System & General Resources

System & General Resources

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Guilty Gear Strive | Air Throw Tutorial
Guilty Gear Strive | Air Throw Tutorial

Chunked Summary Chunk 1: Introduction to Air Throws

Key Concepts:

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

Effective against advanced players because it reduces their options.

Enhances offensive opportunities while controlling space.

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

Action Steps:

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

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

Comprehension Questions:

Why are air throws particularly useful against advanced players?

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

Answers:

They limit movement options, forcing opponents into predictable behavior.

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

Chunk 2: How to Perform Air Throws

Key Concepts:

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

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

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

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

Action Steps:

Practice jumping to align vertically with an opponent.

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

Comprehension Questions:

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

Which inputs will fail to produce an air throw?

Answers:

The throw will whiff.

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

Chunk 3: Practicing Air Throws

Key Concepts:

Best method: set opponent to jump in training mode.

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

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

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

Action Steps:

Use training mode to practice dash + jump setups.

Try air throws during dashes to cover horizontal space.

Comprehension Questions:

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

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

Answers:

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

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

Chunk 4: Advanced Applications

Key Concepts:

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

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

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

Action Steps:

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

Practice RC drifts to control trajectory under opponents.

Comprehension Questions:

How can Roman Cancel enhance air throw effectiveness?

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

Answers:

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

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

Super-Summary (Condensed Overview)

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

Actionable Steps:

Practice vertical alignment under jumping opponents.

Use dash + jump setups to position for air throws.

Experiment with air throws during dashes to control horizontal space.

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

Optional 3-Day Spaced Review Plan

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

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

Day 3: Experiment with advanced applications using RC and airborne moves; combine all learned setupsChunked Summary Chunk 1: Introduction to Air Throws

Key Concepts:

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

Effective against advanced players because it reduces their options.

Enhances offensive opportunities while controlling space.

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

Action Steps:

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

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

Comprehension Questions:

Why are air throws particularly useful against advanced players?

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

Answers:

They limit movement options, forcing opponents into predictable behavior.

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

Chunk 2: How to Perform Air Throws

Key Concepts:

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

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

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

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

Action Steps:

Practice jumping to align vertically with an opponent.

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

Comprehension Questions:

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

Which inputs will fail to produce an air throw?

Answers:

The throw will whiff.

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

Chunk 3: Practicing Air Throws

Key Concepts:

Best method: set opponent to jump in training mode.

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

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

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

Action Steps:

Use training mode to practice dash + jump setups.

Try air throws during dashes to cover horizontal space.

Comprehension Questions:

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

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

Answers:

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

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

Chunk 4: Advanced Applications

Key Concepts:

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

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

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

Action Steps:

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

Practice RC drifts to control trajectory under opponents.

Comprehension Questions:

How can Roman Cancel enhance air throw effectiveness?

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

Answers:

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

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

Super-Summary (Condensed Overview)

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

Actionable Steps:

Practice vertical alignment under jumping opponents.

Use dash + jump setups to position for air throws.

Experiment with air throws during dashes to control horizontal space.

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

Optional 3-Day Spaced Review Plan

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

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

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

mario050987·youtube.com·
Guilty Gear Strive | Air Throw Tutorial
Guilty Gear Strive | Air Throw Tutorial
Guilty Gear Strive | Air Throw Tutorial

Chunked Summary Chunk 1: Introduction to Air Throws

Key Concepts:

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

Effective against advanced players because it reduces their options.

Enhances offensive opportunities while controlling space.

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

Action Steps:

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

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

Comprehension Questions:

Why are air throws particularly useful against advanced players?

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

Answers:

They limit movement options, forcing opponents into predictable behavior.

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

Chunk 2: How to Perform Air Throws

Key Concepts:

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

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

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

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

Action Steps:

Practice jumping to align vertically with an opponent.

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

Comprehension Questions:

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

Which inputs will fail to produce an air throw?

Answers:

The throw will whiff.

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

Chunk 3: Practicing Air Throws

Key Concepts:

Best method: set opponent to jump in training mode.

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

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

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

Action Steps:

Use training mode to practice dash + jump setups.

Try air throws during dashes to cover horizontal space.

Comprehension Questions:

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

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

Answers:

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

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

Chunk 4: Advanced Applications

Key Concepts:

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

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

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

Action Steps:

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

Practice RC drifts to control trajectory under opponents.

Comprehension Questions:

How can Roman Cancel enhance air throw effectiveness?

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

Answers:

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

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

Super-Summary (Condensed Overview)

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

Actionable Steps:

Practice vertical alignment under jumping opponents.

Use dash + jump setups to position for air throws.

Experiment with air throws during dashes to control horizontal space.

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

Optional 3-Day Spaced Review Plan

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

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

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

mario050987·youtube.com·
Guilty Gear Strive | Air Throw Tutorial
Guilty Gear Strive | Air Throw Tutorial
Guilty Gear Strive | Air Throw Tutorial

Chunked Summary Chunk 1: Introduction to Air Throws

Key Concepts:

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

Effective against advanced players because it reduces their options.

Enhances offensive opportunities while controlling space.

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

Action Steps:

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

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

Comprehension Questions:

Why are air throws particularly useful against advanced players?

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

Answers:

They limit movement options, forcing opponents into predictable behavior.

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

Chunk 2: How to Perform Air Throws

Key Concepts:

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

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

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

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

Action Steps:

Practice jumping to align vertically with an opponent.

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

Comprehension Questions:

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

Which inputs will fail to produce an air throw?

Answers:

The throw will whiff.

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

Chunk 3: Practicing Air Throws

Key Concepts:

Best method: set opponent to jump in training mode.

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

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

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

Action Steps:

Use training mode to practice dash + jump setups.

Try air throws during dashes to cover horizontal space.

Comprehension Questions:

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

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

Answers:

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

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

Chunk 4: Advanced Applications

Key Concepts:

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

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

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

Action Steps:

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

Practice RC drifts to control trajectory under opponents.

Comprehension Questions:

How can Roman Cancel enhance air throw effectiveness?

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

Answers:

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

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

Super-Summary (Condensed Overview)

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

Actionable Steps:

Practice vertical alignment under jumping opponents.

Use dash + jump setups to position for air throws.

Experiment with air throws during dashes to control horizontal space.

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

Optional 3-Day Spaced Review Plan

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

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

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

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

🎮 Video Summary

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

🔍 High-Level Summary

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

The video demonstrates:

How disjointed hitboxes work at a mechanical level

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

Which Guilty Gear Strive characters have the most abusive examples

Why understanding hitbox data is a knowledge check that decides matches

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

⚡ Condensed Bullet Points (Quick Review)

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

Most moves extend hurtboxes forward → risk when attacking

Disjointed hitboxes place the hitbox far ahead of the hurtbox

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

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

Certain moves are extremely disjointed and dominate neutral

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

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

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

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

🧠 Comprehension Questions

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

Why do disjointed hitboxes reduce counter-hit risk?

Answers:

The hurtbox usually moves forward with the attack.

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

🛠 Action Steps

In training mode, turn on hitbox display

Compare a normal poke vs. a disjointed poke

Observe how often trades disappear with disjointed moves

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

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

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

🧠 Comprehension Questions

Why is 6P considered disjointed?

Do all characters have equally strong disjointed anti-airs?

Answers:

Because the upper body hurtbox is removed or minimized.

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

🛠 Action Steps

Test your character’s 6P vs jump-ins

Identify whether your 2H is truly disjointed or just large

Build anti-air confidence using hurtbox knowledge

Chunk 3: Leo – Defensive Disjoints as Pressure Tools

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

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

🧠 Comprehension Questions

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

Why do players often overlook this button?

Answers:

Because the hurtbox is entirely below the hitbox.

Because players focus on flashier options like backturn shield.

🛠 Action Steps

Identify “forgotten buttons” with invincibility

Test defensive normals instead of always blocking

Add disjointed defense to your pressure escape plan

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

Summary:

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

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

These moves let players hide their hurtbox behind offense.

🧠 Comprehension Questions

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

Why does Garuda Impact beat reversals and backdashes?

Answers:

The hurtbox is far behind the hitbox.

It has massive disjoint + long active frames.

🛠 Action Steps

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

Use disjointed pressure to force opponents to block

Stop challenging disjointed moves head-on—reposition instead

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

Summary:

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

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

These moves turn basic options into match-defining threats.

🧠 Comprehension Questions

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

Why is Giovanna’s sweep both offensive and defensive?

Answers:

Massive vertical disjoint + low hurtbox.

It outranges opponents while remaining reversal-safe.

🛠 Action Steps

Identify which of your normals are secretly “broken”

Abuse spacing where your opponent cannot contest

Turn safe disjoints into conditioning tools

🧠 Super-Summary (Under 1 Page)

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

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

Knowledge is power—and hitbox knowledge wins games.

🗓 Optional 3-Day Spaced Review Plan

Day 1:

Re-read Chunks 1–2

Test hitbox visuals in training mode

Day 2:

Review Chunks 3–4

Identify disjointed tools in your main’s moveset

Day 3:

Review Chunk 5 + Super-Summary

Play matches focusing only on spacing with disjointed normals

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

🎮 Video Summary

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

🔍 High-Level Summary

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

The video demonstrates:

How disjointed hitboxes work at a mechanical level

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

Which Guilty Gear Strive characters have the most abusive examples

Why understanding hitbox data is a knowledge check that decides matches

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

⚡ Condensed Bullet Points (Quick Review)

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

Most moves extend hurtboxes forward → risk when attacking

Disjointed hitboxes place the hitbox far ahead of the hurtbox

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

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

Certain moves are extremely disjointed and dominate neutral

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

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

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

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

🧠 Comprehension Questions

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

Why do disjointed hitboxes reduce counter-hit risk?

Answers:

The hurtbox usually moves forward with the attack.

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

🛠 Action Steps

In training mode, turn on hitbox display

Compare a normal poke vs. a disjointed poke

Observe how often trades disappear with disjointed moves

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

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

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

🧠 Comprehension Questions

Why is 6P considered disjointed?

Do all characters have equally strong disjointed anti-airs?

Answers:

Because the upper body hurtbox is removed or minimized.

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

🛠 Action Steps

Test your character’s 6P vs jump-ins

Identify whether your 2H is truly disjointed or just large

Build anti-air confidence using hurtbox knowledge

Chunk 3: Leo – Defensive Disjoints as Pressure Tools

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

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

🧠 Comprehension Questions

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

Why do players often overlook this button?

Answers:

Because the hurtbox is entirely below the hitbox.

Because players focus on flashier options like backturn shield.

🛠 Action Steps

Identify “forgotten buttons” with invincibility

Test defensive normals instead of always blocking

Add disjointed defense to your pressure escape plan

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

Summary:

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

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

These moves let players hide their hurtbox behind offense.

🧠 Comprehension Questions

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

Why does Garuda Impact beat reversals and backdashes?

Answers:

The hurtbox is far behind the hitbox.

It has massive disjoint + long active frames.

🛠 Action Steps

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

Use disjointed pressure to force opponents to block

Stop challenging disjointed moves head-on—reposition instead

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

Summary:

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

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

These moves turn basic options into match-defining threats.

🧠 Comprehension Questions

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

Why is Giovanna’s sweep both offensive and defensive?

Answers:

Massive vertical disjoint + low hurtbox.

It outranges opponents while remaining reversal-safe.

🛠 Action Steps

Identify which of your normals are secretly “broken”

Abuse spacing where your opponent cannot contest

Turn safe disjoints into conditioning tools

🧠 Super-Summary (Under 1 Page)

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

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

Knowledge is power—and hitbox knowledge wins games.

🗓 Optional 3-Day Spaced Review Plan

Day 1:

Re-read Chunks 1–2

Test hitbox visuals in training mode

Day 2:

Review Chunks 3–4

Identify disjointed tools in your main’s moveset

Day 3:

Review Chunk 5 + Super-Summary

Play matches focusing only on spacing with disjointed normals

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

🎮 Video Summary

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

🔍 High-Level Summary

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

The video demonstrates:

How disjointed hitboxes work at a mechanical level

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

Which Guilty Gear Strive characters have the most abusive examples

Why understanding hitbox data is a knowledge check that decides matches

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

⚡ Condensed Bullet Points (Quick Review)

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

Most moves extend hurtboxes forward → risk when attacking

Disjointed hitboxes place the hitbox far ahead of the hurtbox

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

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

Certain moves are extremely disjointed and dominate neutral

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

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

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

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

🧠 Comprehension Questions

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

Why do disjointed hitboxes reduce counter-hit risk?

Answers:

The hurtbox usually moves forward with the attack.

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

🛠 Action Steps

In training mode, turn on hitbox display

Compare a normal poke vs. a disjointed poke

Observe how often trades disappear with disjointed moves

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

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

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

🧠 Comprehension Questions

Why is 6P considered disjointed?

Do all characters have equally strong disjointed anti-airs?

Answers:

Because the upper body hurtbox is removed or minimized.

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

🛠 Action Steps

Test your character’s 6P vs jump-ins

Identify whether your 2H is truly disjointed or just large

Build anti-air confidence using hurtbox knowledge

Chunk 3: Leo – Defensive Disjoints as Pressure Tools

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

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

🧠 Comprehension Questions

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

Why do players often overlook this button?

Answers:

Because the hurtbox is entirely below the hitbox.

Because players focus on flashier options like backturn shield.

🛠 Action Steps

Identify “forgotten buttons” with invincibility

Test defensive normals instead of always blocking

Add disjointed defense to your pressure escape plan

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

Summary:

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

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

These moves let players hide their hurtbox behind offense.

🧠 Comprehension Questions

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

Why does Garuda Impact beat reversals and backdashes?

Answers:

The hurtbox is far behind the hitbox.

It has massive disjoint + long active frames.

🛠 Action Steps

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

Use disjointed pressure to force opponents to block

Stop challenging disjointed moves head-on—reposition instead

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

Summary:

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

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

These moves turn basic options into match-defining threats.

🧠 Comprehension Questions

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

Why is Giovanna’s sweep both offensive and defensive?

Answers:

Massive vertical disjoint + low hurtbox.

It outranges opponents while remaining reversal-safe.

🛠 Action Steps

Identify which of your normals are secretly “broken”

Abuse spacing where your opponent cannot contest

Turn safe disjoints into conditioning tools

🧠 Super-Summary (Under 1 Page)

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

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

Knowledge is power—and hitbox knowledge wins games.

🗓 Optional 3-Day Spaced Review Plan

Day 1:

Re-read Chunks 1–2

Test hitbox visuals in training mode

Day 2:

Review Chunks 3–4

Identify disjointed tools in your main’s moveset

Day 3:

Review Chunk 5 + Super-Summary

Play matches focusing only on spacing with disjointed normals

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

✅ SUMMARY — Taking BAD Guilty Gear Strive Advice and Making It Better

LK goes through common but oversimplified pieces of Strive advice and shows how to refine them into real, reliable strategies. Each example highlights why generic “just do X” advice fails and what to do instead based on move properties, option density, commitment, and reward.

⭐ BULLET-POINT QUICK REVIEW

Bad advice is usually technically correct, but too narrow, too committal, or ignores matchup dynamics.

May Dolphin: Don’t rely on 6P; use fast jabs (5P/5K) for lower commitment and better reward.

Leo Crossup (bt.S / Cross-through): Throwing isn’t reliable; instead, look for crossup only after normals with few cancel options. Use FD and awareness after 2S.

Giovanna Specials (236K / 214S): Don’t tunnel vision on reacting with 6P. Instead, FD/Jump after the end of Gatlings to force her to overextend.

Chipp Alpha Blade: 6P works but isn’t the best answer. FD to force whiff, anti-air trade combos, walk-under, hit landing, or intercept horizontally.

I-No Stroke: Throwing works only in specific windows. Look for Stroke after moves with few cancel routes (like 6H), not everywhere.

Core lesson: Replace “just do this” advice with context-dependent decision rules.

📚 CHUNKED SUMMARY WITH QUESTIONS + ACTION STEPS Chunk 1 — Why Bad Advice Happens

Many players give advice that’s technically correct but oversimplified, ignoring Strive’s system, character-specific options, delays, and risks. LK’s goal is to refine these into strategically sound versions.

✔ Comprehension Questions

Why does LK think “bad advice” persists even when it technically works?

What makes advice too generic to be reliable in Strive?

✔ Answers

Because people repeat legacy knowledge or simple rules without considering Strive’s specific properties.

It ignores commitment, timing variation, and character-specific tools.

✔ Action Steps

Always question whether advice accounts for timing, space, or options.

Evaluate the commitment and reward of any suggested counter.

Chunk 2 — May Dolphin: Why 6P Is Not Ideal

People say “just 6P Dolphin.” 6P works, but:

It’s high commitment with long recovery.

May can delay Dolphin and counter-hit your 6P.

You don’t get good reward unless you have meter.

Better option: Use 5P or 5K—shorter duration, safer, less punishable if May delays, and often leads to combos.

✔ Questions

Why is 6P high commitment against Dolphin?

Why are fast jabs better in this matchup?

✔ Answers

Long total duration and vulnerability to delay variations.

They recover fast, avoid getting blown up by delays, and yield better conversions.

✔ Action Steps

Practice anti-Dolphin jab timings.

Lab what combo routes your character gets off 5P/5K vs Dolphin.

Chunk 3 — Leo Crossup: Why Throwing Isn’t Enough

Advice: “Just throw Leo’s cross-through.”

Problems:

The range varies, making throws inconsistent.

Strive has strong delay cancel options, letting Leo alter timing or use alternatives.

Some normals (close slash, 2S) give him tons of options; you can’t tunnel vision.

Better rule:

Look for crossup after moves with few cancels, like f.S.

After flexible normals, use FD to create space and observe habits.

✔ Questions

Why is throw unreliable as a universal answer?

When is crossup more predictable?

✔ Answers

Throw range/timing varies and Leo has multiple cancel options.

After normals that have few cancel routes, like far slash.

✔ Action Steps

Identify which Leo normals have limited follow-ups.

Practice FD spacing to escape close-range mix loops.

Chunk 4 — Giovanna: Don’t 6P Every Special

Bad advice: “Just 6P her special moves on reaction.”

Problems:

Her close slash is plus and she can frame trap you while you’re looking for specials.

Her normals are extremely safe, so waiting for specials cedes pressure.

Over-focusing on specials blinds you to her real turn-taking structure.

Better rule:

At the end of her Gatlings (5H, sweep), use FD or super jump to escape or reset.

Once she overextends trying to catch your jump/FD, you regain space to use 6P.

✔ Questions

Why does focusing on 6P make her pressure stronger?

When should you jump or FD?

✔ Answers

Because she gets free turns off safe normals while you wait.

At the end of her string where specials start.

✔ Action Steps

Drill FD → super jump as an escape option.

Recognize the animation cues for Giovanna’s string endings.

Chunk 5 — Chipp Alpha Blade: 6P Is Not “The Answer”

People say “just 6P” Alpha Blade. Problems:

Alpha Blade advances; 6P may cause your character to shift or corner yourself.

The move has low attack level, making anti-air trades very favorable for you.

FD pushes Chipp far enough that his follow-up 2K whiffs.

You can walk under, hit landing recovery, or meet him horizontally.

Better rule: Use the tool that gives your character the best reward, space, or safety, not the standard universal answer.

✔ Questions

Why is FD strong here?

Why are trades favorable against Alpha Blade?

✔ Answers

It pushes Chipp out so his primary follow-up misses.

Low attack level → you get full combo on trade.

✔ Action Steps

Test FD vs Alpha Blade with your character’s anti-airs.

Practice walking under and punishing landing recovery.

Chunk 6 — I-No Stroke: Throwing Helps but Only in the Right Spots

Bad advice: “Throw Stroke.”

Problems:

Stroke is +3, so she keeps her turn.

Waiting for Stroke makes you predictable.

She can vary timing or switch options.

Better rule:

Look for Stroke after moves with little cancel flexibility, like 6H.

She can only let it recover, do S Stroke (-6), or do H Stroke (throwable).

In more flexible spots, consider jump back, backdash, or defensive movement.

✔ Questions

When is throwing Stroke good?

Why shouldn’t you always wait for it?

✔ Answers

After moves where she can only special cancel and has few options.

Because she has too many mix options and you become predictable.

✔ Action Steps

Identify fixed cancel points in I-No’s pressure.

Practice option-select throw vs Stroke timings.

🔥 SUPER-SUMMARY (Under 1 Page)

In this video, LK refines common Guilty Gear Strive matchup advice by showing how generic “just do X” rules often fail because they ignore commitment, space, timing variation, cancel routes, and character-specific risk/reward. He demonstrates this across several matchup misconceptions:

May Dolphin: 6P works but is too committal. Use fast jabs for safer interrupts and better conversions.

Leo Crossup: Throwing isn't reliable; instead, identify normals with few cancel routes and defend there. Against flexible options, rely on FD and awareness.

Giovanna Specials: Reacting with 6P is too narrow because she can overwhelm you with safe normals. Escape at the end of her strings with FD or super jump.

Chipp Alpha Blade: 6P is not the most consistent answer. Use FD to force whiff, trade anti-airs for combos, walk under, or punish landing.

I-No Stroke: Throwing only works in specific spots. Look for Stroke after limited-cancel moves like 6H, and use jump/backdash elsewhere.

The key insight: Replace oversimplified matchup advice with flexible, system-informed strategies that account for options, commitment, and situation. Good advice is not “do X,” but do X when the situation’s structure supports it.

🧠 3-Day Spaced Review Plan Day 1 — Structural Understanding

Read chunks 1–3.

Lab Dolphin jab punishes & Leo 2S/FS cancel routes.

Day 2 — Defensive Escapes

Read chunks 4–5.

Practice Giovanna FD → jump and Chipp FD → whiff punish sequences.

Day 3 — Application & Integration

Read chunk 6 + super-summary.

Build a personal “anti-generic-advice checklist”:

What’s the commitment?

What’s the reward?

How many options does the opponent have here?

mario050987·youtube.com·
Taking BAD Guilty Gear Strive advice and making it better
Taking BAD Guilty Gear Strive advice and making it better
Taking BAD Guilty Gear Strive advice and making it better

✅ SUMMARY — Taking BAD Guilty Gear Strive Advice and Making It Better

LK goes through common but oversimplified pieces of Strive advice and shows how to refine them into real, reliable strategies. Each example highlights why generic “just do X” advice fails and what to do instead based on move properties, option density, commitment, and reward.

⭐ BULLET-POINT QUICK REVIEW

Bad advice is usually technically correct, but too narrow, too committal, or ignores matchup dynamics.

May Dolphin: Don’t rely on 6P; use fast jabs (5P/5K) for lower commitment and better reward.

Leo Crossup (bt.S / Cross-through): Throwing isn’t reliable; instead, look for crossup only after normals with few cancel options. Use FD and awareness after 2S.

Giovanna Specials (236K / 214S): Don’t tunnel vision on reacting with 6P. Instead, FD/Jump after the end of Gatlings to force her to overextend.

Chipp Alpha Blade: 6P works but isn’t the best answer. FD to force whiff, anti-air trade combos, walk-under, hit landing, or intercept horizontally.

I-No Stroke: Throwing works only in specific windows. Look for Stroke after moves with few cancel routes (like 6H), not everywhere.

Core lesson: Replace “just do this” advice with context-dependent decision rules.

📚 CHUNKED SUMMARY WITH QUESTIONS + ACTION STEPS Chunk 1 — Why Bad Advice Happens

Many players give advice that’s technically correct but oversimplified, ignoring Strive’s system, character-specific options, delays, and risks. LK’s goal is to refine these into strategically sound versions.

✔ Comprehension Questions

Why does LK think “bad advice” persists even when it technically works?

What makes advice too generic to be reliable in Strive?

✔ Answers

Because people repeat legacy knowledge or simple rules without considering Strive’s specific properties.

It ignores commitment, timing variation, and character-specific tools.

✔ Action Steps

Always question whether advice accounts for timing, space, or options.

Evaluate the commitment and reward of any suggested counter.

Chunk 2 — May Dolphin: Why 6P Is Not Ideal

People say “just 6P Dolphin.” 6P works, but:

It’s high commitment with long recovery.

May can delay Dolphin and counter-hit your 6P.

You don’t get good reward unless you have meter.

Better option: Use 5P or 5K—shorter duration, safer, less punishable if May delays, and often leads to combos.

✔ Questions

Why is 6P high commitment against Dolphin?

Why are fast jabs better in this matchup?

✔ Answers

Long total duration and vulnerability to delay variations.

They recover fast, avoid getting blown up by delays, and yield better conversions.

✔ Action Steps

Practice anti-Dolphin jab timings.

Lab what combo routes your character gets off 5P/5K vs Dolphin.

Chunk 3 — Leo Crossup: Why Throwing Isn’t Enough

Advice: “Just throw Leo’s cross-through.”

Problems:

The range varies, making throws inconsistent.

Strive has strong delay cancel options, letting Leo alter timing or use alternatives.

Some normals (close slash, 2S) give him tons of options; you can’t tunnel vision.

Better rule:

Look for crossup after moves with few cancels, like f.S.

After flexible normals, use FD to create space and observe habits.

✔ Questions

Why is throw unreliable as a universal answer?

When is crossup more predictable?

✔ Answers

Throw range/timing varies and Leo has multiple cancel options.

After normals that have few cancel routes, like far slash.

✔ Action Steps

Identify which Leo normals have limited follow-ups.

Practice FD spacing to escape close-range mix loops.

Chunk 4 — Giovanna: Don’t 6P Every Special

Bad advice: “Just 6P her special moves on reaction.”

Problems:

Her close slash is plus and she can frame trap you while you’re looking for specials.

Her normals are extremely safe, so waiting for specials cedes pressure.

Over-focusing on specials blinds you to her real turn-taking structure.

Better rule:

At the end of her Gatlings (5H, sweep), use FD or super jump to escape or reset.

Once she overextends trying to catch your jump/FD, you regain space to use 6P.

✔ Questions

Why does focusing on 6P make her pressure stronger?

When should you jump or FD?

✔ Answers

Because she gets free turns off safe normals while you wait.

At the end of her string where specials start.

✔ Action Steps

Drill FD → super jump as an escape option.

Recognize the animation cues for Giovanna’s string endings.

Chunk 5 — Chipp Alpha Blade: 6P Is Not “The Answer”

People say “just 6P” Alpha Blade. Problems:

Alpha Blade advances; 6P may cause your character to shift or corner yourself.

The move has low attack level, making anti-air trades very favorable for you.

FD pushes Chipp far enough that his follow-up 2K whiffs.

You can walk under, hit landing recovery, or meet him horizontally.

Better rule: Use the tool that gives your character the best reward, space, or safety, not the standard universal answer.

✔ Questions

Why is FD strong here?

Why are trades favorable against Alpha Blade?

✔ Answers

It pushes Chipp out so his primary follow-up misses.

Low attack level → you get full combo on trade.

✔ Action Steps

Test FD vs Alpha Blade with your character’s anti-airs.

Practice walking under and punishing landing recovery.

Chunk 6 — I-No Stroke: Throwing Helps but Only in the Right Spots

Bad advice: “Throw Stroke.”

Problems:

Stroke is +3, so she keeps her turn.

Waiting for Stroke makes you predictable.

She can vary timing or switch options.

Better rule:

Look for Stroke after moves with little cancel flexibility, like 6H.

She can only let it recover, do S Stroke (-6), or do H Stroke (throwable).

In more flexible spots, consider jump back, backdash, or defensive movement.

✔ Questions

When is throwing Stroke good?

Why shouldn’t you always wait for it?

✔ Answers

After moves where she can only special cancel and has few options.

Because she has too many mix options and you become predictable.

✔ Action Steps

Identify fixed cancel points in I-No’s pressure.

Practice option-select throw vs Stroke timings.

🔥 SUPER-SUMMARY (Under 1 Page)

In this video, LK refines common Guilty Gear Strive matchup advice by showing how generic “just do X” rules often fail because they ignore commitment, space, timing variation, cancel routes, and character-specific risk/reward. He demonstrates this across several matchup misconceptions:

May Dolphin: 6P works but is too committal. Use fast jabs for safer interrupts and better conversions.

Leo Crossup: Throwing isn't reliable; instead, identify normals with few cancel routes and defend there. Against flexible options, rely on FD and awareness.

Giovanna Specials: Reacting with 6P is too narrow because she can overwhelm you with safe normals. Escape at the end of her strings with FD or super jump.

Chipp Alpha Blade: 6P is not the most consistent answer. Use FD to force whiff, trade anti-airs for combos, walk under, or punish landing.

I-No Stroke: Throwing only works in specific spots. Look for Stroke after limited-cancel moves like 6H, and use jump/backdash elsewhere.

The key insight: Replace oversimplified matchup advice with flexible, system-informed strategies that account for options, commitment, and situation. Good advice is not “do X,” but do X when the situation’s structure supports it.

🧠 3-Day Spaced Review Plan Day 1 — Structural Understanding

Read chunks 1–3.

Lab Dolphin jab punishes & Leo 2S/FS cancel routes.

Day 2 — Defensive Escapes

Read chunks 4–5.

Practice Giovanna FD → jump and Chipp FD → whiff punish sequences.

Day 3 — Application & Integration

Read chunk 6 + super-summary.

Build a personal “anti-generic-advice checklist”:

What’s the commitment?

What’s the reward?

How many options does the opponent have here?

mario050987·youtube.com·
Taking BAD Guilty Gear Strive advice and making it better
How NOT To Burst
How NOT To Burst
Support the Channel and stay updated through Social Media. It's quick and easy and really helps us out! - TWITCH- https://www.twitch.tv/animeilluminati TWITTER- https://www.twitter.com/jiyunaJP FACEBOOK- https://www.facebook.com/jiyunajp INSTAGRAM- https://www.instagram.com/jiyunajp ANIMEILLUMINATI Clips Channel - https://www.youtube.com/channel/UCV3Eyd0ezXIEgb5PviwSvrg Editing & Thumbnail by: https://twitter.com/dodonpahchi #GuiltyGearStrive #GuiltyGear #GGStrive
mario050987·youtube.com·
How NOT To Burst
How NOT To Burst
How NOT To Burst
Support the Channel and stay updated through Social Media. It's quick and easy and really helps us out! - TWITCH- https://www.twitch.tv/animeilluminati TWITTER- https://www.twitter.com/jiyunaJP FACEBOOK- https://www.facebook.com/jiyunajp INSTAGRAM- https://www.instagram.com/jiyunajp ANIMEILLUMINATI Clips Channel - https://www.youtube.com/channel/UCV3Eyd0ezXIEgb5PviwSvrg Editing & Thumbnail by: https://twitter.com/dodonpahchi #GuiltyGearStrive #GuiltyGear #GGStrive
mario050987·youtube.com·
How NOT To Burst
How NOT To Burst
How NOT To Burst
Support the Channel and stay updated through Social Media. It's quick and easy and really helps us out! - TWITCH- https://www.twitch.tv/animeilluminati TWITTER- https://www.twitter.com/jiyunaJP FACEBOOK- https://www.facebook.com/jiyunajp INSTAGRAM- https://www.instagram.com/jiyunajp ANIMEILLUMINATI Clips Channel - https://www.youtube.com/channel/UCV3Eyd0ezXIEgb5PviwSvrg Editing & Thumbnail by: https://twitter.com/dodonpahchi #GuiltyGearStrive #GuiltyGear #GGStrive
mario050987·youtube.com·
How NOT To Burst
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
I have to make it clear, 131 is the better way to instant block as it provides low autoblock risk-free.As a bonus, it also makes IBFD quite easy to perform without spending meter doing regular FD on the previous move.Sequence: 1, 3P+K (during blockstun), 1P+K#GGST pic.twitter.com/dUUnVNZcLk— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
IB MAJOR DISCOVERY In a blockstring, you MUST go back to 5 (idle) for a few frames to perform an instant block.Knowing this makes autopiloted tight strings extremely vulnerable to fuzzy instant blocking.Please RT to make this knowledge common.#GGST pic.twitter.com/AsNq7wmH3r— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
IB MAJOR DISCOVERY In a blockstring, you MUST go back to 5 (idle) for a few frames to perform an instant block.Knowing this makes autopiloted tight strings extremely vulnerable to fuzzy instant blocking.Please RT to make this knowledge common.#GGST pic.twitter.com/AsNq7wmH3r— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
PC_volt in lab on Twitter
PC_volt in lab on Twitter
IB MAJOR DISCOVERY In a blockstring, you MUST go back to 5 (idle) for a few frames to perform an instant block.Knowing this makes autopiloted tight strings extremely vulnerable to fuzzy instant blocking.Please RT to make this knowledge common.#GGST pic.twitter.com/AsNq7wmH3r— PC_volt in lab (@PC_voltInLab) July 11, 2021
mario050987·twitter.com·
PC_volt in lab on Twitter
GunFlame on Twitter
GunFlame on Twitter
#GGST_NA PRC option select.This sequence catches back step as well. Leaves Nagoriyuki's Blood Meter at a sweet spot, at slightly above 2 bars. The Kamuriyuki at the end has to be timed to land properly; too early and it whiffs, too late and the opponent techs. pic.twitter.com/94FSTMWskz— GunFlame (@JGodinez1991) July 11, 2021
mario050987·twitter.com·
GunFlame on Twitter
Mark Kirollos on Twitter
Mark Kirollos on Twitter
This option select is ABSOLUTELY NECESSARY for playing Zato. Moves like 2H and Drunkard Shade have different properties on block, hit, and counterhit. If a counterhit occurs, it eats your first negative edge input, causing your backup input to come out. #GGST #GGST_ZA pic.twitter.com/uQB3tnaLgP— Mark Kirollos (@Mark_FGC) June 19, 2021
mario050987·twitter.com·
Mark Kirollos on Twitter
修 on Twitter
修 on Twitter
ギルティのダッシュって前>後>前で出せるのを今更知った。 pic.twitter.com/g7tJ92K8aO— 修 (@shu180sx) July 11, 2021
mario050987·twitter.com·
修 on Twitter
修 on Twitter
修 on Twitter
ギルティのダッシュって前>後>前で出せるのを今更知った。 pic.twitter.com/g7tJ92K8aO— 修 (@shu180sx) July 11, 2021
mario050987·twitter.com·
修 on Twitter
TORI on Twitter
TORI on Twitter
ポチョの前後の二段ジャンプは着地硬直のくらい判定がおかしいのか、ジオの2Kの攻撃判定がおかしいのか知らないけど、着地硬直の3Fに当たらないみたいです。流石に修正案件かな。(垂直二段ジャンプや、前後の二段ジャンプでもFDを張っていると着地硬直のモーションが変わるので当たる) pic.twitter.com/Oh0Q8d9MhQ— TORI (@tori3_) July 11, 2021
mario050987·twitter.com·
TORI on Twitter
TORI on Twitter
TORI on Twitter
ポチョの前後の二段ジャンプは着地硬直のくらい判定がおかしいのか、ジオの2Kの攻撃判定がおかしいのか知らないけど、着地硬直の3Fに当たらないみたいです。流石に修正案件かな。(垂直二段ジャンプや、前後の二段ジャンプでもFDを張っていると着地硬直のモーションが変わるので当たる) pic.twitter.com/Oh0Q8d9MhQ— TORI (@tori3_) July 11, 2021
mario050987·twitter.com·
TORI on Twitter
TORI on Twitter
TORI on Twitter
ポチョの前後の二段ジャンプは着地硬直のくらい判定がおかしいのか、ジオの2Kの攻撃判定がおかしいのか知らないけど、着地硬直の3Fに当たらないみたいです。流石に修正案件かな。(垂直二段ジャンプや、前後の二段ジャンプでもFDを張っていると着地硬直のモーションが変わるので当たる) pic.twitter.com/Oh0Q8d9MhQ— TORI (@tori3_) July 11, 2021
mario050987·twitter.com·
TORI on Twitter