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[GUILTY GEAR -STRIVE-] Daisuke Ishiwatari Interview. “While protecting the spirit of GUILTY GEAR, we aim to broaden the field of players who can enjoy the game.”



This interview took place on sight at [ARCREVO America 2019] which was held on November 16th and 17th in California. We spoke directly on sight with the game’s General Director, Daisuke Ishiwatari, so we will present the interview in that form.

GUILTY GEAR Strive’s General Director, Daisuke Ishiwatari


4Gamer: The title for the new game was announced – GUILTY GEAR STRIVE. Please share with us the thoughts and meaning behind the name.

Ishiwatari: Continuing the theme of the entire GUILTY GEAR series, we decided on STRIVE. Furthermore, the IV in STRIVE is in bold so it also holds the meaning of “4”, but I think it’s fine if this is ignored. Up until now, X, XX, and Xrd all contained the letter X, so we decided to go with STRIVE to separate this title from those games. 


4Gamer: What is the theme of the GUILTY GEAR series?

Ishiwatari: This becomes a discussion about the story, but the theme revolves around seeking the answer to the question, “What does it mean to be human?”. For the new title as well, we want to continue with this theme and create a new drama to unfold.

4Gamer: I was able to play the demo version; I felt the game was much easier to play than the older titles. Please share with us why you decided to make such a big change to the feel of the game?

Ishiwatari: For this title, we felt like we needed to appeal to both people that have never played a Fighting Game and to those who enjoy the modern style of Fighting Games; therefore we emphasized accessibility during development.

4Gamer: Ishiwatari, you’ve always had the image of someone who loves traditional Fighting Games and really puts his own into personality into whatever he makes. I’ll say it directly, but I felt the fact that you are making the new title easy to play is a bit uncharacteristic for you.

Ishiwatari: The GUILTY GEAR series up until now has certainly been heavily influenced by my own personal image of what a Fighting Game should be, but because of this, the games were difficult to approach for new players. For this title, we wanted to reset that part and aim to make a game that can be enjoyed by many different players.

However, this by no way means that I’m looking to make any compromises regarding the development of the game. I think we need to push that level of detail and depth that only ArcSystem Works and no other developer can achieve, and I believe that the entire staff understands this.

This new title is the newest title in the long standing GUILTY GEAR series, so I absolutely believe we must protect the spirit of GUILTY GEAR. I’m currently in a position where the staff keeps proposing a multitude of new ideas, but I have to turn them away like a seawall. (laughs). 



Weird to translate analogy, so made some Jiyuna Art. (Not from the Article)

4Gamer: Please share with us what led to you developing the new game.

Ishiwatari: I’ll be repeating what I said earlier, but while we were brainstorming and trying to figure out what a new player wanted in a Fighting Game, we came to the conclusion that we should reset the experience everyone has had up until now. I’ve always believed that a Fighting Game should feature a wide variety of characters, so we decided to use the base of GUILTY GEAR Xrd and increase the amount of characters. (Jiyuna Note – This is the only quote I am uncertain of, but I believe he is explaining why he chose to use Guilty Gear’s already robust roster rather than create a new IP?)

4Gamer: Regarding the idea that a Fighting Game should feature a large cast, do you plan on adding classic characters to Strive that were not featured in GUILTY GEAR Xrd Rev 2?

Ishiwatari: I said the same thing during Rev 2, but if we can sell enough we will put every character in the game (laughs). Furthermore, GUILTY GEAR Strive is a separate title from Rev 2, so I still have not thought about whether or not Rev 2 is finished. There is still a possibility that more classic characters may be added to Rev 2 in the future.

4Gamer: Currently, Sol, Ky, May, Axl, Chipp, Potemkin, Faust and one unnamed character have been revealed. Can you share with us why you selected these 7 classic characters?

Ishiwatari: This is something the entire staff struggled with, but we looked for “Characters that are recognized around the world”, “Characters that GUILTY GEAR fans want in the game”, and “Characters that feel good to new players”, and this is the lineup that we felt best matched those criteria.

4Gamer: All of the visuals have changed, but among those May changed so much that you could almost call her a different person. I feel like this was a good move and you’ve succeeded in gaining a lot of new fans.

Ishiwatari: I’m very happy it worked out and also the views on her reveal video continue to skyrocket (laughs).

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4Gamer: She’s very popular because no matter which frame you look at, she’s always cute.

Ishiwatari: This is because our Art Director thoroughly designed the character piece by piece.

4Gamer: Besides May, Faust also received a big change from his past design.

Ishiwatari: May and Faust both received big and noticeable changes, but we are carefully designing each character with new players and the global market in mind, while thinking about how much of that character’s charm we can show off.

4Gamer: Next please allow us to ask about the gameplay. Compared to the Xrd Series, I felt that the damage dealt by players was rather high. Do you plan to maintain this level of damage?

Ishiwatari: Certainly the amount of damage dealt has increased, but looking at our data from the playtests, the length of each match has not changed that much from the older titles. This shows that the Neutral game and the Mind games have expanded.

4Gamer: Certainly I did not get the impression that the matches were short from the games I played.

Ishiwatari: The titles up until now focused on performing long and difficult combos in order to deal big damage, but in order to perform these techniques a great deal of time spent practicing was necessary. We wanted to revise this part of the game, and make it easier for players to have the chance to win against higher level players. Of course, we are making sure that the game rewards players who put in the time practicing, so please be at ease.

4Gamer: In past titles, your success was linked to your ability to perform high difficulty combos and setplay. By simplifying this part, I see you are placing more emphasis on the mind games.

Ishiwatari: Up until now I’ve aimed to create Fighting Games that play like Shougi. Shougi is a game where if there is a gap in you and your opponent’s skill level, then you will almost never lose. However, in order to match the current trends, it was necessary to change that part. I don’t know if this is a proper example, but I think I am aiming to create something close to Mahjong. Gameplay where confident movements, reads, and luck can allow one to seize a chance at victory.

4Gamer: The effect of Roman Cancel has also been narrowed down and its use has become easier to understand.

Ishiwatari: In the Xrd series, it was a system that had too high a degree of freedom, so this time we set the scope of its use. However, just narrowing down its use is not interesting, so we’ve made sure to include a variety of different techniques. Basically, hitting your opponent and performing a Red Roman Cancel is simple and strong, but we want high level players to be able to explore and find other uses for the system.

4Gamer: I also felt that it was easy to use Red Romal Cancel to extend my combos.

Ishiwatari: When you first start playing the game I think it will feel that way. But as you dive further into the game, there are also more difficult and interesting uses to discover so please look forward to that.


4Gamer: When talking about the GUILTY GEAR series, one of the words synonymous with the game is Okizeme –  the system of attacking your opponent as they get up; but in this version there are a lot of attacks that knock the opponent away and I felt like it has become difficult to perform Okizeme.

Ishiwatari: That’s correct. We decided that not focusing on midscreen Okizeme and instead expand on attacking in the corner would make for a better game. Up until now, there are many examples of players losing to powerful okizeme from Advanced players without being able to do anything in return. Removing this scenario and instead increasing the number of mind games per match was one of our concepts when designing the game.

4Gamer: In this title, when you perform a combo in the corner, your opponent is blown away and the stage changes. Is it safe to say this is also a system to prevent matches from becoming one-sided?

Ishiwatari: That’s correct. However, the person who performs the wall break receives a buff, so they are able to proceed at an advantage after the match resumes. Presently, the buff is a bonus to their Tension Gauge building, but this is only temporary and at this moment I am not sure what the buff will be in the final version.

4Gamer: In the current version, “Air Teching” which allows one to recover in the air is also gone. Please share your reasoning behind this.

Ishiwatari: Even in the past titles, there were many requests to add in the “Hold Button to Air Tech” feature, and I’ve discussed it countless times with the production staff throughout the years. Of course this discussion came up during the development of the current version, but I thought the whole reason this is even a discussion is because of the complex air battles that happen in the game which in turn add to the difficulty. That being the case, I thought maybe we are supposed to make a game without the need for Air Teching, which led us to our current system.

4Gamer: That’s a pretty big system change.

Ishiwatari: If you look back on the history of GUILTY GEAR, even though we attempted to create a new game with each title, we were held back and unable to proceed forward in many aspects due to the need to protect the conventional spirit of GUILTY GEAR. For this title, we are taking a development strategy to actively break free from those parts. This is a digression, but there actually is Air Teching in the game. This was put in to prevent infinite combos, so I don’t think you will see it in everyday play.

4Gamer: The Gatling System that offered a high level of freedom up until now has also been rather restricted.

Ishiwatari: When we made the original GUILTY GEAR, I thought it would be easy if you could just hit buttons in order to make attacks come out. In actuality, it is pretty easy I feel. However, when you look at it from a competitive standpoint, if you have a vast number of routes available then a new player will have no idea which route is the correct one to use. Because of this, Advanced Players will have an understanding through experience and reason that will create a gap between the players. 

Because of this, I thought it would be beneficial to restrict the available routes. This way the system would be easier to understand for a greater number of people

4Gamer: I think the GUILTY GEAR series is not just about the battle system, but the story and characters are also a key part of its appeal. Are you planning on adding the Story Mode that was so highly praised in the past versions?

Ishiwatari: I cannot say anything at the present time, but I would like to keep creating until the tale of Sol Badguy is completed. Also, I want to make it so that those new players who are now familiar with the previous story can keep up when playing GUILTY GEAR STRIVE.

4Gamer: Is the character with dreadlocks who appeared in the Trailer a main character in the story?

Ishiwatari: I can’t say at this time, but we are planning on it.


4Gamer: Ever since his face was revealed in the trailer there hasn’t been any new information, when can we expect a followup on the character?

Ishiwatari:  We plan on sharing things as soon as they are completed, so please wait a little longer.

4Gamer: In Japan, there is currently an Esports boom surrounding Fighting Games. Do you have plans to develop the new title with Esports in mind?

Ishiwatari: Of course we would like to get involved. However, I don’t know if our vision of Esports matches that of what certain Companies and Organizations think Esports is.

4Gamer: Since long ago, you have said Fighting Games are communication tool that connects the world.

Ishiwatari: Yes. Of course there is the competitive aspect, but I think it is something that everyone can get excited over together, regardless of language or nationality. Recently there has been a Rugby Boom in Japan; the “No Side” that is called at the end of the match, this is something that we could do with Fighting Games as well. (Jiyuna Note – “No Side” is an outdated Rugby term that still exists in Japan. It signals the end of the match, and means that the competition is over, all the players should forget their differences i.e there are no more sides).

4Gamer: What do you think of the Esports boom?

Ishiwatari: I think there are already too many different expectations depending on the business. However, I still feel doubts about whether or not the fun and excitement of Esports is properly being presented to the general audience. There are Esports shows being broadcast on late night television, but whenever I watch these I get the feeling that these are just programs that serve to promote the game. 

Simply using a game to host a tournament is certainly Esports, but I’m thinking about what needs to be done so the general audience is able to enjoy this. Just broadcasting tournament footage is not enough to spark interest. During the Rugby World Cup, they showed small rule explanations on the screen during the matches – I thought this was great. Regarding Esports, Sega has put out it’s Game Tournament Reporting System, bi-E-Play; I feel like this would be an interesting thing to test out.


Post Game Stats from Sega’s bi-E-Play.

4Gamer: Thank you for your time today. In closing, please send a message to all the fans looking forward to the release of GUILTY GEAR STRIVE.

Ishiwatari: The first playtest for this game took place in America, but we have plans to hold playtests within Japan as well. I believe that direct feedback from players that play the game is absolutely essential to creating a good product, so I would be grateful if you came out to play and share your thoughts and feelings on the new game.


Momochi’s Thoughts On The Japan Pro-License System


Recently, a newly formed group in Japan announced the “pro licenses” for specific players to get around Japan’s strict gambling laws. If you don’t know, tournaments in Japan cannot issue cash prizes that come from entry fees like in the West. Most people were excited that this system meant the potential for cash prizes in Japan, but Momochi shared some other thoughts. Maybe not too interesting if you’re not connected to the Japanese scene, but whatever.

In Regards To the Japanese Pro-Gamer License System

Original Article (Japanese) 

This article is for everyone who always is supporting my life as a pro-gamer as well as my partner, Choco. For all of you who support us like we are family, these are my thoughts.

I’ve always been bad with crowds, and in regards to this matter as well, I’m not thinking to just, “discuss with my fellow pro-gamers and come up with a strategy,” or, “to match what everyone else is doing.”

Rather, I think that I should “express my own personal opinion first.” This is what I feel is the most sincere thing to do for all of you, and what I think is the action I must take as a pro-gamer.

Therefore, what I will write here is my opinion and mine alone; this does not reflect the views of anyone around me, gamers, or the community.

With this opportunity, please allow me to share my opinion with all of you on the current system as the pro-gamer and Shinobism representative, “Momochi”.


-My Opinion-


First of all, I would like to say that I am not completely against the idea of a license system.

Since the beginning, there have been times where we’ve struggled to define, “what is a pro-gamer?” I am also hoping that the we can make progress on this discussion and eventually reach a clear definition. However, there are a few points I am concerned about…

“Why does a newly formed specialized group have the right to “define what a pro-gamer is?””

Up until now, we have been exploring for a solution to that definition by ourselves, and even now as we continue to search, we are met with people who just think, “Who are you guys? Are you just a group that likes games?”

What I wish for everyone to think about, is exactly who was it that built and raised the merit of a “pro-gamer” in Japan.

The things called “games” in Japan have gotten big because of the initiative of all the communities that dot the entire country. With those communities supporting us, we were able to perform and work as pro-gamers; but I think the fact that we are even respected as professionals is because of the power of the “community” and “all of the players.”

Therefore, to ignore the people who one-by-one built up the value of a “pro-gamer” in Japan, decide on the “License System” in some unknown conference room, then come out and arbitrarily make an announcement to the community and players… I feel like this way of doing things is in no way sincere, and it is difficult to feel any sort of affection for games or the people involved.


-Who Are The Licenses For?-


In this regard, I would also like to hear everyone’s thoughts. For me personally, I think the initiative to turn things into a business is not a completely bad idea. That is because things that don’t become businesses are things “that will probably disappear someday,” in my opinion.

Community run events as well- in Japan these events have traditionally been handled on a volunteer basis by players who have other jobs. The result of this is that the games and communities have grown big and lively, but there still isn’t a system for the organizers to properly earn money and compensate others for their work.

I think there needs to be a change in the way money is spread, or maybe in the entire structure itself; which I think requires us to venture at raising our social status and merit as gamers. Therefore, I think we should not be against this licensing initiative itself.

However, at the same time we need to think about “who wants this License System?” and, “whose sake is this for?” Will the players really be happy with a system like this? Or is this just “a plan for those seeking to make a system in order to one-sidedly gain something?”

If this system is something that prioritizes “the creators own desires and self-interests” over “games themselves;” if this is something that deceives players with songs about a bright future while ignoring the voices of the community and players…then to prevent those people from acting as a government tool and taking advantage of our community, I am here and prepared to fight.

I think that one should always be listening to the voices of the community; and for me personally, who is allowed to act as a pro-gamer and interact with game communities around the world, I think I have a duty to always be considerate and never act in bad faith towards each and every person.

I feel that this license should be something that is for the sake of everyone and should be endorsed by the players themselves, therefore I think it is with the utmost important that we first discuss everything together as a group.


-What Is a Pro-Gamer?-


I wrote, “we still haven’t found an answer to this definition;” but currently, even with just the VIK system (no cash prizes, only goods/objects) there are players who are called “pro-gamers” and I feel like the definition of a pro-gamer is changing along with the times. I also felt one of these changes in the current talk of the pro-license

If you don’t have a pro-license, does that make you not a “pro-gamer?”

Does just having a license making you a pro-gamer?

How do you all feel about this? And what kind of future do you imagine? There is also a possibility that even with this license, only a very small fraction “specialized pros” will be able to earn an income..

Furthermore, a pro-gamer is just one part of the many groups that are involved with games. Now in the game I play, Street Fighter V, there are many players who are not professionals but are just as strong as the pro-gamers. Thinking like this, there is a likelihood that this this system will just create an ambiguous boundary between the groups. Furthermore, while there are some people who are happy about the idea of “tournaments with cash prizes;” we know nothing about the frequency, amount, or scope of these events, so we can’t say anything it.


-A Pro-Gamer’s Duty-


To change the subject, we pro-gamers have been performing our roles all the while searching for various answers. One of these pro-gamers is my partner Choco, and I think it very important to think about her when discussing the definition of a pro-gamer.

Choco is not a player who has her name listed on the top of the world rankings. She has been working on public relations for games even outside of the fighting game genre, invigorating the gaming community as a whole, appearing in media and events, and so on. Through these activities, she has a role of publicizing and sharing information of the gaming community to those in the outside world. I think this is also one style of a pro-gamer.

Winning your matches, gaining world championships, using your prize money to survive… I think being a pro-gamer is not just about being the strongest. Aren’t those who are compensated to perform their duties and and work to expand the possibilities of the community we live in also fine pro-gamers?


-About Shinobism-


We started a company called Shinobism that handles duties such as hosting events and training the next generation. Of course this was something that we wanted to do as individuals, but I think this is also something we are doing as pro-gamers. However, there are times where I think this goes against the nature of pro-gamer. I think some people might look and say “you should be focusing more on games”, while others might say, “pro-gamers shouldn’t be making companies or raising the next generation in the first place.”

But to me, I think that having various types of pro-gamers is a good thing, and we are the embodiment of just one style of those “various types.” But on the other side, you can also say this is because the industry is still not mature.

When those who are unfamiliar with games hear the word pro-gamer, I think they tend to imagine “strength” and “results” as what defines a “pro.” In particular, many people are most interested in hearing how many thousands of dollars we’ve won in prize money.

But to get into detail, I think pro-gamers have a side determined by public opinion; so things like popularity, personality, charisma, and so on are also necessary. However, for me personally, there has not been a single moment in my life where the thought of, “for the sake of money”, has overtaken the thought of, “I want to win against this opponent in front of me.” Even when I won the World Championship, I was able to fight with all of my might out of a single-minded desire to be “the best at that moment.”

I think such a way of thinking might be a characteristic of Japanese players; but even so, I will not change from here on out and continue to act as a pro with that mindset, putting on matches for everyone watching that I won’t be ashamed about.

In the future, if the business world steps in and the market in Japan matures, then players without strength or results may end up getting left behind…or they may not. However, I think either result is fine. “At this very moment I want to properly perform my duty,” is how I always approach my matches.

For this reason, the point I want to get across is:

“Becoming a pro-gamer is not the goal.”

In the end, what’s important is “after” becoming a pro-gamer. As I mentioned before, every single player involved with games is different. Out of those, the ones with the role of “pro-gamer” need to be absolutely certain about, “what it is they want to accomplish as a pro.” That is more important than anything else.

Become #1 in the world; make money through gaming; become famous. There are a lot of different motivations, and I think that’s a good thing. In addition, you must answer those who cheer for you, give you work as a pro, and support your activities by putting on good matches. And then, as much as possible, speak properly and take your behavior into consideration. Also do not set up a strange wall between yourself and the community, but instead get close and lend them your ear. Always pay respect to your opponents.

These aren’t written down anywhere, but all of these things, as well as our thoughts, our history up until now and from here on out; whether or not these can be summarized and defined by this License System, I am here now saying that it cannot.




Generally, I don’t write long articles like this so it took me days to compile my thoughts, but thank you for reading this. I am not completely against the idea of a license system, but in the end I firmly believe in, “walking forward on the path you believed in, together with the community.”


In regard to the license system, I agree with and welcome the points where it will define what a pro-gamer is and help bring excitement to the scene. However, if I cannot sense affection or vision towards gaming, or respect towards the players and communities, then as someone who has bet his whole life on gaming (not as a pro-gamer; but as Yusuke Momochi, the person) I cannot ignore this.

In the future, if we have the chance to reach common ground on this system, and there’s a way for us to work together, I would like for it to be decided after coming to an understanding. But in any case, what I want to say now is that I don’t want “to get carried away one way or another in a big stream.”

People are only talking about tournaments with prize money; before that we need to discuss the problems at the core- that while discussing and planning the regulations in Japan, the people in charge left out discussion about the “players” and “community.” Nevertheless, this current state of industry in this country shows that the one sided way of doing things has led to, “esports in Japan not flourishing.” Therefore, I am hoping that both parties can meet halfway, and together we can create a brighter future.

Daigo Umehara’s Anti-Karin Strategy


Again, this is not meant to be a complete essay/article. Just scattered notes that Daigo went into full detail on BeasTV stream. Still some good points that can help you if you’re struggling.

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Sorry, I quickly put these together last night; I’ll go into more detail on the stream. Anyway, just like we did with the Nash matchup, the first thing we need to do in order to develop a strategy is to confirm each character’s strengths and weaknesses.

Ryu’s Advantages
-Meterless Reversal

Karin’s Advantages
-Fast Walk Speed
-Damage From Midrange is High
-Long Reach on her Normals

Even at close range, Karin has the advantage in damage output, so you may have the first impression that she wins at close range as well, but if you take into account the difference in health totals, there’s actually not that much of a difference in attack power. On the other hand, since Ryu has a DP, you can even say that he has the advantage at close range.

Basically, because of Karin’s advantage at midrange, the ranges Ryu wants to fight at is either outside of her normal range where you can attack with fireballs or at close range. However, if you continue to stay in fireball range then you will gradually get pushed to the corner where a real damage gap will be born, so ideally you want to fight Karin at close range.

As for getting close to Karin, Jump and Dash are good tools, but you should avoid walking. The reason why is that in addition to her longer range and faster walkspeed, there is a damage gap at mid-range, so if you attempt to approach by walking then you are playing to all of her advantages. By Jumping and Dashing, you can take away her strengths. Actually, it’s rather difficult for Karin to deal with jumping since she does not have a meterless DP.

In order for Karin to deal with jumps without spending meter, she must either walk forward to go under the jump or walk backwards to Anti-Air with normal attacks. Using fireballs is effective against both of these options, but the most beneficial tool here is sweep. Sweeping is the strongest move against walking opponents (Karin, Vega, etc.). Your opponent must be wary of your sweep which will cause them to stop walking and block low more often, which in turn gives you more chances to dash forward and stay on top of them.

About V-Gauge: Karin’s normals are very easy to confirm and V-reversal, so if you have meter then look to do so. On the other hand, at close range your fireballs and heavy attacks are also prone to being V-Reversal’d, so try not to use them. If you have full V-Gauge, then you sweep without any risk, so at this point your opponent should begin to become even more wary and sweep and begin blocking low more often. This is your chance to walk or dash forward.

When Karin has full V-Gauge, you need to watch out her Stand RH > V-Trigger cancel; however, since your projectile and jump are still effective, you just need to walk and dash forward less to deal with it.

Daigo Umehara “The 6 Main Skills of Fighting Game Players”



Just some old notes that Daigo wrote for his stream. Not meant to be a complete essay/article, he just wrote these down so he could expand more about them on his stream. Still has some interesting points!

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“First, I’d like to speak about my thoughts on the 6 Main Skills for Fighting Game Players. They are…

1) Execution
The ability to input commands quickly and correctly.

2) Discovery Power
The ability to discover strong moves and techniques.

3) Reactions
Not just simple reaction speed, but the ability to keep up in a fast paced game world. You could also call it Thought Speed.

4) Willpower
This is not so important in everyday matches…but in tournaments or other high pressure situations, this is extremely important.

5) Memory
The opposite of Willpower…this is not so important in tournaments or other short term situations. but in long sets or casuals this is very important for maintaining a positive win rate.

6) Power to Construct Strategies
In Fighting Games, this is generally the most important skill in order to win. If you can beat your opponent in this aspect, there is no way you should lose.

For this stream, I will explain how to construct a proper strategy. Discovery Power has become somewhat of a meaningless skill with the spread of the Internet since players cannot copyright techniques or strategies. As for Execution and Reaction, their importance depends on the game; for example, in SFV execution is not a very important skill at all. Finally, Memory and Willpower are skills that every individual already possesses, so they are difficult to teach over a stream. Therefore, the best skill for any player to focus on developing is the Power to Construct Strategies, so I would like to explain that now.

First, you must seek out the correct winning strategy. The more strategies you possess, the stronger each individual strategy becomes. For example…

STRATEGY #1– Sealing your opponent’s movements by saving your meter until you bring their health down to the point where they will die to a Super Combo.

[Good Points]
1) Even if you lose the round, you will have meter for the next round.
2) You lower the chances of your opponent activating V-Trigger twice in the same round.
3) You don’t have to deal with a “magic pixel” opponent.
4) Since you are only focusing on bringing your opponent down to a certain health threshold, this is an easy strategy that anyone can implement.

1) If you win using this strategy, you won’t have any meter for the next round.
2) Since you are saving your meter for the kill, your meter efficiency will be poor (because in this game you gain meter even if you are being hit).

STRATEGY #2– Carrying your opponent to the corner then winning with throw 50/50 mixups.

[Good Points]
1) Very meter efficient.
2) Easy to aim for dizzy.
3) There’s a chance to win without letting your opponent activate V-Trigger.

1) Since it’s easy to take damage while carrying your opponent to the corner, if you fail to carry them there or let them escape, you chances to win drastically drop.

STRATEGY #3– Use fireballs in neutral to bring down your opponent’s health, seal their offense, and win. The focus of this strategy is to not let yourself be cornered.

[Good Points]
1) You can easily observe the battle while executing this strategy, so you can safely adjust and succeed in this strategy even if it’s just for the short term.
2) You can easily switch to Strategy #1 while executing this tactic.

1) If you don’t win with Super (Strategy #1), then the odds of your opponent activating V-Trigger twice in the same round are high.
2) You are more likely to end up fighting a “magic pixel” opponent.
3) There is the risk that you may be cornered then quickly lose the round.

Now that you know some strategies, you need to choose the proper one based on your opponent’s game plan. For example, against characters like Dhalsim and Nash, fighting them midscreen is difficult so you have no choice but to bring them to the corner (assuming your opponent is playing the match properly). On the other hand, bringing characters like Mika and Cammy to the corner is difficult, so you have no choice but to use Strategy #3.

After you select a strategy, you need to think about how to make that strategy succeed. How can I successfully bring my opponent to the corner? How can I successfully prevent myself from being cornered? The important thing here is that once you decide on a strategy, you need to stop focusing on doing immediate damage and instead focusing on succeeding in the strategy. For example, if you choose Strategy #2 (Corner Carry), you cannot use your Heavy Tatsu (because you will switch places with your opponent) and even if you are in range for a Shoryuken combo, you must sacrifice damage and use Medium Tatsu (for corner carry). Don’t think about opening up your opponent in neutral, just focus on making them block and bringing them to the corner. Once you have them in the corner, that’s when you focus on breaking their guard and winning.

If you choose Strategy #1, even if you have the opportunity to land your Super Combo, you should not use it unless it is going to kill.”

(End of notes. Check the stream for the more conclusive ending.)