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What is a "Good Mash"
What is a "Good Mash"

Summary: What is a "Good Mash"

This video explores the concept of defensive mashing in fighting games, specifically within the context of Guilty Gear. The main focus is on how mashing can be a valid and effective technique when used with consideration and context, particularly for high-level players. The video differentiates between "bad" and "good" mashing and provides actionable insights on how players can use mashing strategically in their gameplay.

  1. Introduction to Mashing in Fighting Games

New Players' Tendency to Mash: When learning a new fighting game, beginners often resort to mashing buttons defensively. This is due to a lack of knowledge about what is safe or unsafe during an opponent’s pressure sequence.

Mashing as Limit Testing: While mashing can impede growth if overused, it serves as a tool for limit testing — repeatedly trying to understand when and where mashing is effective in specific situations.

Comprehension Question

Q: What is the primary reason why new players mash buttons defensively in fighting games?

A: New players mash because they lack knowledge of what is safe or unsafe during an opponent's pressure.

Action Step

As a beginner, recognize that mashing is a natural part of learning, but work on understanding the consequences of each mash and gradually move towards more informed defensive decisions.

  1. What Makes a "Bad Mash"?

Bad Mash Defined: A bad mash is an uninformed, reactionary press of a button without considering the context of the game. It is essentially a guess with no logic or awareness behind it.

Impact on Growth: Over-reliance on bad mashing will hold a player back, but it is also a natural stage in the learning process.

Comprehension Question

Q: What characterizes a "bad mash" in fighting games?

A: A bad mash is an uninformed press of a button, essentially a random guess with no context or strategy.

Action Step

Avoid mashing impulsively. Focus on understanding your opponent’s patterns and the options available to you before pressing a button.

  1. Mashing at High Levels: The Concept of "Abare"

High-Level Defensive Mashing ("Abare"): High-level players use mashing, but it is done with purpose. The concept of "abare" refers to a calculated defensive decision to mash in response to an opponent's pressure.

Key Factors for High-Level Mashing: Experienced players ask themselves important questions before mashing, such as:

What follow-up options does the opponent have?

How much damage will I take if I guess wrong?

What reward will I get if I guess right?

Comprehension Question

Q: How does high-level defensive mashing differ from bad mashing?

A: High-level defensive mashing is done with consideration of the opponent's options and the risk-reward of the situation, unlike bad mashing, which is a random guess.

Action Step

Start asking these key questions when facing pressure in your games to develop a more informed and strategic approach to defensive mashing.

  1. Steps to Implementing a "Good Mash"

Identifying Good Mash Situations: Good mashes typically happen when an opponent is resetting pressure or preparing to go for a mix-up. These are moments where mashing has a higher chance of success.

Choosing the Right Button: Selecting an optimal button to mash with is crucial. The example of Gold Lewis's 5P against Angie’s Fushin follow-ups highlights how specific buttons can beat certain options.

Lab Work and Research: To improve your decision-making, labbing and observing high-level players are key. Learning what works in different matchups and situations helps refine your understanding.

Comprehension Question

Q: What is an essential step in selecting a good mash button?

A: The key is to choose a button that counters multiple follow-ups the opponent might use, as shown in the Gold Lewis vs. Angie example.

Action Step

Spend time in training mode experimenting with different buttons and combinations to understand their effectiveness against various opponent strategies.

  1. Risk-Reward Analysis in Defensive Mashing

Risk vs. Reward: Always assess the consequences of a bad guess. For instance, in certain situations, the player may take little damage even if they guess wrong, while in others, a mistake could lead to a devastating combo.

Example Scenario: In a match with Nagoriyuki vs. Gold Lewis, the video breaks down how defensive mashing could beat certain follow-ups (e.g., 2S or throw), while losing to others (e.g., frame traps).

How Often Does the Opponent Use These Options?: A key to successful mashing is understanding your opponent's tendencies. If they tend to use certain options frequently, you can make an informed guess about when to mash.

Comprehension Question

Q: How can you assess whether to mash or not in a given situation?

A: By analyzing the follow-up options, risk of damage, and reward for guessing right, and considering the frequency of the opponent's moves.

Action Step

Analyze your opponent’s tendencies in matches and adjust your defense accordingly to maximize the effectiveness of your mashes.

  1. Conclusion: Developing a Good Mash Habit

A Good Mash: A good mash is a calculated risk based on the contextual understanding of the situation, not just a random guess.

Ongoing Process: It’s okay if you can’t always answer these questions perfectly. The goal is to develop a habit of asking the right questions and learning from your experiences.

Continuous Learning: Keep practicing and testing limits. Lab work and analyzing your games or the gameplay of experienced players will improve your defensive decision-making.

Comprehension Question

Q: What is the key difference between a "good mash" and a "bad mash"?

A: A good mash is informed by context, risk-reward analysis, and understanding the opponent's patterns, while a bad mash is an uninformed guess.

Action Step

Continuously evaluate your defensive decisions and keep refining your ability to mash in the right situations. Focus on labbing and improving your understanding of each matchup.

Super-Summary:

A good mash in fighting games, particularly in Guilty Gear, is a strategic, informed decision made based on contextual understanding, risk-reward analysis, and opponent behavior. Beginners often rely on unintentional, bad mashing as part of the learning process, but high-level players incorporate mashing into their defense through limit testing and by asking key questions about the situation. The main elements of a good mash involve choosing the right moment to challenge, selecting the appropriate button, understanding the follow-up options, and assessing the risk if the guess is wrong. Continuous practice, labbing, and learning from experienced players will help refine this skill over time.

Optional Spaced Review Plan:

Day 1: Review the key concepts of mashing vs. good mashing, focusing on the difference between bad and good mashing.

Day 2: Review the contextual decision-making process and consider situations where defensive mashing could be applied in your games.

Day 3: Focus on lab work and testing out what you've learned in practical matches. Review the risk-reward scenarios and evaluate your mashing decisions.

·youtube.com·
What is a "Good Mash"
A deeper dive into defense in Guilty Gear Strive
A deeper dive into defense in Guilty Gear Strive
#lordknight #GuiltyGearStrive #GuiltyGear There are common strategies for escaping the corner and defending in Guilty Gear Strive. But the better you get, the more you need to dig into the characters. Let's do that, using Faultless Defense to help us mitigate the opponent's offense! Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight Peep the life on Instagram - https://www.instagram.com/lordknightfgc Exclusive/early content on Patreon - https://www.patreon.com/lordknight Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Get 10% off a Respawn gaming chair with code - beastcoast
·youtube.com·
A deeper dive into defense in Guilty Gear Strive
下水 on Twitter
下水 on Twitter
ちゅららさんの言ってたバグが再現できた動画の状況でrcの暗転中にバースト入力するとゲージ消費無しで衝撃波を回避出来ている#GGST pic.twitter.com/pp6h2bGvjY— 下水 (@Gesui_Leo) January 3, 2022
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下水 on Twitter
Guilty Gear Strive | OTG Tutorial
Guilty Gear Strive | OTG Tutorial
OTGs aka on the ground attacks are a simple but effective way to boost your offensive options. As you climb higher in the tower you may find that your okizeme or mixups on hard knockdown are being blocked and blown up by DP's more often. Mixing your opponent harder is not always the answer. OTGs are great for changing the pace of the match and will make it harder for your opponent to hit their reversal window. While you can spend time learning safe jumps to bait DPs OTGs is something that you can just pick up and do with any character you are learning.
·youtube.com·
Guilty Gear Strive | OTG Tutorial
theyso on Twitter
theyso on Twitter
if your opponent is mashing you can bait it out and punish pic.twitter.com/yi2Stu0wKG— theyso (@HisoTheMiso) December 30, 2021
·twitter.com·
theyso on Twitter
How To Lab in Guilty Gear Strive
How To Lab in Guilty Gear Strive

✅ FULL SUMMARY — How To Lab in Guilty Gear Strive

Labbing in Guilty Gear Strive is not only for competitive players — it’s a simple, enjoyable, and highly rewarding way to improve. This video teaches a full workflow for learning a new character, finding counterplay, improving defense, and mastering advanced tech using training mode efficiently.

The instructor explains three main reasons to lab:

Picking up a new character

Finding counterplay after losing to something

Improving mastery of your current character

Each section provides a practical mini-curriculum for labbing.

✅ CHUNKS — DETAILED BREAKDOWN Chunk 1 — What Labbing Really Is & When to Use It Summary

Labbing = spending time in training mode to test combos, blockstrings, counterplay, and situations. It doesn’t need to be rigid; you can casually lab while multitasking. You lab when (1) learning a new character, (2) counterplaying something you lost to, or (3) deepening mastery.

Key Concepts

Labbing builds confidence and understanding

Training mode is your “practice arena”

It’s not stressful — most players lab casually

Three triggers for labbing: learning, counterplay, mastery

Comprehension Questions

What are the three main reasons to enter the lab?

Why is labbing not just for advanced players?

What kinds of things can you lab?

Answers

New character, counterplay, mastery.

It’s simple, relaxing, and useful for all play levels.

Combos, blockstrings, setups, defense, counterplay.

Action Steps

Open training mode once per session for a small purpose (combo, blockstring, punish).

After losing to something online, revisit the replay and recreate that situation in training mode.

Chunk 2 — Learning a New Character (Using Giovanna as Example) Summary

Pick Sol as the CPU since his toolkit covers many tests: 3f, 5f, DP, low profile, strong far slash. Start by checking your character’s command list, learning special move motions, and building muscle memory. Use Dustloop to see frame data, plus moves, punishable moves, and hitbox info. Learn basic confirms, simple combos, and begin forming blockstrings.

Key Concepts

Command list → special motions → muscle memory

Dustloop shows startup, on block, plus frames, punishable moves, hitboxes

Check special move properties: frame traps, plus frames, projectile invuln, etc.

Start with easy combos and hit-confirms

Comprehension Questions

Why do we use Sol as the CPU dummy?

What two frame data properties matter most early on?

Why start with simple combos?

Answers

He tests many defensive/offensive situations.

Startup and on-block values.

They build muscle memory and are consistently applicable.

Action Steps

Pick a character → review command normals and specials

Practice every special from both sides

On Dustloop, identify 3 plus moves and 3 punishable moves

Create 2–3 basic hitconfirms

Chunk 3 — Building Blockstrings (Frame Traps, Gapless Strings, Pressure) Summary

Blockstrings are the most important part of learning a new character, preventing autopilot and bad habits. Use training mode’s “After Block → 5P” to test:

Frame traps (delayed timing to catch mash)

Gapless strings (timing must be perfect so nothing comes out)

Plus-frame resets

Strike/throw sequences

Learn which buttons chain into pressure, which require delays, and which reset turns.

Key Concepts

Frame trap = intentional tiny gap

Gapless = no gap, no mash allowed

Use manual delay to make frame traps

Learn your character’s plus-frame tools to maintain pressure

Comprehension Questions

What is a frame trap?

Why lab blockstrings for each button?

What basic mix-up does Giovanna use?

Answers

A small gap that punishes opponents pressing a button.

Each button creates different pressure branches.

Strike/throw using plus frames.

Action Steps

Set dummy to mash 5P

Test every button: which links are gapless, which trap?

Build two full blockstrings involving:

Pressure starter

One frame trap

One plus-frame reset

One throw point

Chunk 4 — Finding Counterplay (Round Start, Blockstrings, Matchup Knowledge) Summary

Counterplay is one of the most rewarding uses of training mode. Use Position Reset → After Reset Action to test round-start answers. Example: solving May 2S round start by testing P options, far slash, 2S, jump normals, etc. Then test opponent blockstrings by recording their sequence and checking:

Where are the gaps?

What can you mash?

Can FD or backdash escape?

Also test character-specific answers (e.g., Goldlewis 684 catching May backdash after dolphin).

Key Concepts

Labbing round start is extremely high value

Recording enemy strings reveals their real weaknesses

FD and backdash dramatically change frame interactions

Character-specific moves can blow up opponent habits

Comprehension Questions

What tool allows you to test round start situations easily?

Name two universal defensive options to lab.

Why record opponent blockstrings?

Answers

Position Reset with After Reset Action.

FD and backdash (also mash/jump).

To identify gaps and guaranteed punish windows.

Action Steps

Pick a move you recently lost to → recreate it

Test 3 different responses (mash, jump, special)

Record one enemy blockstring → lab:

Mash timing

FD pushback

Backdash escapes

Chunk 5 — Practicing Defense (Blocking Mixups with Random Playback) Summary

Use Training Mode’s 5 recording slots set to Random to practice blocking sequences like:

High → low

High → crossup

Strike/throw

Safe jumps

You react in real time, learning muscle memory for defense.

Key Concepts

Random playback prevents predictable blocking

Two recordings are often enough for strong reps

You learn the timing, not just the option

Comprehension Questions

Why practice blocking using random recordings?

What is the defender’s fastest button?

What mistake happens if you're late on meaty timing?

Answers

It forces true reaction instead of memorization.

Throw on wakeup.

You get thrown or mashed out.

Action Steps

Record 1 overhead → low

Record 1 overhead → crossup

Set to random → block 10 reps each side

Chunk 6 — Mastering Your Character (Advanced Strings, Oki, Mixups, Rotations) Summary

After learning basics, move into mastery. Key mastery topics:

Advanced blockstrings that beat specific defensive habits

Finding new pressure routes to cover FD, mash, backdash, jump

Safe jumps & meaty timing using wakeup DP/throw tests

Advanced mixups (crossups, same-side ambiguities, TikTok/Twitter tech)

Option rotation, adapting pressure to opponent habits

Advanced combos and converting rare hits

This transforms your character knowledge into real match power.

Key Concepts

Meaty timing must beat both DP and throw when done correctly

Rotating options = tailoring your pressure to opponent habits

Learn conversions off “weird hits” for optimization

Comprehension Questions

Why learn safe jumps?

What does option rotation mean?

Why are rare-hit conversions important?

Answers

They beat reversals while still allowing offense.

Using pressure branches that counter the opponent’s specific defensive habits.

They allow high-damage routes from stray neutral hits.

Action Steps

Test safe jump setups for:

Midscreen knockdown

Corner knockdown

Create a “rotation chart”:

Opponent mashes → use frame traps

Opponent backdashes → chase

Opponent respects → throw & stagger

Learn 1 new advanced combo & 1 rare-hit confirm

✅ BULLET-POINT QUICK REVIEW

Labbing is simple, fun, and for every skill level

Reasons to lab: new character, counterplay, mastery

Learn character basics → command list → Dustloop data

Build muscle memory for specials & confirms

Create functional blockstrings (gapless, frame traps, strike/throw)

Test counterplay for round start and blockstrings

Practice defense using random recording playback

Master your character via:

Advanced strings

Oki (safe jumps, meaties)

Mixups

Defensive callouts

Option rotation

Advanced combos and conversions

✅ SUPER-SUMMARY (Under One Page)

Labbing in Guilty Gear Strive is accessible, enjoyable, and essential for all players. It involves practicing combos, blockstrings, and situational responses in training mode to build skill and confidence. You lab for three reasons: learning a new character, finding counterplay to things you struggle against, and mastering your main.

To learn a character, review their command list, practice special motions, study frame data and hitboxes on Dustloop, and establish simple hitconfirms and combos. The most important part is developing blockstrings—understanding where your strings are gapless, where frame traps exist, and how to use plus frames for strike/throw pressure.

Counterplay practice involves recreating problematic situations such as round-start options or oppressive blockstrings. Using training mode’s recording tools and FD/backdash mechanics reveals weaknesses and solutions. Character-specific anti-habits (like Goldlewis blowing up May's backdash) emerge naturally through testing.

Defense is trained by recording mixups and replaying them randomly, building reactive blocking skills. Mastery comes when you move into advanced blockstrings, meaty setups, safe jumps, option rotation (selecting strings that beat your opponent’s specific habits), and optimizing combos including rare-hit conversions.

Labbing is an ongoing, flexible process that builds knowledge, muscle memory, and adaptability — all core foundations of improvement in Strive.

✅ SPACED REVIEW PLAN (3 Days) Day 1 — Foundation

Read Chunk 1–3

Practice:

Special inputs

Basic combos

Blockstrings vs mash

Day 2 — Counterplay + Defense

Read Chunk 4–5

Lab:

Round-start situations

1 enemy blockstring

Random playback blocking

Day 3 — Mastery

Read Chunk 6

Lab:

Safe jump/meaty setup

1 advanced string

1 advanced combo

Option rotation exercise

·youtube.com·
How To Lab in Guilty Gear Strive
How Guilty Gear Strive saved big bodies from zoning
How Guilty Gear Strive saved big bodies from zoning

Chunked Summary Chunk 1: Big Bodies and Anti-Zoning

Main Concept: In Guilty Gear Strive, heavy characters (big bodies) were traditionally weak against zoning. The new mechanics give all big bodies strong anti-zoning options.

Examples:

Characters like Potemkin, Nagor, and Gois benefit from moves that counter projectile zoning.

Potemkin’s Slide Head now has armor, allowing it to absorb hits and build meter continuously, making him a threat both offensively and defensively.

Key Takeaways:

Anti-zoning abilities are crucial for heavy characters to engage effectively.

Armor on moves dramatically changes match dynamics, even if the move doesn’t deal direct damage.

Comprehension Questions:

Why were heavy characters traditionally weak in Guilty Gear?

Because they struggled to get in against zoning-heavy characters.

How does Slide Head change Potemkin’s gameplay?

The armor allows him to absorb attacks, build meter, and apply pressure continuously.

Action Steps:

In practice, focus on identifying which heavy characters have armor or anti-zoning moves.

Experiment with using Slide Head or equivalent moves to understand timing and risk/reward.

Chunk 2: Slide Head vs. Clone

Main Concept: Potemkin’s Slide Head is stronger than Clone in current gameplay, even though Clone is technically a better move in some situations.

Examples:

Slide Head: Armor on frame 5, full-screen reach, builds meter.

Clone: Good for offense but tied to resource management (Blood in Nagor’s case).

Key Takeaways:

Resource-tied moves have situational limitations.

Some moves (like Slide Head) are effective consistently regardless of resources.

Comprehension Questions:

What is the main limitation of Clone compared to Slide Head?

It is tied to a resource, making it unusable in certain scenarios.

Why is Slide Head considered stronger in neutral?

Because its armor allows consistent pressure and meter gain.

Action Steps:

Track resources when using moves like Clone; avoid over-relying on them in bad matchups.

Learn which moves can consistently apply pressure without resource constraints.

Chunk 3: Other Heavy Characters’ Anti-Zoning

Main Concept: Other heavy characters also have anti-zoning tools, though mechanics differ.

Examples:

Leo: Has strong zoning moves (S and H Fireballs) instead of anti-zoning moves; uses projectile control to neutralize enemy zoning.

Gois: Anti-zoning tied to resource (Gun and Drone levels); higher resource levels increase effectiveness and allow hard knockdowns.

Key Takeaways:

Heavy characters may approach anti-zoning differently: some fight fire with fire (projectiles), others rely on armor or resource-based moves.

Resource management is essential for optimizing anti-zoning potential.

Comprehension Questions:

How does Leo handle zoning differently from Potemkin?

Leo uses strong projectiles to control space instead of having armored moves.

What happens when Gois’ Gun and Drone reach level 3?

They become full-screen, multi-hit, and cause hard knockdowns.

Action Steps:

Practice controlling space with projectiles if your character lacks anti-zoning moves.

Monitor resource levels carefully to maximize heavy characters’ anti-zoning potential.

Chunk 4: Strategic Implications

Main Concept: Armor and resource-based anti-zoning moves redefine the “neutral” game for heavy characters.

Examples:

Slide Head’s armor changes pressure dynamics.

Gois and Nagor’s moves scale with resources, making timing critical.

Key Takeaways:

Understanding each heavy character’s tools allows better matchup planning.

Even low-damage moves can shift momentum if they have armor or multi-hit properties.

Comprehension Questions:

Why is armor a critical factor in neutral for heavy characters?

It allows moves to absorb attacks, maintain pressure, and gain resources.

How do resource-based moves affect gameplay strategy?

They require timing and planning; overusing or mismanaging resources limits effectiveness.

Action Steps:

Focus on timing armored moves to break through zoning.

Identify when to use resource-tied moves and when to conserve them for critical moments.

Super-Summary (Condensed Key Insights & Actionable Steps)

Guilty Gear Strive gives heavy characters anti-zoning tools, addressing past weaknesses.

Slide Head (Potemkin): Armor allows consistent pressure, meter gain, and neutral dominance.

Clone (Nagor): Strong offense but limited by resource management; timing is critical.

Other heavies: Leo uses zoning control; Gois relies on resource levels for multi-hit and full-screen attacks.

Strategic Lessons:

Armor and multi-hit moves are game-changers, even without high damage.

Resource management and timing are crucial for maximizing anti-zoning potential.

Practical Application:

Identify which heavy characters have reliable anti-zoning moves.

Practice spacing, timing, and resource tracking to exploit opponent weaknesses.

Optional 3-Day Spaced Review Plan

Day 1: Focus on Slide Head vs. Clone mechanics; practice using armored moves in neutral.

Day 2: Study Leo and Gois’ anti-zoning/projectile strategies; simulate different matchups.

Day 3: Review all heavy characters’ anti-zoning tools; do drills emphasizing resource management and timing.

Bullet-Point Quick Review

Big bodies now have anti-zoning tools → previously a weak area.

Potemkin: Slide Head armor + meter gain = neutral dominance.

Nagor: Clone strong but resource-tied; careful timing needed.

Leo: Zoning moves instead of anti-zoning moves.

Gois: Resource-dependent moves (Gun/Drone) scale to full-screen, multi-hit, hard knockdowns.

Armor/multi-hit moves can shift momentum even if low damage.

Resource management is critical for optimal anti-zoning.

·youtube.com·
How Guilty Gear Strive saved big bodies from zoning
ややっこ on Twitter
ややっこ on Twitter
ジャスガFDを攻略に組み込むのに2ボタン押しっぱでやっているのですがFD張ったまま7入力だと跳べないけど8入力だと跳べる小ネタソル、メイ、ジオ、名残雪は起き上がりに下段重ねしないので楽できます#GGST #PS4share pic.twitter.com/868FIkZhgv— ややっこ (@utatanekujira) December 25, 2021
·twitter.com·
ややっこ on Twitter
soberquet on Twitter
soberquet on Twitter
doing dash fd doesn't cause backdash
·twitter.com·
soberquet on Twitter
Tips for playing against run away (in fighting games)
Tips for playing against run away (in fighting games)

Tips for Playing Against Runaway / Defensive Playstyles (Fighting Games)

Based on: “Tips for playing against run away (in fighting games)”

  1. Full Summary (Conceptual Overview)

This video explains how to safely and effectively approach runaway or defensive characters (using Axl in Guilty Gear Strive as the main example) by focusing on pacing, dash-blocking, information gathering, and screen control rather than reckless aggression.

The core lesson is that beating runaway play is not about moving faster, but about moving intelligently—alternating between fast and slow pacing based on spacing, life totals, and opponent commitment. The player demonstrates how repeated, low-risk advances force defensive opponents to reveal habits, overcommit, or run out of space.

Key ideas include:

Dash-blocking as both movement and reconnaissance

Forcing defensive players to declare their intentions

Understanding screen space as a resource

Knowing when to press repeatedly and when to slow down

Adapting pace based on life lead, risk, and resources

The matchups favor fast characters not just because of damage, but because they can repeatedly threaten key spacing zones, something slow characters cannot do as easily.

  1. Condensed Bullet-Point Review

Dash-blocking isn’t just for safety—it’s for information

Approach in layers: dash, block, stop, observe

Learn which enemy tools are low-commit vs high-commit

Force defensive players to show what they’re watching

Repeated safe pressure drains their mental stack

Screen space = currency

Push them backward, then deny escape

Fast characters win by repeating pressure cycles

Life lead changes pacing:

Behind → press more

Ahead → slow down, bait mistakes

“Playing fast” ≠ inputting fast buttons

Smart pacing wins neutral, not reckless speed

  1. Chunked Breakdown (Self-Contained Learning Units) Chunk 1: Dash-Blocking Is About Information, Not Just Safety

Summary Dash-blocking is commonly taught as a safe way to approach zoning, but its deeper value is reading the opponent. Each dash-block tests what the defender is watching and which tools they’re ready to use.

By moving into specific ranges and stopping, you force the opponent to either:

Press a button (revealing intent), or

Do nothing (revealing blind spots)

Comprehension Questions

Why is dash-blocking more than a defensive tool?

What does it mean if the opponent doesn’t press a button at a certain range?

Answers

It lets you safely probe spacing while gathering information.

They aren’t prepared for that range yet.

Action Steps

Practice dash-blocking into specific ranges without attacking.

Mentally note what buttons appear at each distance.

Chunk 2: Understanding Opponent Commitment Levels

Summary Defensive characters use low-commitment tools (safe pokes, retreats) and high-commitment tools (large swings, anti-airs, big preemptive normals). Your goal is to force the big commitments, where risk increases for them.

You can’t make them commit unless you occupy the space that threatens them.

Comprehension Questions

What is the difference between low-commit and high-commit actions?

Why do high-commit moves matter more?

Answers

Low-commit actions are safe and flexible; high-commit actions are risky.

They create openings if baited or blocked.

Action Steps

Identify 2–3 “big” defensive buttons your opponent relies on.

Practice walking into their threat range, then stopping to bait them.

Chunk 3: Repeated Safe Pressure Wins Neutral

Summary Fast characters excel not because they kill quickly, but because they can repeat approach attempts many times in a short window. Each attempt:

Forces a reaction

Builds mental fatigue

Shrinks defensive options

Even if nothing happens immediately, the opponent is being stressed.

Comprehension Questions

Why do fast characters beat defensive characters more easily?

What does repetition accomplish?

Answers

They can reach key spaces more often.

It overloads the opponent’s mental stack.

Action Steps

Focus on repeating safe advances instead of forcing hits.

Count how many times you pressure the same range in a round.

Chunk 4: Screen Space Is a Resource

Summary Space functions like currency. Defensive characters want maximum screen space; removing it limits their options. Even if pushing them back feels annoying or slow, each step toward the corner reduces escape routes.

Strong defensive players will attempt to steal space back, sometimes in creative ways.

Comprehension Questions

Why is cornering a defensive character powerful?

What does it mean when they try to switch sides?

Answers

Their movement and zoning options shrink.

They’re desperate to regain screen space.

Action Steps

Treat every step forward as progress, even without damage.

Watch for panic movement when the corner approaches.

Chunk 5: Speed vs Pace — Playing Fast Without Rushing

Summary “Playing fast” doesn’t mean mashing inputs. It means changing pace intelligently. A fast character may look hyperactive while the player is actually calm and deliberate.

When ahead, slow down. When behind, increase pressure frequency—but still safely.

Comprehension Questions

What’s the difference between speed and pace?

When should you slow the game down?

Answers

Speed is movement; pace is decision-making.

When you have a life lead or strong resources.

Action Steps

Practice consciously slowing your decisions when ahead.

Avoid unnecessary risks when you don’t need damage.

Chunk 6: Life Totals and Resources Dictate Strategy

Summary Life lead changes everything. When ahead:

You don’t need to force openings

You can wait for mistakes

The defensive player must act

When behind:

You must safely compress space

You must apply repeated pressure cycles

Comprehension Questions

Why does a life lead change pacing?

Who is forced to act when behind?

Answers

Risk tolerance shifts.

The player who is losing.

Action Steps

Check life bars before committing to pressure.

Ask yourself: “Who needs to act right now?”

  1. Super-Summary (Under 1 Page)

To beat runaway or defensive playstyles, stop thinking in terms of speed and start thinking in terms of pace, space, and information. Dash-blocking is not just a safe approach—it’s a way to probe your opponent’s awareness and force them to reveal their defensive habits.

By repeatedly advancing into key ranges without overcommitting, you pressure defensive players into using risky tools or giving up space. Screen space acts as currency: the less they have, the fewer options remain. Fast characters succeed because they can repeat these pressure cycles more often, not because they swing wildly.

Winning against runaway play means:

Forcing commitment

Shrinking space

Adjusting pace based on life totals

Knowing when to press and when to wait

Control the pace, and the runaway player eventually runs out of places to go.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read Chunks 1–2

Watch one replay focusing only on dash-blocking and spacing

Day 2 – Application

Practice baiting high-commit buttons in training or matches

Focus on screen control, not hits

Day 3 – Integration

Review life-lead pacing rules

Play a set consciously switching between fast pressure and slow control

·youtube.com·
Tips for playing against run away (in fighting games)
Tips for Practicing Combos & Mechanical Execution
Tips for Practicing Combos & Mechanical Execution
streamed Apr. 8, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam
·youtube.com·
Tips for Practicing Combos & Mechanical Execution
How to Block Dust Attacks in Guilty Gear Strive
How to Block Dust Attacks in Guilty Gear Strive
if it wasn't obvious my defense definitely ISN'T absolute #shorts Socials: Twitch - https://www.twitch.tv/puffer_mcsparkleface Twitter - https://twitter.com/Puffer_McSF TikTok - https://www.tiktok.com/@puffer_mcsparkleface Coaching: https://www.fiverr.com/puffer_mcsf Hi! I'm Puffer McSparkleFace, prospective Fighting Game pro and wanting to both share and enable my journey to the top. I'm also really into D&D, game design, and cooking, so you might see some of that too! If you're interested in more content, come check out my Twitch to see me practice, record future videos, or just to chat!
·youtube.com·
How to Block Dust Attacks in Guilty Gear Strive
Fighting Game Tips : OKIZEME
Fighting Game Tips : OKIZEME
"Okizeme", or "Oki" for short, refers to a situation in which one player attacks their enemy while the enemy's character is getting up off the ground from being knocked down. Follow me on: Twitter : @Arki_Borj Youtube : @BorjTV Hope this tutorial helps. Thanks for watching!!! (^O^)/ #okizeme #strive #anji
·youtube.com·
Fighting Game Tips : OKIZEME
Fighting Game Tips : FAST ROMAN CANCEL
Fighting Game Tips : FAST ROMAN CANCEL
A "Fast Roman Cancel" (or "RC Fast Cancel" for some) is one of the new Roman Cancel mechanics in Guilty Gear Strive. To perform a Fast Roman Cancel, quickly input any attack right after a Roman Cancel. Follow me on: Twitter : @Arki_Borj Youtube : @BorjTV Hope this tutorial helps. Thanks for watching!!! (^O^)/ #fastromancancel #strive #millia
·youtube.com·
Fighting Game Tips : FAST ROMAN CANCEL
Fighting Game Tips : FRAME TRAP
Fighting Game Tips : FRAME TRAP

Chunked Summary Chunk 1: Understanding Frame Traps

Concept: Frame traps are sequences where you intentionally leave a small gap between attacks to bait your opponent into pressing a button, which you can then punish.

Example: Using a fast jab, then waiting a frame or two before following with a combo starter.

Key Point: The goal is to make your opponent feel safe and then capitalize on their mistake.

Comprehension Questions & Answers:

Q: What is the main goal of a frame trap? A: To bait the opponent into attacking during a gap so you can punish.

Q: Why is leaving a small gap important? A: It makes the opponent think it’s safe to act, triggering a punish opportunity.

Action Steps:

Practice identifying safe gaps in your attacks.

Experiment with short delays between moves in training mode.

Chunk 2: Timing and Punishment

Concept: Success relies on precise timing; too short or too long a gap can make the trap ineffective.

Example: If the gap is too long, the opponent might block safely; if too short, they won’t press a button.

Key Point: Frame traps exploit reaction patterns, not raw speed.

Comprehension Questions & Answers:

Q: What happens if the frame gap is too long? A: The opponent can block safely and avoid punishment.

Q: What does a well-timed frame trap exploit? A: The opponent’s tendency to react automatically or press buttons impulsively.

Action Steps:

Record yourself practicing frame traps to observe timing accuracy.

Adjust frame gaps based on your character’s speed and opponent habits.

Chunk 3: Reading Opponents and Mind Games

Concept: Frame traps are as much about psychology as mechanics. Observing your opponent’s tendencies is key.

Example: If a player likes to mash buttons after a jab, a frame trap can catch them consistently.

Key Point: Customize frame traps based on the specific opponent, not just general theory.

Comprehension Questions & Answers:

Q: Why is opponent observation important for frame traps? A: To exploit predictable reactions.

Q: Can frame traps work on all opponents equally? A: No, they are more effective against players who act impulsively.

Action Steps:

Keep track of common reactions from opponents during matches.

Practice adjusting your frame trap strategy mid-game based on observations.

Super-Summary (All Chunks Combined)

Frame traps are a strategic tool in fighting games that involve intentionally leaving a small gap between attacks to bait opponents into pressing a button, which you can punish. Success depends on precise timing and reading your opponent’s tendencies. Effective frame traps blend mechanical execution with psychological insight: the gap must be just right, and the trap should target predictable behavior. Practically, you can train in practice mode, analyze opponent habits, and adjust your timing to consistently punish unsafe reactions.

Actionable Steps:

Practice short delays between attacks in training mode.

Record and review timing to refine execution.

Observe opponents to identify exploitable patterns.

Adjust frame traps dynamically during matches.

Optional 3-Day Spaced Review Plan

Day 1: Watch the video again and summarize key points in your own words.

Day 2: Practice frame traps in training mode and note timing gaps that work.

Day 3: Play casual matches applying frame traps; review which setups successfully baited opponents

·youtube.com·
Fighting Game Tips : FRAME TRAP
Twitch Chat Teaches Me How Pressure Works in Guilty Gear Strive
Twitch Chat Teaches Me How Pressure Works in Guilty Gear Strive

Summary

This video is a live-learning breakdown where the creator uses Twitch chat to understand how pressure works in Guilty Gear Strive, specifically around sword setplay, strike/throw sequencing, movement discipline, and defensive responses (FD & IB).

The core realization is that effective pressure is not about rushing in, but about layered sequences that leverage threats, spacing, frame advantage, and opponent reactions. The creator initially misunderstands pressure as raw dash-ins or isolated close-range mixups, but learns that real pressure comes from controlled approaches, delayed timing, and conditioning opponents through repeated safe sequences.

A major insight is how defensive mechanics (Faultless Defense and Instant Block) dramatically alter pressure flow—and how IB in particular neutralizes pushback, enabling tighter pressure and stronger follow-ups. The video highlights why top players obsessively practice these mechanics: they fundamentally reshape how turns are taken.

Condensed Bullet Points (Quick Review)

Pressure ≠ raw dash-in; pressure = structured approach + threat layering

Use 5K / 2K as controlled entry tools, not reckless movement

Sword explosion timing creates plus frames → run-up pressure

Strike/throw is only the final layer, not the whole sequence

Anti-air discipline is required to keep pressure stable

FD pushes attacker out, weakening pressure

IB removes pushback, allowing pressure to stay tight

IB feels “broken” because it redefines spacing and turns

Strong pressure relies on knowing opponent defensive options

High-level play = micro-optimizing small advantages

Chunked Breakdown Chunk 1: Misunderstanding Pressure (Raw Dash vs Structured Entry)

Summary: The creator realizes that raw dashing into pressure is ineffective. Instead, pressure should begin with safe, fast buttons (5K/2K) that control space and threaten follow-ups.

Key Idea: Movement must be covered by attacks.

Comprehension Questions:

Why is raw dash-in weak during pressure?

What makes 5K/2K better entry tools?

Answers:

Raw dash has no protection and loses to mashing or throws.

5K/2K occupy space while keeping you safe.

Action Steps:

Practice replacing raw dash-ins with dash → button

Identify your character’s best approach normals

Chunk 2: Sword Explosion as Pressure Glue

Summary: Sword explosion creates plus frames, allowing the attacker to run forward safely and continue pressure.

Key Idea: Setplay creates time, not just damage.

Comprehension Questions:

Why is the explosion timing important?

What does being “plus” allow you to do?

Answers:

Explosion locks the opponent down.

Being plus lets you move or attack without losing your turn.

Action Steps:

Practice recognizing when explosion hits

Drill run-up pressure after plus situations

Chunk 3: Seeing the Full Sequence (Not Just Strike/Throw)

Summary: The creator admits they only noticed close-range strike/throw, missing the setup phase that makes it work.

Key Idea: Pressure is a chain, not a moment.

Comprehension Questions:

Why is focusing only on strike/throw incomplete?

What comes before it?

Answers:

Without setup, strike/throw is risky.

Space control, delays, explosions, and movement.

Action Steps:

Rewatch top players and trace pressure backwards

Write down full pressure sequences

Chunk 4: Anti-Air Responsibility in Pressure

Summary: Pressure collapses if the opponent escapes by jumping. Anti-airs are mandatory to lock the opponent in place.

Key Idea: Pressure without containment isn’t pressure.

Comprehension Questions:

Why do jumps break pressure?

How does 5K help?

Answers:

Jumping avoids ground pressure entirely.

5K can cover jump attempts.

Action Steps:

Drill jump-catching during pressure

Add jump reads into your pressure plan

Chunk 5: Faultless Defense (FD) Weakens Pressure

Summary: FD pushes the attacker out, often ending pressure prematurely.

Key Idea: Defense changes spacing, not just damage.

Comprehension Questions:

What does FD do to pressure?

Why does it matter?

Answers:

It creates pushback.

Pushback kills follow-ups.

Action Steps:

Test your pressure vs FD in training

Identify pressure points that survive FD

Chunk 6: Instant Block (IB) Is a Game-Changer

Summary: IB removes pushback, keeping both players close. This makes pressure dramatically stronger and explains why top players grind it endlessly.

Key Idea: IB redefines who controls space.

Comprehension Questions:

Why does IB feel “broken”?

How is it different from FD?

Answers:

No pushback means tighter pressure.

FD pushes out; IB doesn’t.

Action Steps:

Start practicing IB timing in low-stress scenarios

Learn which moves benefit most from IB pressure

Super-Summary (Under 1 Page)

Pressure in Guilty Gear Strive is not about rushing the opponent—it’s about layered control. Effective pressure starts with safe approach buttons (5K/2K), leverages setplay like sword explosions to gain plus frames, and only then transitions into strike/throw.

Strong pressure also requires anti-air discipline to prevent escape, and a deep understanding of defensive mechanics. Faultless Defense weakens pressure by creating pushback, while Instant Block preserves spacing and dramatically strengthens pressure—explaining why elite players obsess over it.

True pressure is about maintaining turns through timing, spacing, and conditioning, not speed or flash.

Optional 3-Day Spaced Review Plan

Day 1:

Review bullet points + Chunks 1–3

Practice approach buttons into pressure

Day 2:

Review Chunks 4–5

Drill anti-airs and FD-resistant pressure

Day 3:

Review Chunk 6 + Super-Summary

Light IB practice + replay analysis

·youtube.com·
Twitch Chat Teaches Me How Pressure Works in Guilty Gear Strive
Jyosua@Guilty Gear Strivin' on Twitter
Jyosua@Guilty Gear Strivin' on Twitter
New OS just dropped #GGST_LE #PS5Share, #GUILTYGEARSTRIVE pic.twitter.com/jjaHqYScEa— Jyosua@Guilty Gear Strivin' (@Jyosua) December 9, 2021
·twitter.com·
Jyosua@Guilty Gear Strivin' on Twitter
VL | Madlax on Twitter
VL | Madlax on Twitter
Are you not technically immune to standing grabs when in the air or am I missing something here? #GGST pic.twitter.com/mfDs440wPP— VL | Madlax (@DatUSAGuy) December 7, 2021
·twitter.com·
VL | Madlax on Twitter
How to Use Training Mode to Test Things | Guilty Gear Strive
How to Use Training Mode to Test Things | Guilty Gear Strive

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

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

Key Concepts:

Map Record, Playback, and Reset Position buttons.

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

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

Action Steps (Chunk 1)

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

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

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

Comprehension Questions (Chunk 1)

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

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

Chunk 2 — Recommended Opponent Block Settings

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

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

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

This ensures accurate feedback about whether your strings actually work.

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

Action Steps (Chunk 2)

Set Guard: After First Hit.

Turn Block Switching ON.

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

Comprehension Questions (Chunk 2)

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

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

Chunk 3 — Recording Dummy Actions

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

You can:

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

Save multiple slots.

Set random playback to rotate between recordings.

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

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

Action Steps (Chunk 3)

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

Set playback to Random.

Practice choosing correct anti-air options on reaction.

Comprehension Questions (Chunk 3)

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

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

Chunk 4 — Counterattack & Defensive Scenario Testing

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

Examples:

Reversal Throw

Reversal 5P/2P

Reversal DP

Moves after wake-up

Moves after throw break

This lets you test:

Frame traps

Throw baits

Safe jumps

Meaty timing

Punish windows

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

Action Steps (Chunk 4)

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

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

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

Comprehension Questions (Chunk 4)

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

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

Chunk 5 — Round Start & Throw Break Testing

Main Ideas: Training mode can simulate very specific states:

Round Start Testing

Enable:

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

You can test:

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

Whether backdash avoids it.

If your poke loses or trades.

Throw Break Testing

Set:

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

You can test:

Who wins after a throw tech.

Jump/backdash options.

Fastest buttons.

Action Steps (Chunk 5)

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

Simulate throw breaks → test your fastest counter option.

Comprehension Questions (Chunk 5)

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

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

Chunk 6 — Using Command Lists & Testing Specific Matchups

Main Ideas: You can:

Switch characters on the fly.

Open their command list.

Watch built-in move demonstration videos.

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

Test punish options, spacing, and counterplay.

This helps you learn opponent matchups efficiently.

Action Steps (Chunk 6)

Switch to an opponent you struggle with.

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

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

Comprehension Questions (Chunk 6)

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

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

🔥 Bullet-Point Mega Condensed Summary

Map Record, Playback, Reset buttons.

Use Reset Position for corner/midscreen practice.

Set dummy to Guard After First Hit + Block Switching.

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

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

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

Enable Round Start Reset for opening move analysis.

Test throw break scenarios to learn scramble options.

Enable Forced Counter Hit to practice CH routes.

Switch characters → record their signature moves → study matchups.

📘 SUPER-SUMMARY (Under 1 Page)

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

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

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

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

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

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

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

Review Chunks 1–3 (setup + recording).

Practice recording and anti-air tests.

Day 2 — Application (20 minutes)

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

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

Day 3 — Integration (20 minutes)

Review Chunk 6 (matchup testing).

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

·youtube.com·
How to Use Training Mode to Test Things | Guilty Gear Strive
Cheesy DPs 101
Cheesy DPs 101
Watch "Cheesy DPs 101" on Streamable.
·streamable.com·
Cheesy DPs 101
5 Tips to Git Good at Guilty Gear Strive
5 Tips to Git Good at Guilty Gear Strive
It's ya man's SumOfMan ouchere for some tips on how you can be the best player you can be in Guilty Gear Strive. Have a great time. Let me know if you find this useful and what you would add. Bless up!
·youtube.com·
5 Tips to Git Good at Guilty Gear Strive
0-2 on Twitter
0-2 on Twitter
You can kara cancel a forward dash into a backdash by inputting back in the first 5F of dash startup (4F window).Inputting a RC within 9F of the forward dash input gives you 66BRC (even when holding back). A Fast Roman Cancel will then retain the backdash momentum.#GGST pic.twitter.com/iU9vBoUzWW— 0-2 (@bearhugprime) November 29, 2021
·twitter.com·
0-2 on Twitter
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
streamed June 23, 2021 A Primer on how and why to use fuzzy jump as a defensive option & other general defense tips https://glossary.infil.net/?t=Fuzzy https://glossary.infil.net/?t=Fuzzy%20Guard Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
·youtube.com·
Escaping the Strike/Throw & How to Play Defense | Guilty Gear Strive
𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
なるほど、BCシルカンが天敵だったのか。どーりで負けまくる訳だ…。これを知っているか否かで、だいぶ変わりそうだな #メルブラ #MBTL #MBTL_CI https://t.co/c6htVzO04Q— 𝙆𝙀𝙄-𝙢𝙠𝟭 (@VaN_HouteN164) November 24, 2021
·twitter.com·
𝙆𝙀𝙄-𝙢𝙠𝟭 on Twitter
Lonely Black Man on Twitter
Lonely Black Man on Twitter
Tekken 8 looks sick #GGST #GGST_CH #PS4sharehttps://t.co/PewtVA5Fxy pic.twitter.com/W9vxZ8jIPF— Lonely Black Man (@Theholymemesag1) November 23, 2021
·twitter.com·
Lonely Black Man on Twitter
Beating Wakeup Options (Guilty Gear Strive)
Beating Wakeup Options (Guilty Gear Strive)
Someone in chat asked me how to deal with the common wakeup options in Guilty Gear Strive. Here's my answer! Twitch https://www.twitch.tv/baccpack Twitter https://www.twitter.com/baccpackFGC Join the community discord! https://discord.gg/6PDEuYmysw Support my work by joining my Patreon! https://www.patreon.com/baccpack Song: Simple Step by Slenderbeats (YouTube Audio Library) #guiltygearstrive #guiltygear #FGC #ggst
·youtube.com·
Beating Wakeup Options (Guilty Gear Strive)