Gameplay Concepts
- Core Summary (Essence of the Video)
The video is a long-form conversation between Kensou and Stealth (Nico) about acceptance and acknowledgement in fighting gamesâand how confusing those two ideas can stall your growth.
Acceptance = making peace with things you cannot control or change (your characterâs HP, top tiers existing, brackets, past losses, patch direction, your current level right now).
Acknowledgement = clearly recognizing things you can act on and then doing the work (your matchup knowledge, bad habits, decision-making, learning pace, character choice, practice structure).
They apply this lens to:
matchups (Chip vs Potemkin, Zero in MVCI, Bison in SFV),
tournaments (who showed up, going 0â2, multi-game burnout),
advice (useless âjust blockâ / âjust donât get hitâ vs specific and actionable),
adapting across games (Marvel 3 â Infinite, older Guilty Gear â Xrd/Strive),
mindset (tilt, comparing yourself to others, learning speed, over-accepting failure).
The big theme: know when to accept reality so you stop wasting energy fighting it, and know when to acknowledge a problem so you can actively work on it. That distinction lets you set better goals, handle losses without breaking, and actually enjoy improving.
- Condensed Bullet-Point Takeaways
Acceptance = âThis is out of my control. I make peace with it.â
Acknowledgement = âThis is real, and I can do something about it.â
Example: Chip vs Potemkin
Accept: Chip has low life.
Acknowledge: You must use your movement/tools to avoid risky positions.
You can only beat the people who show up to the tournament. Donât invalidate your own wins.
Top tiers and dumb stuff exist. Accept that, then learn how to fight it.
Neutral is too dynamic for catch-all answers. There is no âone trickâ that always works.
Bad advice sounds like âjust block,â âjust run away,â âjust whiff punish.â Good advice is specific and situational.
Emotional state matters: tilted players canât receive good advice well.
Donât obsess over player names. Respect them, but play the situations, not the legend.
Multi-game tournaments drain mental energy; 2â3 main games is already a lot.
Going 0â2 is part of the ecosystem. Someone has to. Use it as a starting point, not a verdict.
Donât compare your learning speed to others. Everyoneâs pace and background differ.
Losing is a bigger teacher than winning; success without pressure doesnât always grow you.
Over-accepting failure (âI just lose, whateverâ) can stunt your growth; acknowledge what you can improve.
Make realistic, concrete goals (e.g., âdeal with Gamora guns betterâ), not just âwin EVO.â
Old-game status doesnât auto-transfer to new games. Accept that every installment is its own beast.
Know when to drop a character or game competitively while still enjoying it casually.
The accept/acknowledge framework applies to life too: relationships, work, anything.
- Chunked Breakdown Chunk 1 â Acceptance vs Acknowledgement (Core Concept & Matchup Example)
What this part covers
Stealthâs initial question: âAm I really accepting something, or just acknowledging it?â
Fighting game version: Chip vs Potemkin in Guilty Gear.
Distinction:
Accept: permanent constraints (low life, a moveâs frame data, your current rank right now).
Acknowledge: active problems you can navigate (how you position vs command grabs, which tools you use, how you route neutral).
Key ideas
Saying âthis matchup is unwinnableâ is often false acceptance.
Real acceptance: âThis is hard and I have low life.â
Real acknowledgement: âI need to use my mobility/tools better and avoid the situations that kill me.â
Comprehension Questions (Chunk 1)
Whatâs the difference between accepting and acknowledging in their framework?
In the Chip vs Potemkin example, what must Chip players accept, and what must they acknowledge?
Why is it harmful to âacceptâ that a matchup is unwinnable?
How does acknowledging your lack of a tool help you improve?
Why is problem-solving a separate skill from just knowing your character is strong or weak?
Answers
Acceptance is making peace with things you cannot change; acknowledgement is recognizing a reality you can act on.
Accept: Chip has very low life and gets blown up quickly. Acknowledge: he has strong tools and movement to avoid Potemkinâs win conditions.
Because it shuts down problem-solving; you stop looking for ways to play around the matchup.
It shifts your mind to âHow do I work around this?â instead of âIâm doomed,â which opens up creative solutions.
Because merely knowing âthis is strong/weakâ doesnât automatically give you the routes, spacing, or sequences that actually solve situations.
Action Steps (Chunk 1)
Pick one matchup you complain about and explicitly list:
What you must accept (e.g., damage, range).
What you can acknowledge and work on (spacing, anti-options, lab work).
In your next session, play a long set focusing solely on staying out of the situations that get you killed.
Write a small âtool listâ for your character vs that matchup: 2â3 neutral tools, 1â2 defensive options, 1â2 offensive patterns that are safe.
Chunk 2 â Tournaments, Brackets, and Top Tiers
What this part covers
People saying âYou only won because X top player wasnât there.â
Stealthâs example: winning MVCI tournaments when Dual Kevin didnât attend.
You can only beat whoâs in front of you.
Acceptance of âbrokenâ characters like Zero, Elphelt, etc.
Key ideas
Itâs not your fault if someone doesnât show up.
Results are legitimate based on the bracket you actually played.
Acceptance: some characters are busted and will be top tier no matter what.
Acknowledgement: learn how to fight those characters instead of endlessly complaining.
Comprehension Questions (Chunk 2)
Why is it wrong to dismiss someoneâs win because another player wasnât there?
Whatâs the healthy way to view top tiers like Zero or Elphelt?
How does acceptance help with tournament results?
How does acknowledgement guide you after losing to a top tier?
Why is endlessly blaming brackets harmful?
Answers
Because players can only fight who actually entered; attendance is outside their control.
Accept their strength and presence in the meta, then focus on learning the matchup.
It helps you stop obsessing over âwhat ifsâ and start using actual results as data.
It points you toward specific matchup study, labbing, and set-play to counter them.
It keeps you from taking responsibility, which means you wonât improve.
Action Steps (Chunk 2)
After your next tournament, write down:
One thing you accept (e.g., âThese were the players in my pool.â).
Two things you acknowledge & can work on (e.g., âI didnât know X setup,â âI froze in scramble situations.â).
Take one character you struggle vs and schedule a 30â60 minute lab block just for that matchup.
Practice saying out loud after a loss: âThey showed up, they played well, now I study this.â
Chunk 3 â Advice: Giving It and Receiving It
What this part covers
Useless advice: âJust block,â âJust run,â âJust whiff punish it,â âJust donât get hit.â
Good advice is specific and contextual (âOn wakeup here, block instead of up-backing; your turn comes after X situation.â)
Some people are bad at articulating advice.
Emotional state matters: tilted players canât really take feedback.
Donât give unsolicited advice to someone whoâs clearly frustrated.
Key ideas
Acceptance: not everyone is good at explaining, and sometimes youâre too salty to listen.
Acknowledgement: you can ask for clarification, ask for examples, or review footage yourself.
Better framing: expand on someoneâs existing style instead of trying to overwrite their identity.
Comprehension Questions (Chunk 3)
Whatâs the problem with âjust blockâ as advice?
Why does your emotional state affect how well you can use feedback?
How can a strong offensive player be coached more effectively?
Why is unsolicited advice often unhelpful?
What should you do if someone gives you vague advice?
Answers
Itâs too general; it doesnât specify when, where, or what to look for.
When youâre tilted, your brain is busy defending your ego, not processing information.
By teaching them when itâs not their turn and how to âwait, then actâ instead of telling them to stop attacking entirely.
Because the player may not be in a mental state to hear it, and it can feel condescending.
Ask them to expand (âIn what situation?â âWhat should I look for?â) or treat it as a cue to review your replays yourself.
Action Steps (Chunk 3)
Next time you give advice, force yourself to use this format:
âWhen X situation happens and they do Y, you can respond with Z because reason.â
If someone says âjust block,â reply with one follow-up question: âIn what spots specifically should I choose to block instead of challenge?â
After a salty session, write down one situation that annoyed you and describe it neutrally (âThey did X, I did Y, I got hitâ), then revisit it when youâre calmer.
Chunk 4 â Decision-Making, Risk/Reward, and Names
What this part covers
Players saying âIf I had just done X, I would have won.â
Nicoâs approach: using SWOT-like thinking (strengths, weaknesses, opportunities, threats).
Treating ârandomâ actions as information, not as cosmic injustice.
Daigo/Tokido as masters of risk/reward; US players often label the same reads as ârandomâ instead of genius.
Donât psych yourself out because of famous names.
Key ideas
Acceptance: the round is over, you canât change the past.
Acknowledgement: your decision-making led to that situation; you can change your future choices.
Respect skill without giving their name mystical power.
Comprehension Questions (Chunk 4)
What does Nico do mentally after losing to something ârandomâ?
How can treating losses as information change your mindset?
Why is it dangerous to over-focus on a famous playerâs name?
Whatâs the difference between calling something ârandomâ and calling it a âreadâ?
How does acceptance
Summary:
In this video, the creator explains four key methods for hit confirming in fighting games. These methods help players determine whether their attacks have landed successfully on the opponent, allowing them to follow up with combos or continue pressure. The four methods are:
Visual Confirmation (Obvious Method):
Players can visually distinguish between a hit and a block based on the character's reaction. A character will either stagger back or show signs of being hit (e.g., a recoil animation).
A spark effect often appears when a hit lands, similar to a muzzle flash in a shooter game, which is a prominent visual cue.
Audio Confirmation (Less Common Method):
A key difference between a hit and a block is the distinct sound they produce. Hits tend to have a sharper, more impactful sound, while blocks are usually softer. This method can be effective, especially if the player is using headphones or playing in a quiet environment.
Health Bar Confirmation:
Players can observe the opponent's health bar to confirm if a hit has landed. If the opponent loses health or gains gray life, this indicates a successful hit. This is a more indirect method but can be useful when the visual and audio cues are less clear.
Stun Meter Confirmation:
In games where a stun bar is present, players can track the increase in the opponentâs stun meter after landing a hit. This indicates that the opponent is entering hit stun and the player has successfully landed an attack.
Bullet Points (Condensed):
Visual Confirmation: Look for character animations (e.g., recoil or spark effects).
Audio Confirmation: Listen for distinct sound differences between hits and blocks.
Health Bar Confirmation: Check if the opponent loses health or gains gray life.
Stun Meter Confirmation: Track changes in the opponent's stun bar after a hit.
Chunks & Comprehension Questions:
Chunk 1: Visual Confirmation
Main Idea: Identifying a hit vs. block based on character animations and spark effects.
Comprehension Questions:
What visual cue indicates a successful hit in many fighting games?
How can the animation of a character help with hit confirmation?
Action Steps: Focus on watching the opponentâs character animations more closely, especially after your attack lands. Look for visual cues like recoil or spark effects to know if you've hit.
Chunk 2: Audio Confirmation
Main Idea: Using the sound difference between a hit and a block.
Comprehension Questions:
How does sound differ between a hit and a block in fighting games?
Why might audio confirmation be more difficult in some settings?
Action Steps: If you have access to headphones, try to listen for the sound differences between hits and blocks. Practice this in-game to develop a better ear for these cues.
Chunk 3: Health Bar Confirmation
Main Idea: Checking the opponent's health bar or gray life for confirmation.
Comprehension Questions:
What happens to the opponentâs health bar when you land a successful hit?
What does gray life indicate in some fighting games?
Action Steps: In your matches, focus on the opponentâs health bar to confirm hits. This can help you strategize and confirm your combos or follow-up actions.
Chunk 4: Stun Meter Confirmation
Main Idea: Watching the opponentâs stun bar to confirm a successful hit.
Comprehension Questions:
What does an increase in the opponentâs stun meter indicate?
Why is the stun bar useful for confirming hits in certain games?
Action Steps: Pay attention to the opponentâs stun meter during matches. If you notice an increase, it means your attack has landed and the opponent is in hit stun.
Super-Summary:
In the video, the creator discusses four primary methods of hit confirming in fighting games: visual cues (e.g., character animation or sparks), audio cues (e.g., sound differences between hits and blocks), health bar observation (noting changes in health or gray life), and stun meter tracking (noticing increases in the stun bar). These methods help players determine if their attacks have landed successfully and can lead to more consistent and strategic gameplay.
Optional Spaced Review Plan:
Day 1: Review Chunk 1 and 2 (Visual & Audio Confirmation). Focus on training yourself to identify these cues in matches.
Day 2: Review Chunk 3 and 4 (Health Bar & Stun Meter Confirmation). Apply these methods to your gameplay and test their effectiveness.
Day 3: Review all four chunks, combining the methods into your hit-confirming strategy during actual practice or matches.
đŽ Guilty Gear Strive â 10 Things to Know Before You Play (Beginnerâs Guide) 1ď¸âŁ Full Summary (Conceptual Overview)
This video explains the core mechanics and systems of Guilty Gear Strive that every beginner must understand before playing seriously. It focuses on movement, defense, meter usage, Roman Cancels, Burst, Dust attacks, counters, RISC gauge, wall breaks, and offensive structure.
The key theme:
Strive rewards proactive play, pressure, and smart meter usage. Running away weakens you, while smart offense, conditioning, and Roman Cancels unlock massive damage and momentum.
The guide emphasizes:
Efficient movement and dash macros
Strong blocking and defensive options
Understanding Tension, Roman Cancels, and Burst
Using Dust, counters, and RISC to open opponents
Exploiting wall mechanics for damage
Using command normals and mix-ups to maintain pressure
2ď¸âŁ Condensed Bullet-Point Cheat Sheet
Use Dash Macro (recommended on R2) for easier movement
Blocking basics:
High = stand block
Low = crouch block
Air = block while airborne
Instant Block keeps you close for punishes
Faultless Defense (FD):
Costs meter
No chip damage
Pushes opponent away
Tension Gauge:
Builds by moving forward & attacking
Depletes if you retreat
Enables Overdrives, Roman Cancels, FD
Roman Cancels (RC):
Blue: Neutral slowdown
Red: Combo extension
Purple: Recovery cancel / safety
Yellow: Defensive pushback
Burst: Emergency escape from pressure
Dust Attacks:
Standing Dust = overhead
Down Dust = sweep (low)
Forward Dust = throw
Air Dust = air combo tool
Counter Hits increase stun & combo potential
RISC Gauge:
Fills when opponent blocks
Full RISC = all hits become counters
Wall Bounce / Wall Break = big damage & momentum
Command Normals help continue combos after cross-ups
3ď¸âŁ Chunked Breakdown (Self-Contained Learning Units) đš Chunk 1: Movement Fundamentals
What it Covers
Forward dash, backdash
Double jump & super jump
Air dashes
Dash macro (highly recommended)
Why It Matters Movement defines spacing, pressure, and escape optionsâespecially in Striveâs aggressive system.
Comprehension Q
Why is the dash macro recommended? A: It simplifies execution and enables consistent movement under pressure.
Action Steps
Bind dash to a macro button
Practice air dash â block â land
Drill super jump escapes in the corner
đš Chunk 2: Blocking & Advanced Defense
What it Covers
High / low blocking rules
Air blocking
Instant Block
Faultless Defense (FD)
Instant FD
Why It Matters Defense isnât passiveâgood blocking creates punish opportunities.
Comprehension Q
Whatâs the difference between normal block and FD? A: FD costs meter but prevents chip damage and increases pushback.
Action Steps
Practice Instant Block timing
Use FD against pressure strings
Learn when to spend meter defensively
đš Chunk 3: Tension Gauge & Overdrives
What it Covers
How tension builds and drains
Negative penalty for retreating
Overdrives (supers)
Why It Matters Strive forces engagementâplaying too passive removes your resources.
Comprehension Q
Why does running away hurt you in Strive? A: It drains Tension and risks Negative Penalty.
Action Steps
Stay active in neutral
Use Overdrives as round enders or reversals
Watch your tension position on screen
đš Chunk 4: Roman Cancels (Core System)
What it Covers
Blue RC: Neutral slowdown
Red RC: Combo extension
Purple RC: Recovery cancel
Yellow RC: Defensive pushback
Directional drift before RC
Why It Matters Roman Cancels define Striveâs depth and creativity.
Comprehension Q
Which RC helps you stay safe after a blocked attack? A: Purple Roman Cancel.
Action Steps
Practice Red RC combo extensions
Use Purple RC to make unsafe moves safe
Experiment with RC drift directions
đš Chunk 5: Burst System
What it Covers
Burst bar usage
Pushes opponent away during combos
Why It Matters Burst prevents snowballing but must be used wisely.
Comprehension Q
How is Burst different from Yellow RC? A: Burst uses a separate resource and fully interrupts combos.
Action Steps
Donât Burst predictably
Save Burst for high-damage situations
đš Chunk 6: Dust Attacks & Mix-Ups
What it Covers
Standing Dust (overhead)
Charged Dust combo routes
Down Dust (sweep)
Forward Dust (throw)
Air Dust
Why It Matters Dust attacks force defensive guesses and open opponents.
Comprehension Q
Why is standing Dust strong against crouch blockers? A: Itâs an overhead and must be blocked standing.
Action Steps
Practice Dust â RC routes
Mix overheads and lows intentionally
đš Chunk 7: Counters & Punishes
What it Covers
Punish vs Counter
Counter levels (Kick â Slash â Heavy Slash â f.HS)
Combo routing on counter hits
Why It Matters Counter hits massively increase damage and combo potential.
Comprehension Q
Why do some moves only combo on counter hit? A: Counter hits increase hitstun.
Action Steps
Learn counter-only routes
Watch for opponent whiffs
đš Chunk 8: RISC Gauge (Guard Pressure)
What it Covers
RISC fills when opponent blocks
Full RISC = guaranteed counter hits
Why It Matters Blocking too much becomes dangerous.
Comprehension Q
How do you reduce your RISC gauge? A: By getting hit or escaping pressure.
Action Steps
Apply sustained pressure
Look for RISC danger states before committing
đš Chunk 9: Wall Bounce & Corner Damage
What it Covers
Character-specific wall bounce moves
High damage without meter
Corner conversion routes
Why It Matters Strive heavily rewards corner control.
Comprehension Q
Why is the corner so dangerous in Strive? A: Wall bounce allows huge damage and momentum.
Action Steps
Learn your characterâs wall bounce normals
Practice corner-specific combos
đš Chunk 10: Command Normals & Cross-Ups
What it Covers
Command normals (e.g., forward + button)
Combo continuity after cross-ups
Character differences (e.g., Ky vs Sol)
Why It Matters Command normals bridge gaps in pressure and combo routes.
Comprehension Q
Why are command normals important after cross-ups? A: Some standard normals wonât reach.
Action Steps
Study your characterâs command normals
Practice cross-up â command normal routes
4ď¸âŁ Super-Summary (Under 1 Page)
Guilty Gear Strive is an aggressive fighting game that rewards forward momentum, smart meter usage, and pressure-based offense. Beginners must learn movement fundamentals, blocking systems, and how Tension fuels Roman Cancels, which are the gameâs defining mechanic.
Understanding Roman Cancels, Dust attacks, counter hits, RISC gauge, and wall mechanics allows players to convert small openings into massive damage. Defensive tools like Faultless Defense and Burst prevent overwhelm, but passive play is punished through Negative Penalty.
Success in Strive comes from intentional offense, conditioning the opponent, and mastering system mechanics, not just combos.
5ď¸âŁ Optional 3-Day Spaced Review Plan
Day 1 â Systems Focus
Movement + Blocking
Tension + Roman Cancels
Watch RC examples
Day 2 â Offense Focus
Dust mix-ups
Counter hit routes
RISC pressure
Day 3 â Integration
Corner combos
Wall bounce routes
Command normals & cross-ups
Play matches and review replays