW— DZ | Jonathan Tene (@jonathan_tene) July 2, 2021
mario050987·twitter.com·
DZ | Jonathan Tene on Twitter
TORI on Twitter
TORI on Twitter
復帰にバーストは当たる pic.twitter.com/sR10sq6wr3— TORI (@tori3_) July 2, 2021
mario050987·twitter.com·
TORI on Twitter
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
Yo ningens, today we are going over the how to do fast roman cancels. If you found this video helpful, make sure to leave a like, and comment down below what you thought. #fgc #guiltygear #ggst
mario050987·youtube.com·
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
Bug or Breakthrough? Make Roman Cancels invincible with this new tech! - Guilty Gear Strive
Bug or Breakthrough? Make Roman Cancels invincible with this new tech! - Guilty Gear Strive
So this may be intended, it may be a bug, I will let you decide that. But what this is, is the game letting you spend 100% meter for only the cost of 50%, and giving your roman cancels invincible startup. For many characters who only chance at a reversal is through their overdrive/super, this is game changing as it lets them do invincible safe wakeups! Lets go over it in the video and talk about this latest guilty gear strive tech --------------- --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·
Bug or Breakthrough? Make Roman Cancels invincible with this new tech! - Guilty Gear Strive
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
Yo ningens, today we are going over the how to do fast roman cancels. If you found this video helpful, make sure to leave a like, and comment down below what you thought. #fgc #guiltygear #ggst
mario050987·t.co·
GUILTY GEAR STRIVE | FAST ROMAN CANCEL GUIDE
【初心者向け】えっ、それもぼったくり!? 弱点を見抜いて一転攻勢せよ!(カイ・ソル・メイ・ラムレザル・レオ・アクセル等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
【初心者向け】えっ、それもぼったくり!? 弱点を見抜いて一転攻勢せよ!(カイ・ソル・メイ・ラムレザル・レオ・アクセル等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
Twitter:https://twitter.com/tenatena1050 著作権:© ARC SYSTEM WORKS. #GGST #ギルティギア #GUILTY GEAR -STRIVE-
mario050987·youtube.com·
【初心者向け】えっ、それもぼったくり!? 弱点を見抜いて一転攻勢せよ!(カイ・ソル・メイ・ラムレザル・レオ・アクセル等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
オダワラ on Twitter
オダワラ on Twitter
昨日の動画にいいね、リツイートしてくれた方ありがとです!あの調べ方だと通常空中ガードとFDで判定に差があったら怪しいか...?と思ったのでガードした瞬間FDしてくれるダミーくんでも試したんですが、一応同じ結果でした。#GGST pic.twitter.com/fUjLrP8i35— オダワラ (@odawara114514) July 1, 2021
mario050987·twitter.com·
オダワラ on Twitter
オダワラ on Twitter
オダワラ on Twitter
空中ガードしたときの挙動が特殊な前Pでも一応確認。やっぱりFDはった方が落下速いかな?#GGST pic.twitter.com/gWbxuvPYbo— オダワラ (@odawara114514) July 1, 2021
mario050987·twitter.com·
オダワラ on Twitter
オダワラ on Twitter
オダワラ on Twitter
すごい猶予短いんであんまり無いとは思うんですけど、相手の黄RCと同時に紫RCや青RCすると衝撃波が相殺?するんですね。赤RCに関しては相手の黄RCと同時に発生させる方法が思いつかなかったのでわかんないでごわす。#GGST pic.twitter.com/j8IH6OKMtv— オダワラ (@odawara114514) July 1, 2021
mario050987·twitter.com·
オダワラ on Twitter
tragic on Twitter
tragic on Twitter
Pretty interesting. You fall faster with air FD while the actual landing recovery is the same. With air FD, you will hit the ground quicker to start your landing recovery, and then because you landed faster, be able to move sooner overall than had you used regular guard.#GGST https://t.co/UhYttBDQ2U— tragic (@fightelement) June 30, 2021
mario050987·twitter.com·
tragic on Twitter
Complete Option Select Guide for Guilty Gear Strive
Complete Option Select Guide for Guilty Gear Strive
Post any OSs in the comments below! See description for Timestamps and other OSs not in video. Option selects are pretty strong in this game! I recommend learning Fuzzy Options then Throw PRC then everything else. 00:00 Intro - What's an option select? --- Guilty Gear Strive specific -- 00:52 Throw PRC OS 03:10 FD Throw tech OS 04:54 Counter hit hitstop OS 06:36 4PK OS -- Fuzzy options / Universal OS -- 08:09 What's a fuzzy? 08:59 Fuzzy backdash 11:21 Fuzzy jump 12:00 Fuzzy guard 12:56 Fuzzy dash 14:21 Backdash OS --------- 16:17 "Other" option selects 18:48 Outro / Follow SKD on twitter https://twitter.com/SuperKawaiiDesu Other OS: https://twitter.com/AutoMattock/status/1409950627694661638?s=20 ----------- Edited by Caste - https://www.youtube.com/user/6casteha... Twitter: https://twitter.com/CasteHappy My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links: ⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_ ⭐⭐Follow on Twitch: https://www.twitch.tv/diaphone_ ⭐⭐Join the Discord: https://discord.gg/XBKyePN I appreciate the viewership, if there is anything you would like to see, please let me know down in the comments below. #GGST #Tutorial #OptionSelect
mario050987·t.co·
Complete Option Select Guide for Guilty Gear Strive
Alioune on Twitter
Alioune on Twitter
You land faster from an air fd? https://t.co/w0TlCvIss5— Alioune (@Alioune85) June 30, 2021
mario050987·twitter.com·
Alioune on Twitter
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
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
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
5 BEGINNER Tips To Help You IMPROVE & Win MORE GAMES in Guilty Gear Strive
5 BEGINNER Tips To Help You IMPROVE & Win MORE GAMES in Guilty Gear Strive
Please like and subscribe for more fighting game content & news! Also Check out my Livestream! https://www.twitch.tv/grinning_neko Follow Me For Updates and Fighting Game News! https://www.twitter.com/GrinningNeko #GGST #GuiltyGear #FGC #GuiltyGearStrive
mario050987·youtube.com·
5 BEGINNER Tips To Help You IMPROVE & Win MORE GAMES in 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
tuh-far-eye. :T on Twitter
tuh-far-eye. :T on Twitter
There is a gap in YRC apparently :/ #GGST pic.twitter.com/vEiEWk52OV— tuh-far-eye. :T (@HI_Im_Tafari) June 29, 2021
mario050987·twitter.com·
tuh-far-eye. :T on Twitter