System & General Resources

System & General Resources

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How to NOT make the Wall Break in Guilty Gear Strive
How to NOT make the Wall Break in Guilty Gear Strive
Learn how to keep your opponent cornered in Guilty Gear Strive and avoid breaking the wall while gaining huge advantage! Enjoy. ➤ Check out my livestreams! http://www.twitch.tv/sonic_sol ➤ Follow me on Twitter! http://twitter.com/sonic_sol ➤ Join the community! https://discordapp.com/invite/cuPcGaA ➤ Coaching! https://metafy.gg/@sonic_sol ➤ Merch! https://merch.streamelements.com/sonic_sol TIMESTAMPS: 00:00 - Intro / What is Wall Splat? 00:15 - Route with I-No into Wall Splat 01:10 - You cannot air recover from certain moves that caused wall splat 01:34 - You can air recovery from any move that launches or hits in air 02:34 - I-No Specific Wall Splat setplay/safe jump setups 04:54 - Why it's important to take advantage of staying in corner. 05:39 - Conclusion TAGS: How to NOT make the Wall Break in Guilty Gear Strive,guilty gear,guilty gear strive,gg strive,guilty gear strive gameplay,sonicsol,sonicsol ino,sonic sol guilty gear,sonicsol ino guide,fighting games,guilty gear strive wall break,guilty gear strive tutorial,guilty gear strive guide,guilty gear guide,ino combos strive,ino setups,gg strive ino setups,how to play guilty gear strive,fighting game caster,sol badguy,ino corner combo strive,sonicsol streams,fgc #GuiltyGear #GuiltyGearStrive #FGC
mario050987·youtube.com·
How to NOT make the Wall Break in Guilty Gear Strive
Tired of the Unga Bunga? Here's some help!
Tired of the Unga Bunga? Here's some help!

Summary (High-Level Overview)

This video is a beginner-friendly guide to active defense in Guilty Gear Strive, aimed at players who feel overwhelmed by “unga bunga” offense—repetitive, aggressive special moves that are plus on block and lead to counter-hit combos.

The core idea is that every strong offensive option has a defensive counter, and learning these counters transforms defense from passive blocking into active decision-making. The video focuses on three key defensive tools:

6P (Upper-body invincible attacks)

Throws (fastest defensive option)

Movement-based escapes (jumping/running out of pressure)

By recognizing specific move properties and applying these tools deliberately, players can shut down oppressive pressure sequences instead of feeling trapped.

Condensed Bullet Points (Quick Review)

Many strong special moves are plus on block and lead to full counter-hit combos

Blocking alone is not enough—active defense is required

6P beats many plus-on-block specials due to upper-body invincibility

Throws (2f startup) can interrupt pressure with small gaps

Correct throw direction matters (cannot down-back)

Certain pressure sequences are beaten with movement, not buttons

Example: Ramlethal corner swords can be escaped before explosion

Defense improves with knowledge + labbing, not reactions alone

Chunked Breakdown Chunk 1 — Understanding the Problem: Plus-on-Block Oppression

Key Idea: Many special moves in Strive are oppressive because they are:

Plus on block (attacker acts first)

Lead to huge damage on counter-hit

Example: Giovanna’s Drill:

Plus on block

Beats mashing and jumping

Counter-hit leads to full combo

Lesson: Blocking without a plan leads to repeated pressure and eventual collapse.

✅ Comprehension Questions

What does “plus on block” mean?

Why is mashing dangerous against plus-on-block moves?

Answers:

The attacker recovers faster than the defender.

You get counter-hit into a full combo.

🛠 Action Steps

Learn what “plus on block” feels like in training mode

Identify 1 move your character struggles against and test its frame advantage

Chunk 2 — 6P: Upper-Body Invincibility as a Counter

Key Idea: 6P (forward + punch) has upper-body invincibility, allowing it to beat many offensive specials.

Why it Works:

Ignores attacks that hit the torso and above

Leads to counter-hit confirms

Examples of Moves Beaten by 6P:

Giovanna Drill

Giovanna Flip (214S)

May Slow Dolphin

Ky’s Foudre Arc

Lesson: 6P isn’t just anti-air—it’s a fundamental defensive tool against pressure.

✅ Comprehension Questions

What makes 6P special compared to normal buttons?

Why does it beat certain plus-on-block specials?

Answers:

It has upper-body invincibility.

Those moves hit the upper body, which 6P ignores.

🛠 Action Steps

Practice 6P timing against one known pressure move

Add a cancel or combo after successful 6P hits

Chunk 3 — Throws: The Fastest Defensive Interrupt

Key Idea: Throws are 2 frames, making them the fastest option in the game.

Why They Work:

Beat pressure with small gaps

Interrupt close-range special moves

Major Example: Leo’s stance-switch move:

Plus on block

Forces cross-up

Leads to devastating backturn pressure

Can be thrown out of the stance entry

Important Warning:

You cannot throw while holding down-back

Must use forward or back throw input

Other Throwable Moves:

Sol’s Fafnir

I-No’s Heavy Stroke the Big Tree

✅ Comprehension Questions

Why are throws so strong defensively?

What mistake causes throws to fail?

Answers:

They’re the fastest action in the game.

Holding down-back instead of changing throw direction.

🛠 Action Steps

Practice switching from block to forward/back throw

Identify one matchup where throw interrupts pressure

Chunk 4 — Movement-Based Escapes (Labbing Required)

Key Idea: Some pressure is best beaten with movement, not attacks.

Example: Ramlethal Corner Pressure

After swords hit the wall, there’s a window before explosion

You can:

Jump out

Run/dash out of the corner

Tip: Mapping dash to a button makes these escapes easier and more consistent.

Lesson: Not all defense is reactive—some is knowledge-based positioning.

✅ Comprehension Questions

Why can Ram’s corner pressure be escaped?

What makes the escape easier to execute?

Answers:

There’s a delay before sword explosion.

A dedicated dash button.

🛠 Action Steps

Test corner escape timing in training mode

Bind dash to a comfortable button

Super-Summary (Under 1 Page)

Active defense in Guilty Gear Strive is about knowing your answers, not guessing under pressure. Many oppressive special moves are designed to beat passive blocking, but the game intentionally provides counters. 6P exploits upper-body invincibility to beat common plus-on-block attacks. Throws, as the fastest option in the game, interrupt close-range pressure if executed with correct directional input. Finally, movement-based escapes, especially against corner pressure like Ramlethal’s swords, reward players who lab matchups and recognize timing windows. Mastering these tools transforms defense from helpless survival into controlled resistance.

Optional 3-Day Spaced Review Plan

Day 1 – Awareness & Knowledge

Watch replays and identify plus-on-block moves

Learn which ones can be 6P’d or thrown

Day 2 – Practice & Execution

Drill 6P timing vs one move

Practice throw direction switching

Test one corner escape

Day 3 – Application & Reflection

Play online matches focusing only on defense

After each loss, ask: Which option did I ignore?

If you’d like, I can also:

Turn this into a one-page cheat sheet

Adapt it for your main character

Create training mode drills for each concept

mario050987·youtube.com·
Tired of the Unga Bunga? Here's some help!
Nate on Twitter
Nate on Twitter
#GGST Normally you can't block YRC because you're attacking and your opponent is blocking. However if you use a projectile on your opponent and they YRC after the projectile, you can block YRC. pic.twitter.com/dEhJHbJMRO— Nate (@Neightte) September 13, 2021
mario050987·twitter.com·
Nate on Twitter
Nate on Twitter
Nate on Twitter
#GGST Normally you can't block YRC because you're attacking and your opponent is blocking. However if you use a projectile on your opponent and they YRC after the projectile, you can block YRC. pic.twitter.com/dEhJHbJMRO— Nate (@Neightte) September 13, 2021
mario050987·twitter.com·
Nate on Twitter
Nate on Twitter
Nate on Twitter
#GGST Normally you can't block YRC because you're attacking and your opponent is blocking. However if you use a projectile on your opponent and they YRC after the projectile, you can block YRC. pic.twitter.com/dEhJHbJMRO— Nate (@Neightte) September 13, 2021
mario050987·twitter.com·
Nate on Twitter
Guilty Snacks: SAFEJUMPS
Guilty Snacks: SAFEJUMPS
  1. Summary (Concepts, Examples, Actionable Lessons)

This video explains safe jumps—a core offensive setup in Guilty Gear and many fighting games. A safe jump is a precisely timed jumping attack performed on an opponent’s wake-up so that:

If the opponent blocks, your jump-in hits or applies pressure.

If the opponent uses an invincible reversal, you land in time to block and punish it.

The key requirement is timing: Your jumping attack must have less recovery than the startup of the opponent’s reversal, allowing you to land safely.

Safe jumps are powerful because they:

Remove the threat of wake-up reversals

Condition opponents to block

Let you run offense safely and consistently

Because reversal startup varies by character, safe jumps are character- and matchup-dependent. This is why players rely on setups after knockdowns rather than improvising them.

  1. Condensed Bullet-Point Review

Safe jump = timed jump-in that beats reversals safely

Attack right before landing

Block reversals, hit blocking opponents

Trains opponents to stop mashing reversals

Timing depends on opponent’s reversal startup

Most safe jumps come from practiced setups

Strong against reversal-reliant players

  1. Chunked Breakdown Chunk 1 — What Is a Safe Jump?

A safe jump is a jump attack timed so you can land and block an invincible reversal while still threatening pressure if the opponent blocks.

Chunk 2 — Why Safe Jumps Are Strong

They remove risk from offense by forcing opponents to block instead of mashing reversals, giving you momentum and control.

Chunk 3 — Timing & Matchup Dependency

Safe jumps depend on reversal startup speeds, meaning timing varies between characters and situations.

Chunk 4 — Why Setups Matter

Safe jumps are difficult to improvise; consistent success comes from rehearsed knockdown setups.

Chunk 5 — When to Use Safe Jumps

They are especially effective against opponents who rely heavily on wake-up reversals.

  1. Comprehension Questions & Answers Chunk 1

Q: What makes a jump “safe”? A: You can land and block before the opponent’s reversal becomes active.

Chunk 2

Q: Why do safe jumps discourage reversals? A: Because reversals fail while blocking remains necessary.

Chunk 3

Q: Why doesn’t one safe jump work for all characters? A: Different characters have different reversal startup speeds.

Chunk 4

Q: Why are setups preferred over improvisation? A: Precision timing is required for consistency.

Chunk 5

Q: Against what player type are safe jumps most effective? A: Players who overuse wake-up reversals.

  1. Action Steps (FGC + Real-Life Application) Chunk 1

Lab jump timing after knockdowns until you can block reversals reliably

Chunk 2

Track opponent reversal attempts and punish consistently

Chunk 3

Note reversal startup frames for common matchups you face

Chunk 4

Create 1–2 reliable safe jump setups from common knockdowns

Chunk 5

Use safe jumps deliberately to condition defensive behavior

  1. Super-Summary (Under 1 Page)

Safe jumps are a fundamental offensive tool that allow you to apply pressure safely on an opponent’s wake-up. By timing a jump attack just before landing, you can hit blocking opponents while still landing in time to block invincible reversals. This removes risk, conditions opponents to stop mashing reversals, and enables stable offense. Because reversal startup varies between characters, safe jumps are matchup-specific and best executed through practiced setups rather than improvisation. They are especially effective against players who rely heavily on wake-up reversals.

  1. Optional 3-Day Spaced Review Plan

Day 1:

Watch the video once

Practice one safe jump setup in training mode

Day 2:

Review bullet points

Test the setup against reversals from different characters

Day 3:

Use safe jumps intentionally in matches

Note how opponent behavior changes

mario050987·youtube.com·
Guilty Snacks: SAFEJUMPS
Guilty Snacks: SAFEJUMPS
Guilty Snacks: SAFEJUMPS
  1. Summary (Concepts, Examples, Actionable Lessons)

This video explains safe jumps—a core offensive setup in Guilty Gear and many fighting games. A safe jump is a precisely timed jumping attack performed on an opponent’s wake-up so that:

If the opponent blocks, your jump-in hits or applies pressure.

If the opponent uses an invincible reversal, you land in time to block and punish it.

The key requirement is timing: Your jumping attack must have less recovery than the startup of the opponent’s reversal, allowing you to land safely.

Safe jumps are powerful because they:

Remove the threat of wake-up reversals

Condition opponents to block

Let you run offense safely and consistently

Because reversal startup varies by character, safe jumps are character- and matchup-dependent. This is why players rely on setups after knockdowns rather than improvising them.

  1. Condensed Bullet-Point Review

Safe jump = timed jump-in that beats reversals safely

Attack right before landing

Block reversals, hit blocking opponents

Trains opponents to stop mashing reversals

Timing depends on opponent’s reversal startup

Most safe jumps come from practiced setups

Strong against reversal-reliant players

  1. Chunked Breakdown Chunk 1 — What Is a Safe Jump?

A safe jump is a jump attack timed so you can land and block an invincible reversal while still threatening pressure if the opponent blocks.

Chunk 2 — Why Safe Jumps Are Strong

They remove risk from offense by forcing opponents to block instead of mashing reversals, giving you momentum and control.

Chunk 3 — Timing & Matchup Dependency

Safe jumps depend on reversal startup speeds, meaning timing varies between characters and situations.

Chunk 4 — Why Setups Matter

Safe jumps are difficult to improvise; consistent success comes from rehearsed knockdown setups.

Chunk 5 — When to Use Safe Jumps

They are especially effective against opponents who rely heavily on wake-up reversals.

  1. Comprehension Questions & Answers Chunk 1

Q: What makes a jump “safe”? A: You can land and block before the opponent’s reversal becomes active.

Chunk 2

Q: Why do safe jumps discourage reversals? A: Because reversals fail while blocking remains necessary.

Chunk 3

Q: Why doesn’t one safe jump work for all characters? A: Different characters have different reversal startup speeds.

Chunk 4

Q: Why are setups preferred over improvisation? A: Precision timing is required for consistency.

Chunk 5

Q: Against what player type are safe jumps most effective? A: Players who overuse wake-up reversals.

  1. Action Steps (FGC + Real-Life Application) Chunk 1

Lab jump timing after knockdowns until you can block reversals reliably

Chunk 2

Track opponent reversal attempts and punish consistently

Chunk 3

Note reversal startup frames for common matchups you face

Chunk 4

Create 1–2 reliable safe jump setups from common knockdowns

Chunk 5

Use safe jumps deliberately to condition defensive behavior

  1. Super-Summary (Under 1 Page)

Safe jumps are a fundamental offensive tool that allow you to apply pressure safely on an opponent’s wake-up. By timing a jump attack just before landing, you can hit blocking opponents while still landing in time to block invincible reversals. This removes risk, conditions opponents to stop mashing reversals, and enables stable offense. Because reversal startup varies between characters, safe jumps are matchup-specific and best executed through practiced setups rather than improvisation. They are especially effective against players who rely heavily on wake-up reversals.

  1. Optional 3-Day Spaced Review Plan

Day 1:

Watch the video once

Practice one safe jump setup in training mode

Day 2:

Review bullet points

Test the setup against reversals from different characters

Day 3:

Use safe jumps intentionally in matches

Note how opponent behavior changes

mario050987·youtube.com·
Guilty Snacks: SAFEJUMPS
How to use Training Mode & Replays in Guilty Gear STRIVE to beat even Hotashi!
How to use Training Mode & Replays in Guilty Gear STRIVE to beat even Hotashi!

✅ SUMMARY — “How to LAB in Fighting Games using Training Mode & Replays”

The video teaches how to use training mode as a problem-solving tool, not a mindless grind space. You use training mode to discover solutions to real match problems, test options, confirm knowledge, and create repeatable scenarios that mirror replay situations. The core thesis: Training mode + replays = the engine of matchup mastery and adaptation.

⚡ BULLET-POINT QUICK REVIEW

Training Mode is for finding solutions, not grinding endlessly.

Use Block Settings to test true/false combos.

Use Stagger Recovery settings to verify which routes are real.

Use Random Guard for hit-confirm practice.

Use Counterattack Settings to test defense vs. mash, jump, backdash, throw, etc.

Use After Recovery to lab meaties and safe jumps.

Use Burst/YRC automation to lab burst baits and punish options.

Use Record Slots to create repeatable enemy behavior for labbing punishes.

Use After Position Reset to test round start situations consistently.

Use Replay Analysis to identify the real problem → recreate it in training → solve it → reapply in match.

Example problem: Hotashi’s Beyblade — solved through 2H, 5K, safe jumps, and interaction testing.

Always use training mode to turn fear into information, and information into solutions.

🔷 CHUNKED STRUCTURED SUMMARY Chunk 1 — Training Mode Philosophy: A Problem-Solving Laboratory Core Ideas

Training mode is not meant for mindless grinding.

Its purpose is targeted debugging: finding solutions to matchup or gameplay problems.

Most players underuse training mode because they don’t know what functions exist or how to apply them.

Comprehension Questions

What is the primary purpose of training mode?

Why shouldn’t you just “grind” training mode without a plan?

What determines what you should lab?

Answers

To find reliable solutions to problems you encounter in real matches.

Mindless grinding doesn’t address real match issues — it wastes time.

Your replays and recurring match frustrations.

Action Steps

Identify one problem you consistently lose to.

Frame training mode as a debug environment for that specific problem.

Chunk 2 — Using Block Settings, Stagger Recovery, and Random Guard Core Ideas

After First Hit block setting helps determine if a combo is real.

Stagger Recovery (fast/normal) lets you test whether stagger routes truly work.

Random Guard allows practicing hit-confirms so you stop autopiloting unsafe followups.

Comprehension Questions

What does “After First Hit” block setting do?

Why set stagger recovery to “fast”?

How does random guard improve hit confirms?

Answers

It forces the dummy to block if your combo is fake.

To test if your combo is guaranteed against optimal defense.

You learn to visually confirm hits instead of guessing.

Action Steps

Practice a key BnB with After First Hit turned on until you never drop it.

Use Random Guard for 10 minutes to train safe hit-confirms.

Chunk 3 — Counterattack Settings: Labbing Offense vs. Opponent Options Core Ideas

Counterattack settings allow the dummy to press a button, jump, throw, or backdash after:

block

hit

recovery

This lets you lab:

Frame traps

Throw bait timing

Anti-jump pressure

Backdash punishes

Meaty consistency

Comprehension Questions

What can “After Block → 5P” teach you?

How do counterattacks help test anti-jump pressure?

How does setting “After Hit → Backdash” help?

Answers

Whether your blockstring is a true frame trap.

The dummy attempts to jump, showing where your strings fail or succeed.

Shows you which resets punish backdash and which don’t.

Action Steps

Lab one frame trap, one anti-jump, and one backdash punish using counterattack settings.

Test your character’s fastest meaty using “After Recovery → 5P”.

Chunk 4 — Labbing Safe Jumps, Meaties, Burst Baits, and YRC Punishes Core Ideas

After Recovery lets you test responses to wakeup supers, DPs, and reversals.

Burst settings (burst after X hits or after first hit) allow discovery of burst-safe routes.

YRC punish testing identifies which normals can block in time and which cannot.

Comprehension Questions

How do you test safe jumps?

Why is “Burst After 1 Hit” useful?

What determines whether you can punish YRC?

Answers

Set dummy wakeup to a reversal and test your jump-in timing.

It reveals automatic burst baits on your common starters.

The startup/block advantage of your normals.

Action Steps

Find one safe jump vs a common reversal.

Practice burst bait routes for your main counterhit starter.

Test your safest anti-YRC normal.

Chunk 5 — Using Recording Slots for Repeatable Scenario Testing Core Ideas

Recording slots let you prototype enemy behavior like Beyblade, run-up throw, jump, etc.

You can configure random playback to test reactions under uncertainty.

Best practice: begin recordings with a neutral jump to provide audio/visual lead time.

Comprehension Questions

Why record dummy actions?

Why start a recording with a neutral jump?

What does random playback simulate?

Answers

To test counters for specific moves the opponent repeatedly uses.

To give predictable timing and allow reaction preparation.

Real-match uncertainty.

Action Steps

Record 3 dummy behaviors that consistently beat you.

Randomize playback and test various counter options.

Chunk 6 — After Position Reset: Labbing Round Start Interactions Core Ideas

After Position Reset + Round Call lets you replay round start over and over.

Essential for characters with powerful round start tools.

Example: Lab stopping Hotashi’s Beyblade at round start.

Comprehension Questions

What is this tool used for?

Why is round start important to lab?

How did the video’s example use this?

Answers

To practice round start interactions.

Round start can determine momentum; many characters have strong openers.

They recreated Hotashi’s Beyblade to test answers.

Action Steps

Identify your worst round start scenario.

Recreate and solve it using After Position Reset.

Chunk 7 — Replay Analysis → Training Mode → Applied Solution Core Ideas

The full improvement loop:

Review replay to find real problem.

Identify specific repeated interaction (e.g., Beyblade).

Recreate scenario in training mode.

Find reliable counters.

Apply in next match.

The video shows an example where:

Beyblade was repeatedly beating the player.

Training mode identified 2H, 5K, and spacing as solutions.

These were applied in the rematch and neutralized the threat.

Comprehension Questions

What begins the improvement loop?

Why recreate the replay scenario in training mode?

How did the training mode solution change the rematch?

Answers

Replay review.

Because you need controlled repetition to reliably test counters.

The player was prepared, stopped Beyblade, and won exchanges previously lost.

Action Steps

Pick one replay where you felt “lost.”

Extract three repeated problems.

Lab solutions for each using training mode functions.

Apply in your next matches.

🧠 SUPER-SUMMARY (Under One Page)

This video teaches the correct philosophy and methods for using training mode in Guilty Gear Strive (and any fighting game). Training mode is a diagnostic environment for solving problems exposed in your replays—not a place to grind blindly.

You learn to validate combos with After First Hit, check real stagger routes using fast stagger recovery, and build real hit-confirms with Random Guard. Using Counterattack Settings, you simulate opponent defense: mashing, backdashing, jumping, or throwing. These tools allow testing frame traps, anti-jump routes, reset punishes, and meaties.

After Recovery testing shows how to create safe jumps or punish wakeup options. Burst and YRC automation teaches burst baits and safe pressure sequences. Recording slots allow you to program repeatable enemy behaviors (like Nago Beyblade) and test various punishes.

After Position Reset lets you lab round-start interactions reliably—a core part of match dynamics.

The climax of the video shows how replay analysis identifies a pattern (Hotashi’s Beyblade), training mode recreates that scenario, solutions are tested (2H, 5K, safe jump timing), and those solutions are successfully applied in future matches.

The overall methodology:

Replay → Identify Problem

Training Mode → Build Solution

Matches → Apply Solution

Repeat

This creates an endless loop of improvement, turning confusion into clarity, fear into preparedness, and adaptation into a trained skill.

🗓️ 3-DAY SPACED REVIEW PLAN Day 1 — Encoding

Re-read Chunk 2–4 (mechanics & functions).

Practice 10 minutes each:

hit confirms → random guard

frame traps → counterattack → jab

anti-jump → counterattack → jump

meaties → after recovery

Day 2 — Reinforcement

Rewatch one replay → extract 3 problems.

Use training mode to solve all 3 using the method in Chunk 7.

Day 3 — Integration

Run a full Best-of-5 set focusing entirely on applying your new solutions.

Revisit replays afterward to evaluate adaptation success.

mario050987·t.co·
How to use Training Mode & Replays in Guilty Gear STRIVE to beat even Hotashi!
wikiの人 on Twitter
wikiの人 on Twitter
対空6PからのF式、空中FDされるとほとんど出来ない距離になるの良いな #GGST #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/FRn1ax1VwY— wikiの人 (@kuroro_w) September 9, 2021
mario050987·twitter.com·
wikiの人 on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
対空6PからのF式、空中FDされるとほとんど出来ない距離になるの良いな #GGST #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/FRn1ax1VwY— wikiの人 (@kuroro_w) September 9, 2021
mario050987·twitter.com·
wikiの人 on Twitter
Fast Way to Floor 10 | Frametraps in Guilty Gear Strive
Fast Way to Floor 10 | Frametraps in Guilty Gear Strive
  1. Summary (Core Concepts & Lessons)

This video explains frame traps by reframing fighting games as a language-based conversation rather than a sequence of random actions. New players struggle because they don’t understand turns, respect, and flow, which makes them “not play the same game” as experienced players.

Frame traps are presented not just as a mechanic, but as a tool to punish disrespect—specifically when an opponent tries to interrupt during your turn. The video emphasizes that offense and defense are built on a constant ebb and flow of respect and disrespect, where players condition each other over time.

Most low-floor players constantly mash or interrupt because they don’t recognize when it’s not their turn. Learning frame traps teaches opponents to stop interrupting, allowing real interaction, pressure, and decision-making to happen—this is a major reason frame traps help players climb to Floor 10.

  1. Condensed Bullet Points (Quick Review)

Fighting games function like a language or conversation

Turns = who is allowed to act after recovery, block, or knockdown

Respect = acknowledging when the opponent has advantage

New players fail because they interrupt constantly

Veterans exploit respect with slower, higher-reward options

Frame traps punish disrespect (button mashing)

Conditioning creates a loop of respect → disrespect → punishment

Teaching respect lets both players “play the same game”

This understanding alone beats most low-floor opponents

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: Fighting Games as a Language

Fighting games operate like a structured conversation. If players don’t share the same “grammar” (turns, advantage, recovery), they cannot meaningfully interact.

Key Idea: Veterans aren’t faster—they’re speaking fluently.

Chunk 2: Turns and Advantage

When one player is recovering or knocked down, it’s the other player’s turn. Blocking ends a sentence; hitting continues it.

Key Idea: Knowing whose turn it is defines everything.

Chunk 3: Respect

Respect means acknowledging your opponent’s options and advantage. Experienced players know when not to press buttons.

Key Idea: Respect is defensive intelligence.

Chunk 4: Disrespect and Exploitation

If an opponent respects you, you can exploit that by using slower, stronger options. If they don’t respect you, you punish them.

Key Idea: Disrespect invites punishment.

Chunk 5: Conditioning and the Conversation Loop

Players condition each other over time. Respect creates openings; disrespect creates traps; traps create fear.

Key Idea: The game becomes an ongoing psychological exchange.

Chunk 6: Frame Traps as a Teaching Tool

Frame traps punish players who mash during your turn. They’re the fastest way to force respect and stop interruptions.

Key Idea: Frame traps say: “I’m still talking.”

Chunk 7: Why This Gets You to Floor 10

Most low-floor players never learn turns or respect. Frame traps alone beat the majority of them.

Key Idea: You win by understanding—not grinding.

  1. Comprehension Questions & Answers Chunk 1

Q: Why do veterans say new players aren’t “playing the same game”? A: Because new players don’t understand the shared language of turns and respect.

Chunk 2

Q: What defines whose turn it is? A: Recovery, block advantage, and knockdowns.

Chunk 3

Q: What does “respect” mean in gameplay terms? A: Choosing not to press buttons when the opponent has advantage.

Chunk 4

Q: How do you exploit respect? A: By using slower, higher-reward options safely.

Chunk 5

Q: What is conditioning? A: Shaping opponent expectations through repeated interactions.

Chunk 6

Q: What problem do frame traps solve? A: Opponents mashing during your turn.

Chunk 7

Q: Why do frame traps help players climb floors quickly? A: Most opponents don’t know how to deal with them.

  1. Action Steps (In-Game & Personal Application) Fighting Game Practice

Identify one safe blockstring and one frame trap

Watch replays and mark interrupt attempts

Intentionally delay buttons to catch mashers

Use frame traps until the opponent stops pressing

Once respect is earned, switch to throws or pressure resets

Personal Development Parallel

Learn when to pause instead of interrupting

Notice when others respect you—and don’t overuse it

Set boundaries by calmly enforcing consequences

Understand conversations as mutual rhythm, not domination

  1. Super-Summary (Under 1 Page)

This video teaches that fighting games are a conversation governed by turns and respect, not random aggression. New players fail because they constantly interrupt, while experienced players understand when to act and when to wait. Frame traps are the primary tool used to punish disrespect—specifically button mashing during disadvantage. By using frame traps, players condition opponents to respect turns, enabling real pressure and interaction. Since most low-floor players don’t understand this system, mastering frame traps alone is enough to climb quickly toward Floor 10. Winning comes from understanding the language of the game, not from speed or execution.

  1. Optional 3-Day Spaced Review Plan

Day 1:

Watch the video

Identify 1–2 frame traps for your character

Test them in training mode

Day 2:

Use frame traps exclusively against mashers

Observe when opponents stop pressing

Day 3:

Review replays

Note moments where respect was gained

Add throws or resets once frame traps land consistently

mario050987·youtube.com·
Fast Way to Floor 10 | Frametraps in Guilty Gear Strive
The "defensive" tool that changes the game when it works....
The "defensive" tool that changes the game when it works....
#lordknight #GuiltyGearStrive #GuiltyGear Get a handle on Gold Burst - an "offensive" burst that if used correctly, can turn the tide in a match in a dramatic way in Guilty Gear Strive! Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Video edited by ChadDrawsThings - https://www.twitter.com/chaddrawsthings Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
The "defensive" tool that changes the game when it works....
The "defensive" tool that changes the game when it works....
The "defensive" tool that changes the game when it works....
#lordknight #GuiltyGearStrive #GuiltyGear Get a handle on Gold Burst - an "offensive" burst that if used correctly, can turn the tide in a match in a dramatic way in Guilty Gear Strive! Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi Video edited by ChadDrawsThings - https://www.twitter.com/chaddrawsthings Get 10% off a Respawn gaming chair with code - beastcoast
mario050987·youtube.com·
The "defensive" tool that changes the game when it works....
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!

SUMMARY — “Mind Control Your Opponent: Conditioning in Guilty Gear Strive (Ramlethal Focus)”

The video teaches the psychological and mechanical foundations of conditioning your opponent in Guilty Gear Strive, using Ramlethal as the example. The creator explains the four classical conditioning categories (positive reinforcement, negative reinforcement, positive punishment, negative punishment), originally illustrated in a Tekken video, and translates them into Guilty Gear scenarios.

Ramlethal’s oppressive corner pressure works not only because of strong buttons, but because she can use every close-slash sequence to force the opponent into a predictable emotional/mental state—fear of pressing, fear of jumping, fear of burst, fear of getting thrown, fear of pressure resets. The main insight: top-level Ram players do close-slash → sword throw not because it is autopilot, but because it creates a layered threat that conditions the opponent into freezing—allowing pressure resets, frame traps, and checkmates.

The video also argues against calling characters “braindead”—high-level success is built on deep psychological understanding, not just autopilot flowcharts.

BULLET-POINT QUICK REVIEW

Conditioning = manipulating opponent behavior via reinforcement + punishment.

Four conditioning types:

Positive reinforcement: add reward to encourage behavior

Negative reinforcement: remove unpleasant pressure to encourage behavior

Positive punishment: add harmful outcome to deter behavior

Negative punishment: remove favorable outcome to deter behavior

Ramlethal has an exceptionally flexible close-slash tree: low, high (jump cancel), explosion pop-up, pressure reset, throw, sword toss.

Her corner frame trap (cl.S → HS → sword throw) creates fear of pressing, which conditions opponents to freeze.

Once an opponent respects the frame trap, Ram can reset pressure indefinitely until they spend resources.

Conditioning is not cheap or braindead—it's deep strategy that creates misunderstanding among spectators who don’t grasp the layers.

High-level play is closer to controlled psychological manipulation than simple execution.

CHUNKED SUMMARY WITH COMPREHENSION Q&A + ACTION STEPS Chunk 1 — What Conditioning Is & Why It Matters (FGC Perspective)

Summary: Conditioning is the deliberate manipulation of your opponent’s expectations and habits. It stems from psychology (BF Skinner) and uses reinforcement/punishment to make certain behaviors more likely or less likely. These concepts apply across all fighting games.

Comprehension Questions:

Q: What is the core goal of conditioning? A: To influence the opponent’s habits so their responses become predictable.

Q: Why does the creator reference Smash Ultimate? A: To illustrate that conditioning existed in his gameplay long before he consciously understood it.

Q: How does conditioning differ from simply “mixing someone”? A: Conditioning shapes their actions over time, not just surprises them once.

Action Steps (FGC / personal growth parallel):

Practice observing how opponents react repeatedly to the same stimulus.

Develop a “cause → behavior” map for common situations.

Notice where in life or training you reinforce or punish your own habits.

Chunk 2 — The Four Types of Conditioning Applied to Guilty Gear

  1. Positive Reinforcement

Add something desirable to encourage behavior. Ram Example: Using standard blockstring → sword toss, letting them jump out occasionally so they think it’s safe.

  1. Negative Reinforcement

Remove pressure to encourage behavior. Example: Chip players spamming lows until the opponent finally starts low blocking.

  1. Positive Punishment

Add a harmful event to discourage a behavior. Ram Example: Burst baits—if they burst, they get punished heavily.

  1. Negative Punishment

Remove a reward. Ram Example: Switching sword toss height (high vs low) to take away their reliable jump-out escape route.

Comprehension Questions:

Q: What does “positive” and “negative” refer to here? A: Adding or removing something, not good vs bad.

Q: Which conditioning type is represented when a burst bait leads to being punished? A: Positive punishment.

Q: Why is switching sword throw height negative punishment? A: Because it removes the opponent’s “reward” (their consistent escape).

Action Steps:

Identify a behavior you want opponents to stop → decide which conditioning type best counters it.

Practice using only one conditioning type per round to understand its effect.

Chunk 3 — Why High-Level Rams Always Do cl.S → Sword Throw

Summary: What looks like “autopilot” is actually a psychological cage. From close slash, Ram can:

go low

go high (jump-cancel)

explode launcher

reset pressure

throw

frame trap into sword toss

Because she has so many threats, the opponent is mentally overwhelmed. The sword toss frame trap tells the opponent:

👉 “If you press here, you die.”

Once the opponent stops pressing, Ram gets:

unlimited pressure resets

safe sword retrieval loops

mental dominance in the corner

Resources (YRC, Burst, Invincible Reversal) are the only reliable escape.

Comprehension Questions:

Q: Why does cl.S → sword throw work even when opponents “know” it’s coming? A: Because the threat of other options forces them to freeze.

Q: What unlocks Ram’s “infinite pressure”? A: Conditioning the opponent to stop challenging cl.S timings.

Q: When does Ram’s pressure end? A: When the opponent uses system mechanics (YRC) or denies her swords.

Action Steps:

Go into training mode and record cl.S → HS → sword toss.

Play sets where you focus solely on reading when they stop pressing.

Build a flowchart of “if they freeze → what reset do I do next?”

Chunk 4 — Understanding Opponent Psychology + Removing the “Braindead” Myth

Summary: People call characters like Ram “brain dead” because they don’t grasp the invisible psychological layers. Conditioning demands understanding of timing, fear, reward structures, and pressure resets. Dismissing strong characters as autopilot creates gatekeeping and discourages players.

Comprehension Questions:

Q: Why does the creator argue against calling characters “braindead”? A: It ignores the real skill involved and discourages players.

Q: What is the hidden skill behind Ram pressure? A: Psychological manipulation—creating fear and punishing emotional reactions.

Q: How does misunderstanding conditioning create toxicity? A: Spectators label things as unfair instead of learning the deeper layers.

Action Steps:

Analyze your conditioning decisions after each match (“What behavior did I shape?”).

Replace thoughts like “they’re autopiloting” with “what psychological threat did they present?”

In life: identify where people misinterpret your growth because they don’t see the hidden layers.

SUPER-SUMMARY (1 Page)

Conditioning is the art of shaping your opponent’s habits through reinforcement and punishment. Borrowing from behavioral psychology, the creator explains four types of conditioning and applies them to Guilty Gear Strive, with Ramlethal as the primary example.

Ram’s real strength isn’t just her buttons or corner damage—it’s her ability to create fear, which makes opponents predictable. The infamous close-slash → heavy slash → sword toss frame trap works because Ram has so many other options (low, high, throw, pressure reset, explosion pop-up) that the opponent becomes scared to press anything. This fear is engineered, not accidental.

Once conditioned, the opponent allows Ram to run nearly infinite corner pressure loops until they spend major defensive resources. High-level Ram players aren’t autopiloting—they’re executing psychological warfare. Understanding this removes the toxic “braindead character” mentality and helps players appreciate the complexity of conditioning at high levels.

Key actionable insights:

Use reinforcement and punishment deliberately, not randomly.

Early in sets, test reactions; later, weaponize the habits you discovered.

Conditioning is about long-term influence, not one-off mixups.

Once you control the opponent’s expectations, Ram (or any character) can dictate the entire pace of the match.

OPTIONAL 3-DAY SPACED REVIEW PLAN Day 1 — Comprehension

Re-read the four conditioning types.

Practice Ram cl.S trees in training mode.

Write 3 examples of reinforcement and punishment you already use unconsciously.

Day 2 — Application

Play matches focusing ONLY on shaping one opponent habit.

Note in a journal which conditioning method worked best and why.

Day 3 — Integration

Combine conditioning with your current FGC Universal Decision Hierarchy.

Run structured sets: first condition → then exploit → then re-condition.

Add these insights into your FGC Codex under "Mind Games / Conditioning."

mario050987·youtube.com·
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!

SUMMARY — “Mind Control Your Opponent: Conditioning in Guilty Gear Strive (Ramlethal Focus)”

The video teaches the psychological and mechanical foundations of conditioning your opponent in Guilty Gear Strive, using Ramlethal as the example. The creator explains the four classical conditioning categories (positive reinforcement, negative reinforcement, positive punishment, negative punishment), originally illustrated in a Tekken video, and translates them into Guilty Gear scenarios.

Ramlethal’s oppressive corner pressure works not only because of strong buttons, but because she can use every close-slash sequence to force the opponent into a predictable emotional/mental state—fear of pressing, fear of jumping, fear of burst, fear of getting thrown, fear of pressure resets. The main insight: top-level Ram players do close-slash → sword throw not because it is autopilot, but because it creates a layered threat that conditions the opponent into freezing—allowing pressure resets, frame traps, and checkmates.

The video also argues against calling characters “braindead”—high-level success is built on deep psychological understanding, not just autopilot flowcharts.

BULLET-POINT QUICK REVIEW

Conditioning = manipulating opponent behavior via reinforcement + punishment.

Four conditioning types:

Positive reinforcement: add reward to encourage behavior

Negative reinforcement: remove unpleasant pressure to encourage behavior

Positive punishment: add harmful outcome to deter behavior

Negative punishment: remove favorable outcome to deter behavior

Ramlethal has an exceptionally flexible close-slash tree: low, high (jump cancel), explosion pop-up, pressure reset, throw, sword toss.

Her corner frame trap (cl.S → HS → sword throw) creates fear of pressing, which conditions opponents to freeze.

Once an opponent respects the frame trap, Ram can reset pressure indefinitely until they spend resources.

Conditioning is not cheap or braindead—it's deep strategy that creates misunderstanding among spectators who don’t grasp the layers.

High-level play is closer to controlled psychological manipulation than simple execution.

CHUNKED SUMMARY WITH COMPREHENSION Q&A + ACTION STEPS Chunk 1 — What Conditioning Is & Why It Matters (FGC Perspective)

Summary: Conditioning is the deliberate manipulation of your opponent’s expectations and habits. It stems from psychology (BF Skinner) and uses reinforcement/punishment to make certain behaviors more likely or less likely. These concepts apply across all fighting games.

Comprehension Questions:

Q: What is the core goal of conditioning? A: To influence the opponent’s habits so their responses become predictable.

Q: Why does the creator reference Smash Ultimate? A: To illustrate that conditioning existed in his gameplay long before he consciously understood it.

Q: How does conditioning differ from simply “mixing someone”? A: Conditioning shapes their actions over time, not just surprises them once.

Action Steps (FGC / personal growth parallel):

Practice observing how opponents react repeatedly to the same stimulus.

Develop a “cause → behavior” map for common situations.

Notice where in life or training you reinforce or punish your own habits.

Chunk 2 — The Four Types of Conditioning Applied to Guilty Gear

  1. Positive Reinforcement

Add something desirable to encourage behavior. Ram Example: Using standard blockstring → sword toss, letting them jump out occasionally so they think it’s safe.

  1. Negative Reinforcement

Remove pressure to encourage behavior. Example: Chip players spamming lows until the opponent finally starts low blocking.

  1. Positive Punishment

Add a harmful event to discourage a behavior. Ram Example: Burst baits—if they burst, they get punished heavily.

  1. Negative Punishment

Remove a reward. Ram Example: Switching sword toss height (high vs low) to take away their reliable jump-out escape route.

Comprehension Questions:

Q: What does “positive” and “negative” refer to here? A: Adding or removing something, not good vs bad.

Q: Which conditioning type is represented when a burst bait leads to being punished? A: Positive punishment.

Q: Why is switching sword throw height negative punishment? A: Because it removes the opponent’s “reward” (their consistent escape).

Action Steps:

Identify a behavior you want opponents to stop → decide which conditioning type best counters it.

Practice using only one conditioning type per round to understand its effect.

Chunk 3 — Why High-Level Rams Always Do cl.S → Sword Throw

Summary: What looks like “autopilot” is actually a psychological cage. From close slash, Ram can:

go low

go high (jump-cancel)

explode launcher

reset pressure

throw

frame trap into sword toss

Because she has so many threats, the opponent is mentally overwhelmed. The sword toss frame trap tells the opponent:

👉 “If you press here, you die.”

Once the opponent stops pressing, Ram gets:

unlimited pressure resets

safe sword retrieval loops

mental dominance in the corner

Resources (YRC, Burst, Invincible Reversal) are the only reliable escape.

Comprehension Questions:

Q: Why does cl.S → sword throw work even when opponents “know” it’s coming? A: Because the threat of other options forces them to freeze.

Q: What unlocks Ram’s “infinite pressure”? A: Conditioning the opponent to stop challenging cl.S timings.

Q: When does Ram’s pressure end? A: When the opponent uses system mechanics (YRC) or denies her swords.

Action Steps:

Go into training mode and record cl.S → HS → sword toss.

Play sets where you focus solely on reading when they stop pressing.

Build a flowchart of “if they freeze → what reset do I do next?”

Chunk 4 — Understanding Opponent Psychology + Removing the “Braindead” Myth

Summary: People call characters like Ram “brain dead” because they don’t grasp the invisible psychological layers. Conditioning demands understanding of timing, fear, reward structures, and pressure resets. Dismissing strong characters as autopilot creates gatekeeping and discourages players.

Comprehension Questions:

Q: Why does the creator argue against calling characters “braindead”? A: It ignores the real skill involved and discourages players.

Q: What is the hidden skill behind Ram pressure? A: Psychological manipulation—creating fear and punishing emotional reactions.

Q: How does misunderstanding conditioning create toxicity? A: Spectators label things as unfair instead of learning the deeper layers.

Action Steps:

Analyze your conditioning decisions after each match (“What behavior did I shape?”).

Replace thoughts like “they’re autopiloting” with “what psychological threat did they present?”

In life: identify where people misinterpret your growth because they don’t see the hidden layers.

SUPER-SUMMARY (1 Page)

Conditioning is the art of shaping your opponent’s habits through reinforcement and punishment. Borrowing from behavioral psychology, the creator explains four types of conditioning and applies them to Guilty Gear Strive, with Ramlethal as the primary example.

Ram’s real strength isn’t just her buttons or corner damage—it’s her ability to create fear, which makes opponents predictable. The infamous close-slash → heavy slash → sword toss frame trap works because Ram has so many other options (low, high, throw, pressure reset, explosion pop-up) that the opponent becomes scared to press anything. This fear is engineered, not accidental.

Once conditioned, the opponent allows Ram to run nearly infinite corner pressure loops until they spend major defensive resources. High-level Ram players aren’t autopiloting—they’re executing psychological warfare. Understanding this removes the toxic “braindead character” mentality and helps players appreciate the complexity of conditioning at high levels.

Key actionable insights:

Use reinforcement and punishment deliberately, not randomly.

Early in sets, test reactions; later, weaponize the habits you discovered.

Conditioning is about long-term influence, not one-off mixups.

Once you control the opponent’s expectations, Ram (or any character) can dictate the entire pace of the match.

OPTIONAL 3-DAY SPACED REVIEW PLAN Day 1 — Comprehension

Re-read the four conditioning types.

Practice Ram cl.S trees in training mode.

Write 3 examples of reinforcement and punishment you already use unconsciously.

Day 2 — Application

Play matches focusing ONLY on shaping one opponent habit.

Note in a journal which conditioning method worked best and why.

Day 3 — Integration

Combine conditioning with your current FGC Universal Decision Hierarchy.

Run structured sets: first condition → then exploit → then re-condition.

Add these insights into your FGC Codex under "Mind Games / Conditioning."

mario050987·youtube.com·
MIND CONTROL YOUR OPPONENT!! How To Condition Your Opponent in Guilty Gear Strive!
Alioune on Twitter
Alioune on Twitter
#ggst_mi 6p os pretty strong #PS4sharehttps://t.co/o10pOjEGlk pic.twitter.com/iIi3gKEhoA— Alioune (@Alioune85) September 8, 2021
mario050987·twitter.com·
Alioune on Twitter
Guilty Gear Strive | Tiger Knee Tutorial
Guilty Gear Strive | Tiger Knee Tutorial
The Tiger knee technique gives players acess to their air ok or exclusives moves while on the ground. In Guilty Gear -STRIVE- these tiger knee moves can be used in block strings to help open up opponents and or start new combo routes. This video will teach you how and when you can tiger knee while also showcasing a few advance applications of it. Tiger Knee is especially good with Chipp in Millia as it gives them more options during their block strings. This can keep you from becoming predictable and can also grant you some sick confirms. #Chipp #Millia
mario050987·youtube.com·
Guilty Gear Strive | Tiger Knee Tutorial
Guilty Gear Strive | Tiger Knee Tutorial
Guilty Gear Strive | Tiger Knee Tutorial
The Tiger knee technique gives players acess to their air ok or exclusives moves while on the ground. In Guilty Gear -STRIVE- these tiger knee moves can be used in block strings to help open up opponents and or start new combo routes. This video will teach you how and when you can tiger knee while also showcasing a few advance applications of it. Tiger Knee is especially good with Chipp in Millia as it gives them more options during their block strings. This can keep you from becoming predictable and can also grant you some sick confirms. #Chipp #Millia
mario050987·youtube.com·
Guilty Gear Strive | Tiger Knee Tutorial