Generic Punish Videos
🎮 GGST: Prevent 100% Meter Reversal Super Situations
Creator: Hotashi Core Focus: Shutting down reversal super → RC pressure situations
1️⃣ Full Summary (Concepts, Examples, Lessons)
This video explains a critical but underused defensive counter in Guilty Gear Strive: supering back immediately after blocking or baiting an opponent’s reversal super, when both players have meter.
Many players successfully bait a reversal super, but then allow the opponent to Roman Cancel (RC) afterward, letting them stay safe, regain momentum, or continue pressure. This negates the reward of baiting the super and can swing rounds unfairly.
Key insight: If the opponent performs a reversal super and you have 50 meter, you can input your own super during their super animation, and it will come out on frame 1 after their super ends. This prevents them from RC’ing, continuing pressure, or escaping punishment.
This is not a tight reversal timing—you don’t need perfect execution. You simply buffer the super during the animation.
Why this matters:
Removes their ability to RC
Prevents meter-based comebacks
Can outright end the round
Is consistent, reliable, and tournament-viable
Is explained in Mission Mode but widely ignored
Hotashi emphasizes this as essential for consistent wins, especially for:
Tournament players
Floor climbing
Celestial ranking pushes
2️⃣ Condensed Bullet Points (Quick Review)
Many players bait reversal supers but get RC’d afterward
If you have 50 meter, super back immediately
Input super during opponent’s super animation
Your super activates frame 1 after theirs ends
No strict reversal timing required
Prevents RC, burst usage, and pressure resets
Great for closing rounds and denying comebacks
Underused despite being taught in Mission Mode
3️⃣ Chunked Breakdown Chunk 1: The Common Problem
Players bait reversal supers but still lose momentum when the opponent RCs afterward.
Chunk 2: The Counter Solution
If you have 50 meter, input your own super during the opponent’s super animation.
Chunk 3: Why It Works
Your super activates frame 1 after their super ends, stopping RC and pressure continuation.
Chunk 4: Competitive Importance
This shuts down comeback mechanics and helps secure round wins at higher levels.
4️⃣ Comprehension Questions Chunk 1 Questions
Q: Why is baiting a reversal super sometimes not enough? A: Because the opponent can RC afterward and resume pressure or escape punishment.
Chunk 2 Questions
Q: When should you input your super? A: During the opponent’s super animation.
Chunk 3 Questions
Q: Do you need strict reversal timing? A: No—buffering during the animation is enough.
Chunk 4 Questions
Q: Why is this technique important for competitive play? A: It denies meter-based comebacks and helps close rounds consistently.
5️⃣ Action Steps (In-Game + Real-Life Application) In-Game (GGST)
Practice buffering super during enemy super animations in Training Mode
Drill common reversal super situations for your character
Actively track opponent meter + your meter
Treat reversal super bait → super punish as default behavior
Mental / Personal Development Parallel
Don’t stop at “good enough” wins—fully deny counterplay
When you create advantage, close decisively
Anticipate the opponent’s “last resource” and remove it
6️⃣ Super-Summary (Under 1 Page)
If you bait a reversal super in Guilty Gear Strive and have 50 meter, you should immediately super back during the opponent’s super animation. Your super will activate frame 1 after theirs ends, preventing them from Roman Canceling, escaping, or continuing pressure. This technique is easy to execute, underused, and critical for closing rounds, denying comebacks, and winning consistently—especially in tournaments and high-level play.
7️⃣ Optional 3-Day Spaced Review Plan
Day 1:
Rewatch the clip
Practice buffering super during enemy super animations
Day 2:
Apply it in real matches
Focus on meter awareness before knockdowns
Day 3:
Review replays
Note missed opportunities where this would’ve ended the round
✅ SUMMARY — Taking BAD Guilty Gear Strive Advice and Making It Better
LK goes through common but oversimplified pieces of Strive advice and shows how to refine them into real, reliable strategies. Each example highlights why generic “just do X” advice fails and what to do instead based on move properties, option density, commitment, and reward.
⭐ BULLET-POINT QUICK REVIEW
Bad advice is usually technically correct, but too narrow, too committal, or ignores matchup dynamics.
May Dolphin: Don’t rely on 6P; use fast jabs (5P/5K) for lower commitment and better reward.
Leo Crossup (bt.S / Cross-through): Throwing isn’t reliable; instead, look for crossup only after normals with few cancel options. Use FD and awareness after 2S.
Giovanna Specials (236K / 214S): Don’t tunnel vision on reacting with 6P. Instead, FD/Jump after the end of Gatlings to force her to overextend.
Chipp Alpha Blade: 6P works but isn’t the best answer. FD to force whiff, anti-air trade combos, walk-under, hit landing, or intercept horizontally.
I-No Stroke: Throwing works only in specific windows. Look for Stroke after moves with few cancel routes (like 6H), not everywhere.
Core lesson: Replace “just do this” advice with context-dependent decision rules.
📚 CHUNKED SUMMARY WITH QUESTIONS + ACTION STEPS Chunk 1 — Why Bad Advice Happens
Many players give advice that’s technically correct but oversimplified, ignoring Strive’s system, character-specific options, delays, and risks. LK’s goal is to refine these into strategically sound versions.
✔ Comprehension Questions
Why does LK think “bad advice” persists even when it technically works?
What makes advice too generic to be reliable in Strive?
✔ Answers
Because people repeat legacy knowledge or simple rules without considering Strive’s specific properties.
It ignores commitment, timing variation, and character-specific tools.
✔ Action Steps
Always question whether advice accounts for timing, space, or options.
Evaluate the commitment and reward of any suggested counter.
Chunk 2 — May Dolphin: Why 6P Is Not Ideal
People say “just 6P Dolphin.” 6P works, but:
It’s high commitment with long recovery.
May can delay Dolphin and counter-hit your 6P.
You don’t get good reward unless you have meter.
Better option: Use 5P or 5K—shorter duration, safer, less punishable if May delays, and often leads to combos.
✔ Questions
Why is 6P high commitment against Dolphin?
Why are fast jabs better in this matchup?
✔ Answers
Long total duration and vulnerability to delay variations.
They recover fast, avoid getting blown up by delays, and yield better conversions.
✔ Action Steps
Practice anti-Dolphin jab timings.
Lab what combo routes your character gets off 5P/5K vs Dolphin.
Chunk 3 — Leo Crossup: Why Throwing Isn’t Enough
Advice: “Just throw Leo’s cross-through.”
Problems:
The range varies, making throws inconsistent.
Strive has strong delay cancel options, letting Leo alter timing or use alternatives.
Some normals (close slash, 2S) give him tons of options; you can’t tunnel vision.
Better rule:
Look for crossup after moves with few cancels, like f.S.
After flexible normals, use FD to create space and observe habits.
✔ Questions
Why is throw unreliable as a universal answer?
When is crossup more predictable?
✔ Answers
Throw range/timing varies and Leo has multiple cancel options.
After normals that have few cancel routes, like far slash.
✔ Action Steps
Identify which Leo normals have limited follow-ups.
Practice FD spacing to escape close-range mix loops.
Chunk 4 — Giovanna: Don’t 6P Every Special
Bad advice: “Just 6P her special moves on reaction.”
Problems:
Her close slash is plus and she can frame trap you while you’re looking for specials.
Her normals are extremely safe, so waiting for specials cedes pressure.
Over-focusing on specials blinds you to her real turn-taking structure.
Better rule:
At the end of her Gatlings (5H, sweep), use FD or super jump to escape or reset.
Once she overextends trying to catch your jump/FD, you regain space to use 6P.
✔ Questions
Why does focusing on 6P make her pressure stronger?
When should you jump or FD?
✔ Answers
Because she gets free turns off safe normals while you wait.
At the end of her string where specials start.
✔ Action Steps
Drill FD → super jump as an escape option.
Recognize the animation cues for Giovanna’s string endings.
Chunk 5 — Chipp Alpha Blade: 6P Is Not “The Answer”
People say “just 6P” Alpha Blade. Problems:
Alpha Blade advances; 6P may cause your character to shift or corner yourself.
The move has low attack level, making anti-air trades very favorable for you.
FD pushes Chipp far enough that his follow-up 2K whiffs.
You can walk under, hit landing recovery, or meet him horizontally.
Better rule: Use the tool that gives your character the best reward, space, or safety, not the standard universal answer.
✔ Questions
Why is FD strong here?
Why are trades favorable against Alpha Blade?
✔ Answers
It pushes Chipp out so his primary follow-up misses.
Low attack level → you get full combo on trade.
✔ Action Steps
Test FD vs Alpha Blade with your character’s anti-airs.
Practice walking under and punishing landing recovery.
Chunk 6 — I-No Stroke: Throwing Helps but Only in the Right Spots
Bad advice: “Throw Stroke.”
Problems:
Stroke is +3, so she keeps her turn.
Waiting for Stroke makes you predictable.
She can vary timing or switch options.
Better rule:
Look for Stroke after moves with little cancel flexibility, like 6H.
She can only let it recover, do S Stroke (-6), or do H Stroke (throwable).
In more flexible spots, consider jump back, backdash, or defensive movement.
✔ Questions
When is throwing Stroke good?
Why shouldn’t you always wait for it?
✔ Answers
After moves where she can only special cancel and has few options.
Because she has too many mix options and you become predictable.
✔ Action Steps
Identify fixed cancel points in I-No’s pressure.
Practice option-select throw vs Stroke timings.
🔥 SUPER-SUMMARY (Under 1 Page)
In this video, LK refines common Guilty Gear Strive matchup advice by showing how generic “just do X” rules often fail because they ignore commitment, space, timing variation, cancel routes, and character-specific risk/reward. He demonstrates this across several matchup misconceptions:
May Dolphin: 6P works but is too committal. Use fast jabs for safer interrupts and better conversions.
Leo Crossup: Throwing isn't reliable; instead, identify normals with few cancel routes and defend there. Against flexible options, rely on FD and awareness.
Giovanna Specials: Reacting with 6P is too narrow because she can overwhelm you with safe normals. Escape at the end of her strings with FD or super jump.
Chipp Alpha Blade: 6P is not the most consistent answer. Use FD to force whiff, trade anti-airs for combos, walk under, or punish landing.
I-No Stroke: Throwing only works in specific spots. Look for Stroke after limited-cancel moves like 6H, and use jump/backdash elsewhere.
The key insight: Replace oversimplified matchup advice with flexible, system-informed strategies that account for options, commitment, and situation. Good advice is not “do X,” but do X when the situation’s structure supports it.
🧠 3-Day Spaced Review Plan Day 1 — Structural Understanding
Read chunks 1–3.
Lab Dolphin jab punishes & Leo 2S/FS cancel routes.
Day 2 — Defensive Escapes
Read chunks 4–5.
Practice Giovanna FD → jump and Chipp FD → whiff punish sequences.
Day 3 — Application & Integration
Read chunk 6 + super-summary.
Build a personal “anti-generic-advice checklist”:
What’s the commitment?
What’s the reward?
How many options does the opponent have here?