System & General Resources

System & General Resources

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Moryu on Twitter
Moryu on Twitter
300超えるなら狙う価値あるかもなぁ、ちょっとタイミング難しいけど…#GGST_AX pic.twitter.com/6hLdKlq4W2— Moryu (@moryuyrom) February 22, 2022
mario050987·t.co·
Moryu on Twitter
Moryu on Twitter
Moryu on Twitter
300超えるなら狙う価値あるかもなぁ、ちょっとタイミング難しいけど…#GGST_AX pic.twitter.com/6hLdKlq4W2— Moryu (@moryuyrom) February 22, 2022
mario050987·t.co·
Moryu on Twitter
Guilty Gear Strive Character Breakdown pt. 2
Guilty Gear Strive Character Breakdown pt. 2
Here's the second part of my breakdown for the base roster characters in Guilty Gear Strive. Happy to be done with this project. Time stamps: 00:00 Intro 01:07 Ramlethal Valentine 07:28 Leo Whitefang 18:16 Nagoriyuki 27:54 Giovanna 35:05 Anji Mito 42:32 I-No 49:49 Outro #GuiltyGearStrive #GGST #GGSTCharacters
mario050987·youtube.com·
Guilty Gear Strive Character Breakdown pt. 2
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
FD慣性の検証。空中移動距離が伸びますね。興味深いです。 #GGST_MA pic.twitter.com/FPjTvhzMKt— のどごしダイナミック (@nodogoshi0811) February 19, 2022
mario050987·t.co·
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
FD慣性を生かすとふんわりした攻めも緩急の激しい攻めにできて強そうな気がします。下半身に届くjHSで6Pの無敵に勝ってますね。実用性はまだまだ検証段階ですが。。 #GGST_MA pic.twitter.com/N7nXP9uAuE— のどごしダイナミック (@nodogoshi0811) February 19, 2022
mario050987·t.co·
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
FD慣性を生かすとふんわりした攻めも緩急の激しい攻めにできて強そうな気がします。下半身に届くjHSで6Pの無敵に勝ってますね。実用性はまだまだ検証段階ですが。。 #GGST_MA pic.twitter.com/N7nXP9uAuE— のどごしダイナミック (@nodogoshi0811) February 19, 2022
mario050987·t.co·
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
のどごしダイナミック on Twitter
FD慣性を生かすとふんわりした攻めも緩急の激しい攻めにできて強そうな気がします。下半身に届くjHSで6Pの無敵に勝ってますね。実用性はまだまだ検証段階ですが。。 #GGST_MA pic.twitter.com/N7nXP9uAuE— のどごしダイナミック (@nodogoshi0811) February 19, 2022
mario050987·t.co·
のどごしダイナミック on Twitter
Please, Stop Gold Bursting (Analysis)
Please, Stop Gold Bursting (Analysis)
Do it for the me that is playing with you. Watch me on Twitch! I stream in the afternoons on weekdays: http://twitch.tv/hotashi Follow me on Twitter! http://twitter.com/hotashis
mario050987·youtube.com·
Please, Stop Gold Bursting (Analysis)
How to make move renders for GGST without green screen color casts (V3)
How to make move renders for GGST without green screen color casts (V3)
https://gamebanana.com/mods/296327 https://software.intel.com/content/www/us/en/develop/tools/graphics-performance-analyzers/graphics-frame-analyzer.html (i wish this wasnt a webapp) https://www.photopea.com/ https://github.com/AltimorTASDK/strivehitboxes 0:00 Setup + tools 01:57 Taking Captures 2:46 Drawcall Intro 04:46 Basic PS Edit 05:47 Deleting Calls 07:18 Selection Tips 08:55 Moves With Effects 10:03 Editing with Effects 11:18 Adding Glows 13:10 Hitboxes 15:25 Effects w/o transparency 16:18 Simple Effects 16:33 Outro
mario050987·youtube.com·
How to make move renders for GGST without green screen color casts (V3)
Gelatin on Twitter
Gelatin on Twitter
Contrary to popular belief, FD is NOT bugged!FD itself does not interact with the input buffer at all! In fact, the most likely cause of errors is mistimed tap FD inputs. And this behavior is 100% intended and is even present in Xrd.Full video below!#GGST https://t.co/XhS3dm1swj pic.twitter.com/7geWkIypRv— Gelatin (@bearhugprime) February 14, 2022
mario050987·t.co·
Gelatin on Twitter
Gelatin on Twitter
Gelatin on Twitter
Contrary to popular belief, FD is NOT bugged!FD itself does not interact with the input buffer at all! In fact, the most likely cause of errors is mistimed tap FD inputs. And this behavior is 100% intended and is even present in Xrd.Full video below!#GGST https://t.co/XhS3dm1swj pic.twitter.com/7geWkIypRv— Gelatin (@bearhugprime) February 14, 2022
mario050987·t.co·
Gelatin on Twitter
Gelatin on Twitter
Gelatin on Twitter
Contrary to popular belief, FD is NOT bugged!FD itself does not interact with the input buffer at all! In fact, the most likely cause of errors is mistimed tap FD inputs. And this behavior is 100% intended and is even present in Xrd.Full video below!#GGST https://t.co/XhS3dm1swj pic.twitter.com/7geWkIypRv— Gelatin (@bearhugprime) February 14, 2022
mario050987·t.co·
Gelatin on Twitter
If Your Fighting Game Opponent Refuses to Approach You, Do This...
If Your Fighting Game Opponent Refuses to Approach You, Do This...
Follow Me! https://twitter.com/AndyLO2_ Watch me LIVE! https://www.twitch.tv/andylo2 If Your Fighting Game Opponent Refuses to Approach You, Do This... Fighting Game Fighting Game Community Street Fighter Guilty Gear Mortal Kombat Tekken Dragon Ball FighterZ Capcom’s latest entry in the iconic Street Fighter franchise is Street Fighter V! This 5th iteration has tons of fighters from past entries such as Ryu, Ken, Zangief, Guile - and more. Most recently, the latest patch of the game introduces Akira and Oro to the game, with Luke coming soon. SF5 is available on both Microsoft Windows and Playstation 4 (PS4). #AndyLO2 #FightingGames #StreetFighter #GuiltyGear #MortalKombat #Tekken #Dbfz
mario050987·youtube.com·
If Your Fighting Game Opponent Refuses to Approach You, Do This...
Do You Ever Feel "Trapped" Into Playing Your Main Fighting Game?
Do You Ever Feel "Trapped" Into Playing Your Main Fighting Game?

✅ SUMMARY (Well-Structured, Clear, Comprehensive)

The speaker reflects on the psychological tension between sticking to a “main” fighting game—Street Fighter—and branching out into another game, Guilty Gear Strive. He feels trapped due to sunk cost fallacy, comfort with familiarity, and fear of losing to gimmicks in a new game. Despite enjoying Strive (and specifically Sol Badguy), he repeatedly feels pulled back to Street Fighter because it represents accumulated progress, long-term payoff, and transferable fundamentals.

However, he recognizes several truths:

Sunk cost is an illusion—playing another game isn’t wasted time.

Skills transfer more than expected, especially fundamentals between Street Fighter and Strive.

Trying new games is valid because the purpose is enjoyment, not obligation.

Strive’s superior netcode reduces friction, making experimentation appealing.

The internal resistance isn't realism, it’s emotional attachment disguised as logic.

Ultimately, the video is a self-aware monologue about breaking free from psychological barriers and letting oneself explore multiple games without guilt.

⭐ BULLET-POINT QUICK REVIEW

Sol Badguy feels uniquely fun and complex compared to other Strive characters.

The speaker feels trapped in Street Fighter due to sunk cost and mastery investment.

Losing to gimmicks in new games reinforces the urge to return to the familiar.

Skills from Street Fighter do transfer, though Strive requires new movement-based skills.

Strive is the most “Street Fighter-like” Guilty Gear in terms of grounded footsies.

Long-term thinking keeps him tied to Street Fighter, a stable IP with future continuity.

Strive’s rollback netcode is incredibly strong and enticing.

The video is a live internal debate: “I want to play Strive—but my brain pulls me back.”

🔷 CHUNKED SUMMARY WITH HEADINGS Chunk 1 — Enjoying Strive, Especially Sol, but Feeling Pulled Back

The speaker enjoys Sol in Guilty Gear Strive because Sol feels distinct from the rest of the cast and offers unique tools. However, every time he boots Strive, he feels he should be playing Street Fighter instead. This creates a feeling of being “trapped” by his main game, reinforced by sunk cost fallacy.

Comprehension Questions

Why does Sol appeal to the speaker?

What emotion does he feel when choosing Strive over Street Fighter?

What psychological concept does he relate this to?

Answers

Sol offers unique options unlike other Strive characters.

He feels guilty or “trapped” by his investment in Street Fighter.

Sunk cost fallacy.

Action Steps

Notice when guilt, not interest, dictates your game choice.

Give yourself permission to explore characters/games without expectation.

Label feelings (“this is sunk cost speaking”) to reduce their power.

Chunk 2 — Losing to Gimmicks Reinforces Staying in the Familiar

He becomes frustrated losing to unfamiliar Strive gimmicks, comparing it to how easily he would handle the situation in Street Fighter. This reinforces the pull toward the game where he already understands everything.

Questions

What specific experience makes him want to return to Street Fighter?

Why is losing in a new game extra frustrating?

Answers

Losing to simple or unknown gimmicks.

He knows he’d handle those situations in Street Fighter due to his experience.

Action Steps

Reframe early losses as data acquisition, not failure.

Track unfamiliar interactions to build matchup knowledge.

Accept the “beginner penalty” when learning new systems.

Chunk 3 — Skill Transfer Exists, But New Systems Must Be Learned

He acknowledges that fundamentals—spacing, neutral, defense—carry over. Strive requires learning new movement systems, air options, and momentum mechanics, but it’s not a full restart.

Questions

What transfers from Street Fighter to Strive?

What new skills must be developed?

Answers

Fundamentals like spacing and general neutral.

Air movement, momentum, running pressure, and anti-airing in a different engine.

Action Steps

Identify which fundamentals transfer so you can apply them consciously.

Build micro-drills focused on new movement systems.

Treat “engine learning” as a separate skill category.

Chunk 4 — Street Fighter as a Long-Term Investment

He feels future-oriented pressure: Street Fighter is a stable franchise, and fundamentals learned now will matter in future entries. This long-term thinking discourages him from spending time on other games.

Questions

Why does he feel Street Fighter is the safest investment?

What mindset traps him in that game?

Answers

Because knowledge and fundamentals transfer to future Street Fighter titles.

Long-term thinking and fear that time spent elsewhere isn’t “productive.”

Action Steps

Clarify your personal goal: fun, mastery, career, or variety?

Allow yourself “exploration windows” where fun is the objective.

Separate future planning from present enjoyment.

Chunk 5 — Why Strive Pulls Him: Godlike Netcode

Strive’s rollback netcode is extremely stable and consistent, providing near-offline gameplay. Even with some Wi-Fi players, the experience is far smoother than many other titles.

Questions

What makes Strive especially appealing?

What networking issues bother him in other games?

Answers

Excellent rollback netcode with reliable match quality.

One-sided rollback, delay-based systems, and poor performance from weaker hardware.

Action Steps

When choosing a new game to learn, factor in training environment stability.

Use Strive’s netcode to maximize repetitions and matchup experience.

Chunk 6 — The Monologue: Talking Himself Into Freedom

He admits the video is an unscripted inner monologue as he tries to convince himself to play Strive. Ultimately, it's about overcoming internal barriers, not switching games.

Questions

Why did he make this video?

What realization is he moving toward?

Answers

To process his own thoughts about feeling trapped in a main game.

That he’s allowed to play multiple games without guilt.

Action Steps

Treat game choice as a form of self-expression, not obligation.

Do a weekly check-in: “Am I playing what I want or what I feel forced to?”

When feeling stuck, monologue or journal through the resistance.

🧠 SUPER-SUMMARY (Under 1 Page)

The creator discusses the psychological struggle of feeling “trapped” in Street Fighter due to sunk cost and mastery investment, even though he genuinely enjoys playing Guilty Gear Strive—especially Sol. Losing to unfamiliar Strive gimmicks and lacking established knowledge causes frustration, reinforcing the appeal of staying with his main game.

He acknowledges, however, that many Street Fighter fundamentals transfer naturally to Strive, and that the transition wouldn’t require rebuilding from zero. Strive still demands new system-specific skills related to movement and momentum, but the learning curve is manageable.

Street Fighter’s strong long-term value—its stable competitive environment and fundamental consistency—creates an internal argument against diversifying. Yet Strive’s exceptional rollback netcode and sheer fun generate their own pull.

In the end, the monologue is a self-aware attempt to break the mental trap of obligation: fighting games are supposed to be fun, and exploring multiple games isn’t a betrayal of progress. The speaker concludes that he simply needs to let himself enjoy both without guilt.

🗓️ 3-DAY SPACED REVIEW PLAN Day 1 — Immediate Review

Re-read the bullet points and super-summary.

Reflect on which psychological barrier (sunk cost, frustration, long-term thinking) resonates most with you.

Day 2 — Active Recall

Without looking, write down:

Why the speaker feels trapped

What Strive offers that pulls him

What skills transfer between games

Then compare with the summary.

Day 3 — Application

Ask yourself: “Do I ever feel trapped by my main game?” “What would exploring a second game give me?”

Apply one action step from any chunk while training.

mario050987·youtube.com·
Do You Ever Feel "Trapped" Into Playing Your Main Fighting Game?
If Your Fighting Game Opponent Refuses to Approach You, Do This...
If Your Fighting Game Opponent Refuses to Approach You, Do This...
Follow Me! https://twitter.com/AndyLO2_ Watch me LIVE! https://www.twitch.tv/andylo2 If Your Fighting Game Opponent Refuses to Approach You, Do This... Fighting Game Fighting Game Community Street Fighter Guilty Gear Mortal Kombat Tekken Dragon Ball FighterZ Capcom’s latest entry in the iconic Street Fighter franchise is Street Fighter V! This 5th iteration has tons of fighters from past entries such as Ryu, Ken, Zangief, Guile - and more. Most recently, the latest patch of the game introduces Akira and Oro to the game, with Luke coming soon. SF5 is available on both Microsoft Windows and Playstation 4 (PS4). #AndyLO2 #FightingGames #StreetFighter #GuiltyGear #MortalKombat #Tekken #Dbfz
mario050987·youtube.com·
If Your Fighting Game Opponent Refuses to Approach You, Do This...
Gelatin on Twitter
Gelatin on Twitter
Contrary to popular belief, FD is NOT bugged!FD itself does not interact with the input buffer at all! In fact, the most likely cause of errors is mistimed tap FD inputs. And this behavior is 100% intended and is even present in Xrd.Full video below!#GGST https://t.co/XhS3dm1swj pic.twitter.com/7geWkIypRv— Gelatin (@bearhugprime) February 14, 2022
mario050987·t.co·
Gelatin on Twitter
Fighting Game Offense Ft. Goldlewis
Fighting Game Offense Ft. Goldlewis

🎮 Fighting Game Offense ft. Goldlewis — Structured Summary

  1. High-Level Summary

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

The offense follows a repeating cycle:

Blockstrings to build resources and establish pressure

Intentional gaps to bait counter-hits

Pressure resets once the opponent is scared

Throws and mix-ups to punish passive defense

Enders that restart offense, not neutral

Goldlewis excels because he:

Deals huge chip damage

Gains strong meter and security level

Converts counter-hits into massive damage

Has threatening high/low + throw pressure

Can safely re-enter offense using Thunderbird

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

  1. Condensed Bullet-Point Version (Quick Review)

Offense starts after a hit or knockdown, not in neutral

Blockstrings are the foundation of all offense

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

Introduce gaps to bait opponent button presses

Punish those presses with counter-hits

Once they fear pressing buttons → reset pressure

Use tools like Thunderbird to safely re-engage

If they block forever → throw them

If they try to escape throws → counter-hit them

Add high/low mix-ups once respect is established

Always end combos in ways that restart offense

Optimize later—start with a simple, repeatable game plan

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

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

Key Points:

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

Neutral is about getting in; offense is about staying in

Goldlewis is used because his tools exaggerate these principles

Comprehension Questions

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

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

Action Steps

Separate your thinking: neutral plans vs offense plans

Review replays and isolate moments after knockdowns

Chunk 2: Blockstrings — The Foundation of Offense

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

Why Blockstrings Matter:

Deal chip damage

Build meter and tension

Increase Goldlewis’s security level

Force the opponent into passivity

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

Comprehension Questions

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

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

Action Steps

Practice clean, consistent blockstrings

Measure success by resource gain, not hits

Chunk 3: Introducing Gaps & Counter-Hits

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

How It Works:

Slightly delay cancels to create gaps

Gaps invite jabs or mashing

Punish with counter-hits

Goldlewis gets huge reward from these

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

Comprehension Questions

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

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

Action Steps

Lab delayed timings in your pressure

Identify safe gap points in your strings

Chunk 4: Resetting Pressure Once They’re Afraid

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

Goldlewis Tools:

Thunderbird covers approach

Run back in safely

Restart blockstrings

Loop pressure endlessly

This creates a fear → reset → fear loop.

Comprehension Questions

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

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

Action Steps

Identify your character’s pressure reset tool

Practice resetting instead of over-committing

Chunk 5: Throws — Punishing Passive Defense

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

Important Notes:

Damage doesn’t matter—fear does

Throws force reactions (jumping, mashing)

Those reactions re-open counter-hit opportunities

This completes the offensive triangle: Block → Mash → Throw

Comprehension Questions

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

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

Action Steps

Add throws deliberately into pressure

Track how opponents respond after getting thrown

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

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

Goldlewis Specifics:

Overheads are slow but rewarding

Even on block, Goldlewis is highly plus

Opponents can challenge—but that risks counter-hits

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

Comprehension Questions

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

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

Action Steps

Only use mix-ups after establishing block pressure

Learn which options keep you plus on block

Chunk 7: Structuring Offense (Training Mindset)

Core Idea: Offense should be structured, not improvised.

Training Goals:

Pre-build strong offensive strings

Remove decision fatigue

Free mental space to read the opponent

This lets offense become subconscious.

Comprehension Questions

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

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

Action Steps

Create 2–3 go-to offensive sequences

Drill until execution is automatic

Chunk 8: Ending Offense So It Continues

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

Best Practices:

End combos in knockdowns near you

Use Thunderbird or meaty pressure

Avoid knockbacks that reset neutral

Big Mistake: Winning a hit but losing momentum.

Comprehension Questions

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

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

Action Steps

Review your combo enders

Optimize for pressure continuation, not damage

  1. Super-Summary (Under 1 Page)

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

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

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – Conceptual Understanding

Re-read chunks 1–3

Identify where your character builds pressure similarly

Day 2 – Application

Lab blockstrings with intentional gaps

Practice pressure resets after counter-hits

Day 3 – Optimization

Review combo enders

Adjust routes to restart offense consistently

mario050987·youtube.com·
Fighting Game Offense Ft. Goldlewis
Fighting Game Offense Ft. Goldlewis
Fighting Game Offense Ft. Goldlewis

🎮 Fighting Game Offense ft. Goldlewis — Structured Summary

  1. High-Level Summary

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

The offense follows a repeating cycle:

Blockstrings to build resources and establish pressure

Intentional gaps to bait counter-hits

Pressure resets once the opponent is scared

Throws and mix-ups to punish passive defense

Enders that restart offense, not neutral

Goldlewis excels because he:

Deals huge chip damage

Gains strong meter and security level

Converts counter-hits into massive damage

Has threatening high/low + throw pressure

Can safely re-enter offense using Thunderbird

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

  1. Condensed Bullet-Point Version (Quick Review)

Offense starts after a hit or knockdown, not in neutral

Blockstrings are the foundation of all offense

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

Introduce gaps to bait opponent button presses

Punish those presses with counter-hits

Once they fear pressing buttons → reset pressure

Use tools like Thunderbird to safely re-engage

If they block forever → throw them

If they try to escape throws → counter-hit them

Add high/low mix-ups once respect is established

Always end combos in ways that restart offense

Optimize later—start with a simple, repeatable game plan

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

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

Key Points:

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

Neutral is about getting in; offense is about staying in

Goldlewis is used because his tools exaggerate these principles

Comprehension Questions

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

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

Action Steps

Separate your thinking: neutral plans vs offense plans

Review replays and isolate moments after knockdowns

Chunk 2: Blockstrings — The Foundation of Offense

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

Why Blockstrings Matter:

Deal chip damage

Build meter and tension

Increase Goldlewis’s security level

Force the opponent into passivity

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

Comprehension Questions

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

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

Action Steps

Practice clean, consistent blockstrings

Measure success by resource gain, not hits

Chunk 3: Introducing Gaps & Counter-Hits

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

How It Works:

Slightly delay cancels to create gaps

Gaps invite jabs or mashing

Punish with counter-hits

Goldlewis gets huge reward from these

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

Comprehension Questions

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

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

Action Steps

Lab delayed timings in your pressure

Identify safe gap points in your strings

Chunk 4: Resetting Pressure Once They’re Afraid

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

Goldlewis Tools:

Thunderbird covers approach

Run back in safely

Restart blockstrings

Loop pressure endlessly

This creates a fear → reset → fear loop.

Comprehension Questions

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

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

Action Steps

Identify your character’s pressure reset tool

Practice resetting instead of over-committing

Chunk 5: Throws — Punishing Passive Defense

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

Important Notes:

Damage doesn’t matter—fear does

Throws force reactions (jumping, mashing)

Those reactions re-open counter-hit opportunities

This completes the offensive triangle: Block → Mash → Throw

Comprehension Questions

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

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

Action Steps

Add throws deliberately into pressure

Track how opponents respond after getting thrown

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

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

Goldlewis Specifics:

Overheads are slow but rewarding

Even on block, Goldlewis is highly plus

Opponents can challenge—but that risks counter-hits

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

Comprehension Questions

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

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

Action Steps

Only use mix-ups after establishing block pressure

Learn which options keep you plus on block

Chunk 7: Structuring Offense (Training Mindset)

Core Idea: Offense should be structured, not improvised.

Training Goals:

Pre-build strong offensive strings

Remove decision fatigue

Free mental space to read the opponent

This lets offense become subconscious.

Comprehension Questions

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

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

Action Steps

Create 2–3 go-to offensive sequences

Drill until execution is automatic

Chunk 8: Ending Offense So It Continues

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

Best Practices:

End combos in knockdowns near you

Use Thunderbird or meaty pressure

Avoid knockbacks that reset neutral

Big Mistake: Winning a hit but losing momentum.

Comprehension Questions

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

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

Action Steps

Review your combo enders

Optimize for pressure continuation, not damage

  1. Super-Summary (Under 1 Page)

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

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

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – Conceptual Understanding

Re-read chunks 1–3

Identify where your character builds pressure similarly

Day 2 – Application

Lab blockstrings with intentional gaps

Practice pressure resets after counter-hits

Day 3 – Optimization

Review combo enders

Adjust routes to restart offense consistently

mario050987·youtube.com·
Fighting Game Offense Ft. Goldlewis
Fighting Game Offense Ft. Goldlewis
Fighting Game Offense Ft. Goldlewis

🎮 Fighting Game Offense ft. Goldlewis — Structured Summary

  1. High-Level Summary

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

The offense follows a repeating cycle:

Blockstrings to build resources and establish pressure

Intentional gaps to bait counter-hits

Pressure resets once the opponent is scared

Throws and mix-ups to punish passive defense

Enders that restart offense, not neutral

Goldlewis excels because he:

Deals huge chip damage

Gains strong meter and security level

Converts counter-hits into massive damage

Has threatening high/low + throw pressure

Can safely re-enter offense using Thunderbird

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

  1. Condensed Bullet-Point Version (Quick Review)

Offense starts after a hit or knockdown, not in neutral

Blockstrings are the foundation of all offense

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

Introduce gaps to bait opponent button presses

Punish those presses with counter-hits

Once they fear pressing buttons → reset pressure

Use tools like Thunderbird to safely re-engage

If they block forever → throw them

If they try to escape throws → counter-hit them

Add high/low mix-ups once respect is established

Always end combos in ways that restart offense

Optimize later—start with a simple, repeatable game plan

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

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

Key Points:

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

Neutral is about getting in; offense is about staying in

Goldlewis is used because his tools exaggerate these principles

Comprehension Questions

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

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

Action Steps

Separate your thinking: neutral plans vs offense plans

Review replays and isolate moments after knockdowns

Chunk 2: Blockstrings — The Foundation of Offense

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

Why Blockstrings Matter:

Deal chip damage

Build meter and tension

Increase Goldlewis’s security level

Force the opponent into passivity

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

Comprehension Questions

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

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

Action Steps

Practice clean, consistent blockstrings

Measure success by resource gain, not hits

Chunk 3: Introducing Gaps & Counter-Hits

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

How It Works:

Slightly delay cancels to create gaps

Gaps invite jabs or mashing

Punish with counter-hits

Goldlewis gets huge reward from these

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

Comprehension Questions

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

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

Action Steps

Lab delayed timings in your pressure

Identify safe gap points in your strings

Chunk 4: Resetting Pressure Once They’re Afraid

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

Goldlewis Tools:

Thunderbird covers approach

Run back in safely

Restart blockstrings

Loop pressure endlessly

This creates a fear → reset → fear loop.

Comprehension Questions

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

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

Action Steps

Identify your character’s pressure reset tool

Practice resetting instead of over-committing

Chunk 5: Throws — Punishing Passive Defense

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

Important Notes:

Damage doesn’t matter—fear does

Throws force reactions (jumping, mashing)

Those reactions re-open counter-hit opportunities

This completes the offensive triangle: Block → Mash → Throw

Comprehension Questions

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

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

Action Steps

Add throws deliberately into pressure

Track how opponents respond after getting thrown

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

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

Goldlewis Specifics:

Overheads are slow but rewarding

Even on block, Goldlewis is highly plus

Opponents can challenge—but that risks counter-hits

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

Comprehension Questions

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

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

Action Steps

Only use mix-ups after establishing block pressure

Learn which options keep you plus on block

Chunk 7: Structuring Offense (Training Mindset)

Core Idea: Offense should be structured, not improvised.

Training Goals:

Pre-build strong offensive strings

Remove decision fatigue

Free mental space to read the opponent

This lets offense become subconscious.

Comprehension Questions

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

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

Action Steps

Create 2–3 go-to offensive sequences

Drill until execution is automatic

Chunk 8: Ending Offense So It Continues

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

Best Practices:

End combos in knockdowns near you

Use Thunderbird or meaty pressure

Avoid knockbacks that reset neutral

Big Mistake: Winning a hit but losing momentum.

Comprehension Questions

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

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

Action Steps

Review your combo enders

Optimize for pressure continuation, not damage

  1. Super-Summary (Under 1 Page)

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

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

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

  1. Optional 3-Day Spaced Review Plan

Day 1 – Conceptual Understanding

Re-read chunks 1–3

Identify where your character builds pressure similarly

Day 2 – Application

Lab blockstrings with intentional gaps

Practice pressure resets after counter-hits

Day 3 – Optimization

Review combo enders

Adjust routes to restart offense consistently

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

🎮 Video Summary

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

1️⃣ Full Summary (Conceptual Overview)

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

The five options are:

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

Throws – Punish passive defense once meaties are respected

Delayed Options – Catch fuzzy defense, backdashes, and reversals

Reaction Play – Temporarily give up offense to gather information

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

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

2️⃣ Condensed Bullet-Point Summary (Quick Review)

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

Slightly late meaties can still work but change what they beat

Meaties lose to invincible reversals unless timed to recover in time

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

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

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

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

Reaction play gathers data when reads are unclear

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

Strong offense cycles between these tools, not spams one

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

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

Key Insights

Perfect meaty beats wake-up throw cleanly

Slight delay can still catch backdash + fuzzy jump

Meaties lose to invincible supers and DPs unless timed to recover

Being close matters—no threat = opponent blocks freely

Comprehension Questions

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

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

Action Steps

Practice consistent meaty timing in training mode

Test “slightly late” meaties vs fuzzy jump and backdash

Learn which of your meaties recover in time vs reversals

🔹 Chunk 2: Throws – Reward for Conditioning

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

Key Insights

Throws are strongest after meaty conditioning

Fast buttons (≤5f startup) beat throw attempts

Opponents may fuzzy jump or late-tech throws

Command grabs bypass many defensive options

Comprehension Questions

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

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

Action Steps

Track how often opponents block on wake-up

Introduce throws only after meaties land or are respected

Learn your character’s throw ranges and command grabs

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

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

Key Insights

Delays beat fuzzy jump, late throw tech, and reversals

Larger gaps invite opponent action

Delays are risky but information-rich

Requires prior conditioning to prevent mash

Comprehension Questions

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

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

Action Steps

Practice delay timings after knockdowns

Test which delays block DPs vs catch backdash

Use counter-hits to reinforce delayed pressure

🔹 Chunk 4: Reaction Play – See the Invisible

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

Key Insights

You can’t always confirm fuzzy options mid-pressure

Waiting exposes jumps, reversals, buttons, and supers

Reaction play gathers real data

Temporary passivity strengthens long-term offense

Comprehension Questions

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

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

Action Steps

After knockdowns, occasionally wait and observe

Log opponent responses mentally

Shift back to offense once patterns appear

🔹 Chunk 5: Mixups – Ending the Game

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

Key Insights

Mixups bypass defense entirely

Uncharged 5D PRC has no OS or fuzzy answer

Afro crossups and meter usage amplify threat

Mixups work best after conditioning

Comprehension Questions

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

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

Action Steps

Identify your character’s strongest mixups

Spend meter intentionally, not randomly

Use mixups after establishing respect with pressure

4️⃣ Super-Summary (Under 1 Page)

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

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

5️⃣ Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Review all five options

Watch replays and identify which option you overuse

Day 2 – Application

Practice meaty timing and delayed pressure in training

Intentionally test reaction play in matches

Day 3 – Integration

Rotate between options deliberately in real matches

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

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

🎮 Video Summary

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

1️⃣ Full Summary (Conceptual Overview)

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

The five options are:

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

Throws – Punish passive defense once meaties are respected

Delayed Options – Catch fuzzy defense, backdashes, and reversals

Reaction Play – Temporarily give up offense to gather information

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

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

2️⃣ Condensed Bullet-Point Summary (Quick Review)

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

Slightly late meaties can still work but change what they beat

Meaties lose to invincible reversals unless timed to recover in time

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

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

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

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

Reaction play gathers data when reads are unclear

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

Strong offense cycles between these tools, not spams one

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

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

Key Insights

Perfect meaty beats wake-up throw cleanly

Slight delay can still catch backdash + fuzzy jump

Meaties lose to invincible supers and DPs unless timed to recover

Being close matters—no threat = opponent blocks freely

Comprehension Questions

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

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

Action Steps

Practice consistent meaty timing in training mode

Test “slightly late” meaties vs fuzzy jump and backdash

Learn which of your meaties recover in time vs reversals

🔹 Chunk 2: Throws – Reward for Conditioning

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

Key Insights

Throws are strongest after meaty conditioning

Fast buttons (≤5f startup) beat throw attempts

Opponents may fuzzy jump or late-tech throws

Command grabs bypass many defensive options

Comprehension Questions

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

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

Action Steps

Track how often opponents block on wake-up

Introduce throws only after meaties land or are respected

Learn your character’s throw ranges and command grabs

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

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

Key Insights

Delays beat fuzzy jump, late throw tech, and reversals

Larger gaps invite opponent action

Delays are risky but information-rich

Requires prior conditioning to prevent mash

Comprehension Questions

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

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

Action Steps

Practice delay timings after knockdowns

Test which delays block DPs vs catch backdash

Use counter-hits to reinforce delayed pressure

🔹 Chunk 4: Reaction Play – See the Invisible

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

Key Insights

You can’t always confirm fuzzy options mid-pressure

Waiting exposes jumps, reversals, buttons, and supers

Reaction play gathers real data

Temporary passivity strengthens long-term offense

Comprehension Questions

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

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

Action Steps

After knockdowns, occasionally wait and observe

Log opponent responses mentally

Shift back to offense once patterns appear

🔹 Chunk 5: Mixups – Ending the Game

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

Key Insights

Mixups bypass defense entirely

Uncharged 5D PRC has no OS or fuzzy answer

Afro crossups and meter usage amplify threat

Mixups work best after conditioning

Comprehension Questions

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

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

Action Steps

Identify your character’s strongest mixups

Spend meter intentionally, not randomly

Use mixups after establishing respect with pressure

4️⃣ Super-Summary (Under 1 Page)

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

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

5️⃣ Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Review all five options

Watch replays and identify which option you overuse

Day 2 – Application

Practice meaty timing and delayed pressure in training

Intentionally test reaction play in matches

Day 3 – Integration

Rotate between options deliberately in real matches

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

mario050987·youtube.com·
five ways to build a castle on the bones of your enemies - Offense.mp4 - Guilty Gear Strive Tutorial
PS5:GUILTY GEAR STRIVEジャック・オー画面端2HSカウンター ノーゲージコンボ、ジオヴァーナ画面端、リスクゲージMAXコンボ、めくりポエンチからのコンボ他
PS5:GUILTY GEAR STRIVEジャック・オー画面端2HSカウンター ノーゲージコンボ、ジオヴァーナ画面端、リスクゲージMAXコンボ、めくりポエンチからのコンボ他
#GGStrive #ギルティギア #Combo
mario050987·youtube.com·
PS5:GUILTY GEAR STRIVEジャック・オー画面端2HSカウンター ノーゲージコンボ、ジオヴァーナ画面端、リスクゲージMAXコンボ、めくりポエンチからのコンボ他
Build a FORTRESS DEFENSE - Defense.mp4 - Guilty Gear Strive Tutorial
Build a FORTRESS DEFENSE - Defense.mp4 - Guilty Gear Strive Tutorial
In this video, we take a little looksie at five VERY important defensive options. If you don't know why you're getting opened up, one of these may be the answer. Twitch: https://www.twitch.tv/krackatoa/ Twitter: https://www.twitter.com/koryuken/ Discord: https://discord.gg/pexw7AzVWq #GuiltyGear #GuiltyGearStrive #Faust My name is Krackatoa and I'm a longtime tournament player in Guilty Gear and a variety of other fighting games. I do science and have gigantic FGC thoughts. Looking for Guilty Gear sets? Clips? Highlights? Tutorials? Tech videos? Faust mix? Crazy setups? Dumb item combos? I have it here. On my twitch page I stream tons of Guilty Gear Accent Core +R, Guilty Gear Xrd and Guilty Gear Strive.. SUBSCRIBE https://www.youtube.com/c/krackatoa/ New Guilty Gear videos for Accent Core +R, Xrd and Strive. Lots of Faust tech and breakdowns for all characters coming.
mario050987·youtube.com·
Build a FORTRESS DEFENSE - Defense.mp4 - Guilty Gear Strive Tutorial
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters

Summary: In this video, the focus is on understanding the strategic interactions between Ky Kiske and Leo Whitefang in Guilty Gear Strive, particularly around the strike-throw mixup, and how to exploit Leo's defensive options when Ky applies a frame trap. Chunk 1: Introduction to the Problem

Key Concept: Ky's frame traps, particularly the 5K > 2D and close slash > 2D combos, are commonly used to pressure opponents, but Leo can often DP through these gaps.

Misconception: Initially, it seems there's no way to stop Leo’s Dragon Punch (DP) from breaking these gaps in Ky's offense.

Comprehension Questions:

What frame traps are being discussed in this video?

Why can Leo’s DP counter these frame traps?

Action Step: Practice identifying when there’s a gap in Ky’s strings to recognize when Leo can potentially DP. This helps prepare you for more advanced counters.

Chunk 2: The Surprising Discovery

New Insight: When Ky uses 5K > 2D or close slash > 2D, Leo is forced to block crouching. If Leo attempts to DP in this situation, he gets punished with a hard knockdown.

Significance: This discovery shifts the mind game. Rather than assuming the gap is always exploitable by DP, Ky can use this situation to his advantage and create a unique okizeme setup.

Comprehension Questions:

What is the key difference in Leo's response when Ky uses 5K > 2D compared to other frame traps?

What happens when Leo attempts to DP during the 5K > 2D setup?

Action Step: Use 5K > 2D or close slash > 2D strategically to force Leo into a defensive position. From here, you can experiment with 5D or grabs for mind games.

Chunk 3: Leo’s Defensive Options

Testing Leo's Defense: The video tests Leo’s different defensive options:

Backdash – Doesn’t work against Ky's frame traps.

Faultless Defense (FD) – Doesn’t prevent Ky from establishing a strong mixup.

Fuzzy Jump – Easily punished.

Mashing – Leo can mash out of certain situations, but it doesn't punish the lack of a gap.

Comprehension Questions:

Which defensive options does Leo have to deal with Ky's pressure?

Why doesn’t mashing work as an effective counter against Ky’s frame traps?

Action Step: Test Leo’s defensive options in training mode to see how they react to Ky’s 5K > 2D setup. This will help you create consistent strategies to pressure Leo.

Chunk 4: Conditioning Leo and Mind Games

Mind Game Development: Once Leo is conditioned to block after several baited reversals, Ky can mix up his options:

5D or grab to exploit the conditioned block.

If Leo starts mashing, Ky can return to frame traps.

If Leo tries to DP, the cycle continues with punishing hard knockdowns.

Comprehension Questions:

How can Ky condition Leo to block?

What should Ky do if Leo starts mashing in response to frame traps?

Action Step: Create a habit of baiting Leo’s reversal attempts to condition him. Once you’ve conditioned Leo to block, shift your approach to 5D or grabs to catch him off-guard.

Super-Summary: In this video, the player demonstrates how Ky Kiske’s frame traps like 5K > 2D or close slash > 2D can be used effectively against Leo Whitefang, especially in scenarios where Leo typically relies on his DP to break gaps. The key insight is that when Leo is forced to block crouching, he cannot DP, which sets up a hard knockdown for Ky. This gives Ky an opportunity to apply okizeme pressure. By understanding Leo's defensive responses (backdash, FD, fuzzy jump, and mashing), Ky can create a mind game where Leo’s reactions are predictable, allowing Ky to punish appropriately with 5D, grabs, or frame traps. This strategy revolves around conditioning Leo into specific defensive habits, exploiting them, and forcing him into unfavorable positions.

Optional Spaced Review Plan:

Day 1: Focus on the core concept of forcing Leo to block crouching with 5K > 2D.

Day 2: Test Leo's defensive options (backdash, FD, fuzzy jump) in training mode and explore how each reacts to Ky's frame traps.

Day 3: Practice incorporating mind games with 5D and grabs after conditioning Leo to block, and refine your punishments when Leo tries to mash or DP.

mario050987·youtube.com·
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters

Summary: In this video, the focus is on understanding the strategic interactions between Ky Kiske and Leo Whitefang in Guilty Gear Strive, particularly around the strike-throw mixup, and how to exploit Leo's defensive options when Ky applies a frame trap. Chunk 1: Introduction to the Problem

Key Concept: Ky's frame traps, particularly the 5K > 2D and close slash > 2D combos, are commonly used to pressure opponents, but Leo can often DP through these gaps.

Misconception: Initially, it seems there's no way to stop Leo’s Dragon Punch (DP) from breaking these gaps in Ky's offense.

Comprehension Questions:

What frame traps are being discussed in this video?

Why can Leo’s DP counter these frame traps?

Action Step: Practice identifying when there’s a gap in Ky’s strings to recognize when Leo can potentially DP. This helps prepare you for more advanced counters.

Chunk 2: The Surprising Discovery

New Insight: When Ky uses 5K > 2D or close slash > 2D, Leo is forced to block crouching. If Leo attempts to DP in this situation, he gets punished with a hard knockdown.

Significance: This discovery shifts the mind game. Rather than assuming the gap is always exploitable by DP, Ky can use this situation to his advantage and create a unique okizeme setup.

Comprehension Questions:

What is the key difference in Leo's response when Ky uses 5K > 2D compared to other frame traps?

What happens when Leo attempts to DP during the 5K > 2D setup?

Action Step: Use 5K > 2D or close slash > 2D strategically to force Leo into a defensive position. From here, you can experiment with 5D or grabs for mind games.

Chunk 3: Leo’s Defensive Options

Testing Leo's Defense: The video tests Leo’s different defensive options:

Backdash – Doesn’t work against Ky's frame traps.

Faultless Defense (FD) – Doesn’t prevent Ky from establishing a strong mixup.

Fuzzy Jump – Easily punished.

Mashing – Leo can mash out of certain situations, but it doesn't punish the lack of a gap.

Comprehension Questions:

Which defensive options does Leo have to deal with Ky's pressure?

Why doesn’t mashing work as an effective counter against Ky’s frame traps?

Action Step: Test Leo’s defensive options in training mode to see how they react to Ky’s 5K > 2D setup. This will help you create consistent strategies to pressure Leo.

Chunk 4: Conditioning Leo and Mind Games

Mind Game Development: Once Leo is conditioned to block after several baited reversals, Ky can mix up his options:

5D or grab to exploit the conditioned block.

If Leo starts mashing, Ky can return to frame traps.

If Leo tries to DP, the cycle continues with punishing hard knockdowns.

Comprehension Questions:

How can Ky condition Leo to block?

What should Ky do if Leo starts mashing in response to frame traps?

Action Step: Create a habit of baiting Leo’s reversal attempts to condition him. Once you’ve conditioned Leo to block, shift your approach to 5D or grabs to catch him off-guard.

Super-Summary: In this video, the player demonstrates how Ky Kiske’s frame traps like 5K > 2D or close slash > 2D can be used effectively against Leo Whitefang, especially in scenarios where Leo typically relies on his DP to break gaps. The key insight is that when Leo is forced to block crouching, he cannot DP, which sets up a hard knockdown for Ky. This gives Ky an opportunity to apply okizeme pressure. By understanding Leo's defensive responses (backdash, FD, fuzzy jump, and mashing), Ky can create a mind game where Leo’s reactions are predictable, allowing Ky to punish appropriately with 5D, grabs, or frame traps. This strategy revolves around conditioning Leo into specific defensive habits, exploiting them, and forcing him into unfavorable positions.

Optional Spaced Review Plan:

Day 1: Focus on the core concept of forcing Leo to block crouching with 5K > 2D.

Day 2: Test Leo's defensive options (backdash, FD, fuzzy jump) in training mode and explore how each reacts to Ky's frame traps.

Day 3: Practice incorporating mind games with 5D and grabs after conditioning Leo to block, and refine your punishments when Leo tries to mash or DP.

mario050987·youtube.com·
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters