System Mechanics

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【Raynex】 on Twitter
【Raynex】 on Twitter
i didn't know you could BRC prejump frames and stay grounded. Lots of universal applications ranging from gimmicks to legit mix and punishes #GGST pic.twitter.com/jpbNALRuNR— 【Raynex】 (@raynexpress) May 14, 2022
mario050987·t.co·
【Raynex】 on Twitter
pns | squidgeluke on Twitter
pns | squidgeluke on Twitter
DASH IB IS VERY GOOD, HERES WHY [THREAD] #GGST pic.twitter.com/clEQevi63C— pns | squidgeluke (@sqooglook) May 12, 2022
mario050987·twitter.com·
pns | squidgeluke on Twitter
powerful masher on Twitter
powerful masher on Twitter
Offensive IBFD conceptHold the buttons before you recover so you don't misinput the FD. You can probably add a fuzzy backdash or throw input after the IBFD.I think any character can use this when going for throws. You could maybe add a fuzzy cS etc. to hit backdash/jump pic.twitter.com/44Lof6uiXR— powerful masher (@daymendou) May 9, 2022
mario050987·twitter.com·
powerful masher on Twitter
"Intro to Dash-Block concept" - Guilty Gear Strive: Fundamentals
"Intro to Dash-Block concept" - Guilty Gear Strive: Fundamentals
*** The goal is to press dash macro, directly after they connect with you on block *** Very Interesting defensive concept against heavy delay opponents, I believe this has huge implications for the game mu's and its definitely worth looking into. The Sajam video I was referring to ( https://youtu.be/5irbb7UfZUw?t=799 ) Come follow me @ https://www.twitch.tv/iainphilly https://twitter.com/iainphilly
mario050987·youtube.com·
"Intro to Dash-Block concept" - Guilty Gear Strive: Fundamentals
Murduck on Twitter
Murduck on Twitter
So discovered that you could wavedash in this game thanks to the dash macro, on how I did it just press FD, Dash macro and crouch back all together. It also doesn't waste any bar. Only works on characters with normal dashes. #GGST pic.twitter.com/JJefVTpJLJ— Murduck (@Murducku) April 27, 2022
mario050987·t.co·
Murduck on Twitter
T-2 on Twitter
T-2 on Twitter
#PS4share #GGSTゲロムズいけどこういう青RC使った方がコンボ伸びる場面結構あるから、チップに限らず他キャラも詰めないとなーhttps://t.co/zMUp0EHxee pic.twitter.com/NyS7MS8W0w— T-2 (@t2006rs_2dfg) April 26, 2022
mario050987·t.co·
T-2 on Twitter
"Jump-cancel BRC" - Guilty Gear Strive: Fundamentals
"Jump-cancel BRC" - Guilty Gear Strive: Fundamentals
A quick Tutorial on "Jump-cancel" BRC (grounded), this was a concept that people found early in the games life but I've never encountered anyone using it, frankly it'll take some time to learn the rhythm but once that's over it's highly effective tool for mix, conditioning, and creativity across the cast *You can use dash macro instead of 66, I find it easier to the 66 so it'll come down to preference TIMESTAMPS: 0:00 - Example BRC's 0:34 - Introduction 1:10 - Who can do this? 2:00 - c.S adv. 2:23 - Step 1 3:33 - Step 2 3:54 - Step 3 4:53 - Advice with timing 5:41 - Final thoughts Come follow me @ https://www.twitch.tv/iainphilly https://twitter.com/iainphilly Song: Magnolia Èclair Link: https://www.youtube.com/watch?v=5GcQabI61Dc
mario050987·youtube.com·
"Jump-cancel BRC" - Guilty Gear Strive: Fundamentals
Shin on Twitter
Shin on Twitter
#GGST Tech ive been using for baiken but, in theory applicable to any character with a metered or meterless reversal, explanation in the post below pic.twitter.com/qIlI0yctPz— Shin (@ShinPhil_) April 11, 2022
mario050987·t.co·
Shin on Twitter
Tarik Fayad on Twitter
Tarik Fayad on Twitter
You can see the meter gain better in this clip. If you watch the second hit carefully when I'm timing my FDs I gain a tiny bit of tension (in the first clip it just doesn't decrease until I miss the window). pic.twitter.com/xtjGbzubrg— Tarik Fayad (@ImpurestClub) April 11, 2022
mario050987·t.co·
Tarik Fayad on Twitter
Tarik Fayad on Twitter
Tarik Fayad on Twitter
Not sure if this is common knowledge but if you time your FD presses with an attack you lose less meter while FDing (there also appears to be a small window where a frame-perfect FD gains you meter back).Seems like the trade-off is they aren't pushed quite as far back.#GGST pic.twitter.com/q1V7YuPM4A— Tarik Fayad (@ImpurestClub) April 11, 2022
mario050987·t.co·
Tarik Fayad on Twitter
Faultless Defense (FD) Applications In #GGST Patch [1.11]
Faultless Defense (FD) Applications In #GGST Patch [1.11]
🙏🙏🙏 Thank you for watching and happy playing!!! 🙏🙏🙏 🙏🙏🙏 https://www.twitch.tv/yakuosan 🙏🙏🙏 💙 https://discord.gg/xyYcj7WH4A 💙 📱 Discord Link For Yakuō's Dojo 📱 🧿🌀♾️💙♾️🙏 👌🥶👍
mario050987·youtube.com·
Faultless Defense (FD) Applications In #GGST Patch [1.11]
How to prevent burst GGST Guide
How to prevent burst GGST Guide
#GGST #GGST_Guide #GGST_GI 0:00 1. Guaranteed damage 0:45 1.5 Counterhit Super 1:55 2. Dp Burst 2:30 3. Super Rc 3:30 4. Active supers e.g may 4:40 5. Twitter Clip Socials Twitch: Zer0Warc Twitter: Zer0Warc
mario050987·youtube.com·
How to prevent burst GGST Guide
SQ on Twitter
SQ on Twitter
I have been doing some labbing with backdash BRC and it seems VERY strong to me. Very safe and rewarding in a lot of situations. Here is an example after blocking I-No's H Stroke #GGSTNeed to find more situations to use this tech 🧐 pic.twitter.com/SbONbRRynk— SQ (@SQuirrel147) March 31, 2022
mario050987·t.co·
SQ on Twitter
AFriskyJacket on Twitter
AFriskyJacket on Twitter
Today I learned that Back dashes are only STRIKE invuln. Don't @ me about your hard reads until you've airthrown a backdash #GGST pic.twitter.com/7kRk7YdJWB— AFriskyJacket (@FriskyJacket) March 30, 2022
mario050987·t.co·
AFriskyJacket on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Grabs and how they work: Grabs cannot - Attack someone in the air unless given special properties - Use the collision box of your opponent as opposed to their normal hurtboxes - Has the exact same knockback and lift against characters of all weights - Can be avoided using invulnerability in a reversal - Attack someone within 5 frames of them exiting hitstun/blockstun/getup, this grace period prevents you from jailing people into throws and gives them room to attack you if they anticipate a throw Certain moves have strike or throw invulnerability during parts or all of the move's duration, all meterless reversals (DPs) are only strike invulnerable and can be grabbed so long as they are grabbed while on the ground, most metered reversals are both strike and throw invulnerable and cannot be interrupted during their start with Potemkin's being the only exception The only exception to the grace period rule is guard crushes, these are specific moves that will put opponents in a different animation than normal and they become vulnerable to a grab the moment they leave blockstun, though they cannot be grabbed while still stunned as that would be unfair Garuda Impact is Potemkin's only guard crushing move The only time you can combo into a grab is throw a "stagger" hit, these are moves that put you in a large amount of stun and can be mashed to escape the stun sooner but during this stun you are vulnerable to both strikes and throws so you may be grabbed during this Potemkin can only do this with a Garuda Impact on hit and a Counter Hit 2s
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Mixbox | Applay on Twitter
Mixbox | Applay on Twitter
Don't neglect Faultless Defense!The pushback created is great for dealing with pressure sometimes, creating an opportunity to whiff punish and forcing the opponent to adapt to it, making challenging pressure a lot better in the future.#GGST #GuiltyGearLibrary @mixboxarcade pic.twitter.com/0F5tFufJ8l— Mixbox | Applay (@fgcApplay) March 19, 2022
mario050987·t.co·
Mixbox | Applay on Twitter
あいん on Twitter
あいん on Twitter
知らんかったけどXrdであったバーストとかの特殊条件下で本来RC出来ないはずの技がRC出来るようになるやつまだ残ってたんだな#GGSThttps://t.co/Opbby07uhZ pic.twitter.com/fYPLQHGIc8— あいん (@ainman0107) March 12, 2022
mario050987·t.co·
あいん on Twitter
Mixbox | Applay on Twitter
Mixbox | Applay on Twitter
6P is GSST universal anti air optionBut its upper body invulnerability can be used in other situations, such as challenging some attacks with high hitboxesConsider this option when labbing how to deal with certain pressure situations#GGST #GuiltyGearLibrary @mixboxarcade pic.twitter.com/Td29yw2cM8— Mixbox | Applay (@fgcApplay) March 12, 2022
mario050987·t.co·
Mixbox | Applay on Twitter
Goom on Twitter
Goom on Twitter
#GGST_AX #GGST_BA So it came to my attention that due to the leniency system in Strive, most people can input a quarter or halfcircle ending in the 9/7 position and the move will still come out, but Axl and Baiken are excluded from this leniency thing. What's up with that? pic.twitter.com/r2tTFBro6v— Goom (@Goomenstein) February 24, 2022
mario050987·t.co·
Goom on Twitter
Moryu on Twitter
Moryu on Twitter
300超えるなら狙う価値あるかもなぁ、ちょっとタイミング難しいけど…#GGST_AX pic.twitter.com/6hLdKlq4W2— Moryu (@moryuyrom) February 22, 2022
mario050987·t.co·
Moryu on Twitter
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
FD慣性の検証。空中移動距離が伸びますね。興味深いです。 #GGST_MA pic.twitter.com/FPjTvhzMKt— のどごしダイナミック (@nodogoshi0811) February 19, 2022
mario050987·t.co·
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
FD慣性を生かすとふんわりした攻めも緩急の激しい攻めにできて強そうな気がします。下半身に届くjHSで6Pの無敵に勝ってますね。実用性はまだまだ検証段階ですが。。 #GGST_MA pic.twitter.com/N7nXP9uAuE— のどごしダイナミック (@nodogoshi0811) February 19, 2022
mario050987·t.co·
のどごしダイナミック on Twitter
Gelatin on Twitter
Gelatin on Twitter
Contrary to popular belief, FD is NOT bugged!FD itself does not interact with the input buffer at all! In fact, the most likely cause of errors is mistimed tap FD inputs. And this behavior is 100% intended and is even present in Xrd.Full video below!#GGST https://t.co/XhS3dm1swj pic.twitter.com/7geWkIypRv— Gelatin (@bearhugprime) February 14, 2022
mario050987·t.co·
Gelatin on Twitter
Fighting Game Offense Ft. Goldlewis
Fighting Game Offense Ft. Goldlewis

🎮 Fighting Game Offense ft. Goldlewis — Structured Summary

  1. High-Level Summary

This video explains how offense works in fighting games once you’ve already landed a hit or knockdown, using Goldlewis Dickinson (Guilty Gear Strive) as the primary example. The core idea is that strong offense is not about random aggression—it’s about structured pressure loops that manipulate the opponent’s fear and habits.

The offense follows a repeating cycle:

Blockstrings to build resources and establish pressure

Intentional gaps to bait counter-hits

Pressure resets once the opponent is scared

Throws and mix-ups to punish passive defense

Enders that restart offense, not neutral

Goldlewis excels because he:

Deals huge chip damage

Gains strong meter and security level

Converts counter-hits into massive damage

Has threatening high/low + throw pressure

Can safely re-enter offense using Thunderbird

These concepts are universal across fighting games, not just Guilty Gear.

  1. Condensed Bullet-Point Version (Quick Review)

Offense starts after a hit or knockdown, not in neutral

Blockstrings are the foundation of all offense

Blocking is still good for you: chip, meter, tension gain

Introduce gaps to bait opponent button presses

Punish those presses with counter-hits

Once they fear pressing buttons → reset pressure

Use tools like Thunderbird to safely re-engage

If they block forever → throw them

If they try to escape throws → counter-hit them

Add high/low mix-ups once respect is established

Always end combos in ways that restart offense

Optimize later—start with a simple, repeatable game plan

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: What “Offense” Means (Context Setting)

Core Idea: This video focuses on offense after you already got in—knockdowns, hits, or forced block situations—not neutral.

Key Points:

Offense = what you do when the opponent is forced to respond

Neutral is about getting in; offense is about staying in

Goldlewis is used because his tools exaggerate these principles

Comprehension Questions

Q: What phase of the game does this video focus on? A: Post-hit or knockdown offensive situations.

Q: Why is Goldlewis a good example? A: His offense clearly demonstrates universal pressure concepts.

Action Steps

Separate your thinking: neutral plans vs offense plans

Review replays and isolate moments after knockdowns

Chunk 2: Blockstrings — The Foundation of Offense

Core Idea: The simplest offense is making the opponent block—this alone creates value.

Why Blockstrings Matter:

Deal chip damage

Build meter and tension

Increase Goldlewis’s security level

Force the opponent into passivity

Important Mindset Shift: If they block everything, you are still winning.

Comprehension Questions

Q: Why is it okay if your opponent blocks your offense? A: You gain chip damage, meter, and advantage.

Q: What resource does Goldlewis gain uniquely? A: Security level.

Action Steps

Practice clean, consistent blockstrings

Measure success by resource gain, not hits

Chunk 3: Introducing Gaps & Counter-Hits

Core Idea: Once the opponent gets tired of blocking, they’ll press buttons—this is intentional bait.

How It Works:

Slightly delay cancels to create gaps

Gaps invite jabs or mashing

Punish with counter-hits

Goldlewis gets huge reward from these

Key Insight: Any blockstring can become a trap by adjusting timing.

Comprehension Questions

Q: Why do players press buttons during pressure? A: Blocking feels passive and frustrating.

Q: What do gaps allow you to punish? A: Mashing and panic responses.

Action Steps

Lab delayed timings in your pressure

Identify safe gap points in your strings

Chunk 4: Resetting Pressure Once They’re Afraid

Core Idea: After counter-hitting them, opponents stop pressing buttons—now you can restart offense freely.

Goldlewis Tools:

Thunderbird covers approach

Run back in safely

Restart blockstrings

Loop pressure endlessly

This creates a fear → reset → fear loop.

Comprehension Questions

Q: Why does pressure reset work? A: The opponent is scared to press buttons.

Q: What does Thunderbird provide? A: Safe re-entry and coverage.

Action Steps

Identify your character’s pressure reset tool

Practice resetting instead of over-committing

Chunk 5: Throws — Punishing Passive Defense

Core Idea: If the opponent blocks forever, throws become unavoidable.

Important Notes:

Damage doesn’t matter—fear does

Throws force reactions (jumping, mashing)

Those reactions re-open counter-hit opportunities

This completes the offensive triangle: Block → Mash → Throw

Comprehension Questions

Q: Why are throws important even with low damage? A: They force defensive changes.

Q: What happens after players fear throws? A: They mash or jump—both punishable.

Action Steps

Add throws deliberately into pressure

Track how opponents respond after getting thrown

Chunk 6: High–Low Mix-Ups & Risk Management

Core Idea: Once respect is established, introduce high/low mix-ups.

Goldlewis Specifics:

Overheads are slow but rewarding

Even on block, Goldlewis is highly plus

Opponents can challenge—but that risks counter-hits

Key Balance: High reward, but you also risk getting hit.

Comprehension Questions

Q: Why don’t you start with overheads? A: They’re slow and risky without respect.

Q: What happens if opponents challenge overheads? A: They expose themselves to counter-hits.

Action Steps

Only use mix-ups after establishing block pressure

Learn which options keep you plus on block

Chunk 7: Structuring Offense (Training Mindset)

Core Idea: Offense should be structured, not improvised.

Training Goals:

Pre-build strong offensive strings

Remove decision fatigue

Free mental space to read the opponent

This lets offense become subconscious.

Comprehension Questions

Q: Why structure offense in advance? A: To focus on opponent behavior, not execution.

Q: What replaces “thinking about buttons”? A: Reading habits and adapting.

Action Steps

Create 2–3 go-to offensive sequences

Drill until execution is automatic

Chunk 8: Ending Offense So It Continues

Core Idea: Your offense should end in a new offensive situation, not neutral.

Best Practices:

End combos in knockdowns near you

Use Thunderbird or meaty pressure

Avoid knockbacks that reset neutral

Big Mistake: Winning a hit but losing momentum.

Comprehension Questions

Q: Why is neutral worse than pressure? A: It gives the opponent agency again.

Q: What should combo enders prioritize? A: Proximity and knockdown advantage.

Action Steps

Review your combo enders

Optimize for pressure continuation, not damage

  1. Super-Summary (Under 1 Page)

Strong offense in fighting games is about structured pressure loops, not random aggression. After landing a hit or knockdown, start with solid blockstrings to build meter and force defense. Introduce small gaps to bait button presses and punish them with counter-hits. Once the opponent becomes afraid to act, reset pressure using tools like Thunderbird and repeat the cycle.

If they block endlessly, throw them. If they try to escape throws, counter-hit them. Once respect is established, layer in high/low mix-ups for big rewards. Always end combos in ways that let you continue offense rather than resetting to neutral.

Train offense deliberately so execution becomes automatic, freeing your attention to read the opponent. These principles apply across all fighting games—Goldlewis simply demonstrates them clearly and brutally.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Conceptual Understanding

Re-read chunks 1–3

Identify where your character builds pressure similarly

Day 2 – Application

Lab blockstrings with intentional gaps

Practice pressure resets after counter-hits

Day 3 – Optimization

Review combo enders

Adjust routes to restart offense consistently

mario050987·youtube.com·
Fighting Game Offense Ft. Goldlewis
five ways to build a castle on the bones of your enemies - Offense.mp4 - Guilty Gear Strive Tutorial
five ways to build a castle on the bones of your enemies - Offense.mp4 - Guilty Gear Strive Tutorial

🎮 Video Summary

Title: Five Ways to Build a Castle on the Bones of Your Enemies – Offense Game: Guilty Gear Strive Core Theme: Building layered offense by rotating between meaty pressure, throws, delays, reaction play, and mixups to condition opponents and punish defensive habits.

1️⃣ Full Summary (Conceptual Overview)

This video explains five core offensive options in Guilty Gear Strive and how they interlock to create oppressive, adaptive offense. The central idea is that no single offensive tool works alone—strong offense comes from threat stacking, conditioning, and information gathering.

The five options are:

Meaties – Beat wake-up buttons, throws, and backdashes

Throws – Punish passive defense once meaties are respected

Delayed Options – Catch fuzzy defense, backdashes, and reversals

Reaction Play – Temporarily give up offense to gather information

Mixups – Unblockable or near-unreactable attacks that close the game

The video emphasizes intentional timing manipulation (perfect meaty vs late meaty vs delay), understanding throw invulnerability, and recognizing when to stop forcing offense and let the opponent reveal their habits.

2️⃣ Condensed Bullet-Point Summary (Quick Review)

Meaties beat wake-up buttons, throws, backdashes, and fuzzy jump

Slightly late meaties can still work but change what they beat

Meaties lose to invincible reversals unless timed to recover in time

Throws become strong once the opponent stops acting on wake-up

Throws lose to fast buttons (5f or faster) during throw invuln

Delays punish fuzzy jump, fuzzy throw, late throw tech, and reversals

Leaving gaps baits opponent mistakes (“give them rope”)

Reaction play gathers data when reads are unclear

Mixups bypass defense entirely (5D PRC, crossups, afro setups)

Strong offense cycles between these tools, not spams one

3️⃣ Chunked Breakdown (Self-Contained Sections) 🔹 Chunk 1: Meaties – The Foundation of Offense

Summary Meaties (or any plus-frame pressure) are the safest way to start offense after knockdowns. Properly timed meaties beat wake-up buttons, throws, backdashes, and fuzzy jump attempts. Even slightly mistimed meaties can still catch certain options, but perfect timing gives the most coverage.

Key Insights

Perfect meaty beats wake-up throw cleanly

Slight delay can still catch backdash + fuzzy jump

Meaties lose to invincible supers and DPs unless timed to recover

Being close matters—no threat = opponent blocks freely

Comprehension Questions

What does a perfect meaty beat that a late meaty might not? Answer: Wake-up throw.

Why does distance matter for meaties? Answer: Without throw threat, opponents can block safely.

Action Steps

Practice consistent meaty timing in training mode

Test “slightly late” meaties vs fuzzy jump and backdash

Learn which of your meaties recover in time vs reversals

🔹 Chunk 2: Throws – Reward for Conditioning

Summary Once opponents fear pressing buttons, jumping, or backdashing, throws become powerful. Throws punish passive blocking and delayed reactions, but they are vulnerable to fast buttons during throw invulnerability frames.

Key Insights

Throws are strongest after meaty conditioning

Fast buttons (≤5f startup) beat throw attempts

Opponents may fuzzy jump or late-tech throws

Command grabs bypass many defensive options

Comprehension Questions

Why do throws work better after meaties? Answer: Meaties condition opponents into blocking.

What beats throws on wake-up? Answer: Fast buttons during throw invulnerability.

Action Steps

Track how often opponents block on wake-up

Introduce throws only after meaties land or are respected

Learn your character’s throw ranges and command grabs

🔹 Chunk 3: Delayed Options – “Give Them Rope”

Summary Delays intentionally leave gaps to punish opponent reactions. By slightly waiting, you can bait reversals, catch long backdash recovery, or block invincible attacks while still threatening offense.

Key Insights

Delays beat fuzzy jump, late throw tech, and reversals

Larger gaps invite opponent action

Delays are risky but information-rich

Requires prior conditioning to prevent mash

Comprehension Questions

What does delaying pressure allow you to do? Answer: Block reversals or punish delayed defensive options.

Why must opponents fear buttons first? Answer: Otherwise they will mash through the delay.

Action Steps

Practice delay timings after knockdowns

Test which delays block DPs vs catch backdash

Use counter-hits to reinforce delayed pressure

🔹 Chunk 4: Reaction Play – See the Invisible

Summary When reads are unclear, forcing offense can be harmful. Instead, give opponents space to act and react to what they actually do. This reveals habits that are hard to detect inside tight blockstrings.

Key Insights

You can’t always confirm fuzzy options mid-pressure

Waiting exposes jumps, reversals, buttons, and supers

Reaction play gathers real data

Temporary passivity strengthens long-term offense

Comprehension Questions

Why is reaction play important? Answer: It clarifies opponent habits you can’t confirm otherwise.

What kinds of behaviors does it reveal? Answer: Jumping, mashing, DPs, supers, fuzzy options.

Action Steps

After knockdowns, occasionally wait and observe

Log opponent responses mentally

Shift back to offense once patterns appear

🔹 Chunk 5: Mixups – Ending the Game

Summary Mixups are attacks that cannot be reliably blocked, regardless of skill. These include high/low mixups, crossups, and PRC-enhanced tools. They end rounds but should be layered on top of earlier options.

Key Insights

Mixups bypass defense entirely

Uncharged 5D PRC has no OS or fuzzy answer

Afro crossups and meter usage amplify threat

Mixups work best after conditioning

Comprehension Questions

Why are mixups saved for last? Answer: They are resource-intensive and risky without conditioning.

What makes a mixup strong? Answer: Lack of reliable defensive answers.

Action Steps

Identify your character’s strongest mixups

Spend meter intentionally, not randomly

Use mixups after establishing respect with pressure

4️⃣ Super-Summary (Under 1 Page)

Strong offense in Guilty Gear Strive is built by cycling between five tools: meaties, throws, delays, reaction play, and mixups. Meaties establish control and punish wake-up options. Throws exploit passive defense once opponents are conditioned. Delays bait fuzzy defense and reversals. Reaction play gathers information when reads are unclear. Finally, mixups close the game by bypassing defense entirely.

No single option works forever—offense succeeds by threat layering, timing variation, and adaptation. Effective players know when to press, when to wait, and when to strike decisively.

5️⃣ Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Review all five options

Watch replays and identify which option you overuse

Day 2 – Application

Practice meaty timing and delayed pressure in training

Intentionally test reaction play in matches

Day 3 – Integration

Rotate between options deliberately in real matches

After each round, ask: What did they show me?

mario050987·youtube.com·
five ways to build a castle on the bones of your enemies - Offense.mp4 - Guilty Gear Strive Tutorial
Gelatin on Twitter
Gelatin on Twitter
There's a bug that allows characters to bypass their landing recovery if they land on the SAME FRAME of a super freeze.e.g., Baiken's SJ TK YZN, normally -17 oB, can avoid punishment if the opponent's super freeze begins on the exact frame that Baiken lands.#GGST pic.twitter.com/Ahl52cjNct— Gelatin (@bearhugprime) February 11, 2022
mario050987·twitter.com·
Gelatin on Twitter