System & General Resources
Summary:
In this video, the creator explains four key methods for hit confirming in fighting games. These methods help players determine whether their attacks have landed successfully on the opponent, allowing them to follow up with combos or continue pressure. The four methods are:
Visual Confirmation (Obvious Method):
Players can visually distinguish between a hit and a block based on the character's reaction. A character will either stagger back or show signs of being hit (e.g., a recoil animation).
A spark effect often appears when a hit lands, similar to a muzzle flash in a shooter game, which is a prominent visual cue.
Audio Confirmation (Less Common Method):
A key difference between a hit and a block is the distinct sound they produce. Hits tend to have a sharper, more impactful sound, while blocks are usually softer. This method can be effective, especially if the player is using headphones or playing in a quiet environment.
Health Bar Confirmation:
Players can observe the opponent's health bar to confirm if a hit has landed. If the opponent loses health or gains gray life, this indicates a successful hit. This is a more indirect method but can be useful when the visual and audio cues are less clear.
Stun Meter Confirmation:
In games where a stun bar is present, players can track the increase in the opponent’s stun meter after landing a hit. This indicates that the opponent is entering hit stun and the player has successfully landed an attack.
Bullet Points (Condensed):
Visual Confirmation: Look for character animations (e.g., recoil or spark effects).
Audio Confirmation: Listen for distinct sound differences between hits and blocks.
Health Bar Confirmation: Check if the opponent loses health or gains gray life.
Stun Meter Confirmation: Track changes in the opponent's stun bar after a hit.
Chunks & Comprehension Questions:
Chunk 1: Visual Confirmation
Main Idea: Identifying a hit vs. block based on character animations and spark effects.
Comprehension Questions:
What visual cue indicates a successful hit in many fighting games?
How can the animation of a character help with hit confirmation?
Action Steps: Focus on watching the opponent’s character animations more closely, especially after your attack lands. Look for visual cues like recoil or spark effects to know if you've hit.
Chunk 2: Audio Confirmation
Main Idea: Using the sound difference between a hit and a block.
Comprehension Questions:
How does sound differ between a hit and a block in fighting games?
Why might audio confirmation be more difficult in some settings?
Action Steps: If you have access to headphones, try to listen for the sound differences between hits and blocks. Practice this in-game to develop a better ear for these cues.
Chunk 3: Health Bar Confirmation
Main Idea: Checking the opponent's health bar or gray life for confirmation.
Comprehension Questions:
What happens to the opponent’s health bar when you land a successful hit?
What does gray life indicate in some fighting games?
Action Steps: In your matches, focus on the opponent’s health bar to confirm hits. This can help you strategize and confirm your combos or follow-up actions.
Chunk 4: Stun Meter Confirmation
Main Idea: Watching the opponent’s stun bar to confirm a successful hit.
Comprehension Questions:
What does an increase in the opponent’s stun meter indicate?
Why is the stun bar useful for confirming hits in certain games?
Action Steps: Pay attention to the opponent’s stun meter during matches. If you notice an increase, it means your attack has landed and the opponent is in hit stun.
Super-Summary:
In the video, the creator discusses four primary methods of hit confirming in fighting games: visual cues (e.g., character animation or sparks), audio cues (e.g., sound differences between hits and blocks), health bar observation (noting changes in health or gray life), and stun meter tracking (noticing increases in the stun bar). These methods help players determine if their attacks have landed successfully and can lead to more consistent and strategic gameplay.
Optional Spaced Review Plan:
Day 1: Review Chunk 1 and 2 (Visual & Audio Confirmation). Focus on training yourself to identify these cues in matches.
Day 2: Review Chunk 3 and 4 (Health Bar & Stun Meter Confirmation). Apply these methods to your gameplay and test their effectiveness.
Day 3: Review all four chunks, combining the methods into your hit-confirming strategy during actual practice or matches.
Summary:
In this video, the creator explains four key methods for hit confirming in fighting games. These methods help players determine whether their attacks have landed successfully on the opponent, allowing them to follow up with combos or continue pressure. The four methods are:
Visual Confirmation (Obvious Method):
Players can visually distinguish between a hit and a block based on the character's reaction. A character will either stagger back or show signs of being hit (e.g., a recoil animation).
A spark effect often appears when a hit lands, similar to a muzzle flash in a shooter game, which is a prominent visual cue.
Audio Confirmation (Less Common Method):
A key difference between a hit and a block is the distinct sound they produce. Hits tend to have a sharper, more impactful sound, while blocks are usually softer. This method can be effective, especially if the player is using headphones or playing in a quiet environment.
Health Bar Confirmation:
Players can observe the opponent's health bar to confirm if a hit has landed. If the opponent loses health or gains gray life, this indicates a successful hit. This is a more indirect method but can be useful when the visual and audio cues are less clear.
Stun Meter Confirmation:
In games where a stun bar is present, players can track the increase in the opponent’s stun meter after landing a hit. This indicates that the opponent is entering hit stun and the player has successfully landed an attack.
Bullet Points (Condensed):
Visual Confirmation: Look for character animations (e.g., recoil or spark effects).
Audio Confirmation: Listen for distinct sound differences between hits and blocks.
Health Bar Confirmation: Check if the opponent loses health or gains gray life.
Stun Meter Confirmation: Track changes in the opponent's stun bar after a hit.
Chunks & Comprehension Questions:
Chunk 1: Visual Confirmation
Main Idea: Identifying a hit vs. block based on character animations and spark effects.
Comprehension Questions:
What visual cue indicates a successful hit in many fighting games?
How can the animation of a character help with hit confirmation?
Action Steps: Focus on watching the opponent’s character animations more closely, especially after your attack lands. Look for visual cues like recoil or spark effects to know if you've hit.
Chunk 2: Audio Confirmation
Main Idea: Using the sound difference between a hit and a block.
Comprehension Questions:
How does sound differ between a hit and a block in fighting games?
Why might audio confirmation be more difficult in some settings?
Action Steps: If you have access to headphones, try to listen for the sound differences between hits and blocks. Practice this in-game to develop a better ear for these cues.
Chunk 3: Health Bar Confirmation
Main Idea: Checking the opponent's health bar or gray life for confirmation.
Comprehension Questions:
What happens to the opponent’s health bar when you land a successful hit?
What does gray life indicate in some fighting games?
Action Steps: In your matches, focus on the opponent’s health bar to confirm hits. This can help you strategize and confirm your combos or follow-up actions.
Chunk 4: Stun Meter Confirmation
Main Idea: Watching the opponent’s stun bar to confirm a successful hit.
Comprehension Questions:
What does an increase in the opponent’s stun meter indicate?
Why is the stun bar useful for confirming hits in certain games?
Action Steps: Pay attention to the opponent’s stun meter during matches. If you notice an increase, it means your attack has landed and the opponent is in hit stun.
Super-Summary:
In the video, the creator discusses four primary methods of hit confirming in fighting games: visual cues (e.g., character animation or sparks), audio cues (e.g., sound differences between hits and blocks), health bar observation (noting changes in health or gray life), and stun meter tracking (noticing increases in the stun bar). These methods help players determine if their attacks have landed successfully and can lead to more consistent and strategic gameplay.
Optional Spaced Review Plan:
Day 1: Review Chunk 1 and 2 (Visual & Audio Confirmation). Focus on training yourself to identify these cues in matches.
Day 2: Review Chunk 3 and 4 (Health Bar & Stun Meter Confirmation). Apply these methods to your gameplay and test their effectiveness.
Day 3: Review all four chunks, combining the methods into your hit-confirming strategy during actual practice or matches.
Summary:
In this video, the creator explains four key methods for hit confirming in fighting games. These methods help players determine whether their attacks have landed successfully on the opponent, allowing them to follow up with combos or continue pressure. The four methods are:
Visual Confirmation (Obvious Method):
Players can visually distinguish between a hit and a block based on the character's reaction. A character will either stagger back or show signs of being hit (e.g., a recoil animation).
A spark effect often appears when a hit lands, similar to a muzzle flash in a shooter game, which is a prominent visual cue.
Audio Confirmation (Less Common Method):
A key difference between a hit and a block is the distinct sound they produce. Hits tend to have a sharper, more impactful sound, while blocks are usually softer. This method can be effective, especially if the player is using headphones or playing in a quiet environment.
Health Bar Confirmation:
Players can observe the opponent's health bar to confirm if a hit has landed. If the opponent loses health or gains gray life, this indicates a successful hit. This is a more indirect method but can be useful when the visual and audio cues are less clear.
Stun Meter Confirmation:
In games where a stun bar is present, players can track the increase in the opponent’s stun meter after landing a hit. This indicates that the opponent is entering hit stun and the player has successfully landed an attack.
Bullet Points (Condensed):
Visual Confirmation: Look for character animations (e.g., recoil or spark effects).
Audio Confirmation: Listen for distinct sound differences between hits and blocks.
Health Bar Confirmation: Check if the opponent loses health or gains gray life.
Stun Meter Confirmation: Track changes in the opponent's stun bar after a hit.
Chunks & Comprehension Questions:
Chunk 1: Visual Confirmation
Main Idea: Identifying a hit vs. block based on character animations and spark effects.
Comprehension Questions:
What visual cue indicates a successful hit in many fighting games?
How can the animation of a character help with hit confirmation?
Action Steps: Focus on watching the opponent’s character animations more closely, especially after your attack lands. Look for visual cues like recoil or spark effects to know if you've hit.
Chunk 2: Audio Confirmation
Main Idea: Using the sound difference between a hit and a block.
Comprehension Questions:
How does sound differ between a hit and a block in fighting games?
Why might audio confirmation be more difficult in some settings?
Action Steps: If you have access to headphones, try to listen for the sound differences between hits and blocks. Practice this in-game to develop a better ear for these cues.
Chunk 3: Health Bar Confirmation
Main Idea: Checking the opponent's health bar or gray life for confirmation.
Comprehension Questions:
What happens to the opponent’s health bar when you land a successful hit?
What does gray life indicate in some fighting games?
Action Steps: In your matches, focus on the opponent’s health bar to confirm hits. This can help you strategize and confirm your combos or follow-up actions.
Chunk 4: Stun Meter Confirmation
Main Idea: Watching the opponent’s stun bar to confirm a successful hit.
Comprehension Questions:
What does an increase in the opponent’s stun meter indicate?
Why is the stun bar useful for confirming hits in certain games?
Action Steps: Pay attention to the opponent’s stun meter during matches. If you notice an increase, it means your attack has landed and the opponent is in hit stun.
Super-Summary:
In the video, the creator discusses four primary methods of hit confirming in fighting games: visual cues (e.g., character animation or sparks), audio cues (e.g., sound differences between hits and blocks), health bar observation (noting changes in health or gray life), and stun meter tracking (noticing increases in the stun bar). These methods help players determine if their attacks have landed successfully and can lead to more consistent and strategic gameplay.
Optional Spaced Review Plan:
Day 1: Review Chunk 1 and 2 (Visual & Audio Confirmation). Focus on training yourself to identify these cues in matches.
Day 2: Review Chunk 3 and 4 (Health Bar & Stun Meter Confirmation). Apply these methods to your gameplay and test their effectiveness.
Day 3: Review all four chunks, combining the methods into your hit-confirming strategy during actual practice or matches.
Guilty Gear Strive – Basic Offense Primer
Video Summary & Learning Breakdown
- Core Summary (High-Level)
This video explains how offense in Guilty Gear Strive is structured differently from older Guilty Gear titles due to limited gatlings and strong stagger pressure. Instead of long blockstrings, Strive offense revolves around close slash (c.S) staggers, delayed cancels, tick throws, and pressure resets. The key idea is to condition opponents to stop mashing using delayed normals and late special cancels, which then opens up safer pressure, throws, and resets.
- Condensed Bullet-Point Review
Gatling routes are limited compared to older GG titles
Many normals don’t naturally loop pressure
Close Slash (c.S) is the backbone of offense
c.S has strong frame advantage (≈ +3 to -2)
c.S enables:
Tick throws
Pressure resets
Frame traps
Large cancel windows allow delayed normals
Delayed cancels punish mashing with counter-hits
Late special cancels can steal turns
Overusing delay pressure loses to patient blocking
Mixing tight strings + delays + throws is essential
- Chunked Breakdown (Self-Contained Lessons) Chunk 1: Why Offense Is Different in Strive
Summary: Guilty Gear Strive reduces gatling freedom, meaning you can’t rely on long, automatic blockstrings to stay in. Buttons like far slash often lead back to neutral rather than extended pressure.
Key Insight: Offense must be intentional and layered, not flowchart-based.
Comprehension Questions:
Why are long blockstrings weaker in Strive?
What problem do limited gatlings create for offense?
Answers:
Fewer normals naturally cancel into each other.
It’s harder to stay in on a blocking opponent without resets.
Action Steps:
Identify which of your character’s buttons end pressure vs reset pressure
Stop autopiloting gatlings—track where pressure truly ends
Chunk 2: Close Slash as the New Offensive Anchor
Summary: Close Slash (c.S) is universally strong, with frame advantage ranging from +3 to -2. This makes it function like a jab from older fighters—fast, flexible, and pressure-defining.
Key Insight: c.S replaces long gatlings as the core pressure tool.
Comprehension Questions:
Why is c.S so important in Strive?
What makes it similar to a jab?
Answers:
Strong frame advantage and flexible follow-ups.
It’s fast, safe, and enables multiple options.
Action Steps:
Lab your character’s c.S frame advantage
Practice starting offense from c.S → decision point
Chunk 3: Basic Options After Blocked Close Slash
Summary: Using Ky as an example, after a blocked c.S you can:
Run up throw
Cancel into pressure tools (e.g., 6K)
Reset pressure with another button
All of these lose to mashing if unprotected.
Key Insight: Pressure only works if the opponent respects it.
Comprehension Questions:
What common options follow blocked c.S?
Why are these risky without conditioning?
Answers:
Throws, pressure cancels, pressure resets.
They lose to mash, throws, or invincible reversals.
Action Steps:
Practice recognizing when opponents mash after c.S
Treat every c.S as a mix point, not a script
Chunk 4: Delayed Normals to Beat Mashers
Summary: Strive gives c.S an unusually large cancel window, letting you delay normals like 2S, 5H, 6H, or 2D to frame-trap mash attempts and score counter-hits.
Key Insight: Delayed cancels are how you earn respect.
Comprehension Questions:
What does delaying a cancel accomplish?
What happens when delayed normals counter-hit?
Answers:
They punish mash attempts.
You get big damage and mental advantage.
Action Steps:
Lab delayed c.S → normal timings
Intentionally delay against mash-heavy players
Chunk 5: Late Special Cancels & Risk Management
Summary: Any special-cancelable normal can be canceled very late, even during recovery. This allows sneaky turn-stealing—but overuse can be beaten by blocking or invincible reversals.
Key Insight: Delay tools are powerful, but must be mixed carefully.
Comprehension Questions:
What is the risk of overusing delay cancels?
How do opponents counter them?
Answers:
You get pushed out or punished.
By blocking patiently or using reversals.
Action Steps:
Mix tight strings and delayed strings
Track opponent reversal habits before committing
- Super-Summary (Under 1 Page)
Guilty Gear Strive offense replaces long gatlings with intentional pressure built around close slash staggers. Because gatlings are limited, offense revolves around c.S as a pressure starter, followed by tick throws, resets, delayed normals, and late special cancels. Delayed cancels punish mashers and condition respect, which then enables safer pressure and throws. However, delay pressure loses to patient defense and reversals, so effective offense requires mixing airtight strings, delays, and resets to remain unpredictable.
- Optional 3-Day Spaced Review Plan
Day 1 – Understanding
Re-read the Super-Summary
Watch the video once while focusing only on c.S usage
Day 2 – Lab Application
Practice:
c.S → throw
c.S → delayed normal
c.S → pressure reset
Test which options beat mash
Day 3 – Match Focus
In matches, track:
When opponents mash
When they respect
Adjust between tight and delayed pressure
Guilty Gear Strive – Basic Offense Primer
Video Summary & Learning Breakdown
- Core Summary (High-Level)
This video explains how offense in Guilty Gear Strive is structured differently from older Guilty Gear titles due to limited gatlings and strong stagger pressure. Instead of long blockstrings, Strive offense revolves around close slash (c.S) staggers, delayed cancels, tick throws, and pressure resets. The key idea is to condition opponents to stop mashing using delayed normals and late special cancels, which then opens up safer pressure, throws, and resets.
- Condensed Bullet-Point Review
Gatling routes are limited compared to older GG titles
Many normals don’t naturally loop pressure
Close Slash (c.S) is the backbone of offense
c.S has strong frame advantage (≈ +3 to -2)
c.S enables:
Tick throws
Pressure resets
Frame traps
Large cancel windows allow delayed normals
Delayed cancels punish mashing with counter-hits
Late special cancels can steal turns
Overusing delay pressure loses to patient blocking
Mixing tight strings + delays + throws is essential
- Chunked Breakdown (Self-Contained Lessons) Chunk 1: Why Offense Is Different in Strive
Summary: Guilty Gear Strive reduces gatling freedom, meaning you can’t rely on long, automatic blockstrings to stay in. Buttons like far slash often lead back to neutral rather than extended pressure.
Key Insight: Offense must be intentional and layered, not flowchart-based.
Comprehension Questions:
Why are long blockstrings weaker in Strive?
What problem do limited gatlings create for offense?
Answers:
Fewer normals naturally cancel into each other.
It’s harder to stay in on a blocking opponent without resets.
Action Steps:
Identify which of your character’s buttons end pressure vs reset pressure
Stop autopiloting gatlings—track where pressure truly ends
Chunk 2: Close Slash as the New Offensive Anchor
Summary: Close Slash (c.S) is universally strong, with frame advantage ranging from +3 to -2. This makes it function like a jab from older fighters—fast, flexible, and pressure-defining.
Key Insight: c.S replaces long gatlings as the core pressure tool.
Comprehension Questions:
Why is c.S so important in Strive?
What makes it similar to a jab?
Answers:
Strong frame advantage and flexible follow-ups.
It’s fast, safe, and enables multiple options.
Action Steps:
Lab your character’s c.S frame advantage
Practice starting offense from c.S → decision point
Chunk 3: Basic Options After Blocked Close Slash
Summary: Using Ky as an example, after a blocked c.S you can:
Run up throw
Cancel into pressure tools (e.g., 6K)
Reset pressure with another button
All of these lose to mashing if unprotected.
Key Insight: Pressure only works if the opponent respects it.
Comprehension Questions:
What common options follow blocked c.S?
Why are these risky without conditioning?
Answers:
Throws, pressure cancels, pressure resets.
They lose to mash, throws, or invincible reversals.
Action Steps:
Practice recognizing when opponents mash after c.S
Treat every c.S as a mix point, not a script
Chunk 4: Delayed Normals to Beat Mashers
Summary: Strive gives c.S an unusually large cancel window, letting you delay normals like 2S, 5H, 6H, or 2D to frame-trap mash attempts and score counter-hits.
Key Insight: Delayed cancels are how you earn respect.
Comprehension Questions:
What does delaying a cancel accomplish?
What happens when delayed normals counter-hit?
Answers:
They punish mash attempts.
You get big damage and mental advantage.
Action Steps:
Lab delayed c.S → normal timings
Intentionally delay against mash-heavy players
Chunk 5: Late Special Cancels & Risk Management
Summary: Any special-cancelable normal can be canceled very late, even during recovery. This allows sneaky turn-stealing—but overuse can be beaten by blocking or invincible reversals.
Key Insight: Delay tools are powerful, but must be mixed carefully.
Comprehension Questions:
What is the risk of overusing delay cancels?
How do opponents counter them?
Answers:
You get pushed out or punished.
By blocking patiently or using reversals.
Action Steps:
Mix tight strings and delayed strings
Track opponent reversal habits before committing
- Super-Summary (Under 1 Page)
Guilty Gear Strive offense replaces long gatlings with intentional pressure built around close slash staggers. Because gatlings are limited, offense revolves around c.S as a pressure starter, followed by tick throws, resets, delayed normals, and late special cancels. Delayed cancels punish mashers and condition respect, which then enables safer pressure and throws. However, delay pressure loses to patient defense and reversals, so effective offense requires mixing airtight strings, delays, and resets to remain unpredictable.
- Optional 3-Day Spaced Review Plan
Day 1 – Understanding
Re-read the Super-Summary
Watch the video once while focusing only on c.S usage
Day 2 – Lab Application
Practice:
c.S → throw
c.S → delayed normal
c.S → pressure reset
Test which options beat mash
Day 3 – Match Focus
In matches, track:
When opponents mash
When they respect
Adjust between tight and delayed pressure
Guilty Gear Strive – Basic Offense Primer
Video Summary & Learning Breakdown
- Core Summary (High-Level)
This video explains how offense in Guilty Gear Strive is structured differently from older Guilty Gear titles due to limited gatlings and strong stagger pressure. Instead of long blockstrings, Strive offense revolves around close slash (c.S) staggers, delayed cancels, tick throws, and pressure resets. The key idea is to condition opponents to stop mashing using delayed normals and late special cancels, which then opens up safer pressure, throws, and resets.
- Condensed Bullet-Point Review
Gatling routes are limited compared to older GG titles
Many normals don’t naturally loop pressure
Close Slash (c.S) is the backbone of offense
c.S has strong frame advantage (≈ +3 to -2)
c.S enables:
Tick throws
Pressure resets
Frame traps
Large cancel windows allow delayed normals
Delayed cancels punish mashing with counter-hits
Late special cancels can steal turns
Overusing delay pressure loses to patient blocking
Mixing tight strings + delays + throws is essential
- Chunked Breakdown (Self-Contained Lessons) Chunk 1: Why Offense Is Different in Strive
Summary: Guilty Gear Strive reduces gatling freedom, meaning you can’t rely on long, automatic blockstrings to stay in. Buttons like far slash often lead back to neutral rather than extended pressure.
Key Insight: Offense must be intentional and layered, not flowchart-based.
Comprehension Questions:
Why are long blockstrings weaker in Strive?
What problem do limited gatlings create for offense?
Answers:
Fewer normals naturally cancel into each other.
It’s harder to stay in on a blocking opponent without resets.
Action Steps:
Identify which of your character’s buttons end pressure vs reset pressure
Stop autopiloting gatlings—track where pressure truly ends
Chunk 2: Close Slash as the New Offensive Anchor
Summary: Close Slash (c.S) is universally strong, with frame advantage ranging from +3 to -2. This makes it function like a jab from older fighters—fast, flexible, and pressure-defining.
Key Insight: c.S replaces long gatlings as the core pressure tool.
Comprehension Questions:
Why is c.S so important in Strive?
What makes it similar to a jab?
Answers:
Strong frame advantage and flexible follow-ups.
It’s fast, safe, and enables multiple options.
Action Steps:
Lab your character’s c.S frame advantage
Practice starting offense from c.S → decision point
Chunk 3: Basic Options After Blocked Close Slash
Summary: Using Ky as an example, after a blocked c.S you can:
Run up throw
Cancel into pressure tools (e.g., 6K)
Reset pressure with another button
All of these lose to mashing if unprotected.
Key Insight: Pressure only works if the opponent respects it.
Comprehension Questions:
What common options follow blocked c.S?
Why are these risky without conditioning?
Answers:
Throws, pressure cancels, pressure resets.
They lose to mash, throws, or invincible reversals.
Action Steps:
Practice recognizing when opponents mash after c.S
Treat every c.S as a mix point, not a script
Chunk 4: Delayed Normals to Beat Mashers
Summary: Strive gives c.S an unusually large cancel window, letting you delay normals like 2S, 5H, 6H, or 2D to frame-trap mash attempts and score counter-hits.
Key Insight: Delayed cancels are how you earn respect.
Comprehension Questions:
What does delaying a cancel accomplish?
What happens when delayed normals counter-hit?
Answers:
They punish mash attempts.
You get big damage and mental advantage.
Action Steps:
Lab delayed c.S → normal timings
Intentionally delay against mash-heavy players
Chunk 5: Late Special Cancels & Risk Management
Summary: Any special-cancelable normal can be canceled very late, even during recovery. This allows sneaky turn-stealing—but overuse can be beaten by blocking or invincible reversals.
Key Insight: Delay tools are powerful, but must be mixed carefully.
Comprehension Questions:
What is the risk of overusing delay cancels?
How do opponents counter them?
Answers:
You get pushed out or punished.
By blocking patiently or using reversals.
Action Steps:
Mix tight strings and delayed strings
Track opponent reversal habits before committing
- Super-Summary (Under 1 Page)
Guilty Gear Strive offense replaces long gatlings with intentional pressure built around close slash staggers. Because gatlings are limited, offense revolves around c.S as a pressure starter, followed by tick throws, resets, delayed normals, and late special cancels. Delayed cancels punish mashers and condition respect, which then enables safer pressure and throws. However, delay pressure loses to patient defense and reversals, so effective offense requires mixing airtight strings, delays, and resets to remain unpredictable.
- Optional 3-Day Spaced Review Plan
Day 1 – Understanding
Re-read the Super-Summary
Watch the video once while focusing only on c.S usage
Day 2 – Lab Application
Practice:
c.S → throw
c.S → delayed normal
c.S → pressure reset
Test which options beat mash
Day 3 – Match Focus
In matches, track:
When opponents mash
When they respect
Adjust between tight and delayed pressure