Resources
Summary
This text outlines Nage’s thought process for approaching and countering dash blocking as Faust, focusing on layered offensive options chosen based on opponent reactions. The core idea is graduated escalation: start with simple, reliable options (throw, c.S), then move into checks (5P/2K), spacing control (f.S), and finally unconventional mental-pressure tools (IAD j.HS). Each option targets a specific defensive habit—jumping, backdashing, dash blocking, abusing plus frames, or freezing under uncertainty—rather than aiming for raw damage. The strategy emphasizes RISC build, mental damage, spacing control, and conditioning over immediate reward.
Bullet-Point Quick Review
Dash blocking is beaten by targeted counters, not one universal answer
Start with run-up throw and c.S as baseline options
Use 5P / 2K to check plus-frame abusers and dash blockers
f.S halts momentum and causes hesitation through non-standard follow-ups
IAD j.HS functions as a surprise, high-mental-pressure option
Many choices trade damage for positioning, RISC, and conditioning
Escalation is intentional: simple → safe → disruptive → wacky
Chunked Breakdown Chunk 1: Run-Up Throw (Level 1 Threat)
Concept The simplest and most direct answer to dash blocking. If the opponent wants to move forward, meet them with a throw.
Key Points
Very low execution barrier
High psychological threat
Sets the tone early
Comprehension Questions
Why is run-up throw considered a “level 1” option? → Because it’s simple, fast, and forces immediate respect.
When is this most effective? → When opponents dash mindlessly or hesitate defensively.
Action Steps
Practice reacting to forward movement with instant run-up throw
Use early in matches to establish fear
Track how opponents adjust after getting thrown
Chunk 2: Run-In c.S (Anti-Reaction & RISC Builder)
Concept A safe, flexible pressure tool aimed at opponents who jump or backdash in response to your dash.
Key Points
Beats slower mashes
Safe on block
Converts into multiple pressure routes
Low damage, high RISC value
Comprehension Questions
Why is c.S good even when blocked? → It maintains pressure and builds RISC.
What reactions does it punish? → Jumping, backdashing, slow buttons.
Action Steps
Drill c.S pressure strings (c.S → f.S / 2D / 2S 5HS)
Focus on RISC awareness instead of hit confirms
Use when you want stability over volatility
Chunk 3: Run 5P or 2K (Dash-Block & Plus-Frame Check)
Concept Fast pokes that interrupt opponents who dash in to abuse safe pressure.
Key Points
5P = easy confirms
2K = low check for sloppy dash blocking
2K can lead into 6P mix if confirmed
Safer once you’re confident in your reward
Comprehension Questions
Why does 2K test dash blocking? → It hits low and exposes poor guard transitions.
Why not start with this option? → Requires confidence in conversion and awareness.
Action Steps
Practice confirming 2K into 6P routes
Use 5P when unsure, 2K when reading defense
Layer this after throws and c.S are respected
Chunk 4: Stop Them with f.S (Mental Freeze Tool)
Concept A spacing-based option that halts opponent momentum and disrupts expectations.
Key Points
Minimal cancels
Repetition creates hesitation
Maintains distance
High mental impact, situational effectiveness
Comprehension Questions
Why does f.S “freeze” opponents? → Expected follow-ups never come.
What is the main risk? → Immediate re-entry via air dash.
Action Steps
Use sparingly to disrupt rhythm
Watch for air dash retaliation
Practice delayed 5HS or thrust responses
Chunk 5: IAD j.HS (Unorthodox Mental Damage)
Concept A deliberately strange option that works because opponents don’t expect Faust to jump in this way.
Key Points
No air dash visual indicator
Forces hesitation and panic blocking
Risky and spacing-sensitive
Pure conditioning tool
Comprehension Questions
Why does this option work despite being disadvantageous? → Surprise and lack of visual cues.
What are its limitations? → Can whiff on crouchers; spacing is strict.
Action Steps
Use only after establishing grounded pressure
Test opponent awareness before committing
Treat as a mental reset, not a main approach
Super-Summary (1 Page)
Nage’s approach to fighting dash blocking as Faust is built on layered decision-making, not brute-force offense. The strategy begins with simple, universal threats like run-up throw and c.S to establish control and force respect. Once opponents adjust, Faust introduces fast interruption tools (5P, 2K) to challenge dash blocking and plus-frame abuse. For spacing and tempo control, f.S halts forward momentum and creates hesitation through expectation-breaking. Finally, IAD j.HS serves as a high-risk, high-mental-impact option designed to disrupt awareness entirely. Across all options, the emphasis is on conditioning, RISC build, mental pressure, and controlled escalation, rather than immediate damage.
Optional 3-Day Spaced Review Plan
Day 1 – Understanding
Re-read all chunks
Visualize opponent reactions for each option
Shadow-play decision trees mentally
Day 2 – Application
Focus on only 2 options per match (e.g., throw + c.S)
Note opponent adaptations
Avoid overusing wacky options
Day 3 – Integration
Layer in 5P/2K and f.S
Use IAD j.HS once per set max
Review which options caused hesitation or freezes
Summary of "Definitive Guide to Defense in GGST" This video covers advanced defensive techniques in Guilty Gear Strive (GGST), focusing on how to handle mix-ups, reversals, safe jumps, and frame traps during the defense phase of a match. The speaker provides a detailed explanation on how to defend against common offensive strategies and how to regain control through defensive options such as faultless defense, fuzzy guarding, and correct punishes. Here’s the summary broken down into chunks:
Chunk 1: Knockdown & Safe Jumps
Key Concepts:
When knocked down, opponents often set up safe jumps that give them a mix-up advantage (e.g., Mei’s four-way throw mix-ups or Amelia’s jump-low setups).
Reversals (e.g., DPs) can sometimes be countered if the opponent uses a safe jump that blocks or punishes them.
The best time to use reversals is when the opponent chooses a mix-up instead of a safe jump.
Comprehension Question:
Why are reversals risky during a safe jump setup?
Action Steps:
Practice blocking and recognizing safe jump setups to avoid using reversals incorrectly.
Chunk 2: Faultless Defense on Wake-Up
Key Concepts:
Using Faultless Defense (FD) on wake-up is key for creating space and mitigating pressure.
FD pushes the opponent back, making it harder for them to continue their pressure string.
It’s better to block than to mash buttons when on defense, especially in lower-level play.
Comprehension Question:
How does Faultless Defense contribute to defensive success on wake-up?
Action Steps:
Focus on practicing FD in training mode to get comfortable using it during wake-ups.
Chunk 3: Fuzzy Guarding (High/Low Mix-ups)
Key Concepts:
Fuzzy guarding involves blocking high when the opponent’s attack is high, then quickly switching to block low when they land.
Characters like Amelia and Eno are strong at creating high/low mix-ups.
There’s a way to practice fuzzy guards through the game’s mission mode, specifically for blocking a low or dust attack.
Comprehension Question:
What is fuzzy guarding, and why is it important against high/low mix-ups?
Action Steps:
Practice fuzzy guarding in training mode, specifically to block both low and high attacks in quick succession.
Chunk 4: Fuzzy Back-Dash & Grab Defense
Key Concepts:
Fuzzy back-dashing and fuzzy grabbing are key to defending against grab-heavy mix-ups after a knockdown.
Use a backdash or grab to avoid being caught by command grabs or normal grabs after the opponent lands.
Comprehension Question:
How can you defend against grabs after an opponent’s knockdown?
Action Steps:
Learn to recognize when to backdash or grab to avoid mix-ups in match situations.
Chunk 5: Frame Traps & Faultless Defense
Key Concepts:
After an opponent’s attack (e.g., Mei’s close slash), Faultless Defense can give you enough space to block their follow-up attacks.
Frame traps (e.g., Mei’s 5H) are hard to escape without proper spacing or countering, so FD helps to avoid them.
Blocking a frame trap often opens up opportunities to punish the opponent if they overextend.
Comprehension Question:
How can Faultless Defense help you avoid frame traps and create opportunities for punishment?
Action Steps:
Use FD on attacks like close slashes to gain space and create opportunities to punish frame traps.
Chunk 6: Defending Against Special Moves & Reset Pressure
Key Concepts:
Special moves like Mei’s Heavy Slash Dolphin or Giovana’s Drill Kick are often used to reset pressure after a frame trap.
React to fast special moves by blocking and punishing slower special moves with a quick counter.
Special moves can be punished by throwing or countering with specific normals, depending on the move.
Comprehension Question:
What is the best way to react to a fast special move like Mei’s Heavy Slash Dolphin?
Action Steps:
Learn to block fast special moves and quickly react with a punish on slower ones.
Chunk 7: The Stagger Phase & Defensive Adaptation
Key Concepts:
The stagger phase occurs when an opponent cancels into a special move or resets pressure.
To defend successfully, mix up how you take your turn back: jump, backdash, or mash at the right times.
Constantly adapt to the opponent’s mix-ups and frame traps, and keep the pressure on them to make them overextend.
Comprehension Question:
What are some ways to adapt to an opponent’s stagger phase pressure?
Action Steps:
Practice mixing up your responses to stagger pressure, such as jumping, backdashing, or mashing, depending on the opponent's strategy.
Super-Summary: In GGST, successful defense hinges on understanding and reacting to the opponent's mix-ups, frame traps, and special moves. Key strategies include:
Using Faultless Defense to gain space and avoid pressure.
Practicing fuzzy guarding to handle high/low mix-ups.
Defending against grabs with fuzzy back-dashing or fuzzy grabs.
Blocking frame traps and punishing overextensions.
Reacting to special moves and resets by either blocking or countering.
By mastering these techniques, you can mitigate the opponent’s pressure, create opportunities to punish, and ultimately regain control in the match. Practice and adaptation are crucial to becoming proficient in these defensive strategies.
Optional Spaced Review Plan:
Day 1: Review the concepts of Faultless Defense and Fuzzy Guarding.
Day 2: Focus on Frame Traps and defending against special moves.
Day 3: Practice Stagger Phase defense and reacting to resets in a real match.
This spaced review plan will reinforce the concepts over three days and help build muscle memory for defensive play.
Summary
The video is a tier-list analysis of the 6P moves (standing heavy punches) in Guilty Gear Strive. The host evaluates every character’s 6P based on hitbox, frame data, counterpoke utility, anti-air effectiveness, recovery, and block safety, while also considering reward potential (knockdowns or combos, though secondary to move properties). Characters are grouped into tiers: Yikes, It’s a 6P, Juiced, and Top 5.
The main takeaway is that not all 6Ps are created equal, even though they serve similar purposes; differences in startup, range, recovery, and reward drastically affect their effectiveness in neutral and as anti-airs.
Chunked Summary Chunk 1: Evaluating Low-Tier 6Ps (“Yikes” / bottom of good)
Anji 6P:
Pros: Ten-frame startup (average), decent hitbox.
Cons: Poor range, extremely unsafe on block (-17), weak as a counterpoke.
Verdict: Bottom of good tier; canceling necessary to avoid punishment.
Baiken 6P:
Pros: Average startup.
Cons: Very limited range, poor counterpoke, easy to whiff or empty jump punish.
Verdict: Low end of good tier; unreliable in neutral.
Comprehension Questions:
Why is Anji’s 6P considered unsafe?
Answer: It is -17 on block, making it easily punishable.
What makes Baiken’s 6P unreliable as a counterpoke?
Answer: Limited horizontal reach and weak hitbox allow easy whiff or empty jump punish.
Action Steps:
Practice recognizing unsafe 6Ps in matches to punish effectively.
Focus on spacing to exploit low-range moves.
Chunk 2: Mid-Tier / Standard “It’s a 6P” Moves
Kai 6P: Nine-frame startup, high hitbox, -8 on block, low reward.
May 6P: Slower 12-frame startup, decent hitbox, usable as anti-air but limited reward due to charge character mechanics.
Soul 6P: Nine-frame startup, decent reach, high hitbox, -11 on block, slightly lower tier due to recovery and block vulnerability.
Milia 6P: Nine-frame startup, long active frames, vulnerable to low counter hits, moderate range.
Comprehension Questions:
What makes Kai’s 6P strong but not top-tier?
Answer: Fast startup and good hitbox, but low reward limits its overall impact.
Why does Milia’s 6P have vulnerability despite long active frames?
Answer: Longer active frames increase exposure to low counter hits.
Action Steps:
Use mid-tier 6Ps strategically for neutral control rather than high-reward combos.
Practice timing anti-air moves to exploit gaps in long active frame attacks.
Chunk 3: High-Tier / “Juiced” 6Ps
Eno 6P: Nine-frame startup, long reach, minimal recovery (18 frames), high reward (combo into knockdowns).
Ram 6P: Similar to Eno; fast, deceptive hitbox, high counterpoke utility, excellent reward.
Leo 6P: Safe on block (-5), good reach, integrates well with character’s mix-up pressure.
Jack-O 6P: Nine-frame startup, good reach, solid counterpoke.
Bridget 6P: Good anti-air, height and hitbox strong, moderate counterpoke utility.
Zato 6P & Nagor 6P: Top five tier; extremely fast, large reach, strong anti-air, excellent reward potential.
Comprehension Questions:
What attributes make Eno’s 6P high-tier?
Answer: Fast startup, long reach, low recovery, and high reward off counter hits.
Why is Leo’s 6P considered strong beyond its frame data?
Answer: Integrates with character-specific vortex/mix-up potential and is very safe on block.
Action Steps:
Prioritize using juiced 6Ps for both neutral control and punishing jumps.
Understand character-specific rewards to maximize damage from counter hits.
Train to recognize top-tier 6Ps for defensive planning in matches.
Chunk 4: Worst 6Ps / “Yikes” Tier
Goldlewis 6P: 12-frame startup, 27 recovery, -19 on block; almost no redeeming qualities.
Potemkin 6P: Slow startup, poor reach, limited utility due to character mobility issues.
Faust 6P: 9-frame startup, blind spot above character, long recovery (32 frames), poor punishing utility.
Happy Chaos 6P: Average; weak without relying on character’s kit.
Comprehension Questions:
Why is Goldlewis’ 6P considered the worst?
Answer: Very slow, long recovery, unsafe on block, and minimal reward.
How does character mobility affect Potemkin’s 6P effectiveness?
Answer: Limited movement prevents him from compensating for slow startup and poor range.
Action Steps:
Focus on punishing weak 6Ps effectively in matches.
Exploit mobility advantages against characters with slow or unsafe 6Ps.
Chunk 5: General Observations & Ranking Criteria
Ranking is based primarily on hitbox, range, startup, recovery, and block safety, with reward as secondary.
Anti-air effectiveness and counterpoke utility are crucial in tier placement.
Top 5 6Ps are extremely fast, have large reach, minimal recovery, and integrate well with combos or knockdowns.
Certain mid-tier 6Ps may be situationally strong but lack overall consistency.
Action Steps:
When analyzing or practicing 6Ps, consider neutral control and punish windows over just raw damage.
Study opponents’ 6P frame data to develop better spacing and timing strategies.
Super-Summary (All Chunks Combined)
The video ranks Guilty Gear Strive’s 6Ps from worst to best based on startup speed, hitbox, range, recovery, block safety, and utility.
Worst / Yikes: Goldlewis, Potemkin, Faust, Happy Chaos — slow, unsafe, poor reach, minimal reward.
Standard / “It’s a 6P”: Anji, Baiken, Kai, May, Soul, Milia — functional, situationally useful, but limited reward or range.
High / Juiced: Eno, Ram, Leo, Jack-O, Bridget — fast, good hitbox, low recovery, high counterpoke and anti-air potential.
Top 5: Zato, Nagor — fast, massive reach, strong anti-air, high reward, hard to punish.
Key Insights:
Startup matters: Fast 6Ps (9–10 frames) dominate neutral and anti-air.
Hitbox & range: Bigger hitboxes increase counterpoke effectiveness; height matters for anti-air.
Recovery & block safety: Low recovery and safe on block increases practical utility.
Reward is secondary but impactful: Moves that lead to knockdowns or combos are more threatening.
Actionable Steps:
Practice punishing unsafe 6Ps in matches.
Exploit spacing and mobility to avoid top-tier 6Ps.
Focus on timing and recognizing high-reward 6Ps for counterplay.
Integrate knowledge of 6Ps into neutral strategy to improve both defense and offense.
Optional 3-Day Spaced Review Plan
Day 1:
Review Yikes and standard 6Ps; memorize their weaknesses and punish opportunities.
Day 2:
Study Juiced 6Ps and Top 5; focus on hitbox, range, and counterpoke utility.
Watch a few gameplay clips to see them in action.
Day 3:
Practice applying this knowledge in training mode: punishing unsafe 6Ps, spacing against juiced 6Ps, and testing anti-air reactions.