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Discussion: The Mindset of Learning Fighting Games
Discussion: The Mindset of Learning Fighting Games
  1. Summary (Full Narrative Overview)

The video argues that fighting games aren’t inherently reserved for “special” skilled people—everyone who plays them once started at the same beginner point, unable to throw fireballs, not understanding mechanics, and often getting destroyed online. The main difference between players who play fighting games and those who quit is simply that the former stuck with the learning process.

The creator emphasizes that early progress in fighting games isn’t about winning. Wins are deceptive metrics, especially since fighting games are 1v1—someone always loses, even at the highest level. Instead, new players should measure progress through small victories, such as:

executing a new concept mid-match

attempting a combo trial and getting a little further

trying a new tactic even if it fails

recognizing patterns

learning something about their character

The “fun” of fighting games isn’t locked behind mastery; it’s available right away if you play against people of your own level. The misery comes when beginners match with vastly stronger players, which distorts expectations and creates the “I’m not cut out for this” myth.

The speaker compares fighting games with other genres. People don’t realize how many skills they’ve built over years of gaming—like complex dual-stick control schemes in FPS games—because those skills were built slowly. Fighting game motions (like quarter circles) feel hard only because beginners have never practiced them. Everything is learnable.

The video stresses a key principle: find the right amount of challenge. Too easy is boring; too hard makes you quit. Beginners should seek equally-skilled partners, casual sparring, or communities with novices.

Teaching beginners requires restraint: good players should “shapeshift” into weaker opponents to let learners explore fundamentals without being overwhelmed. Feed them only what they can retain. Let them experience success, then gradually increase difficulty. When beginners later apply those fundamentals against strangers and see results, they get hooked—this is the joy of entry into the FGC.

The ultimate message: losing is normal, improvement is gradual, and anyone can enjoy fighting games if they adopt the right mindset.

  1. Bullet-Point Quick Review

Everyone starts from zero; no one is “naturally cut out” for fighting games.

Winning is NOT the metric for improvement—small personal milestones are.

Play people around your level early on to enjoy the process.

Losing is universal—even pros get perfected.

Motions like DP/quarter-circle only feel hard because they’re unfamiliar.

Skill transfer exists across games; fighting games require their own reps.

Choose the right level of challenge: slightly above your current skill.

Online losses against strong players don’t define your ability.

Teaching beginners requires simplifying information and scaling difficulty.

Let learners “feel” success early to build motivation.

Improvement makes difficult tasks relaxing and fun over time.

Anyone can learn fighting games with patience and the right mindset.

  1. Chunked Summary + Questions + Action Steps Chunk 1 — The Myth of “Being Cut Out for Fighting Games”

Summary: People often say they’re “bad at fighting games” as though players are divided into those who can play and those who can’t. The truth: everyone starts clueless. The only difference between players and non-players is persistence. The learning curve isn’t misery until sudden mastery—it's a gradual, enjoyable progression when matched with similar players.

Questions

Why do people think they aren’t “cut out for fighting games”?

What actually separates beginners from long-time players?

How does matching skill levels influence early enjoyment?

Answers

Because early online losses make them assume others have innate talent.

Only that experienced players stuck with the learning process.

Playing similarly skilled opponents reveals the real fun of learning and adapting.

Action Steps

Find a beginner lobby or subreddit to match skill-level opponents.

Remind yourself that everyone sucked at first.

Record day-to-day progress rather than worrying about rank.

Chunk 2 — The Right Way to Measure Progress

Summary: Wins/losses are a misleading way to measure improvement. Fighting games always produce one loser, even at the highest levels. Instead, success should be defined by small, internal milestones: performing a new action mid-match, progressing in combo trials, or trying new ideas regardless of outcome.

Questions

Why is winning a bad measurement tool?

What are examples of meaningful “small victories”?

Why should you reward attempts even when they fail?

Answers

Because losing is universal and depends on the matchup, not just your skill.

Trying new tech, improving execution, or recognizing patterns.

Because attempts are the real learning phase that lead to mastery.

Action Steps

After each session, write down three things you improved.

Focus on input consistency rather than match results.

During matches, deliberately attempt one new idea each round.

Chunk 3 — Difficulty Myths & Skill Transfer

Summary: Fighting games are seen as overly difficult, but beginners overlook the hidden difficulty inside other familiar genres. Dual-stick FPS movement is extremely complex to someone who never learned it—but feels easy to seasoned players. Motions like quarter circles feel hard simply because of unfamiliarity.

Questions

Why do fighting game motions seem uniquely hard?

How does the FPS analogy help debunk difficulty myths?

What role does muscle memory play in learning fighting games?

Answers

Because beginners have never practiced them—skill hasn’t transferred.

It shows that “easy” games are only easy due to years of accumulated skill.

Repetition builds consistency and removes mental load.

Action Steps

Practice motions for 5–10 minutes before playing actual matches.

Focus on slow, accurate inputs before speeding up.

Compare new motions to skills you once found hard but now take for granted.

Chunk 4 — Choosing the Right Challenge

Summary: You should treat learning fighting games like going to the gym: don’t start with maximum difficulty. Play people slightly above your level and attempt combos slightly above your ability. Too much difficulty leads to frustration; too little creates boredom.

Questions

What is the “right amount of challenge”?

Why is matching against overly strong players harmful early on?

Why is learning step-by-step important?

Answers

Something just above your comfort zone.

It reinforces the belief that you're talentless rather than inexperienced.

Step-wise challenge keeps learning enjoyable and avoids overwhelm.

Action Steps

Seek training partners near your level.

Set a weekly “one new thing” focus (e.g., anti-airs only).

Use casual rooms to avoid high-stress ranked mismatches.

Chunk 5 — How Experienced Players Should Teach Beginners

Summary: Good players can “shape-shift” into weaker opponents by playing slower and giving space for beginners to apply fundamentals. Teaching should be minimal and actionable. Overloading beginners with advanced tech discourages them; letting them feel small successes builds motivation.

Questions

Why should good players avoid overwhelming beginners?

What is the purpose of “pretending to be a weaker opponent”?

How do small early successes hook new players?

Answers

Too much info creates frustration and cognitive overload.

It allows beginners to practice fundamentals in real scenarios.

Success forms emotional rewards and motivates deeper involvement.

Action Steps

When teaching, give no more than 2–3 concepts per session.

Create scenarios where the beginner can attempt their new skills.

Celebrate their successes and minimize punishing their mistakes.

  1. Super-Summary (Under 1 Page)

Learning fighting games boils down to mindset, not innate skill. Everyone begins equally unskilled, and those who become competent simply persist through the learning process. Early frustration comes from mismatched opponents, not from lack of ability.

Progress in fighting games must be measured internally—through small improvements, better execution, and expanding understanding—not through wins. Losing is universal, even for the best players. Beginners should find opponents near their level and treat learning like any other skill: gradual, enjoyable, and challenge-tuned.

Fighting games feel difficult because their skills are unfamiliar, just like dual-stick shooters once felt impossible before practice built muscle memory. Anyone can learn motions, systems, and matchups with proper pacing.

For teaching newcomers, advanced players should simplify information, scale difficulty, and let beginners experience small victories. This nurtures motivation and sparks long-term engagement.

Ultimately, fighting games are not about innate talent—they are about consistency, mindset, and the enjoyment of personal growth.

  1. Optional Spaced Review Plan

Day 1 — Initial Study

Read the full structured summary.

Practice identifying “small victories” from your last session.

Reflect on your difficulty threshold: too low or too high?

Day 2 — Reinforcement

Re-read the chunked summaries.

Play 10–20 matches focusing only on one improvement goal.

Record 3 micro-successes.

Day 3 — Integration

Review the super-summary.

Teach a beginner or explain one concept to someone else.

Adjust your training plan to match your optimal challenge level.

mario050987·youtu.be·
Discussion: The Mindset of Learning Fighting Games
NerdJosh aka Yung Nerdie Sanders on Twitter
NerdJosh aka Yung Nerdie Sanders on Twitter
Did a quick video on Purple beat combos or That Purple Stuff as I like to call it in Guilty Gear Strive. Add some of these to your arsenal for some strong 50/50 mixup cash outs! pls like/comment/subscribe https://t.co/la87lGgY8O pic.twitter.com/HGSuMaZydC— NerdJosh aka Yung Nerdie Sanders (@NerdJosh) July 16, 2021
mario050987·twitter.com·
NerdJosh aka Yung Nerdie Sanders on Twitter
How to GET VIP Celestial in Guilty Gear Strive
How to GET VIP Celestial in Guilty Gear Strive
Crazy how I've gotten VIP twice now and none of the Homies have got VIP. That's gotta change! These 5 things are all you need to get Celestial with ANY Character in Guilty Gear Strive. Don't Submit to Daisuke Vision lol its not Necessary please Play who you want! Resources: Full Lore up to Strive: https://youtu.be/QIjtNL7Pfqw Combos for each Character: https://youtube.com/playlist?list=PLhXaBmvdDJtg6WkrbdPWeR4T6WHyAVmbJ Beginner Guide: https://youtu.be/goxuzObtwSc Fighting Game Glossary: https://glossary.infil.net/ Top Player Match Database: https://strive.keeponrock.in/#/ Subscribe for more!! ► http://www.youtube.com/c/KairosFGC Live Mon, Wed, Friday► https://www.twitch.tv/kairos_fgc Discord ► https://discord.gg/NCDfpKkF Stick I use ► https://amzn.to/33JXaXe #Strive #VIP #Guiltygear
mario050987·youtube.com·
How to GET VIP Celestial in Guilty Gear Strive
raynex @ GG Strive Laboratories on Twitter
raynex @ GG Strive Laboratories on Twitter
i believe in equality so here's another example with SolOn crouch it's a basic high/low that remains plus OB. Low hits give you fun new routing.Stand blocks during BRC can be confirmed into fuzzy j.S or j.P. The blue stuff is a really fun mechanic#GGST #GGST_SOL pic.twitter.com/v52DsjV23s— raynex @ GG Strive Laboratories (@raynexpress) July 15, 2021
mario050987·twitter.com·
raynex @ GG Strive Laboratories on Twitter
【初心者向け】勝てない時の最終手段? 荒らしプレイの長所と短所を解説(ソル・チップ・メイ・レオ・闇慈等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
【初心者向け】勝てない時の最終手段? 荒らしプレイの長所と短所を解説(ソル・チップ・メイ・レオ・闇慈等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】

Summary of "荒らしプレイの長所と短所" (Guilty Gear Strive)

The video explains the concept of "荒らしプレイ" (Aggressive or Disruptive Play) in Guilty Gear Strive, breaking down its advantages, disadvantages, and the characters most suited for this playstyle.

  1. Definition of Aggressive Play

荒らしプレイ refers to actions in a fighting game that disrupt the opponent's calm and force them into an uncomfortable situation, preventing them from making rational decisions.

Goal: The goal is to break the opponent's mental state, creating openings for unexpected moves by disrupting their regular pacing and decision-making.

Examples:

Dash in and sudden move (e.g., a random special like an uppercut).

Wake-up attacks: Use invincible moves to counter the opponent’s typical wake-up pressure, forcing them to rethink their strategy.

Action Steps:

Practice unpredictable dash-ins and sudden special attacks in training mode.

Learn how to mix up wake-up options to keep your opponent guessing.

  1. Advantages of Aggressive Play

Forces the opponent into a chaotic state, making it harder for them to follow their usual plan.

Examples of Characters:

Chipp: Fast movement, constant pressure, and mix-ups make him perfect for an aggressive playstyle.

May: With powerful rush-down tactics, her ability to create chaos with high damage bursts helps force the opponent into confusion.

Leo: Uses a combination of unorthodox movement and heavy mix-ups to overwhelm opponents.

Action Steps:

Focus on mastering characters with high-speed or hard-hitting moves like Chipp and May for better results in chaotic matches.

  1. Disadvantages of Aggressive Play

High risk: If the aggressive moves fail, it can lead to a huge disadvantage.

If the opponent adapts and punishes your patterns, it can result in severe consequences, such as losing a round or taking heavy damage.

Action Steps:

Use aggressive play strategically, but always have a backup plan for when it backfires.

Build habits of "switching back to standard play" when necessary. Aggressive play should be a tool, not the core strategy.

  1. Characters Ideal for Aggressive Play

Chipp: A character built for constant disruption. His quick movements, mix-ups, and command throws make him a natural for this playstyle. He excels at creating chaos and confusion.

May: Excellent at disruptive strategies with her strong damage output and hard-to-respond-to moves like her dolphin attacks.

Leo: Known for his solid mix-up game, Leo can force a game of "guessing" with his unpredictable moves.

Anji: Has potential, but requires better risk management to succeed with aggressive tactics.

Action Steps:

Focus on mastering the specific aggressive techniques for each character (e.g., Chipp’s dashes and mix-ups, May's rush-down attacks).

  1. Important Notes for Beginners

Risk Management: While aggressive play can catch opponents off-guard, it should not be relied upon entirely. It is crucial to be able to switch between aggressive tactics and a calm, calculated approach.

If you rely too heavily on disruptive tactics, you may miss opportunities to learn fundamental strategies like spacing, timing, and punishing.

Action Steps:

Balance aggressive play with basic gameplay techniques (e.g., spacing, blocking, and punishing).

Use aggressive play only when necessary, and keep it as a part of your overall toolkit.

Super-Summary:

Aggressive play, or "荒らしプレイ," involves unpredictable and chaotic actions aimed at disrupting the opponent’s focus and forcing them into uncomfortable situations. While effective for breaking an opponent’s rhythm, it carries significant risks and should be used sparingly. Characters like Chipp, May, and Leo are naturally suited for this playstyle due to their fast movements and ability to pressure the opponent. However, it is important for beginners to remember that aggressive play should be a backup strategy rather than the foundation of your gameplay. Mastering a balanced playstyle—combining basic techniques with strategic aggression—is key to long-term success.

Comprehension Questions:

What is the main goal of aggressive play in fighting games?

Answer: To disrupt the opponent's calm and prevent them from making rational decisions, causing them to make mistakes.

What are the risks of relying too much on aggressive play?

Answer: It can backfire if the opponent adapts, leading to heavy punishment or loss of a round.

Which characters are best suited for aggressive play, and why?

Answer: Characters like Chipp, May, and Leo are good choices due to their speed, pressure, and mix-up potential.

What is the main disadvantage of aggressive play for beginners?

Answer: It can become predictable, and beginners may miss out on learning basic, stable gameplay techniques.

Review Plan:

Day 1: Focus on aggressive tactics and practice with characters like Chipp and May. Experiment with disrupting your opponent’s rhythm.

Day 2: Review basic strategies and practice returning to calm, calculated play when needed. Balance aggressive tactics with solid fundamentals.

Day 3: Continue practicing disruptive play but be mindful of when to switch strategies. Reflect on the risks of overuse.

mario050987·youtube.com·
【初心者向け】勝てない時の最終手段? 荒らしプレイの長所と短所を解説(ソル・チップ・メイ・レオ・闇慈等)【ギルティギアストライブ・GGST・GUILTY GEAR -STRIVE-】
Perfect Purple Roman Cancel Guilty Gear Strive #guiltygearstrive #strive
Perfect Purple Roman Cancel Guilty Gear Strive #guiltygearstrive #strive
Perfect Purple Roman Cancel Guilty Gear Strive and how to perform it I'm a naive so, I had learn the Guilty Gear Strive basics to hold my own with NAGORIYUKI! Hope this tutorial helps, it seems hard but the controls are easy to handle. These all in the Guilty Gear Strive basic and tutorial page. Have fun and take care. Whose your main so far in Guilty Gear Strive? Guilty Gear Strive or Dragon Ball FighterZ, which is taking up your time? Has Guilty Gear Strive inflamed your fighting spirit? High rank dragonball fighterz/ high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA Thats it!! Enjoy the video and take care. Thank you everyone again!!!!! As always leave a Comment and Like. Feel free to share the video with anybody else you feel would enjoy it! Thanks for watching!!! High rank dragonball fighterz and high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA #guiltygearstrive #strive #gear #solbadguy #strive
mario050987·youtube.com·
Perfect Purple Roman Cancel Guilty Gear Strive #guiltygearstrive #strive
Guilty Gear Strive Tutorial Blue Roman Cancel #guiltygearstrive #strive
Guilty Gear Strive Tutorial Blue Roman Cancel #guiltygearstrive #strive
Perfect Blue Roman Cancel Guilty Gear Strive and how to perform it I'm a naive so, I had learn the Guilty Gear Strive basics to hold my own with NAGORIYUKI! Hope this tutorial helps, it seems hard but the controls are easy to handle. These all in the Guilty Gear Strive basic and tutorial page. Have fun and take care. Whose your main so far in Guilty Gear Strive? Guilty Gear Strive or Dragon Ball FighterZ, which is taking up your time? Has Guilty Gear Strive been kind to you? High rank dragonball fighterz/ high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA Thats it!! Enjoy the video and take care. Thank you everyone again!!!!! As always leave a Comment and Like. Feel free to share the video with anybody else you feel would enjoy it! Thanks for watching!!! High rank dragonball fighterz and high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA #guiltygearstrive #strive #gear #solbadguy #strive
mario050987·youtube.com·
Guilty Gear Strive Tutorial Blue Roman Cancel #guiltygearstrive #strive
rogueyoshi.com/coaching on Twitter
rogueyoshi.com/coaching on Twitter
#GGST on PC has inconsistent inputs on both sides on keyboard. Here I'm using the Hitbox DP Shortcut (R > D+L > S). My keyboard is a HyperX Alloy FPS, non-ghosting mechanical. Only game I've played that has this issue. Even worse than this is the input drops. @ArcSystemWorksU pic.twitter.com/odXsXbyYBH— rogueyoshi.com/coaching (@rogueyoshi_FGC) July 15, 2021
mario050987·twitter.com·
rogueyoshi.com/coaching on Twitter
newsnet🌃 on Twitter
newsnet🌃 on Twitter
Airdash after burst block can give u carry you might need peep #PS4sharehttps://t.co/Mf56VPBtpg pic.twitter.com/gU7OTHIxMa— newsnet🌃 (@SARVETS) July 14, 2021
mario050987·twitter.com·
newsnet🌃 on Twitter
あぶ on Twitter
あぶ on Twitter
タイミングによっては前後どちらでもガード出来ちゃうのか… #GGST #PS4sharehttps://t.co/WtyylpMj81 pic.twitter.com/JjfdHN878A— あぶ (@trairia) July 14, 2021
mario050987·twitter.com·
あぶ on Twitter
Guilty Gear Strive Tutorial Yellow Roman Cancel #guiltygearstrive #strive
Guilty Gear Strive Tutorial Yellow Roman Cancel #guiltygearstrive #strive
Perfect Yellow Roman Cancel Guilty Gear Strive and how to perform it. I had learn the Guilty Gear Strive basics to hold my own with NAGORIYUKI! Hope this tutorial helps, it seems hard but the controls are easy to handle. These all in the Guilty Gear Strive basic and tutorial page. Have fun and take care. Whose your main so far in Guilty Gear Strive? Guilty Gear Strive or Dragon Ball FighterZ, which is taking up your time? Has Guilty Gear Strive inflamed your fighting spirit? High rank Guilty Gear Strive/dragonball fighterz/ high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA Thats it!! Enjoy the video and take care. Thank you everyone again!!!!! As always leave a Comment and Like. Feel free to share the video with anybody else you feel would enjoy it! Thanks for watching!!! High rank dragonball fighterz and high rank dbfz!! Channel Link: https://www.youtube.com/channel/UCb-BqX3p3h5L0NN9C2LpYtA
mario050987·youtube.com·
Guilty Gear Strive Tutorial Yellow Roman Cancel #guiltygearstrive #strive
How to learn a new character in Guilty Gear Strive
How to learn a new character in Guilty Gear Strive
Dustloop https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-Strive- My Patreon https://www.patreon.com/user?u=21970878 My discord https://discord.gg/YbwFauWr7k For the Season V Changes Playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJgh9Y5i_QcAk1ObckAiiYT5 For the Matchups Guide playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJgJrJbmKJwiLzJc9S7lFipk For the characters guides playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJhGDoV05QLLBClu8TE97SYB For the Grasping the situation playlist https://www.youtube.com/playlist?list=PLqfW0fHcTsJix48TLuRTCKWl3hRURtnez Channel Artwork provided by: http://patreon.com/barbatoze​​​​​ www.barbatoze.com Intro provided by : https://www.facebook.com/DeadlineStud...​... https://www.youtube.com/channel/UCLO2...​...
mario050987·youtube.com·
How to learn a new character in Guilty Gear Strive
itna.fgc #BLM on Twitter
itna.fgc #BLM on Twitter
A high/low application too. Drifting down to immediately land is definitely something I've seen, but I rarely ever see people use drift fast RC to do it.I know this is kinda basic RC stuff but I do hope to see people implement this sort of thing more bc it's sick!#GGST pic.twitter.com/yUkVoJaHVk— itna.fgc #BLM (@FgcItna) July 14, 2021
mario050987·twitter.com·
itna.fgc #BLM on Twitter
luna on Twitter
luna on Twitter
#GGST i think the wall health is based on how long the opponent is in hitstun potentially. notice how 214S does more wall damage while being the least damaging move of the three shown, and 5D does like 3X the wall damage. pic.twitter.com/G07Y4awqyf— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
#GGST the tool that marks wallbreak progress on P1's risc gauge so far has taught me two things:- supers dont actually influence the wall health at all, they bypass it entirely and break it- when the gravity is too high, which will generally be off of throw OTG- pic.twitter.com/xiMpwPOpkU— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this is shown here too, even when the wall is just about to be broken, you cant stick when the gravity is too high, no matter what pic.twitter.com/uYipRCHW6M— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
luna on Twitter
luna on Twitter
this doesnt seem tied to the property of OTGing, as a normal 214S 5K link with ky can still wallstick pic.twitter.com/w6NtYIgFmX— luna (@lunanoko) July 13, 2021
mario050987·twitter.com·
luna on Twitter
Rikir on Twitter
Rikir on Twitter
FD making you land faster is a mechanic that really should be mentioned in the game’s mission mode. I didn’t know about this until two weeks into the game. https://t.co/ecGInHJhBA— Rikir (@Al_Rikir) July 12, 2021
mario050987·twitter.com·
Rikir on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
https://t.co/069YllI2l7- IB lockout is 5 frames- Any back input that doesn't IB starts the lockout- Lockout doesn't count down while holding 1, 4, 7, or 2- Successful IB doesn't cause lockout, allowing for consecutive IBs with 121 input pic.twitter.com/GcmXTPZh0x— SUGOI | Zankoku (@Zankoku) July 12, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
GGST: Prevent 100% Meter Reversal Super Situations!
GGST: Prevent 100% Meter Reversal Super Situations!

🎮 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

mario050987·youtube.com·
GGST: Prevent 100% Meter Reversal Super Situations!
Guilty Gear Strive | Air Throw Tutorial
Guilty Gear Strive | Air Throw Tutorial

Chunked Summary Chunk 1: Introduction to Air Throws

Key Concepts:

Air throws allow you to limit an opponent’s movement by preventing jumps.

Effective against advanced players because it reduces their options.

Enhances offensive opportunities while controlling space.

Example: Using air throws to force the opponent into defensive positions.

Action Steps:

Start thinking of air throws as both a defensive and offensive tool.

Observe situations where opponents frequently jump to practice timing air throws.

Comprehension Questions:

Why are air throws particularly useful against advanced players?

How do air throws shift the balance between offense and defense?

Answers:

They limit movement options, forcing opponents into predictable behavior.

By preventing jumps, they create opportunities to attack while controlling space.

Chunk 2: How to Perform Air Throws

Key Concepts:

Input: Press 6 or 4 + Dust while in the air next to your opponent.

Positioning is critical: air throws work if you are below or at the same height as your opponent.

Being above the opponent even slightly causes the throw to whiff.

Example: Matching vertical position with your opponent for a successful air throw.

Action Steps:

Practice jumping to align vertically with an opponent.

Avoid thinking you need to be directly above them; aim for below or level.

Comprehension Questions:

What happens if you try an air throw while slightly above the opponent?

Which inputs will fail to produce an air throw?

Answers:

The throw will whiff.

Pressing 9 or 7 + Dust instead of 6 or 4 + Dust triggers normal dust, not an air throw.

Chunk 3: Practicing Air Throws

Key Concepts:

Best method: set opponent to jump in training mode.

Dash forward + jump (8) allows correct positioning under the opponent.

Old method: jump straight up + input air throw (6 or 4 + Dust).

Air throw can now also be input during dash animations, creating a horizontal “no-fly zone.”

Action Steps:

Use training mode to practice dash + jump setups.

Try air throws during dashes to cover horizontal space.

Comprehension Questions:

Why is the dash + jump method preferred over jumping straight up?

How does inputting an air throw during a dash expand its utility?

Answers:

It helps position under the opponent quickly and prevents accidental wrong inputs.

It allows creating a horizontal no-fly zone, catching opponents jumping across distances.

Chunk 4: Advanced Applications

Key Concepts:

Air throws can be combined with airborne moves and Roman Cancels (RC) to adjust trajectory.

Examples: Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.

RC can drift you underneath the opponent to make air throws more effective.

Action Steps:

Experiment with character-specific airborne moves that can transition into air throws.

Practice RC drifts to control trajectory under opponents.

Comprehension Questions:

How can Roman Cancel enhance air throw effectiveness?

Give examples of moves that can be combined with air throws for advanced setups.

Answers:

RC allows trajectory adjustment, letting you move underneath opponents for a guaranteed air throw.

Chipp’s Air Alpha Blade, Anji’s horizontal spinning move.

Super-Summary (Condensed Overview)

Air throws in Guilty Gear Strive are a versatile tool for controlling opponents’ jumps and creating offensive opportunities. They require correct positioning (below or at the same height as the opponent) and precise inputs (6 or 4 + Dust). Training mode setups like dash + jump help align you under opponents, and air throws can now also be performed during dashes to create a horizontal no-fly zone. Advanced applications include combining air throws with airborne moves and Roman Cancels to adjust trajectory and catch opponents at unexpected angles.

Actionable Steps:

Practice vertical alignment under jumping opponents.

Use dash + jump setups to position for air throws.

Experiment with air throws during dashes to control horizontal space.

Test character-specific airborne moves and RCs for advanced air throw setups.

Optional 3-Day Spaced Review Plan

Day 1: Focus on understanding air throw basics and positioning; practice in training mode.

Day 2: Drill dash + jump setups and input accuracy, including air throws during dash.

Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setups

mario050987·youtube.com·
Guilty Gear Strive | Air Throw Tutorial
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive

🎮 Video Summary

Title: Talking Disjointed Hitboxes and Why They Are So Powerful! – Guilty Gear Strive Creator: Ru Monger Core Topic: Understanding disjointed hitboxes, why they dominate neutral, offense, and defense, and how specific Guilty Gear Strive moves abuse them.

🔍 High-Level Summary

This video explains disjointed hitboxes—attacks where the hitbox (red) extends significantly beyond the hurtbox (blue)—making them extremely powerful tools in fighting games. Normally, attacking exposes your character to counter-hits because your hurtbox moves forward. Disjointed moves break this rule by allowing you to hit the opponent without exposing yourself.

The video demonstrates:

How disjointed hitboxes work at a mechanical level

Why they dominate pokes, anti-airs, pressure, and wake-up scenarios

Which Guilty Gear Strive characters have the most abusive examples

Why understanding hitbox data is a knowledge check that decides matches

The core lesson: disjointed hitboxes reduce risk while increasing control, making them some of the strongest options in the game.

⚡ Condensed Bullet Points (Quick Review)

Every move has a hitbox (attack) and hurtbox (where you can be hit)

Most moves extend hurtboxes forward → risk when attacking

Disjointed hitboxes place the hitbox far ahead of the hurtbox

This lets you win trades, stuff pokes, and beat reversals safely

All characters have some disjointed tools (e.g., universal 6P)

Certain moves are extremely disjointed and dominate neutral

Knowledge of hitboxes = power, spacing control, and safer offense

📦 Chunked Breakdown (Self-Contained Learning Units) Chunk 1: What Is a Disjointed Hitbox?

Summary: A disjointed hitbox is when the attack’s hitbox extends beyond the character’s hurtbox. Unlike normal attacks—where your body is exposed—disjointed moves allow you to hit without being hit back.

Key Example: Leo’s guard stance attack: the weapon hits far in front while Leo’s body stays safely behind.

🧠 Comprehension Questions

What normally happens to a character’s hurtbox when they attack?

Why do disjointed hitboxes reduce counter-hit risk?

Answers:

The hurtbox usually moves forward with the attack.

Because the opponent’s attack hits empty space while your hitbox connects.

🛠 Action Steps

In training mode, turn on hitbox display

Compare a normal poke vs. a disjointed poke

Observe how often trades disappear with disjointed moves

Chunk 2: Universal Disjoints – 6P and Anti-Airs

Summary: Every character has at least one disjointed tool: 6P. It has upper-body invincibility, meaning only the lower body can be hit. Some crouching heavy attacks (2H) also function as partial disjoints depending on character.

Key Insight: Disjoints aren’t rare exceptions—they’re built into the game’s design.

🧠 Comprehension Questions

Why is 6P considered disjointed?

Do all characters have equally strong disjointed anti-airs?

Answers:

Because the upper body hurtbox is removed or minimized.

No—some characters’ 2H moves are far stronger than others.

🛠 Action Steps

Test your character’s 6P vs jump-ins

Identify whether your 2H is truly disjointed or just large

Build anti-air confidence using hurtbox knowledge

Chunk 3: Leo – Defensive Disjoints as Pressure Tools

Summary: Leo’s backturn P acts like a grounded 6P with extreme upper-body invincibility. It lets Leo beat deep jump-ins and challenge pressure safely—without relying on his shield.

Key Lesson: Disjointed hitboxes can be defensive tools, not just pokes.

🧠 Comprehension Questions

Why does Leo’s backturn P beat deep jump attacks?

Why do players often overlook this button?

Answers:

Because the hurtbox is entirely below the hitbox.

Because players focus on flashier options like backturn shield.

🛠 Action Steps

Identify “forgotten buttons” with invincibility

Test defensive normals instead of always blocking

Add disjointed defense to your pressure escape plan

Chunk 4: Sol & Potemkin – Neutral and Wake-Up Abuse

Summary:

Sol’s f.S / 6S: A massive forward disjoint that dominates ground neutral

Potemkin’s Garuda Impact: A wall of hitbox with absurd active frames, beating reversals, backdashes, and jumps

These moves let players hide their hurtbox behind offense.

🧠 Comprehension Questions

Why can’t Sol’s poke be challenged on the ground?

Why does Garuda Impact beat reversals and backdashes?

Answers:

The hurtbox is far behind the hitbox.

It has massive disjoint + long active frames.

🛠 Action Steps

Learn which of your pressure tools are “reversal-safe”

Use disjointed pressure to force opponents to block

Stop challenging disjointed moves head-on—reposition instead

Chunk 5: May & Giovanna – Anti-Air and Sweep Dominance

Summary:

May’s 2H: The best anti-air in the game—huge disjoint + very low hurtbox

Giovanna’s sweep: One of the most disjointed grounded normals, extremely safe and strong in neutral

These moves turn basic options into match-defining threats.

🧠 Comprehension Questions

Why is May’s 2H stronger than other anti-airs?

Why is Giovanna’s sweep both offensive and defensive?

Answers:

Massive vertical disjoint + low hurtbox.

It outranges opponents while remaining reversal-safe.

🛠 Action Steps

Identify which of your normals are secretly “broken”

Abuse spacing where your opponent cannot contest

Turn safe disjoints into conditioning tools

🧠 Super-Summary (Under 1 Page)

Disjointed hitboxes are among the strongest mechanics in fighting games because they allow players to attack without exposing themselves. By separating hitboxes from hurtboxes, disjointed moves dominate neutral, shut down counter-pokes, invalidate jump-ins, and nullify wake-up options. Guilty Gear Strive includes universal disjoints (like 6P) and extreme character-specific examples (Leo, Sol, Potemkin, May, Giovanna).

Understanding which moves are disjointed—and how to position around them—transforms neutral from guesswork into controlled space domination. Knowledge of hitboxes turns unsafe pressure into safe offense and converts defense into proactive control.

Knowledge is power—and hitbox knowledge wins games.

🗓 Optional 3-Day Spaced Review Plan

Day 1:

Re-read Chunks 1–2

Test hitbox visuals in training mode

Day 2:

Review Chunks 3–4

Identify disjointed tools in your main’s moveset

Day 3:

Review Chunk 5 + Super-Summary

Play matches focusing only on spacing with disjointed normals

mario050987·youtube.com·
Talking Disjointed hitboxes and why they are so powerful! - Guilty Gear Strive
Taking BAD Guilty Gear Strive advice and making it better
Taking BAD Guilty Gear Strive advice and making it better

✅ 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?

mario050987·youtube.com·
Taking BAD Guilty Gear Strive advice and making it better
How NOT To Burst
How NOT To Burst
Support the Channel and stay updated through Social Media. It's quick and easy and really helps us out! - TWITCH- https://www.twitch.tv/animeilluminati TWITTER- https://www.twitter.com/jiyunaJP FACEBOOK- https://www.facebook.com/jiyunajp INSTAGRAM- https://www.instagram.com/jiyunajp ANIMEILLUMINATI Clips Channel - https://www.youtube.com/channel/UCV3Eyd0ezXIEgb5PviwSvrg Editing & Thumbnail by: https://twitter.com/dodonpahchi #GuiltyGearStrive #GuiltyGear #GGStrive
mario050987·youtube.com·
How NOT To Burst
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter