System & General Resources

System & General Resources

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Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
mario050987·twitter.com·
Super Platano on Twitter
Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
mario050987·twitter.com·
Super Platano on Twitter
Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
mario050987·twitter.com·
Super Platano on Twitter
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

🎮 7 Guilty Gear Strive Tips the Tutorial Doesn’t Teach You

A practical breakdown of hidden mechanics that elevate your gameplay beyond mission mode

🔹 Overall Summary

This video covers seven important mechanics and system nuances in Guilty Gear Strive that are either not explained at all or only partially explained in the in-game tutorial. These tips focus on defense, pressure, damage optimization, throws, Roman Cancels, and training mode efficiency, helping players move from basic understanding to intermediate and competitive play, especially for those aiming at higher floors or Celestial rank.

⚡ Condensed Bullet-Point Overview (Quick Review)

6P (Forward + Punch) has upper-body invincibility and beats many attacks beyond anti-air use.

Wake-up throws don’t work immediately due to throw invincibility on wake-up.

Chip damage cannot kill unless you are at literally 1 HP.

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

Faultless Defense adds extra blockstun, which can prevent punish opportunities.

Training Mode recording slots + random playback are essential for practicing mix-ups and reactions.

🧩 Chunked Breakdown with Learning Tools Chunk 1: 6P Is More Than an Anti-Air Summary

6P (forward + punch) is commonly taught as an anti-air, but it also has upper-body invincibility, making it effective against many grounded attacks that hit high. It’s a universal defensive tool across the cast.

Key Example

If you struggle against a specific move that hits the upper body, testing 6P may shut it down entirely.

Comprehension Questions

Q: Why is 6P useful outside of anti-air situations?

A: Because it has upper-body invincibility, allowing it to beat many high or mid attacks.

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

When a character wakes up from knockdown, they are temporarily throw-invincible. This means immediate throws (normal or command) will whiff.

Key Insight

Tick throws and delayed pressure are stronger than raw throws on wake-up.

Comprehension Questions

Q: Why do throws fail on wake-up?

A: Because the defender has built-in throw invincibility for a short time.

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

Chunk 3: Chip Damage Can’t Kill (Usually) Summary

Chip damage from specials and supers cannot kill unless the opponent is at the absolute minimum health possible.

Important Caveat

Multi-hit moves can still kill via chip because the first hit reduces HP to zero and the next hit finishes the job.

Comprehension Questions

Q: When can chip damage kill?

A: Only at 1 HP, or through multi-hit attacks.

Action Steps

Stay calm at low health—blocking may be safer than expected.

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

Strive’s Roman Cancel emits a shockwave that makes combos easier—but greatly increases damage scaling, reducing total damage.

Optimization Tip

Cancel into an attack before the shockwave activates to preserve damage.

Comprehension Questions

Q: Why does RC shockwave reduce damage?

A: It applies heavy combo scaling to follow-ups.

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

All command throws are throw-invincible, meaning they beat normal throws outright.

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

Faultless Defense (FD) pushes opponents away and negates chip—but adds 2 extra frames of blockstun, which can prevent punishes.

Example

A move that is normally punishable may become safe if FD is used.

Comprehension Questions

Q: Why can FD prevent punishes?

A: Because it adds extra recovery frames to your block.

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

Training mode allows multiple recording slots that can be randomized—perfect for practicing mix-ups and reactions.

Powerful Technique

Record different options (e.g., left/right, low/high) into separate slots, then set playback to Random.

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

This video reveals seven essential Guilty Gear Strive mechanics that dramatically improve decision-making and consistency. Key takeaways include using 6P as a universal defensive tool, understanding wake-up throw invincibility, knowing that chip damage rarely kills, optimizing Roman Cancel damage by avoiding shockwave scaling, exploiting command throw priority, using Faultless Defense selectively to avoid losing punishes, and mastering training mode through randomized recordings. Together, these insights transform passive knowledge into active, matchup-ready skill, accelerating growth toward higher-level play.

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

mario050987·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

🎮 7 Guilty Gear Strive Tips the Tutorial Doesn’t Teach You

A practical breakdown of hidden mechanics that elevate your gameplay beyond mission mode

🔹 Overall Summary

This video covers seven important mechanics and system nuances in Guilty Gear Strive that are either not explained at all or only partially explained in the in-game tutorial. These tips focus on defense, pressure, damage optimization, throws, Roman Cancels, and training mode efficiency, helping players move from basic understanding to intermediate and competitive play, especially for those aiming at higher floors or Celestial rank.

⚡ Condensed Bullet-Point Overview (Quick Review)

6P (Forward + Punch) has upper-body invincibility and beats many attacks beyond anti-air use.

Wake-up throws don’t work immediately due to throw invincibility on wake-up.

Chip damage cannot kill unless you are at literally 1 HP.

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

Faultless Defense adds extra blockstun, which can prevent punish opportunities.

Training Mode recording slots + random playback are essential for practicing mix-ups and reactions.

🧩 Chunked Breakdown with Learning Tools Chunk 1: 6P Is More Than an Anti-Air Summary

6P (forward + punch) is commonly taught as an anti-air, but it also has upper-body invincibility, making it effective against many grounded attacks that hit high. It’s a universal defensive tool across the cast.

Key Example

If you struggle against a specific move that hits the upper body, testing 6P may shut it down entirely.

Comprehension Questions

Q: Why is 6P useful outside of anti-air situations?

A: Because it has upper-body invincibility, allowing it to beat many high or mid attacks.

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

When a character wakes up from knockdown, they are temporarily throw-invincible. This means immediate throws (normal or command) will whiff.

Key Insight

Tick throws and delayed pressure are stronger than raw throws on wake-up.

Comprehension Questions

Q: Why do throws fail on wake-up?

A: Because the defender has built-in throw invincibility for a short time.

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

Chunk 3: Chip Damage Can’t Kill (Usually) Summary

Chip damage from specials and supers cannot kill unless the opponent is at the absolute minimum health possible.

Important Caveat

Multi-hit moves can still kill via chip because the first hit reduces HP to zero and the next hit finishes the job.

Comprehension Questions

Q: When can chip damage kill?

A: Only at 1 HP, or through multi-hit attacks.

Action Steps

Stay calm at low health—blocking may be safer than expected.

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

Strive’s Roman Cancel emits a shockwave that makes combos easier—but greatly increases damage scaling, reducing total damage.

Optimization Tip

Cancel into an attack before the shockwave activates to preserve damage.

Comprehension Questions

Q: Why does RC shockwave reduce damage?

A: It applies heavy combo scaling to follow-ups.

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

All command throws are throw-invincible, meaning they beat normal throws outright.

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

Faultless Defense (FD) pushes opponents away and negates chip—but adds 2 extra frames of blockstun, which can prevent punishes.

Example

A move that is normally punishable may become safe if FD is used.

Comprehension Questions

Q: Why can FD prevent punishes?

A: Because it adds extra recovery frames to your block.

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

Training mode allows multiple recording slots that can be randomized—perfect for practicing mix-ups and reactions.

Powerful Technique

Record different options (e.g., left/right, low/high) into separate slots, then set playback to Random.

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

This video reveals seven essential Guilty Gear Strive mechanics that dramatically improve decision-making and consistency. Key takeaways include using 6P as a universal defensive tool, understanding wake-up throw invincibility, knowing that chip damage rarely kills, optimizing Roman Cancel damage by avoiding shockwave scaling, exploiting command throw priority, using Faultless Defense selectively to avoid losing punishes, and mastering training mode through randomized recordings. Together, these insights transform passive knowledge into active, matchup-ready skill, accelerating growth toward higher-level play.

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

mario050987·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
AkitoBass @ ACPR on Twitter
AkitoBass @ ACPR on Twitter
Double Sided DP OS works in strive.6321431 + button, to dp on both side~Time to mash more DP on left right mix (∩´∀`)∩ pic.twitter.com/mb4d8xFxX5— AkitoBass @ ACPR (@AkitoBass) June 25, 2021
mario050987·twitter.com·
AkitoBass @ ACPR on Twitter
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

🎮 7 Guilty Gear Strive Tips the Tutorial Doesn’t Teach You

A practical breakdown of hidden mechanics that elevate your gameplay beyond mission mode

🔹 Overall Summary

This video covers seven important mechanics and system nuances in Guilty Gear Strive that are either not explained at all or only partially explained in the in-game tutorial. These tips focus on defense, pressure, damage optimization, throws, Roman Cancels, and training mode efficiency, helping players move from basic understanding to intermediate and competitive play, especially for those aiming at higher floors or Celestial rank.

⚡ Condensed Bullet-Point Overview (Quick Review)

6P (Forward + Punch) has upper-body invincibility and beats many attacks beyond anti-air use.

Wake-up throws don’t work immediately due to throw invincibility on wake-up.

Chip damage cannot kill unless you are at literally 1 HP.

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

Faultless Defense adds extra blockstun, which can prevent punish opportunities.

Training Mode recording slots + random playback are essential for practicing mix-ups and reactions.

🧩 Chunked Breakdown with Learning Tools Chunk 1: 6P Is More Than an Anti-Air Summary

6P (forward + punch) is commonly taught as an anti-air, but it also has upper-body invincibility, making it effective against many grounded attacks that hit high. It’s a universal defensive tool across the cast.

Key Example

If you struggle against a specific move that hits the upper body, testing 6P may shut it down entirely.

Comprehension Questions

Q: Why is 6P useful outside of anti-air situations?

A: Because it has upper-body invincibility, allowing it to beat many high or mid attacks.

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

When a character wakes up from knockdown, they are temporarily throw-invincible. This means immediate throws (normal or command) will whiff.

Key Insight

Tick throws and delayed pressure are stronger than raw throws on wake-up.

Comprehension Questions

Q: Why do throws fail on wake-up?

A: Because the defender has built-in throw invincibility for a short time.

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

Chunk 3: Chip Damage Can’t Kill (Usually) Summary

Chip damage from specials and supers cannot kill unless the opponent is at the absolute minimum health possible.

Important Caveat

Multi-hit moves can still kill via chip because the first hit reduces HP to zero and the next hit finishes the job.

Comprehension Questions

Q: When can chip damage kill?

A: Only at 1 HP, or through multi-hit attacks.

Action Steps

Stay calm at low health—blocking may be safer than expected.

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

Strive’s Roman Cancel emits a shockwave that makes combos easier—but greatly increases damage scaling, reducing total damage.

Optimization Tip

Cancel into an attack before the shockwave activates to preserve damage.

Comprehension Questions

Q: Why does RC shockwave reduce damage?

A: It applies heavy combo scaling to follow-ups.

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

All command throws are throw-invincible, meaning they beat normal throws outright.

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

Faultless Defense (FD) pushes opponents away and negates chip—but adds 2 extra frames of blockstun, which can prevent punishes.

Example

A move that is normally punishable may become safe if FD is used.

Comprehension Questions

Q: Why can FD prevent punishes?

A: Because it adds extra recovery frames to your block.

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

Training mode allows multiple recording slots that can be randomized—perfect for practicing mix-ups and reactions.

Powerful Technique

Record different options (e.g., left/right, low/high) into separate slots, then set playback to Random.

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

This video reveals seven essential Guilty Gear Strive mechanics that dramatically improve decision-making and consistency. Key takeaways include using 6P as a universal defensive tool, understanding wake-up throw invincibility, knowing that chip damage rarely kills, optimizing Roman Cancel damage by avoiding shockwave scaling, exploiting command throw priority, using Faultless Defense selectively to avoid losing punishes, and mastering training mode through randomized recordings. Together, these insights transform passive knowledge into active, matchup-ready skill, accelerating growth toward higher-level play.

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

mario050987·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
VORUTEKUSU on Twitter
VORUTEKUSU on Twitter
look at the inputsthe dash macro actually counts as a forward input lol pic.twitter.com/ICBEb07w3A— VORUTEKUSU (@GREATFERNMAN) June 25, 2021
mario050987·twitter.com·
VORUTEKUSU on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
powerful masher on Twitter
powerful masher on Twitter
Same OS works vs options after blocking 46S, but again this loses to delayed 46SRecording slots:1. 46S2. 46H (2K > 6H)3. 28H4. 6P (2K > 214H or whiff 2K > 2D)5. 6H (2K > 214HYou can delay the 2K enough to block 46S and still interrupt 46H/6H#GGST_NA pic.twitter.com/HKHiSjI8pd— powerful masher (@daymendou) June 25, 2021
mario050987·twitter.com·
powerful masher on Twitter
powerful masher on Twitter
powerful masher on Twitter
haven't played vs May much, but I see a lot of complaints about her Here is an OS against 2S cancels into Dolphins: block 2S > walk > delay 2KBlocks 46S unless they delay it, punishes 46H (2K > 6H), punishes 28S (2K > 214H), and avoids 28H#GGST_NA pic.twitter.com/5rVu6kxhIP— powerful masher (@daymendou) June 25, 2021
mario050987·twitter.com·
powerful masher on Twitter
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
This is a guide designed to help you take easy steps towards making your fighting game content more accessible. If you like to make combo videos, tutorials, or fighting game content in general make sure to start doing these things so more and more blind and deaf people can access your work. Many of these tips also apply to other games, so if you're a content creator of any kind please stick around! Time Stamps are at the bottom of the description. Share this video with your favorite creators so they can start making their content more accessible too! ACKNOWLEDGEMENTS I would like to thank Dengster and Vordan for their help with this guide, they are two blind players who gave me their input as to what they like to see in a fighting game YouTube guide. Thanks also to Phage, who through his community has taught so many people about accessibility including me! If there's anything you think this guide is missing, or if there is anything I could be doing to make my own videos more accessible please let me know in the comments. LINKS Set up Close Captioning in your Twitch stream using TalkToMeGooseman's Stream Close Captioner tool here: https://stream-cc.gooseman.codes/ Follow BlindWarriorSven on Twitch here: https://www.twitch.tv/blindwarriorsven Follow TheSightlessOne on Twitch here: https://www.twitch.tv/thesightlessone Follow SightlessKombat on Twitch here: https://www.twitch.tv/sightlesskombat Watch the first video example on Rooflemonger's channel here: https://www.youtube.com/watch?v=ql2yEob8OMo Watch the second video example on ahmz1404's channel here: https://www.youtube.com/watch?v=wbc0IRDjss8 Watch the third video example on TheWasteofFlesh's channel here: https://www.youtube.com/watch?v=OCJN_VtfySk Read the tweet and thread I referred in the introduction here: https://twitter.com/bettyd0ts/status/1363930675930357761 TIMESTAMPS 0:00 Introduction 0:57 Accessibility and stereo sound 1:21 My tweet and the context it gave me 2:25 Accessibility Awareness 3:19 Intention of this guide 4:06 Start of the guide 4:23 Leave the game sound on 6:02 Close Caption your videos and streams 7:14 Include combo notation in the video and description 8:10 Use standard notation for your combos 9:06 Include important video text in the video description 9:25 Use clear labels and titles in your video description 9:38 Use time stamps on your video 10:50 Voice overs help a lot 11:35 Don't talk over important game sound, watch your mix 12:01 Tell your viewers about the text in your description 12:44 Video Example #1 14:02 Video Example #2 15:41 Video Example #3 16:30 Extra Tip: Make sure audio is in stereo 17:03 Conclusion 18:01 Blind streamers for you to follow and support 18:56 Outro ---------- I am a music teacher and theory expert obsessed with videogame music, and a fighting game beginner fascinated by growth and learning. Pretty good fit, innit ? Follow me on Twitch for more! https://www.twitch.tv/bettydots Stop by my Twitter also if you'd like! https://twitter.com/bettyd0ts All music courtesy of Lo-Fi girl: https://youtu.be/5qap5aO4i9A Thanks for watching!
mario050987·youtube.com·
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
gishac on Twitter
gishac on Twitter
Millia counter hit OS #GGST_MI . Looks like a safe option vs chars that punish c.S pressure?https://t.co/BMJAwtxr7J pic.twitter.com/lWp6MBGPyD— gishac (@gishac) June 25, 2021
mario050987·twitter.com·
gishac on Twitter
tragic on Twitter
tragic on Twitter
BRC can create punishes that normally don't exist. I used this example because the timing is so ridiculously precise yet still a true punish. I don't recommend this specific example in-game, but instead, use the concept to create your own punishes!#GGST #GGST_CH @HiFightTH pic.twitter.com/79NyxAOCem— tragic (@fightelement) June 25, 2021
mario050987·twitter.com·
tragic on Twitter
tragic on Twitter
tragic on Twitter
BRC can create punishes that normally don't exist. I used this example because the timing is so ridiculously precise yet still a true punish. I don't recommend this specific example in-game, but instead, use the concept to create your own punishes!#GGST #GGST_CH @HiFightTH pic.twitter.com/79NyxAOCem— tragic (@fightelement) June 25, 2021
mario050987·twitter.com·
tragic on Twitter
tragic on Twitter
tragic on Twitter
BRC can create punishes that normally don't exist. I used this example because the timing is so ridiculously precise yet still a true punish. I don't recommend this specific example in-game, but instead, use the concept to create your own punishes!#GGST #GGST_CH @HiFightTH pic.twitter.com/79NyxAOCem— tragic (@fightelement) June 25, 2021
mario050987·twitter.com·
tragic on Twitter
#ZafKnows - Using Meters to Read An Opponent
#ZafKnows - Using Meters to Read An Opponent

Summary:

In this video, ZafKnows, a competitive Street Fighter player, breaks down an important moment from a ranked match, explaining how he reads his opponent using their meter (V-Trigger), body language, and advantage mechanics. The video is designed to help players understand how to identify key signs and use that information to anticipate an opponent's actions.

Key Concepts:

Advantage from Hits: Zaf explains how the advantage gained from landing a stand medium kick allows him to react confidently if the opponent retaliates. In this specific case, his advantage from the hit prevents the opponent from getting an easy counter-hit, especially in high-stakes moments.

Reading Body Language: Zaf emphasizes the importance of reading the opponent's body language. For example, when the opponent is moving slowly or being patient, it's common for advanced players to close the distance quickly, which Zaf predicts based on his experience.

Meter Awareness: One of the key moments of the match involves the opponent’s V-Trigger activation. Zaf discusses how the opponent’s meter—especially the V-Trigger bar—gives insight into what the opponent might want to do next. Recognizing when the opponent is likely to use V-Trigger due to emotional buildup or frustration can provide a huge advantage.

Spacing and Pushback: Another important element is the pushback that occurs after hitting an opponent. Zaf takes advantage of this to maintain a safe distance, preventing a counter-hit and putting himself in a favorable position.

Predicting and Committing: Zaf talks about how predicting the opponent's dash—based on visual cues like a "wiggle" before the dash—lets him commit to certain actions (like standing medium kick) with confidence. His commitment to reading the meter and player tendencies, rather than just reacting to them, is crucial.

Bullet Points:

Advantage from Hits: Key to reading an opponent’s next move after gaining an advantage from a successful hit.

Reading Body Language: Predicting the opponent’s dash based on movement patterns and patient behavior.

Meter Awareness: Using V-Trigger to understand emotional buildup and plan for counter-moves.

Spacing and Pushback: Using hit pushback to avoid close-range danger and set up for a better position.

Prediction over Reaction: Using intuition and observation to predict opponent behavior and commit to actions accordingly.

Chunks Breakdown: Chunk 1: Advantage from Successful Hits

Zaf explains that after landing a stand medium kick, he gains enough advantage to either punish or avoid counter-attacks. He is able to predict the opponent's moves because of this advantage.

Comprehension Questions:

What gives Zaf the advantage in the match after landing a stand medium kick?

How does this advantage affect his ability to predict the opponent's actions?

Action Step: Focus on landing advantageous hits in your own games, and understand when you can safely predict your opponent's next action based on the advantage you gain.

Chunk 2: Reading the Opponent’s Body Language

Zaf observes that high-level players often dash when they notice their opponent is being passive. He predicts that the opponent will close the gap due to his calm and patient playstyle.

Comprehension Questions:

What body language did Zaf use to predict the opponent's dash?

Why is understanding body language critical in this context?

Action Step: Watch for patterns in your opponent's movements, especially when they become more passive or tentative. Predict their next action based on their body language.

Chunk 3: Meter Awareness and V-Trigger

Zaf focuses on the opponent's V-Trigger bar to anticipate a desperate move. He refers to this as the "red bar of courage," where an opponent might act out of frustration or emotion, leading to predictable behavior.

Comprehension Questions:

What is the "red bar of courage" and how does it influence gameplay?

Why is meter awareness important during a match?

Action Step: Pay attention to your opponent's V-Trigger meter. If it’s full, expect more aggressive or emotional plays, and counter accordingly.

Chunk 4: Spacing and Pushback

Zaf uses the spacing from the pushback of his successful attacks to avoid close-range counter-hits, preventing the opponent from capitalizing on the situation.

Comprehension Questions:

How does pushback affect Zaf’s ability to avoid counter-hits?

What happens if Zaf were closer to the opponent during the pushback?

Action Step: Practice spacing in your own gameplay to avoid being in a dangerous range for counter-hits, especially after successful attacks.

Chunk 5: Prediction Over Reaction

Zaf emphasizes that instead of just reacting to his opponent, he uses his understanding of the opponent's behavior (like the “wiggle” before a dash) to predict and preemptively counter.

Comprehension Questions:

What visual cue did Zaf use to predict the opponent's dash?

Why is predicting moves more advantageous than just reacting to them?

Action Step: Look for subtle cues in your opponent’s behavior to predict their next move rather than simply reacting. This gives you more control over the match.

Super-Summary:

In this breakdown, Zaf demonstrates how to use meter awareness, body language, and attack advantages to predict and read an opponent’s behavior in Street Fighter. By noticing visual cues like the "wiggle" before a dash, understanding the opponent’s emotional state from their V-Trigger, and using pushback for spacing, players can gain a significant edge. Zaf encourages players to predict rather than react, allowing them to create openings and punish mistakes before they happen.

Optional Spaced Review Plan:

Day 1: Focus on understanding the importance of advantage from hits and reading body language.

Day 2: Review meter awareness and how to use V-Trigger for predictions.

Day 3: Practice using spacing and pushback to avoid counter-hits and improve prediction skills.

mario050987·youtube.com·
#ZafKnows - Using Meters to Read An Opponent
How to Walk Up and Throw Your Opponent in Footsies
How to Walk Up and Throw Your Opponent in Footsies

Chunked Summary Chunk 1: Introduction to Throws in Footsies

Summary:

Throws are a critical tool in footsies to punish opponents who block or hesitate.

Walking up and throwing relies on understanding spacing, timing, and reads.

Throws are especially effective against defensive players who rely on blocking.

Key Examples:

Opponent blocking repeatedly → walk up throw can open them up.

Frame advantage from moves can create opportunities to throw safely.

Bullet Points:

Throws break defensive habits.

Walking up safely requires knowledge of frame data.

Reading opponent patterns is crucial.

Comprehension Questions & Answers:

Q: Why are throws important in footsies? A: They punish defensive behavior and force opponents to act.

Q: What factors make walking up to throw effective? A: Proper spacing, timing, and understanding opponent behavior.

Action Steps:

Observe how often your opponent blocks.

Track which of your moves leave you at frame advantage for throws.

Chunk 2: Spacing and Walk-Up Techniques

Summary:

Proper spacing prevents risk of counter-attacks when attempting a throw.

Walk-up distances depend on the character's throw range and movement speed.

Use moves that slightly advance your position to create safe walk-up scenarios.

Key Examples:

Using a poking move that is safe on block → walk up throw immediately after.

Walking up after whiffing a long-range attack to bait a defensive response.

Bullet Points:

Understand your character’s throw range.

Control space to avoid overextending.

Use neutral movement to gauge opponent reactions.

Comprehension Questions & Answers:

Q: How can spacing affect the safety of a throw attempt? A: Being too close risks a counter-hit, too far and the throw won’t connect.

Q: What is a safe way to approach after a poke? A: Use moves with safe frames to advance and create throw opportunities.

Action Steps:

Measure your character’s throw range in training mode.

Practice walking up from slightly outside throw range to bait reactions.

Chunk 3: Timing and Opponent Reading

Summary:

Reading opponent behavior is essential to time throws.

Throws are most effective against players who hesitate or over-rely on blocking.

Recognize patterns: repeated blocks, predictable responses, or fear of pressing buttons.

Key Examples:

Opponent consistently blocks after a certain poke → walk up throw.

Counter-hit setups create frame advantage → use throw to punish after.

Bullet Points:

Observe and predict opponent tendencies.

Frame advantage can dictate safe timing for throws.

Hesitation is a key indicator for throw opportunities.

Comprehension Questions & Answers:

Q: What behaviors make an opponent susceptible to throws? A: Repeated blocking, hesitation, and predictable responses.

Q: How does frame advantage influence throw timing? A: It creates a window where a throw cannot be punished if executed properly.

Action Steps:

Track opponent habits mid-match.

Practice timing throws immediately after moves with positive frame advantage.

Chunk 4: Mix-Ups and Conditioning

Summary:

Mixing throws with other options (like low pokes or normals) keeps the opponent guessing.

Conditioning involves teaching the opponent to expect one option, then punishing them with a throw.

Successful mix-ups reduce the likelihood of being countered.

Key Examples:

After conditioning an opponent to always block low → throw next.

Use occasional safe attacks before a throw to maintain unpredictability.

Bullet Points:

Mix throws with other attacks to remain unpredictable.

Condition opponent to create high-value throw opportunities.

Alternating offense increases psychological pressure.

Comprehension Questions & Answers:

Q: What is the purpose of mix-ups in footsies? A: To make your opponent unsure and create openings for throws.

Q: How can conditioning lead to effective throws? A: By training the opponent to expect one action, you can surprise them with a throw.

Action Steps:

Alternate between safe pokes and throws in training mode.

Record and analyze opponent reactions to adjust mix-ups.

Chunk 5: Risk Management and Defensive Awareness

Summary:

Throws are risky if overused; opponents can counter with attacks.

Defensive awareness involves knowing when the opponent is likely to retaliate.

Balancing throw attempts with safe play ensures minimal punishment.

Key Examples:

Avoid throwing when opponent has strong reversal options.

Recognize situations where walk-up throws are too predictable.

Bullet Points:

Throws carry risk; timing is critical.

Avoid overcommitting.

Defensive reading is as important as offensive execution.

Comprehension Questions & Answers:

Q: Why should throws be used selectively? A: Overuse can lead to being countered or punished.

Q: How can you reduce risk when attempting a throw? A: By reading opponent tendencies and alternating options.

Action Steps:

Study character-specific reversals to avoid risky throws.

Practice reading opponent reactions in training and casual matches.

Super-Summary (All Chunks Combined)

Key Insights: Walking up and throwing in footsies is a blend of spacing, timing, reading, and conditioning. Throws are crucial to break defensive habits, especially against opponents who block frequently. Effective throws rely on understanding your character’s range, safe walk-up techniques, and frame advantage. Reading opponent tendencies—hesitation, predictable blocking, and reactions—is critical. Mix-ups and conditioning amplify throw effectiveness while risk management ensures you avoid counter-attacks.

Actionable Steps:

Track opponent habits and blocking tendencies.

Practice safe walk-up distances and throw ranges.

Mix throws with other attacks to remain unpredictable.

Use frame advantage to time throws safely.

Balance offensive pressure with defensive awareness.

Optional 3-Day Spaced Review Plan

Day 1: Review Chunk 1-2; practice measuring throw range in training mode. Day 2: Review Chunk 3-4; practice timing throws and conditioning opponents. Day 3: Review Chunk 5 and Super-Summary; combine spacing, timing, mix-ups, and risk management into real matches.

mario050987·youtube.com·
How to Walk Up and Throw Your Opponent in Footsies
Hamani as Novkov(o˘◡˘o) on Twitter
Hamani as Novkov(o˘◡˘o) on Twitter
I knew it.Been experiencing some lags in some of the matches.Especially during the intro #GGST pic.twitter.com/L59vILUJl0— Hamani as Novkov(o˘◡˘o) (@novkovboy) June 25, 2021
mario050987·twitter.com·
Hamani as Novkov(o˘◡˘o) on Twitter
SeanE on Twitter
SeanE on Twitter
Not sure if this is common knowledge but it seems like your positioning changes post wall break depending on what you break the wall with. Not sure how impactful this will be but I thought it was kind of interesting. #GGST pic.twitter.com/XHHgzmR2iU— SeanE (@EngrishVEN) June 25, 2021
mario050987·twitter.com·
SeanE on Twitter
SeanE on Twitter
SeanE on Twitter
Not sure if this is common knowledge but it seems like your positioning changes post wall break depending on what you break the wall with. Not sure how impactful this will be but I thought it was kind of interesting. #GGST pic.twitter.com/XHHgzmR2iU— SeanE (@EngrishVEN) June 25, 2021
mario050987·twitter.com·
SeanE on Twitter
SeanE on Twitter
SeanE on Twitter
Not sure if this is common knowledge but it seems like your positioning changes post wall break depending on what you break the wall with. Not sure how impactful this will be but I thought it was kind of interesting. #GGST pic.twitter.com/XHHgzmR2iU— SeanE (@EngrishVEN) June 25, 2021
mario050987·twitter.com·
SeanE on Twitter
[GGS] Gameplan: WHY IT MATTERS
[GGS] Gameplan: WHY IT MATTERS
#ggs_kyk #ggs_nag #ggs_ky #ggs_na Some notes on why Gameplan matters. You have to be aware of how your character's kit encourages the way they're meant to be played! By understanding gameplan, you can implement one of your own!
mario050987·youtube.com·
[GGS] Gameplan: WHY IT MATTERS