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Guilty Gear -Strive- - Charge Moves Guide
Guilty Gear -Strive- - Charge Moves Guide
Want to know how to do charge special moves and use them in combos for Guilty Gear -Strive-? Here you go. Timestamps: 0:00 - Charge Moves 2:41 - Leo Charge Moves & Combos 4:36 - Potemkin Charge Move & Combos 5:22 - May Charge Moves & Combos Follow me on Twitch: https://www.twitch.tv/lightningcayo #GGST_MA #GGST_LE #GGST_PO
mario050987·youtube.com·
Guilty Gear -Strive- - Charge Moves Guide
𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 on Twitter
𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 on Twitter
Make sure to use rc drift in strive and dash bind. Press dash and a direction right b4 u rc. Change ur arcs:) #GGST pic.twitter.com/c65RR2tKw4— 𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 (@DIEBYTHETHIGH) May 15, 2021
mario050987·twitter.com·
𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 on Twitter
TENMA on Twitter
TENMA on Twitter
#GGST OB2 Attack Level DataMostly same from OB1 but counter hit frame are all reduced by 1, Kedako is unsure if this an error on his end from last time or is a change. Cells highlighted in yellow are the attacks he found and investigated. https://t.co/GB3acgspdO pic.twitter.com/ydl5VxXsSO— TENMA (@TENMA0105) May 15, 2021
mario050987·twitter.com·
TENMA on Twitter
Aaron/RED (PsrK) on Twitter
Aaron/RED (PsrK) on Twitter
NEW VIDEO!!!Explaining the Roman Cancel system in #GGStrive Enjoy my cursed thumbnails lol⬇️⬇️⬇️⬇️https://t.co/b3Ct4AtrVu pic.twitter.com/6eUwc6JqfD— Aaron/RED (PsrK) (@REDvsFantasy) May 15, 2021
mario050987·twitter.com·
Aaron/RED (PsrK) on Twitter
NAH|Rei on Twitter
NAH|Rei on Twitter
IB FD is gonna be pretty big for some situationshttps://t.co/MGdvWiSIO8 pic.twitter.com/866TrsxINW— NAH|Rei (@ReiUnCo) May 15, 2021
mario050987·twitter.com·
NAH|Rei on Twitter
TENMA on Twitter
TENMA on Twitter
#GGST OB2 Wake Up TimingSame as OB1, all characters share same wake up time of 55F, regardless of face down or up. Throw Invuln after wake up is 5F for all characters. https://t.co/QaaRJ2urXN— TENMA (@TENMA0105) May 15, 2021
mario050987·twitter.com·
TENMA on Twitter
響鬼 on Twitter
響鬼 on Twitter
偶然発見したんだけど、十字キー入力しながらリセットするとポジション選べるのね!←押しながらで←端→押しながらで→端↓押しながらで中央↑押しながらでサイドチェンジ結果      便利(^_^)#GGST pic.twitter.com/ByN6SA8Xpv— 響鬼 (@hibikitatakuoni) May 15, 2021
mario050987·twitter.com·
響鬼 on Twitter
Henry Dooley on Twitter
Henry Dooley on Twitter
#PS5Share, #GuiltyGearStriveOpenBeta delays can affect wallbreak? pic.twitter.com/mFsAX3gETA— Henry Dooley (@henry_dooley) May 15, 2021
mario050987·twitter.com·
Henry Dooley on Twitter
Dash macro throw kara shenanigans
Dash macro throw kara shenanigans
Im lining up Kys scabbard with the guys book in the background to show the difference in range. Doing a quick dash macro input before your Dust input for throw it seems like you can get more range. You can do this with just about anything that can be cancelled into from dash so it probably has much wider application outside of this.
mario050987·youtube.com·
Dash macro throw kara shenanigans
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Defense modifier changes Sol: x0.98 (previously x1.00) Ky: x1.00 (previously x1.03) Axl: x1.07 (previously x1.06) Chipp: x1.26 (previously x1.30) Faust: x1.01 (previously x1.00) Millia: x1.18 (previously x1.21) Zato: x1.07 (previously x1.09) Giovanna: x1.03/x0.97/x0.92 (previously x1.00/x0.95/x0.90)
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
James Chen on Twitter
James Chen on Twitter
HUGE landing lag after Air Blocking moves, but it counts entirely as Block Stun. You can Roman Cancel anytime while falling and even the landing delay, but it's ALWAYS "Dead Angle" RC (Yellow). But otherwise, after Air Blocking, you're STUCK... but you CAN'T be Thrown. #GGStrive— James Chen (@jchensor) May 14, 2021
mario050987·twitter.com·
James Chen on Twitter
ProblemSkater on Twitter
ProblemSkater on Twitter
Cant grab burst recovery anymore lol. #ggst #PS4sharehttps://t.co/CjmOWB0Yry pic.twitter.com/kiXAsXbXwk— ProblemSkater (@problem_skater) May 14, 2021
mario050987·twitter.com·
ProblemSkater on Twitter
Dad Ninja on Twitter
Dad Ninja on Twitter
#GGST OTG hits don't wall break any more #PS4sharehttps://t.co/7s7Avjf4bp pic.twitter.com/z32eyKR33Q— Dad Ninja (@Pen7Ninja) May 14, 2021
mario050987·twitter.com·
Dad Ninja on Twitter
Dad Ninja on Twitter
Dad Ninja on Twitter
Wall breaks can kill now.See reply tweet #GGST pic.twitter.com/dUhrqL3szr— Dad Ninja (@Pen7Ninja) May 14, 2021
mario050987·twitter.com·
Dad Ninja on Twitter
shingen on Twitter
shingen on Twitter
#GGST メルブラみたいな動きで草生えた pic.twitter.com/On6wKhNoiE— shingen (@shingen97594191) May 14, 2021
mario050987·twitter.com·
shingen on Twitter
TENMA on Twitter
TENMA on Twitter
#GGST OpenBeta2 Defense Multiplier DataNotable changes - Sol and Faust aren't 1.00 anymore - Defense buff for Chipp and Millia- Giovanna (Full) now tied for highest defense with Potemkin (previously higher than Pot) https://t.co/oVv0u8Wnc7 pic.twitter.com/WTzr8yXLbF— TENMA (@TENMA0105) May 14, 2021
mario050987·twitter.com·
TENMA on Twitter
TENMA on Twitter
TENMA on Twitter
#GGST OB2 Guts RatingNotables:- Anji has GutsRating 5- Sol GR increased from 1 > 2- May GR increased from 3 > 4- Millia GR decreased from 3 > 2- Nagoriyuki GR increased from 1 > 4 https://t.co/lD0PIk8O1M pic.twitter.com/QCRMAuDk9C— TENMA (@TENMA0105) May 14, 2021
mario050987·twitter.com·
TENMA on Twitter
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
Took on ky, but im assuming it's universal:-New "avg" jump startup: 4f + 1f off the ground restriction-3f unactionable landing recovery on air normals, dj, airdash-Prox OS bdash is gone, bdash priority on trip guard (single jump only)-Prox DP should still work, lol— Panda | SKD @ TFW NO #BBCFROLLBACK (@SuperKawaiiDesu) May 14, 2021
mario050987·twitter.com·
Panda | SKD @ TFW NO #BBCFROLLBACK on Twitter
MoTempest on Twitter
MoTempest on Twitter
Some universal tech I found during the last beta: BRC let's you net some juicy late confirm OTG damage. Used this a bunch to close out rounds. This allows you to get unscaled Overdrive damage off of an OTG with some characters. Kinda busted - let's see if it makes it in lol👀 pic.twitter.com/1XKka0GiHP— MoTempest (@EvenMoTempest) May 13, 2021
mario050987·twitter.com·
MoTempest on Twitter
Training Room Tutorial #1 - Covering Mashing and Recovery Options
Training Room Tutorial #1 - Covering Mashing and Recovery Options

Training Room Tutorial #1 – Covering Mashing and Recovery Options High-Level Summary

This video explains how to use the training room properly—not just for combos, but for pressure testing, frame traps, and covering opponent recovery options. The core lesson is learning how to simulate real opponent behavior (mashing, wake-up jabs, blocking) so you can lab answers to common defensive habits and reliably enforce your offense.

Condensed Bullet-Point Overview

Most players misuse training mode by only practicing combos.

You should recreate real defensive behaviors (blocking, mashing, wake-up jabs).

Use guard recovery + recorded actions to simulate mashing.

Test which attacks beat fast jabs and create counter-hits.

Record wake-up actions to learn how to cover recovery options.

Lab knockdown situations so your offense doesn’t get jabbed out.

The process applies to Street Fighter and anime fighters alike.

Chunked Breakdown Chunk 1: Using Training Mode for Real Pressure Practice Core Idea

Training mode should simulate actual opponent behavior, not passive dummies. To learn how to open people up, you must lab against blocking and mashing, not idle targets.

Key Concepts

Set the dummy to crouch + guard all to simulate a turtling opponent.

Use guard recovery / reversal recording to check if setups are real.

Proper setup ensures the dummy performs actions as soon as block stun ends.

Why This Matters

If your pressure works only on non-mashing dummies, it won’t work in real matches.

Comprehension Questions

Why is setting the dummy to “guard all” important?

What does guard recovery/reversal recording help you test?

Answers

It ensures you’re testing real pressure instead of fake strings.

It shows whether your offense loses to mashing or reversal timing.

Action Steps

In your main game, set the dummy to crouch + guard all.

Enable guard recovery / reversal recording.

Practice blockstrings and observe where pressure breaks.

Chunk 2: Training Against Mashing (Frame Traps & Counter-Hits) Core Idea

Simulate opponents who mash jab after blocking to learn which buttons and delays beat fast options.

Key Concepts

Record the dummy to block everything → mash jab.

This recreates common defensive habits.

Use fast jabs (e.g., Balrog’s jab) to stress-test your offense.

Learn where counter-hits and crush counters occur.

Why This Matters

You discover:

Which strings are fake

Where to delay for frame traps

What beats fast defensive buttons

Comprehension Questions

Why record the dummy to jab after blocking?

What information do counter-hits give you?

Answers

It simulates real defensive mashing habits.

They confirm your pressure beats mash timing.

Action Steps

Record dummy: block → immediate jab.

Test:

Tight strings

Delayed buttons

Throw timings

Note which options beat mash cleanly.

Chunk 3: Covering Recovery Options After Knockdowns Core Idea

Many players lose momentum after knockdowns because they don’t cover wake-up actions properly.

Key Concepts

Record the dummy to mash jab on wake-up.

Set wake-up interval to 1 for immediate action.

Recreate real knockdown situations.

Test spacing, timing, and meaty options.

Example

Sakura heavy DP knockdown:

Poor spacing → opponent jabs you out

Proper labbing → clean counter-hit punish

Why This Matters

You learn how to:

Enforce offense safely

Stop wake-up mashing

Start your game plan consistently

Comprehension Questions

Why do players often get jabbed after knockdowns?

How does recording wake-up actions fix this?

Answers

They don’t test real wake-up behavior.

It reveals which setups lose or beat wake-up buttons.

Action Steps

Record dummy: wake-up → crouch jab.

Knock them down repeatedly.

Adjust:

Timing

Spacing

Meaty attacks

Identify setups that consistently counter-hit.

Super-Summary (Under 1 Page)

This tutorial teaches how to use training mode like a real lab, not a combo sandbox. By recording blocking, mashing, and wake-up actions, you can simulate real opponent behavior and test whether your pressure, frame traps, and knockdown setups actually work. The key is forcing the dummy to act immediately after blockstun or on wake-up, revealing which options beat fast jabs and which ones fail. This process helps you build reliable pressure, stop mashing, and maintain momentum across Street Fighter and anime fighters alike.

Optional 3-Day Spaced Review Plan

Day 1 – Pressure vs Mashing

Set dummy to block → mash jab

Test blockstrings and delays

Day 2 – Knockdown Coverage

Record wake-up jab

Practice meaties and spacing

Day 3 – Integration

Combine pressure + knockdown setups

Identify your strongest, safest offensive sequences

mario050987·youtube.com·
Training Room Tutorial #1 - Covering Mashing and Recovery Options
Sharnt-Gro-Muzo on Twitter
Sharnt-Gro-Muzo on Twitter
Everything you need to know about the stagger mechanic in strive (beta) #ggstrive #GGST https://t.co/hWgT6vdJO8— Sharnt-Gro-Muzo (@SharntGroMuzo) April 23, 2021
mario050987·twitter.com·
Sharnt-Gro-Muzo on Twitter
Coffee With Kensou - Acceptance & Acknowledgement In Fighting Games
Coffee With Kensou - Acceptance & Acknowledgement In Fighting Games
  1. Core Summary (Essence of the Video)

The video is a long-form conversation between Kensou and Stealth (Nico) about acceptance and acknowledgement in fighting games—and how confusing those two ideas can stall your growth.

Acceptance = making peace with things you cannot control or change (your character’s HP, top tiers existing, brackets, past losses, patch direction, your current level right now).

Acknowledgement = clearly recognizing things you can act on and then doing the work (your matchup knowledge, bad habits, decision-making, learning pace, character choice, practice structure).

They apply this lens to:

matchups (Chip vs Potemkin, Zero in MVCI, Bison in SFV),

tournaments (who showed up, going 0–2, multi-game burnout),

advice (useless “just block” / “just don’t get hit” vs specific and actionable),

adapting across games (Marvel 3 → Infinite, older Guilty Gear → Xrd/Strive),

mindset (tilt, comparing yourself to others, learning speed, over-accepting failure).

The big theme: know when to accept reality so you stop wasting energy fighting it, and know when to acknowledge a problem so you can actively work on it. That distinction lets you set better goals, handle losses without breaking, and actually enjoy improving.

  1. Condensed Bullet-Point Takeaways

Acceptance = “This is out of my control. I make peace with it.”

Acknowledgement = “This is real, and I can do something about it.”

Example: Chip vs Potemkin

Accept: Chip has low life.

Acknowledge: You must use your movement/tools to avoid risky positions.

You can only beat the people who show up to the tournament. Don’t invalidate your own wins.

Top tiers and dumb stuff exist. Accept that, then learn how to fight it.

Neutral is too dynamic for catch-all answers. There is no “one trick” that always works.

Bad advice sounds like “just block,” “just run away,” “just whiff punish.” Good advice is specific and situational.

Emotional state matters: tilted players can’t receive good advice well.

Don’t obsess over player names. Respect them, but play the situations, not the legend.

Multi-game tournaments drain mental energy; 2–3 main games is already a lot.

Going 0–2 is part of the ecosystem. Someone has to. Use it as a starting point, not a verdict.

Don’t compare your learning speed to others. Everyone’s pace and background differ.

Losing is a bigger teacher than winning; success without pressure doesn’t always grow you.

Over-accepting failure (“I just lose, whatever”) can stunt your growth; acknowledge what you can improve.

Make realistic, concrete goals (e.g., “deal with Gamora guns better”), not just “win EVO.”

Old-game status doesn’t auto-transfer to new games. Accept that every installment is its own beast.

Know when to drop a character or game competitively while still enjoying it casually.

The accept/acknowledge framework applies to life too: relationships, work, anything.

  1. Chunked Breakdown Chunk 1 – Acceptance vs Acknowledgement (Core Concept & Matchup Example)

What this part covers

Stealth’s initial question: “Am I really accepting something, or just acknowledging it?”

Fighting game version: Chip vs Potemkin in Guilty Gear.

Distinction:

Accept: permanent constraints (low life, a move’s frame data, your current rank right now).

Acknowledge: active problems you can navigate (how you position vs command grabs, which tools you use, how you route neutral).

Key ideas

Saying “this matchup is unwinnable” is often false acceptance.

Real acceptance: “This is hard and I have low life.”

Real acknowledgement: “I need to use my mobility/tools better and avoid the situations that kill me.”

Comprehension Questions (Chunk 1)

What’s the difference between accepting and acknowledging in their framework?

In the Chip vs Potemkin example, what must Chip players accept, and what must they acknowledge?

Why is it harmful to “accept” that a matchup is unwinnable?

How does acknowledging your lack of a tool help you improve?

Why is problem-solving a separate skill from just knowing your character is strong or weak?

Answers

Acceptance is making peace with things you cannot change; acknowledgement is recognizing a reality you can act on.

Accept: Chip has very low life and gets blown up quickly. Acknowledge: he has strong tools and movement to avoid Potemkin’s win conditions.

Because it shuts down problem-solving; you stop looking for ways to play around the matchup.

It shifts your mind to “How do I work around this?” instead of “I’m doomed,” which opens up creative solutions.

Because merely knowing “this is strong/weak” doesn’t automatically give you the routes, spacing, or sequences that actually solve situations.

Action Steps (Chunk 1)

Pick one matchup you complain about and explicitly list:

What you must accept (e.g., damage, range).

What you can acknowledge and work on (spacing, anti-options, lab work).

In your next session, play a long set focusing solely on staying out of the situations that get you killed.

Write a small “tool list” for your character vs that matchup: 2–3 neutral tools, 1–2 defensive options, 1–2 offensive patterns that are safe.

Chunk 2 – Tournaments, Brackets, and Top Tiers

What this part covers

People saying “You only won because X top player wasn’t there.”

Stealth’s example: winning MVCI tournaments when Dual Kevin didn’t attend.

You can only beat who’s in front of you.

Acceptance of “broken” characters like Zero, Elphelt, etc.

Key ideas

It’s not your fault if someone doesn’t show up.

Results are legitimate based on the bracket you actually played.

Acceptance: some characters are busted and will be top tier no matter what.

Acknowledgement: learn how to fight those characters instead of endlessly complaining.

Comprehension Questions (Chunk 2)

Why is it wrong to dismiss someone’s win because another player wasn’t there?

What’s the healthy way to view top tiers like Zero or Elphelt?

How does acceptance help with tournament results?

How does acknowledgement guide you after losing to a top tier?

Why is endlessly blaming brackets harmful?

Answers

Because players can only fight who actually entered; attendance is outside their control.

Accept their strength and presence in the meta, then focus on learning the matchup.

It helps you stop obsessing over “what ifs” and start using actual results as data.

It points you toward specific matchup study, labbing, and set-play to counter them.

It keeps you from taking responsibility, which means you won’t improve.

Action Steps (Chunk 2)

After your next tournament, write down:

One thing you accept (e.g., “These were the players in my pool.”).

Two things you acknowledge & can work on (e.g., “I didn’t know X setup,” “I froze in scramble situations.”).

Take one character you struggle vs and schedule a 30–60 minute lab block just for that matchup.

Practice saying out loud after a loss: “They showed up, they played well, now I study this.”

Chunk 3 – Advice: Giving It and Receiving It

What this part covers

Useless advice: “Just block,” “Just run,” “Just whiff punish it,” “Just don’t get hit.”

Good advice is specific and contextual (“On wakeup here, block instead of up-backing; your turn comes after X situation.”)

Some people are bad at articulating advice.

Emotional state matters: tilted players can’t really take feedback.

Don’t give unsolicited advice to someone who’s clearly frustrated.

Key ideas

Acceptance: not everyone is good at explaining, and sometimes you’re too salty to listen.

Acknowledgement: you can ask for clarification, ask for examples, or review footage yourself.

Better framing: expand on someone’s existing style instead of trying to overwrite their identity.

Comprehension Questions (Chunk 3)

What’s the problem with “just block” as advice?

Why does your emotional state affect how well you can use feedback?

How can a strong offensive player be coached more effectively?

Why is unsolicited advice often unhelpful?

What should you do if someone gives you vague advice?

Answers

It’s too general; it doesn’t specify when, where, or what to look for.

When you’re tilted, your brain is busy defending your ego, not processing information.

By teaching them when it’s not their turn and how to “wait, then act” instead of telling them to stop attacking entirely.

Because the player may not be in a mental state to hear it, and it can feel condescending.

Ask them to expand (“In what situation?” “What should I look for?”) or treat it as a cue to review your replays yourself.

Action Steps (Chunk 3)

Next time you give advice, force yourself to use this format:

“When X situation happens and they do Y, you can respond with Z because reason.”

If someone says “just block,” reply with one follow-up question: “In what spots specifically should I choose to block instead of challenge?”

After a salty session, write down one situation that annoyed you and describe it neutrally (“They did X, I did Y, I got hit”), then revisit it when you’re calmer.

Chunk 4 – Decision-Making, Risk/Reward, and Names

What this part covers

Players saying “If I had just done X, I would have won.”

Nico’s approach: using SWOT-like thinking (strengths, weaknesses, opportunities, threats).

Treating “random” actions as information, not as cosmic injustice.

Daigo/Tokido as masters of risk/reward; US players often label the same reads as “random” instead of genius.

Don’t psych yourself out because of famous names.

Key ideas

Acceptance: the round is over, you can’t change the past.

Acknowledgement: your decision-making led to that situation; you can change your future choices.

Respect skill without giving their name mystical power.

Comprehension Questions (Chunk 4)

What does Nico do mentally after losing to something “random”?

How can treating losses as information change your mindset?

Why is it dangerous to over-focus on a famous player’s name?

What’s the difference between calling something “random” and calling it a “read”?

How does acceptance

mario050987·youtube.com·
Coffee With Kensou - Acceptance & Acknowledgement In Fighting Games
NurseLee_ on Twitter
NurseLee_ on Twitter
uploaded new video for Guilty Gear Strive! Now that 3rd Beta is on the way for Strive, I gotta show players what to expect! https://t.co/Flkb0aaIb1#GuiltyGearStrive #GGST_SO #GuiltyGear— NurseLee_ (@NurseLee_) April 7, 2021
mario050987·twitter.com·
NurseLee_ on Twitter
How to play & learn Neutral or Footsies with Street Fighter 5. An Easy Guide to play Fighting Games!
How to play & learn Neutral or Footsies with Street Fighter 5. An Easy Guide to play Fighting Games!

Video Summary

Title: How to play & learn Neutral or Footsies with Street Fighter 5. An Easy Guide to play Fighting Games!

The video focuses on teaching the fundamentals of neutral play (footsies) in Street Fighter 5. The creator uses a personal match against a friend’s Ryu to illustrate key concepts. The central message is that neutral is less about reaction speed and more about positioning, spacing, patience, and mind games. By understanding how to control ranges and interpret opponents’ tendencies, players can make safer, more effective decisions.

Chunked Summary with Actionable Lessons, Questions, and Action Steps Chunk 1: Understanding Neutral

Main Concepts:

Neutral is when both characters have no inherent advantage.

Success in neutral is about controlling space, observing tendencies, and making safe decisions.

Example: Poison’s crouching heavy punch and medium whip control round-start spacing.

Actionable Lessons:

Don’t overextend when you have the lead.

Focus on observing opponent behavior before committing.

Comprehension Questions:

What is “neutral” in fighting games?

Answer: A state where neither player has a guaranteed advantage; both are trying to control space.

Why is Poison’s crouching heavy punch significant?

Answer: It covers early-round spacing and prevents easy approaches.

Action Steps:

Play matches without trying to win immediately—focus on controlling space.

Observe what normals your opponent frequently uses at neutral range.

Chunk 2: Mind Games in Neutral

Main Concepts:

Neutral involves a cycle of actions and reactions—a “rock-paper-scissors” system.

Players can act to:

Stop the opponent’s approach.

Whiff punish a normal.

Jump or dash to create uncertainty.

Safe play often means doing nothing risky if you have the lead.

Actionable Lessons:

Neutral isn’t just reaction—it’s prediction and positioning.

Pressure your opponent subtly rather than overcommitting.

Comprehension Questions:

What are the three basic options a player has in neutral?

Answer: Stop the approach, whiff punish, or take a less-reactable action like jumping/dashing.

Why is it sometimes better to “do nothing” in neutral?

Answer: If you have the lead, avoiding risks preserves it and forces the opponent to make mistakes.

Action Steps:

Practice holding position while observing the opponent’s tendencies.

Drill the three neutral options in training mode to recognize when each is appropriate.

Chunk 3: Spacing and Whiff Punishing

Main Concepts:

Proper spacing allows whiff punishes and avoids getting hit by anti-airs.

Example: If a player repeatedly uses a normal to stop your advance, you can step outside its range and punish.

Jumping is risky if the opponent is spacing normals effectively.

Actionable Lessons:

Patience is key—wait for the opponent to make a mistake.

Adjust positioning to exploit openings rather than forcing attacks.

Comprehension Questions:

What does “whiff punishing” mean?

Answer: Hitting an opponent after they miss an attack due to poor spacing or timing.

Why can jumping be risky against spaced-out normals?

Answer: Well-spaced normals can be anti-aired, leading to a punish.

Action Steps:

Practice spacing to control the range of your attacks and normals.

Drill whiff punishes in training mode against common normals.

Chunk 4: Rotating Wheel of Neutral

Main Concepts:

Neutral is a continuous cycle: act, react, anticipate, and adapt.

Mind games revolve around observing patterns, baiting responses, and choosing the best option at the right time.

Example: Players can condition opponents to press buttons, then punish, dash, or jump.

Actionable Lessons:

Think of neutral as a dynamic conversation, not static exchanges.

Conditioning your opponent is as important as attacking.

Comprehension Questions:

What is meant by “rotating wheel” in neutral?

Answer: The cycle of actions, reactions, and adaptations in footsies.

How can conditioning affect your opponent’s behavior?

Answer: By making them expect one response, you can punish or evade it effectively.

Action Steps:

Play training matches focusing on conditioning an opponent to respond predictably.

Track common patterns to exploit during neutral exchanges.

Super-Summary (Concise Key Insights)

Neutral in Street Fighter 5 is about space control, patience, and mind games rather than brute reaction speed. Effective neutral play involves:

Observing opponent tendencies and controlling ranges.

Making safe decisions, especially when you have the lead.

Utilizing whiff punishes, jumps, and dashes strategically.

Understanding neutral as a cycle of actions and reactions (“rotating wheel”).

Conditioning your opponent to create openings.

Key Action Steps:

Focus on controlling spacing and observing patterns.

Prioritize safe play over risky attacks.

Practice whiff punishing and conditioning in training mode.

Approach neutral as a mind game, not a reaction test.

Optional 3-Day Spaced Review Plan

Day 1: Watch a match and identify neutral exchanges. Focus on spacing and waiting for whiff opportunities.

Day 2: Drill whiff punishes and defensive mid-range play in training mode. Record patterns observed.

Day 3: Play matches emphasizing mind games and conditioning opponents. Reflect on successes and mistakes from Day 1 & 2.

mario050987·youtube.com·
How to play & learn Neutral or Footsies with Street Fighter 5. An Easy Guide to play Fighting Games!
Alioune on Twitter
Alioune on Twitter
#GGST Instant Faultless fuzzy super jump is going to be hard to deal with on opponent's wakeup.— Alioune (@Alioune85) March 8, 2021
mario050987·twitter.com·
Alioune on Twitter
miles on Twitter
miles on Twitter
#ggst hit confirm on ch is cheap. Huuuge cancel window like 45 frames. #PS4sharehttps://t.co/gBzjHfXvYl pic.twitter.com/GXEDRF1TUr— miles (@morriganVS) March 5, 2021
mario050987·twitter.com·
miles on Twitter