Gameplay Concepts

889 bookmarks
Custom sorting
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
Lately I've been learning how to play HitBox with games with minimal shortcuts. In this stream highlight I discuss whether or not there's an optimal DP input for the all button controller. What do you guys think? Let me know in the comments! 00:00 - Discussion 07:13 - Match from stream ▶ Watch live on Twitch! https://www.twitch.tv/KaliburVS ▶ Follow me on Twitter! https://twitter.com/KaliburVS ▶ Join the Kalibur Fighters Discord! https://discord.gg/ZH65vpv #FightingGames #FGC
·youtube.com·
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial

Summary of the Video: "Guilty Gear Strive | Faultless Defense Brake Tutorial"

  1. Introduction to FD Brake

FD Brake (Faultless Defense Brake) is an advanced technique to help you control your movement while approaching opponents with long-range attacks (e.g., Ramlethal, Nagoriyuki).

The technique allows you to cover ground safely without dashing into your opponent’s attacks, especially those that have long recovery times after whiffing.

  1. Why FD Brake is Important

After dashing in Guilty Gear, there's an animation where you lose control of your character, and they continue sliding toward your opponent.

This can leave you vulnerable, especially against characters with long-range moves like Nagoriyuki or Ramlethal.

Without FD Brake, you’re stuck in blockstun after blocking, which prevents you from punishing or retaliating.

FD Brake allows you to stop quickly in the middle of a dash, avoiding unsafe slides into the opponent’s attacks. This gives you more control and the ability to punish whiffed attacks effectively.

  1. How FD Brake Helps in Neutral

FD Brake makes it harder for your opponent to control space, forcing them to second-guess their approach.

By threatening to run in and then quickly stopping with FD Brake, you can punish opponents who try to interrupt your movement with long-range attacks.

Over time, opponents will be less likely to press buttons, giving you more freedom to close the gap and pressure them.

  1. Performing FD Brake

To perform FD Brake:

Dash towards your opponent using the dash button (e.g., R2).

Hold back on the controller to maintain distance while dashing.

Press two attack buttons simultaneously when you want to stop and see the green bubble appear.

Once the bubble appears, release the two buttons while continuing to hold back. Your character will scoot back slightly, helping you control your position better.

  1. Additional Tips for Efficient FD Brake

Button Bindings: The creator uses R2 for dash because it resembles a "gas pedal" in racing games, making it easier to remember and feel natural during gameplay.

Standing Back vs. Down and Back: The creator prefers using standing back (instead of down-back) for FD Brake to ensure they are ready for overhead attacks. This setup helps prevent surprise overheads and allows for instant blocking and punishing jumps.

Down-back will stop you in place without any movement, which doesn’t help with blocking overheads.

Bullet Points (Condensed Version)

FD Brake helps you maintain control while dashing toward opponents with long-range moves.

It prevents unintended slides into dangerous attacks and allows you to punish whiffs.

To perform FD Brake: Dash > Hold back > Press 2 attack buttons > Release when the green bubble appears.

Bind your dash button to R2 for a more intuitive feel.

Use standing back for FD Brake to be prepared for overheads and improve blocking options.

Comprehension Questions

Why is FD Brake useful in neutral?

It helps you control your movement and prevents you from sliding into your opponent’s attacks, especially after a dash.

What happens if you don’t use FD Brake when dashing?

You lose control over your character and are more vulnerable to attacks, making it difficult to punish or retaliate.

What is the key difference between using standing back and down-back when performing FD Brake?

Standing back helps prepare for overhead attacks, whereas down-back stops you in place, which is less useful against overheads.

Action Steps

Practice performing FD Brake in training mode. Focus on dashing, holding back, and pressing the two attack buttons to see the green bubble.

Try using FD Brake in online matches, especially against opponents with long-range attacks like Ramlethal or Nagoriyuki.

Experiment with different button binds (like R2 for dash) to find the most comfortable and natural setup for your gameplay.

Train to block overheads by using standing back and testing FD Brake timing to respond to aerial attacks.

Super-Summary FD Brake is a vital technique in Guilty Gear Strive for maintaining control during dashes, preventing unsafe slides into opponents’ attacks, and enabling the opportunity to punish whiffed moves. By pressing two attack buttons during a dash while holding back, players can stop instantly and scoot back slightly, giving them the freedom to punish vulnerable opponents. Key tips include binding the dash button to something intuitive (like R2) and using standing back for better defense against overheads.

Optional Spaced Review Plan

Day 1: Focus on learning the FD Brake technique and performing it in training mode.

Day 2: Apply FD Brake in actual matches, especially against long-range characters, and refine your timing.

Day 3: Review button bindings and practice standing back for optimal overhead defense. Experiment with how it impacts your gameplay in real matches.

·youtube.com·
Guilty Gear Strive | Faultless Defense Brake Tutorial
BT | KaneKY KISKE on Twitter
BT | KaneKY KISKE on Twitter
dp characters can punish yrc in "safe yrc points" specially good with Ky shock state,use meter for safety #GGST_KY pic.twitter.com/w5mooRezQA— BT | KaneKY KISKE (@Kaneki_RR) July 25, 2021
·twitter.com·
BT | KaneKY KISKE on Twitter
あぶらゼロ@初狩豚野郎 on Twitter
あぶらゼロ@初狩豚野郎 on Twitter
微妙過ぎる小ネタ#GGST pic.twitter.com/EfwJSKvKSE— あぶらゼロ@初狩豚野郎 (@abura_zero) July 26, 2021
·twitter.com·
あぶらゼロ@初狩豚野郎 on Twitter
FUZZY GUARD & FUZZY ATTACK Explained in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips
FUZZY GUARD & FUZZY ATTACK Explained in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips
WHAT IS A FUZZY GUARD AND WHAT ARE INSTANT OVERHEADS? IN ONE MINUTE! LEARN THIS HIGH LEVEL TECHNIQUE IN GUILTY GEAR STRIVE. ➤ Check out my livestreams! http://www.twitch.tv/sonic_sol ➤ Follow me on Twitter! http://twitter.com/sonic_sol ➤ Join the community! https://discordapp.com/invite/cuPcGaA ➤ Coaching! https://metafy.gg/@sonic_sol Definitions: Fuzzy Guard - https://glossary.infil.net/?t=Fuzzy%20Guard Fuzzy Attack - https://glossary.infil.net/?t=Fuzzy%20Attack Instant Overhead - https://glossary.infil.net/?t=Instant%20Overhead TIMESTAMP: 00:00 - Intro / What is Fuzzy Guarding? 00:26 - What is a Fuzzy Attack? (Instant Overhead) 00:39 - Why does Fuzzy Attack blow up Fuzzy Guarding? 00:49 - Conclusion / Multiple Applications TAGS: guilty gear strive,guilty gear,gg strive,What is FUZZY GUARD & FUZZY ATTACK in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips,guilty gear strive tutorial,guilty gear strive guide,fighting games,gg strive guide,gg strive tutorial,guilty gear defense,fuzzy guard,option select,fighting game caster,how to,fuzzy,instant overhead guilty gear,sonicsol,sonicsol ino,sonicsol guilty gear,fgc,guilty gear strive shorts,how to block in guilty gear strive,arcsys #GuiltyGear #GuiltyGearStrive #shorts
·youtube.com·
FUZZY GUARD & FUZZY ATTACK Explained in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips
matosh.lee on Twitter
matosh.lee on Twitter
R.I.S.C. TableR.I.S.C formula is move * multiplier * 100;Max R.I.S.C is 12800 for everyone. #GGST pic.twitter.com/YW94k9rsO0— matosh.lee (@matosh_lee) July 25, 2021
·twitter.com·
matosh.lee on Twitter
BEGINNER'S GUIDE TO GUILTY GEAR STRIVE
BEGINNER'S GUIDE TO GUILTY GEAR STRIVE
This video took a lot of time to make but I'm pretty proud of my work. This was the first time I used an editing software to make a video too! Also, I hope the mic quality was better in this video. Thanks!! Video Timestamps: 0:00 Why should you play Guilty Gear? 1:10 The basics of Guilty Gear Strive 3:29 All of the buttons and what most of them do 6:54 Number pad notation overview 12:44 Blocking and faultless defense overview 17:46 What is the Risc gauge? 19:35 Bursts and Gold Bursts 21:42 Tension and how to get it 24:24 The 4 types of Roman Cancels 39:14 How to input supers 40:30 The Wall and Positive/Negative Bonus 44:15 Outro and Conclusion Here's the full Guilty Gear Strive Opening Intro if you want to watch the whole thing: https://www.youtube.com/watch?v=Yhr9WpjaDzw&t=4s
·youtube.com·
BEGINNER'S GUIDE TO GUILTY GEAR STRIVE
Dawn 'Yohosie' Hosie on Twitter
Dawn 'Yohosie' Hosie on Twitter
lolhttps://t.co/RWoVpzx1Jp pic.twitter.com/gZKEuSwhGn— Dawn 'Yohosie' Hosie (@yohosiefgc) July 23, 2021
·twitter.com·
Dawn 'Yohosie' Hosie on Twitter
Koogy on Twitter
Koogy on Twitter
Quick air throw tutorial for #GGSTApplies to older titles as well 😎 pic.twitter.com/nf1PxBE3XF— Koogy (@koogyplz) July 23, 2021
·twitter.com·
Koogy on Twitter
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide

Summary — Why You Should NOT Always Break the Wall (Guilty Gear Strive)

This video explains why automatically breaking the wall is often suboptimal in Guilty Gear Strive. While wall breaks grant Positive Bonus (especially strong meter gain), they also reset the screen to mid-screen and sacrifice corner pressure and okizeme. The core message: wall breaking is a strategic choice, not a default action.

The creator argues that maintaining corner control frequently outweighs the benefits of Positive Bonus, especially when:

You lack meter to break with super

You are low on health

The opponent has high meter

Your character thrives on momentum and corner pressure

Through tournament footage and training mode examples, the video demonstrates that choosing not to break the wall often leads to safer win conditions, forced resource usage by the opponent, and higher long-term damage.

Condensed Bullet-Point Review

Wall break grants Positive Bonus (meter regen + small buffs)

Wall break resets position and usually removes corner pressure

Breaking with super keeps pressure, but costs 50 meter

Corner control often > raw damage or meter gain

Not breaking the wall = trading damage for momentum and control

Especially strong for momentum-based characters

Decision depends on HP, meter, burst, matchup, confidence

No universal “correct” answer — context matters

Chunked Breakdown Chunk 1 — How the Wall Break Mechanic Works

Key Idea: The wall has hidden durability. Once exceeded, the wall breaks, launching both players back to mid-screen and granting Positive Bonus.

What Positive Bonus Gives:

Increased meter gain (passive + during offense)

Small attack/defense boosts

Strong access to RCs, supers, and defensive options

Hidden Cost:

Loss of corner

Loss of standard okizeme

Return to neutral

Comprehension Questions

What is the biggest benefit of Positive Bonus?

What positional advantage is lost when the wall breaks?

Answers

Accelerated meter gain

Corner pressure and okizeme

Action Steps

In matches, actively note when Positive Bonus would matter more than corner pressure

Track how often wall breaks actually lead to wins versus neutral resets

Chunk 2 — The Core Tradeoff: Meter vs Momentum

Key Idea: Wall breaking is a resource trade:

Gain meter → lose position and pressure

Important Distinction:

Super wall break (50 meter) → keeps pressure via hard knockdown

Non-super wall break → full neutral reset

This makes wall breaks far from “free”.

Comprehension Questions

Why is breaking with super usually preferred?

Why is Positive Bonus not always worth it?

Answers

It preserves pressure after the wall break

It gives up corner control and momentum

Action Steps

Ask mid-combo: “Do I need meter or control more right now?”

Practice corner enders that intentionally avoid wall break

Chunk 3 — Tournament Example: Low HP, High Risk Neutral

Scenario:

Player is low HP

Opponent has high meter

Wall break would reset to neutral without super

Decision: Do NOT break the wall.

Why:

Neutral is dangerous with opponent meter

Corner limits opponent’s options

Easier to force defensive spending (YRC, burst)

Result: Opponent is pressured into burning meter → reduced comeback potential.

Comprehension Questions

Why is neutral risky in this situation?

How does corner pressure simplify decision-making?

Answers

Meter allows RC conversions into big damage

Opponent options are constrained and predictable

Action Steps

When low HP, prioritize risk control over damage

Use corner pressure to force resource usage

Chunk 4 — Tournament Example: Life Lead + Resource Advantage

Scenario:

You have life lead

Opponent has little or no meter

Corner pressure is established

Decision: Do NOT break the wall.

Why:

No reason to reset to neutral

Opponent cannot FD effectively

Risk gauge skyrockets

Pressure snowballs into guaranteed hits

This turns corner control into a win condition.

Comprehension Questions

Why is wall breaking unnecessary here?

What role does risk gauge play?

Answers

You already control the match state

High risk amplifies damage from future hits

Action Steps

When ahead, play to maintain advantage, not reset

Track opponent FD capability before choosing wall break routes

Chunk 5 — Comeback Scenarios: Long-Term Damage > Cash-Out

Common Mistake: Spending all meter for damage → wall break → neutral reset → momentum lost

Better Option:

Accept lower immediate damage

Keep opponent cornered

Create multiple future hit opportunities

Not breaking the wall is greedy in a smart way — it bets on continued pressure rather than a single conversion.

Comprehension Questions

Why is cashing out often suboptimal when behind?

What does “long-term damage” mean here?

Answers

It resets momentum without guaranteeing advantage

Damage gained across multiple pressure sequences

Action Steps

In comebacks, prioritize knockdown + position

Train routes that preserve corner without wall break

Chunk 6 — Matchup, Character, and Personal Style Factors

Wall breaking may be better when:

Opponent has terrifying reversals (Leo, Sol)

You want to sit on meter defensively

You are unsure in offense

You want to slow the game down

Wall breaking may be worse when:

You play momentum-heavy characters (Ram, Zato, I-No)

You dominate corner offense

You want to force opponent mistakes

There is no universal rule — only informed decision-making.

Comprehension Questions

Why might Positive Bonus help defensive players?

Why do momentum characters favor not breaking the wall?

Answers

It provides meter for YRC, FD, and reversals

Their strength is sustained pressure, not resets

Action Steps

Write a “wall break rule-set” per character you play

Review replays and label each wall break as good or unnecessary

Super-Summary (1-Page Max)

Wall breaking in Guilty Gear Strive is not automatically optimal. While it grants Positive Bonus and meter gain, it also sacrifices corner control and okizeme by resetting the game to mid-screen. Often, especially for momentum-based characters or when holding an advantage, maintaining corner pressure leads to safer wins, forced opponent resource usage, and higher long-term damage. Breaking the wall is strongest when done with super or when meter advantage and defensive play outweigh positional dominance. The correct choice depends on health, meter, burst, matchup, and confidence — not habit. Treat wall breaks as strategic decisions, not combo endpoints.

Optional 3-Day Spaced Review Plan

Day 1:

Read Super-Summary

Identify 2 matches where you auto-broke the wall

Day 2:

Watch one replay

Pause at wall-break moments and ask: “What did I give up?”

Day 3:

Practice corner-preserving combo enders

Play matches consciously choosing when not to break

·youtube.com·
Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
Guilty Gear Strive | Tension 101
Guilty Gear Strive | Tension 101
Making the decision between using a roman cancel to extend your combo or doing a overdrive can be tough.Tension in Gear Guilty Gear -Strive- is more important than ever as there are seemingly endless ways to use it but limited opportunities to perform them. Will explain what tension is, how it can be used, and when to use it on what based tailored towards your play style. 00:00 - 01:44 Intro 01:45 - 02:48 How Does Tension Work? 02:49 - 05:30 Defense 05:31 - 09:28 Offense 09:29 - 11:01 Neutral
·youtube.com·
Guilty Gear Strive | Tension 101
Unknown
Unknown
·cdn.discordapp.com·
Unknown
Guilty Gear Strive | Basic Tick Throw Tutorial
Guilty Gear Strive | Basic Tick Throw Tutorial

🎮 Guilty Gear Strive | Basic Tick Throw Tutorial — Summary

Overview

This video explains a simple, practical method for executing tick throws in Guilty Gear Strive, aimed especially at newer players who want to improve offense and climb the tower faster. The key insight is that you don’t need complex dash timing—Strive’s movement buffering and dash momentum make tick throws far easier than most players realize.

Tick throws work with every character, and when layered into existing pressure, they make your offense much harder to predict.

🔹 Core Concepts & Lessons

  1. What a Tick Throw Is (in Strive)

A tick throw is:

A fast, light normal (e.g., punch or kick) that the opponent blocks

Followed immediately by a throw, before they can react or mash

In Strive, this is especially strong because:

Dash momentum carries you forward

Movement can be buffered by holding forward

  1. The Easy Tick Throw Method (Key Technique)

Instead of manually re-dashing after a normal:

Dash in

Use 1–2 fast light attacks (e.g., 5P, 2P, 2K)

Hold forward during the attack

As soon as your character nudges forward after recovery → throw

Why it works:

Holding forward buffers movement

Your character automatically steps forward as soon as recovery ends

Dash momentum keeps you in throw range

This removes the need for precise dash timing.

  1. Choosing the Right Buttons

Good tick-throw buttons are:

Fast

Low recovery

Allow you to move forward quickly after block

Examples:

Crouching punch (2P)

Standing punch (5P)

Some crouching kicks (2K)

Bad buttons:

Moves with long recovery

Normals that delay your ability to walk forward

  1. Training Mode Practice Setup

To practice tick throws:

Go to Training Mode

Set the dummy to counterattack with punch after block

Practice timing your throw so that:

You grab them immediately after blockstun

Ideally, before their jab comes out

Advanced goal:

Grabbing 1 frame out of blockstun

Even imperfect execution works in real matches due to mental stack and speed.

  1. Common Mistake to Avoid

❌ Throwing too early

If you input throw before your character moves forward enough

You’ll whiff due to lack of proximity

✅ Let the buffered forward movement happen first.

  1. Universal Application

Tick throws:

Work with every character

Can be added into any pressure sequence

Are strongest when the opponent is already focused on:

Blocking

Frame traps

Jumping

Mashing

  1. Character-Specific Tick Throw Routes

Some characters have unique tick-throw setups.

Example: Chipp

2P → 5P → throw

5P recovers extremely fast

Allows a throw immediately after

Chipp-specific use case:

Knockdown → run up → 2P → throw

Or 2P → 5P → throw

Catches:

Jump attempts

Passive blockers

Delayed reactions

Players are encouraged to experiment with their character’s normals to find similar routes.

🧠 Condensed Bullet-Point Review

Tick throws = fast normal → throw

Hold forward during the normal to buffer movement

Dash momentum keeps you in range

Use fast, low-recovery buttons

Practice vs mash-after-block in training

Don’t throw too early or you’ll whiff

Works with all characters

Explore character-specific routes for stronger mix

📚 Chunked Breakdown (Self-Contained) Chunk 1: Tick Throws in Strive Are Easier Than You Think

Tick throws rely on buffered movement and dash momentum, not precise dash timing.

Comprehension Q: Why don’t you need to re-dash after the normal? Answer: Holding forward buffers movement, causing automatic forward motion after recovery.

Action Step: Practice holding forward during 2P and watching your character step forward.

Chunk 2: How to Perform a Basic Tick Throw

Dash → fast normal → hold forward → throw as recovery ends.

Comprehension Q: What causes you to stay in throw range? Answer: Dash momentum plus buffered movement.

Action Step: Run drills with dash → 2P → throw until it feels automatic.

Chunk 3: Button Selection Matters

Only fast, low-recovery normals are suitable for tick throws.

Comprehension Q: Why are slow normals bad for tick throws? Answer: They delay forward movement and give opponents time to react.

Action Step: Test normals by pressing them and seeing how soon you can walk forward.

Chunk 4: Training Mode Optimization

Set the dummy to mash after block to test real tick-throw timing.

Comprehension Q: What does success look like in training? Answer: Grabbing before the opponent’s jab comes out.

Action Step: Aim to grab immediately after blockstun, even if consistency is low at first.

Chunk 5: Execution Errors

Throwing too early causes whiffs.

Comprehension Q: Why does early throw fail? Answer: You haven’t closed the distance yet.

Action Step: Delay throw slightly and watch for the forward movement cue.

Chunk 6: Universal Offensive Value

Tick throws fit into any offense and exploit mental stack.

Comprehension Q: Why do tick throws work even if imperfect? Answer: Opponents are overloaded with multiple threats.

Action Step: Add tick throws into existing pressure strings.

Chunk 7: Character-Specific Optimization

Some characters have special tick-throw routes (e.g., Chipp).

Comprehension Q: Why is Chipp’s 5P strong for tick throws? Answer: Extremely fast recovery allows immediate throw.

Action Step: Lab your character’s fastest normals for custom tick-throw routes.

🧩 Super-Summary (Under 1 Page)

Tick throws in Guilty Gear Strive are simple, universal, and extremely effective due to dash momentum and buffered movement. By dashing in, using a fast light normal, holding forward, and throwing as soon as recovery ends, players can grab opponents before they can react or mash. The key is choosing low-recovery buttons, practicing timing in training mode against mash-after-block, and avoiding early throw inputs. Tick throws work for all characters and become even stronger when layered into existing pressure and character-specific routes, making them a powerful tool for climbing ranks and strengthening offense.

⏱ Optional 3-Day Spaced Review Plan

Day 1:

Read summary + lab dash → 2P → throw for 10 minutes

Day 2:

Practice vs mash-after-block dummy

Identify 2 good tick buttons for your character

Day 3:

Add tick throws into real matches

Note opponent reactions (jump, mash, freeze)

·youtube.com·
Guilty Gear Strive | Basic Tick Throw Tutorial
FSN | Cicak on Twitter
FSN | Cicak on Twitter
Anti Burst + Side Switch Combo#GGST_CH pic.twitter.com/R1u8AKQSxO— FSN | Cicak (@Cicak_1) July 19, 2021
·twitter.com·
FSN | Cicak on Twitter
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive
How To Use Blue Roman Cancels In Guilty Gear Strive 00:00 Intro 01:07 What Is Blue Roman Canceling 01:43 Blue RC Anti-Airs 02:43 Back Dash Blue RC Drift 04:08 Offensive Blue RCs via Frame Trapping 06:38 Blue RC vs Wake Up Reversals 08:03 Blue RC For Mobility 09:39 Conclusion Don't forget to take a moment follow the channels below to keep up with updates! #ShinKensou #GGST #GuiltyGearStrive ➽ Twitch: www.twitch.tv/shinkensou ➽ Twitter: https://twitter.com/ShinKensou ➽ Instagram: https://www.instagram.com/justkensou/ ➽ Patreon: https://www.patreon.com/shinkensou ➽ https://www.tiktok.com/justkensou ArtesianBuilds is ready to upgrade your PC to build for you live on http://twitch.tv/artesianbuilds and have it shipped to you in just 3-4 weeks! Get up to $100 off by visiting https://artesianbuilds.com/gaming/?aff=Shinkensou & entering discount code SHINKENSOU at checkout! Hand-built, custom systems begin at just $1,580 or $97/month! DM ArtesianBuilds to talk specs @ https://twitter.com/artesianbuilds,
·youtube.com·
How To Use Blue Roman Cancels In Guilty Gear Strive
Discussion: The Mindset of Learning Fighting Games
Discussion: The Mindset of Learning Fighting Games
  1. Summary (Full Narrative Overview)

The video argues that fighting games aren’t inherently reserved for “special” skilled people—everyone who plays them once started at the same beginner point, unable to throw fireballs, not understanding mechanics, and often getting destroyed online. The main difference between players who play fighting games and those who quit is simply that the former stuck with the learning process.

The creator emphasizes that early progress in fighting games isn’t about winning. Wins are deceptive metrics, especially since fighting games are 1v1—someone always loses, even at the highest level. Instead, new players should measure progress through small victories, such as:

executing a new concept mid-match

attempting a combo trial and getting a little further

trying a new tactic even if it fails

recognizing patterns

learning something about their character

The “fun” of fighting games isn’t locked behind mastery; it’s available right away if you play against people of your own level. The misery comes when beginners match with vastly stronger players, which distorts expectations and creates the “I’m not cut out for this” myth.

The speaker compares fighting games with other genres. People don’t realize how many skills they’ve built over years of gaming—like complex dual-stick control schemes in FPS games—because those skills were built slowly. Fighting game motions (like quarter circles) feel hard only because beginners have never practiced them. Everything is learnable.

The video stresses a key principle: find the right amount of challenge. Too easy is boring; too hard makes you quit. Beginners should seek equally-skilled partners, casual sparring, or communities with novices.

Teaching beginners requires restraint: good players should “shapeshift” into weaker opponents to let learners explore fundamentals without being overwhelmed. Feed them only what they can retain. Let them experience success, then gradually increase difficulty. When beginners later apply those fundamentals against strangers and see results, they get hooked—this is the joy of entry into the FGC.

The ultimate message: losing is normal, improvement is gradual, and anyone can enjoy fighting games if they adopt the right mindset.

  1. Bullet-Point Quick Review

Everyone starts from zero; no one is “naturally cut out” for fighting games.

Winning is NOT the metric for improvement—small personal milestones are.

Play people around your level early on to enjoy the process.

Losing is universal—even pros get perfected.

Motions like DP/quarter-circle only feel hard because they’re unfamiliar.

Skill transfer exists across games; fighting games require their own reps.

Choose the right level of challenge: slightly above your current skill.

Online losses against strong players don’t define your ability.

Teaching beginners requires simplifying information and scaling difficulty.

Let learners “feel” success early to build motivation.

Improvement makes difficult tasks relaxing and fun over time.

Anyone can learn fighting games with patience and the right mindset.

  1. Chunked Summary + Questions + Action Steps Chunk 1 — The Myth of “Being Cut Out for Fighting Games”

Summary: People often say they’re “bad at fighting games” as though players are divided into those who can play and those who can’t. The truth: everyone starts clueless. The only difference between players and non-players is persistence. The learning curve isn’t misery until sudden mastery—it's a gradual, enjoyable progression when matched with similar players.

Questions

Why do people think they aren’t “cut out for fighting games”?

What actually separates beginners from long-time players?

How does matching skill levels influence early enjoyment?

Answers

Because early online losses make them assume others have innate talent.

Only that experienced players stuck with the learning process.

Playing similarly skilled opponents reveals the real fun of learning and adapting.

Action Steps

Find a beginner lobby or subreddit to match skill-level opponents.

Remind yourself that everyone sucked at first.

Record day-to-day progress rather than worrying about rank.

Chunk 2 — The Right Way to Measure Progress

Summary: Wins/losses are a misleading way to measure improvement. Fighting games always produce one loser, even at the highest levels. Instead, success should be defined by small, internal milestones: performing a new action mid-match, progressing in combo trials, or trying new ideas regardless of outcome.

Questions

Why is winning a bad measurement tool?

What are examples of meaningful “small victories”?

Why should you reward attempts even when they fail?

Answers

Because losing is universal and depends on the matchup, not just your skill.

Trying new tech, improving execution, or recognizing patterns.

Because attempts are the real learning phase that lead to mastery.

Action Steps

After each session, write down three things you improved.

Focus on input consistency rather than match results.

During matches, deliberately attempt one new idea each round.

Chunk 3 — Difficulty Myths & Skill Transfer

Summary: Fighting games are seen as overly difficult, but beginners overlook the hidden difficulty inside other familiar genres. Dual-stick FPS movement is extremely complex to someone who never learned it—but feels easy to seasoned players. Motions like quarter circles feel hard simply because of unfamiliarity.

Questions

Why do fighting game motions seem uniquely hard?

How does the FPS analogy help debunk difficulty myths?

What role does muscle memory play in learning fighting games?

Answers

Because beginners have never practiced them—skill hasn’t transferred.

It shows that “easy” games are only easy due to years of accumulated skill.

Repetition builds consistency and removes mental load.

Action Steps

Practice motions for 5–10 minutes before playing actual matches.

Focus on slow, accurate inputs before speeding up.

Compare new motions to skills you once found hard but now take for granted.

Chunk 4 — Choosing the Right Challenge

Summary: You should treat learning fighting games like going to the gym: don’t start with maximum difficulty. Play people slightly above your level and attempt combos slightly above your ability. Too much difficulty leads to frustration; too little creates boredom.

Questions

What is the “right amount of challenge”?

Why is matching against overly strong players harmful early on?

Why is learning step-by-step important?

Answers

Something just above your comfort zone.

It reinforces the belief that you're talentless rather than inexperienced.

Step-wise challenge keeps learning enjoyable and avoids overwhelm.

Action Steps

Seek training partners near your level.

Set a weekly “one new thing” focus (e.g., anti-airs only).

Use casual rooms to avoid high-stress ranked mismatches.

Chunk 5 — How Experienced Players Should Teach Beginners

Summary: Good players can “shape-shift” into weaker opponents by playing slower and giving space for beginners to apply fundamentals. Teaching should be minimal and actionable. Overloading beginners with advanced tech discourages them; letting them feel small successes builds motivation.

Questions

Why should good players avoid overwhelming beginners?

What is the purpose of “pretending to be a weaker opponent”?

How do small early successes hook new players?

Answers

Too much info creates frustration and cognitive overload.

It allows beginners to practice fundamentals in real scenarios.

Success forms emotional rewards and motivates deeper involvement.

Action Steps

When teaching, give no more than 2–3 concepts per session.

Create scenarios where the beginner can attempt their new skills.

Celebrate their successes and minimize punishing their mistakes.

  1. Super-Summary (Under 1 Page)

Learning fighting games boils down to mindset, not innate skill. Everyone begins equally unskilled, and those who become competent simply persist through the learning process. Early frustration comes from mismatched opponents, not from lack of ability.

Progress in fighting games must be measured internally—through small improvements, better execution, and expanding understanding—not through wins. Losing is universal, even for the best players. Beginners should find opponents near their level and treat learning like any other skill: gradual, enjoyable, and challenge-tuned.

Fighting games feel difficult because their skills are unfamiliar, just like dual-stick shooters once felt impossible before practice built muscle memory. Anyone can learn motions, systems, and matchups with proper pacing.

For teaching newcomers, advanced players should simplify information, scale difficulty, and let beginners experience small victories. This nurtures motivation and sparks long-term engagement.

Ultimately, fighting games are not about innate talent—they are about consistency, mindset, and the enjoyment of personal growth.

  1. Optional Spaced Review Plan

Day 1 — Initial Study

Read the full structured summary.

Practice identifying “small victories” from your last session.

Reflect on your difficulty threshold: too low or too high?

Day 2 — Reinforcement

Re-read the chunked summaries.

Play 10–20 matches focusing only on one improvement goal.

Record 3 micro-successes.

Day 3 — Integration

Review the super-summary.

Teach a beginner or explain one concept to someone else.

Adjust your training plan to match your optimal challenge level.

·youtu.be·
Discussion: The Mindset of Learning Fighting Games
NerdJosh aka Yung Nerdie Sanders on Twitter
NerdJosh aka Yung Nerdie Sanders on Twitter
Did a quick video on Purple beat combos or That Purple Stuff as I like to call it in Guilty Gear Strive. Add some of these to your arsenal for some strong 50/50 mixup cash outs! pls like/comment/subscribe https://t.co/la87lGgY8O pic.twitter.com/HGSuMaZydC— NerdJosh aka Yung Nerdie Sanders (@NerdJosh) July 16, 2021
·twitter.com·
NerdJosh aka Yung Nerdie Sanders on Twitter
How to GET VIP Celestial in Guilty Gear Strive
How to GET VIP Celestial in Guilty Gear Strive
Crazy how I've gotten VIP twice now and none of the Homies have got VIP. That's gotta change! These 5 things are all you need to get Celestial with ANY Character in Guilty Gear Strive. Don't Submit to Daisuke Vision lol its not Necessary please Play who you want! Resources: Full Lore up to Strive: https://youtu.be/QIjtNL7Pfqw Combos for each Character: https://youtube.com/playlist?list=PLhXaBmvdDJtg6WkrbdPWeR4T6WHyAVmbJ Beginner Guide: https://youtu.be/goxuzObtwSc Fighting Game Glossary: https://glossary.infil.net/ Top Player Match Database: https://strive.keeponrock.in/#/ Subscribe for more!! ► http://www.youtube.com/c/KairosFGC Live Mon, Wed, Friday► https://www.twitch.tv/kairos_fgc Discord ► https://discord.gg/NCDfpKkF Stick I use ► https://amzn.to/33JXaXe #Strive #VIP #Guiltygear
·youtube.com·
How to GET VIP Celestial in Guilty Gear Strive
raynex @ GG Strive Laboratories on Twitter
raynex @ GG Strive Laboratories on Twitter
i believe in equality so here's another example with SolOn crouch it's a basic high/low that remains plus OB. Low hits give you fun new routing.Stand blocks during BRC can be confirmed into fuzzy j.S or j.P. The blue stuff is a really fun mechanic#GGST #GGST_SOL pic.twitter.com/v52DsjV23s— raynex @ GG Strive Laboratories (@raynexpress) July 15, 2021
·twitter.com·
raynex @ GG Strive Laboratories on Twitter
tragic on Twitter
tragic on Twitter
Stop letting players get away with murder! Blocked Dust is fully punishable. The tap is way more negative so you can squeeze in extra damage, however, the charge Dust can be converted too!Same combo with different starter (vs tap or charge).#GGST #GGST_CH #GuiltyGearStrive pic.twitter.com/GCPu9iWCkg— tragic (@fightelement) June 19, 2021
otakupcgaminghd·twitter.com·
tragic on Twitter
Perfect Purple Roman Cancel Guilty Gear Strive #guiltygearstrive #strive
Perfect Purple Roman Cancel Guilty Gear Strive #guiltygearstrive #strive
Perfect Purple Roman Cancel Guilty Gear Strive and how to perform it I'm a naive so, I had learn the Guilty Gear Strive basics to hold my own with NAGORIYUKI! Hope this tutorial helps, it seems hard but the controls are easy to handle. These all in the Guilty Gear Strive basic and tutorial page. Have fun and take care. Whose your main so far in Guilty Gear Strive? Guilty Gear Strive or Dragon Ball FighterZ, which is taking up your time? Has Guilty Gear Strive inflamed your fighting spirit? High rank dragonball fighterz/ high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA Thats it!! Enjoy the video and take care. Thank you everyone again!!!!! As always leave a Comment and Like. Feel free to share the video with anybody else you feel would enjoy it! Thanks for watching!!! High rank dragonball fighterz and high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA #guiltygearstrive #strive #gear #solbadguy #strive
·youtube.com·
Perfect Purple Roman Cancel Guilty Gear Strive #guiltygearstrive #strive
Guilty Gear Strive Tutorial Blue Roman Cancel #guiltygearstrive #strive
Guilty Gear Strive Tutorial Blue Roman Cancel #guiltygearstrive #strive
Perfect Blue Roman Cancel Guilty Gear Strive and how to perform it I'm a naive so, I had learn the Guilty Gear Strive basics to hold my own with NAGORIYUKI! Hope this tutorial helps, it seems hard but the controls are easy to handle. These all in the Guilty Gear Strive basic and tutorial page. Have fun and take care. Whose your main so far in Guilty Gear Strive? Guilty Gear Strive or Dragon Ball FighterZ, which is taking up your time? Has Guilty Gear Strive been kind to you? High rank dragonball fighterz/ high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA Thats it!! Enjoy the video and take care. Thank you everyone again!!!!! As always leave a Comment and Like. Feel free to share the video with anybody else you feel would enjoy it! Thanks for watching!!! High rank dragonball fighterz and high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA #guiltygearstrive #strive #gear #solbadguy #strive
·youtube.com·
Guilty Gear Strive Tutorial Blue Roman Cancel #guiltygearstrive #strive
newsnet🌃 on Twitter
newsnet🌃 on Twitter
Airdash after burst block can give u carry you might need peep #PS4sharehttps://t.co/Mf56VPBtpg pic.twitter.com/gU7OTHIxMa— newsnet🌃 (@SARVETS) July 14, 2021
·twitter.com·
newsnet🌃 on Twitter
あぶ on Twitter
あぶ on Twitter
タイミングによっては前後どちらでもガード出来ちゃうのか… #GGST #PS4sharehttps://t.co/WtyylpMj81 pic.twitter.com/JjfdHN878A— あぶ (@trairia) July 14, 2021
·twitter.com·
あぶ on Twitter