Gameplay Concepts
✅ SUMMARY — Why You Keep Losing in Guilty Gear Strive
The video explains WHY most players lose in Guilty Gear Strive neutral: they don’t understand screen control, ranges, or cause-and-effect layering. The creator uses Kai vs. Millia to demonstrate how to map neutral ranges, identify the most common pokes, eliminate options, and build counterplay through process of elimination + reading your opponent.
The core idea:
Neutral is “slicing the pie”: dividing the screen into zones and understanding what each player can do inside them.
Winning comes from analyzing opponent options, identifying patterns, and choosing counters that match spacing, timing, and probability.
A second major theme:
Neutral is pure cause & effect. The opponent shows a “card,” you show your counter-card, then they counter your counter—and layers evolve over time.
This video is essentially a neutral theory masterclass for Strive.
🔸 BULLET-POINT QUICK REVIEW
The screen can be divided into three sections: center, left corner, right corner — most action starts mid-screen.
Neutral is controlled by ranges: where your normals hit vs. where theirs hit.
Know your character’s safe poke range and your opponent’s threat ranges.
Example: Kai’s core mid-screen pokes
f.S, 2S, 5H, 6H all occupy similar ranges.
All grounded pokes are jumpable—but jumps are also readable and anti-airable.
Neutral = reading each other’s intentions, not just pressing buttons.
Build options using process of elimination:
What beats their most common option?
What loses?
What trades?
Example counter: Millia 6P reliably beats Kai f.S.
Great players reuse this logic constantly:
“If you show me this, I play that.”
Neutral is:
cause and effect
give and take
information gathering
adaptation layers
🧩 CHUNKED SUMMARY (with questions + action steps) CHUNK 1 — Slicing the Pie: Understanding Screen Sections & Neutral Context Summary
The screen can be viewed in three zones: middle, left corner, right corner. Most fights begin mid-screen, and movement/footies determine which zone the players shift into. Having awareness of which portion of the screen you're in is essential because your options change dramatically in the corner versus mid-screen.
Comprehension Questions
Why does most neutral interaction begin in the middle of the screen?
How does being cornered change what options you have?
What does “slicing the pie” help a player visualize?
Answers
Because both players start with freedom of movement and equal range access.
Being cornered removes backward movement and restricts your defensive choices, forcing jumps or risky options.
It helps visualize spatial control and threat zones.
Action Steps
Freeze matches and mark where mid-screen transitions start to break down.
Practice consciously labeling screen zones during replays.
In training mode, walk back and identify “where the corner effectively begins.”
CHUNK 2 — Understanding Your Ranges & Your Opponent’s Ranges Summary
You must know:
How far your normals reach
How far the opponent’s normals reach
Which ranges are safe, dangerous, or advantageous
Example (Millia): far slash and sweep define her poke range. Example (Kai): f.S, 2S, 5H, and 6H all occupy threatening mid-range space.
Mapping these ranges creates a visual pie slice showing where you should and should not stand.
Comprehension Questions
Why is understanding the exact reach of normals important?
How does this help in predicting when the opponent will press a button?
What happens when two characters’ poke ranges overlap?
Answers
It tells you when you are in danger zones or safe zones.
Most players press buttons automatically when opponents enter their threat range.
Whoever has the faster, better-shaped, or better-timed normal wins—or you clash/trade.
Action Steps
Use training mode hitbox display to measure each normal.
Draw a simple 3-zone map of your character’s best poke ranges.
Do the same for 3 characters you often fight.
CHUNK 3 — Jumping, Anti-Airing, and the “Everything Is Jumpable” Principle Summary
Grounded normals are jumpable, but that doesn’t make jumping a free escape. Why? Because both players are reading each other, and 6P anti-airs exist. Neutral is not “button vs. button,” it’s intention vs. intention.
Jumping is a risk you take, and anti-airing is a risk the opponent takes—the relationship is purely predictive.
Comprehension Questions
Why does the speaker emphasize “both players are reading each other”?
Why isn’t jumping a universal solution to long-range normals?
When does jumping become powerful in neutral?
Answers
Because success in neutral comes from predicting intentions, not reacting to moves.
Because a prepared opponent will 6P or air-to-air you.
When you condition the opponent to expect grounded play first.
Action Steps
Practice doing delayed jumps to bait anti-airs.
Practice micro-walking into anti-air spacing to catch jumps.
Run 10 minutes of “anti-air prediction” drills per session.
CHUNK 4 — Process of Elimination: Building Your Neutral Gameplan Summary
To create a structured neutral plan, list:
The opponent’s key neutral tools
What your tools beat, lose to, or trade with
Example: Millia 6P beats Kai f.S consistently. It, however, loses to lows like 2S.
This method reveals which options cover the opponent’s most common approach.
Comprehension Questions
What is the purpose of listing opponent normals and analyzing them?
Why is f.S considered the “most common” Kai poke?
What does Millia 6P beating f.S imply for your neutral plan?
Answers
To simplify neutral into solvable interactions.
Because it is fast, long, and safe—Kai players use it constantly.
You can base your grounded approach around stuffing f.S.
Action Steps
Pick one matchup and map 4 key normals from each character.
Write: beats / loses / trades for every interaction.
Build a primary and backup approach option.
CHUNK 5 — Cause & Effect, Information Gathering, and Neutral Layers Summary
Neutral is fundamentally:
Cause and effect
Give and take
Information → Response → New Information
Great players constantly read:
What the opponent shows
How often they do it
How they respond when challenged
What layers appear
Example chain:
Opponent uses f.S
You counter with 6P
Opponent switches to 2S
You must adapt to the new layer
This is the “card game” metaphor of neutral.
Comprehension Questions
What does “you show me this card, I play that card” mean?
Why is information considered the most valuable resource in neutral?
What separates strong players from weak ones in this layer system?
Answers
Every action creates a predictable counter-action.
Because information reveals tendencies → tendencies reveal free wins.
Strong players continuously adapt; weak players remain static.
Action Steps
After each round, write one opponent pattern you observed.
In the next round, test a counter-option to that pattern.
Review replays specifically for “when the layers changed.”
⭐ SUPER-SUMMARY (Under 1 Page)
This video explains why players lose neutral in Guilty Gear Strive: they do not understand ranges, spatial control, or cause-and-effect adaptation.
Neutral begins mid-screen, where players first test spacing and poke ranges. The player must understand both their own normals and the opponent’s normals, mapping them into visual zones or “slices of the pie.” Example: Kai’s f.S, 2S, 5H, and 6H create a strong mid-range cage you must navigate.
All grounded options are technically jumpable, but jumping is not a solution—it's a risk that both players must read. Neutral is not mechanical; it is psychological, based on reading intentions.
The heart of Strive neutral is the process of elimination: identify the opponent’s most common options, determine which of your moves beat them (such as Millia 6P beating Kai f.S), and build your gameplan around predictable interactions.
On top of this, neutral is entirely cause and effect. Every action presents a “card,” and the opponent plays a counter-card. Patterns emerge, layers expand, and adaptation decides the match. Great players constantly absorb information—frequencies, spacing choices, timing habits—and adjust their options in response.
To stop losing, you must:
Map ranges and poke zones.
Identify opponent tendencies.
Counter the most common options.
Read adaptations and build new layers.
Treat every interaction as information, not failure.
Mastering neutral is mastering this chain of information → adaptation → new information.
🧠 3-DAY SPACED REVIEW PLAN DAY 1 — Understanding Concepts
Review chunks 1–3.
Practice mapping poke ranges in training mode.
DAY 2 — Applying Mechanics
Review chunks 4–5.
Build a beats/loses/trades chart for one matchup.
DAY 3 — Integration
Watch one of your replays.
Pause after every neutral loss and ask:
“What information did I fail to read?”
“What layer did I ignore?”
Repeat weekly for exponential improvement.
Summary of "How To Counter YRC" Guilty Gear Strive Guide
In this video, the creator shares strategies for countering Yellow Roman Cancels (YRC) in Guilty Gear Strive, specifically targeting the frustrations of Leo players who often face opponents spamming YRC when Leo uses his stance. The guide covers how to bait, punish, and counter YRC using timing, move staggering, and defensive options.
Chunk 1: Overview of YRC Countering
Main Concepts:
YRC is a powerful tool that interrupts opponents’ actions and can create opportunities for mix-ups.
To counter YRC effectively, players need to bait the YRC out and punish it using precise timing.
Comprehension Question:
What is the main challenge that Leo players face with YRC?
Answer: YRC is often used against Leo's stance, interrupting his gameplay.
Action Steps:
Practice identifying the moment when an opponent might use YRC, especially after an attack lands or during a predictable moment of your stance.
Chunk 2: Staggering Moves to Bait YRC
Main Concepts:
In Guilty Gear, moves can be staggered by canceling into normals or specials with delay, creating an opportunity to bait out YRC.
Staggering creates small gaps between attacks, which can prompt an opponent to use YRC at an opportune moment, allowing you to punish.
Comprehension Question:
How does staggering your moves help bait out YRC?
Answer: Staggering creates a momentary pause where the opponent may use YRC, thinking they can punish an attack, which allows you to counter.
Action Steps:
Start practicing with staggered attacks in training mode to get used to timing the gaps and waiting for YRC responses from your opponent.
Chunk 3: Using Invincible Moves to Punish YRC
Main Concepts:
Leo has invincible moves (like his special and DP) that can be used to punish a YRC once it's activated.
When you see the yellow flash of YRC, you can use these invincible moves to bypass the pause and strike back.
Comprehension Question:
Which of Leo's moves are ideal for countering YRC?
Answer: Leo’s special move and his DP (Dragon Punch) are both invincible and ideal for countering YRC.
Action Steps:
Experiment with using Leo’s invincible moves when you see an opponent activate YRC. Practice executing them immediately after the YRC activation to ensure you punish effectively.
Chunk 4: Baiting YRC with Shield and Special Cancels
Main Concepts:
In addition to staggering moves, Leo can use his shield to block YRC and then use his special or RC cancel for further mix-ups.
Timing the shield correctly is key to successfully baiting and blocking YRC.
Comprehension Question:
How does Leo’s shield help with countering YRC?
Answer: The shield can block the YRC, allowing Leo to then punish or mix-up using a special or RC cancel.
Action Steps:
Practice the timing for using Leo’s shield when you anticipate a YRC. Experiment with follow-up special or RC cancels for continued pressure.
Super-Summary:
This guide offers strategies for Leo players to counter YRC in Guilty Gear Strive. The key is to bait the YRC by staggering moves and capitalizing on the opponent’s pause after they attempt a YRC. Leo’s invincible moves (special and DP) can punish YRC if timed correctly. Additionally, using Leo’s shield and RC cancels offers further ways to disrupt the opponent’s YRC usage. To apply this, players need to practice precise timing in move staggering, shield usage, and understanding when opponents are likely to use YRC.
Optional Spaced Review Plan:
Day 1: Focus on practicing staggering moves and identifying when to bait YRC.
Day 2: Focus on using Leo’s invincible moves (special and DP) to punish YRC.
Day 3: Practice using Leo’s shield to block YRC, followed by special or RC cancels for pressure.
This 3-day plan will help reinforce the concepts and develop effective counterplay against YRC.
✅ SUMMARY — “How to Deal With Bad Matchups” (Guilty Gear Strive)
The video teaches a universal method for solving any bad matchup or problematic move by developing your own solutions in training mode, instead of relying on matchup charts or external guides. The process is:
Identify what you struggle with
Record the problem move/scenario
Isolate and test counters
Recreate real-match variations
Combine scenarios using random playback
Train reactions until they become natural
Apply in matches with confidence
The approach emphasizes self-sufficiency, scenario-based labbing, and reaction conditioning.
🧩 CHUNKED SUMMARY (with all subsections) Chunk 1 — Identify the Problem Clearly
The first step is not pressing buttons—it’s diagnosing exactly what is giving you trouble. Training mode is not for combos only; it is the laboratory where you solve matchups.
For the example (Ramlethal vs Chipp), the player identifies moves like j.2K, command grab, and rekka pressure as problem points.
Key Ideas
Don’t go into training mode blindly.
Pinpoint one move or scenario that consistently beats you.
This clarity accelerates learning and prevents overwhelm.
Comprehension Questions
Why shouldn’t you enter training mode without identifying the problem?
What counts as a “problem scenario”?
In the video example, what moves from Chipp caused issues?
Answers
Because without a target, you won’t know what to lab or improve.
Any repeated situation where you consistently lose, get hit, or panic.
His j.2K, command grab, and rekka pressure.
Action Steps
Write down 2–3 things that frustrate you in your next session.
Choose one to focus on for your training session.
Enter training mode with a specific question: “How do I beat this?”
Chunk 2 — Isolate the Move and Test Solutions
Record the problem move by itself using training mode’s recording slots.
Once isolated, test:
anti-airs
spacing adjustments
fast normals
backdash
contest timing
jump-outs
invincible reversals
fuzzy options
The goal is to develop multiple reliable answers, not just one.
Key Ideas
Isolation removes distractions.
Practical counterplay emerges only when experimentation is deliberate.
Testing multiple solutions reveals the highest-EV response.
Comprehension Questions
Why isolate a move instead of practicing against full pressure?
What kinds of solutions should you try?
Why is it beneficial to have more than one answer?
Answers
Isolation reveals the true properties and timings without noise.
Any defensive or offensive interaction: buttons, movement, system mechanics.
Because opponents will mix timing, spacing, and context, making one answer insufficient.
Action Steps
Record the move alone.
Test 5 different responses.
Rank them by reliability, risk, and reward.
Chunk 3 — Rebuild Real Match Scenarios (Replay → Training Mode Loop)
After mastering the move in isolation, recreate actual match sequences using replays:
when the opponent uses the move
how they frame traps into it
what options precede or follow it
You lab not just the move, but the situations leading into the move.
Key Ideas
Context changes the answer.
Your opponent won’t always use the move in the same timing.
Replay → training reproduction → solution mapping is the real engine of improvement.
Comprehension Questions
Why are replay-based scenarios important?
How do opponents change the difficulty of a move?
What are you looking for when recreating match sequences?
Answers
Because actual gameplay uses variations of timing, spacing, and mix-ups.
They disguise, delay, or re-space the move, making reactions harder.
The decision tree: when the move appears, what follows, and what beats what.
Action Steps
Pull up 1 replay where you struggled.
Reproduce 2 sequences exactly in training mode.
Test counters for each sequence.
Chunk 4 — Randomized Playback to Build Real Reactions
Record multiple different scenarios (e.g., j.2K, rekka, command grab setup). Turn Random Playback on.
This forces you to:
recognize the scenario
access the correct solution
respond within match timing
This step turns knowledge into reaction.
Key Ideas
Reactions come from exposure, not theory.
Randomization simulates live play.
The goal is to automate scenario recognition.
Comprehension Questions
Why use random playback?
What does random playback train?
How does this help during real matches?
Answers
It prevents predictable patterns and builds real recognition.
Scenario identification and execution under uncertainty.
You naturally choose the correct answer without freezing or guessing.
Action Steps
Record 3 scenarios.
Set training mode to “Random Slot Playback.”
Practice until your responses feel automatic and low-effort.
Chunk 5 — Accept the Homework: You Must Lab to Improve
The creator emphasizes that problem-solving cannot be done mid-match reliably. Your working memory is already filled with:
spacing
burst tracking
meter management
offense/defense flow
movement
safe jumps
conditioning reads
There’s no bandwidth left for deep problem solving.
Therefore, the lab is where you do homework so solutions are pre-built.
Key Ideas
Matches are not where you learn; they are where you apply.
You must build solutions beforehand.
No YouTuber can cover every scenario—you must learn to self-solve.
Comprehension Questions
Why is problem-solving in live matches unreliable?
What mental load exists during a real match?
Why does the creator avoid making matchup-specific videos first?
Answers
Your brain cannot process new solutions under pressure.
Movement, spacing, resource tracking, reactions, risk calculations.
Because players must learn how to self-diagnose and solve new situations.
Action Steps
After a loss, write down 1 scenario to lab.
Do not try to figure it out during matches.
Build the “solution package” in training mode first.
🧠 SUPER-SUMMARY (1-Page Compression)
Bad matchups are not solved by memorizing charts—they’re solved by building adaptable solutions in training mode. The method is universal:
Identify the exact problem (a move, setup, or pressure type).
Record the move in isolation and test many possible answers.
Study replays to rebuild real match variations of that move.
Record each variation and practice them individually.
Use random playback to simulate real match recognition and timing.
Train until the correct responses become automatic reactions.
Apply the solutions in real matches—don’t try to invent them mid-game.
The core principle:
Training mode is where you solve matchups; matches are where you run the solutions.
By mastering this self-directed lab method, you can solve any matchup—even situations no guide has covered—because you have the tools to analyze, recreate, and counter any problem scenario.
📅 OPTIONAL 3-DAY SPACED REVIEW PLAN Day 1 — Understanding & Isolation
Reread chunks 1–2.
Enter training mode and isolate one problem move.
Find at least 3 counters.
Day 2 — Scenario Reconstruction
Reread chunks 3–4.
Pull up a replay and rebuild match scenarios.
Turn on random playback and practice reactions.
Day 3 — Integration & Application
Reread chunk 5.
Play real matches intentionally looking for the scenario.
After session, list new problems for future labbing.
- Summary (Concepts, Examples, Actionable Lessons)
This video explains safe jumps—a core offensive setup in Guilty Gear and many fighting games. A safe jump is a precisely timed jumping attack performed on an opponent’s wake-up so that:
If the opponent blocks, your jump-in hits or applies pressure.
If the opponent uses an invincible reversal, you land in time to block and punish it.
The key requirement is timing: Your jumping attack must have less recovery than the startup of the opponent’s reversal, allowing you to land safely.
Safe jumps are powerful because they:
Remove the threat of wake-up reversals
Condition opponents to block
Let you run offense safely and consistently
Because reversal startup varies by character, safe jumps are character- and matchup-dependent. This is why players rely on setups after knockdowns rather than improvising them.
- Condensed Bullet-Point Review
Safe jump = timed jump-in that beats reversals safely
Attack right before landing
Block reversals, hit blocking opponents
Trains opponents to stop mashing reversals
Timing depends on opponent’s reversal startup
Most safe jumps come from practiced setups
Strong against reversal-reliant players
- Chunked Breakdown Chunk 1 — What Is a Safe Jump?
A safe jump is a jump attack timed so you can land and block an invincible reversal while still threatening pressure if the opponent blocks.
Chunk 2 — Why Safe Jumps Are Strong
They remove risk from offense by forcing opponents to block instead of mashing reversals, giving you momentum and control.
Chunk 3 — Timing & Matchup Dependency
Safe jumps depend on reversal startup speeds, meaning timing varies between characters and situations.
Chunk 4 — Why Setups Matter
Safe jumps are difficult to improvise; consistent success comes from rehearsed knockdown setups.
Chunk 5 — When to Use Safe Jumps
They are especially effective against opponents who rely heavily on wake-up reversals.
- Comprehension Questions & Answers Chunk 1
Q: What makes a jump “safe”? A: You can land and block before the opponent’s reversal becomes active.
Chunk 2
Q: Why do safe jumps discourage reversals? A: Because reversals fail while blocking remains necessary.
Chunk 3
Q: Why doesn’t one safe jump work for all characters? A: Different characters have different reversal startup speeds.
Chunk 4
Q: Why are setups preferred over improvisation? A: Precision timing is required for consistency.
Chunk 5
Q: Against what player type are safe jumps most effective? A: Players who overuse wake-up reversals.
- Action Steps (FGC + Real-Life Application) Chunk 1
Lab jump timing after knockdowns until you can block reversals reliably
Chunk 2
Track opponent reversal attempts and punish consistently
Chunk 3
Note reversal startup frames for common matchups you face
Chunk 4
Create 1–2 reliable safe jump setups from common knockdowns
Chunk 5
Use safe jumps deliberately to condition defensive behavior
- Super-Summary (Under 1 Page)
Safe jumps are a fundamental offensive tool that allow you to apply pressure safely on an opponent’s wake-up. By timing a jump attack just before landing, you can hit blocking opponents while still landing in time to block invincible reversals. This removes risk, conditions opponents to stop mashing reversals, and enables stable offense. Because reversal startup varies between characters, safe jumps are matchup-specific and best executed through practiced setups rather than improvisation. They are especially effective against players who rely heavily on wake-up reversals.
- Optional 3-Day Spaced Review Plan
Day 1:
Watch the video once
Practice one safe jump setup in training mode
Day 2:
Review bullet points
Test the setup against reversals from different characters
Day 3:
Use safe jumps intentionally in matches
Note how opponent behavior changes
- Summary (Core Concepts & Lessons)
This video explains frame traps by reframing fighting games as a language-based conversation rather than a sequence of random actions. New players struggle because they don’t understand turns, respect, and flow, which makes them “not play the same game” as experienced players.
Frame traps are presented not just as a mechanic, but as a tool to punish disrespect—specifically when an opponent tries to interrupt during your turn. The video emphasizes that offense and defense are built on a constant ebb and flow of respect and disrespect, where players condition each other over time.
Most low-floor players constantly mash or interrupt because they don’t recognize when it’s not their turn. Learning frame traps teaches opponents to stop interrupting, allowing real interaction, pressure, and decision-making to happen—this is a major reason frame traps help players climb to Floor 10.
- Condensed Bullet Points (Quick Review)
Fighting games function like a language or conversation
Turns = who is allowed to act after recovery, block, or knockdown
Respect = acknowledging when the opponent has advantage
New players fail because they interrupt constantly
Veterans exploit respect with slower, higher-reward options
Frame traps punish disrespect (button mashing)
Conditioning creates a loop of respect → disrespect → punishment
Teaching respect lets both players “play the same game”
This understanding alone beats most low-floor opponents
- Chunked Breakdown (Self-Contained Sections) Chunk 1: Fighting Games as a Language
Fighting games operate like a structured conversation. If players don’t share the same “grammar” (turns, advantage, recovery), they cannot meaningfully interact.
Key Idea: Veterans aren’t faster—they’re speaking fluently.
Chunk 2: Turns and Advantage
When one player is recovering or knocked down, it’s the other player’s turn. Blocking ends a sentence; hitting continues it.
Key Idea: Knowing whose turn it is defines everything.
Chunk 3: Respect
Respect means acknowledging your opponent’s options and advantage. Experienced players know when not to press buttons.
Key Idea: Respect is defensive intelligence.
Chunk 4: Disrespect and Exploitation
If an opponent respects you, you can exploit that by using slower, stronger options. If they don’t respect you, you punish them.
Key Idea: Disrespect invites punishment.
Chunk 5: Conditioning and the Conversation Loop
Players condition each other over time. Respect creates openings; disrespect creates traps; traps create fear.
Key Idea: The game becomes an ongoing psychological exchange.
Chunk 6: Frame Traps as a Teaching Tool
Frame traps punish players who mash during your turn. They’re the fastest way to force respect and stop interruptions.
Key Idea: Frame traps say: “I’m still talking.”
Chunk 7: Why This Gets You to Floor 10
Most low-floor players never learn turns or respect. Frame traps alone beat the majority of them.
Key Idea: You win by understanding—not grinding.
- Comprehension Questions & Answers Chunk 1
Q: Why do veterans say new players aren’t “playing the same game”? A: Because new players don’t understand the shared language of turns and respect.
Chunk 2
Q: What defines whose turn it is? A: Recovery, block advantage, and knockdowns.
Chunk 3
Q: What does “respect” mean in gameplay terms? A: Choosing not to press buttons when the opponent has advantage.
Chunk 4
Q: How do you exploit respect? A: By using slower, higher-reward options safely.
Chunk 5
Q: What is conditioning? A: Shaping opponent expectations through repeated interactions.
Chunk 6
Q: What problem do frame traps solve? A: Opponents mashing during your turn.
Chunk 7
Q: Why do frame traps help players climb floors quickly? A: Most opponents don’t know how to deal with them.
- Action Steps (In-Game & Personal Application) Fighting Game Practice
Identify one safe blockstring and one frame trap
Watch replays and mark interrupt attempts
Intentionally delay buttons to catch mashers
Use frame traps until the opponent stops pressing
Once respect is earned, switch to throws or pressure resets
Personal Development Parallel
Learn when to pause instead of interrupting
Notice when others respect you—and don’t overuse it
Set boundaries by calmly enforcing consequences
Understand conversations as mutual rhythm, not domination
- Super-Summary (Under 1 Page)
This video teaches that fighting games are a conversation governed by turns and respect, not random aggression. New players fail because they constantly interrupt, while experienced players understand when to act and when to wait. Frame traps are the primary tool used to punish disrespect—specifically button mashing during disadvantage. By using frame traps, players condition opponents to respect turns, enabling real pressure and interaction. Since most low-floor players don’t understand this system, mastering frame traps alone is enough to climb quickly toward Floor 10. Winning comes from understanding the language of the game, not from speed or execution.
- Optional 3-Day Spaced Review Plan
Day 1:
Watch the video
Identify 1–2 frame traps for your character
Test them in training mode
Day 2:
Use frame traps exclusively against mashers
Observe when opponents stop pressing
Day 3:
Review replays
Note moments where respect was gained
Add throws or resets once frame traps land consistently