Advanced defensive options
In GG, offense is very strong, with many characters having strong mixup options and pressure extenders. GG is also a game where many characters can score knockdowns from very common combo starter situations. When you are forced to defend, it is your objective to turn this disadvantageous situation into a more favourable one. If anything, GG is a game where you need a calculated and active defense, as defaulting to block almost surely result in your death. To achieve this objective you must develop a good defensive decision-making capacity.
Before we carry on it must be mentioned that fuzzies only are additional defensive options. You must first accept that mindgames will emerge because even these have weaknesses! However if you want to become really good at GG you need to know these.
The terms above are all referring to a type of option-select that exploit how startup frames, hitstop, blockstun and throw inv frames work by performing a series of inputs that begin with a block.
The areas of use are often specific, and are often used on wake up or other specific situations in specific matchups.
They are however the strongest defensive options in GG because they reduce the risk involved in different defensive decision-making situations.
= very strong in safejump-situations;
should preferably be done with a fast move that hits upwards
Briefly summarized fuzzy abare means doing:
Block – Hit – Block
…where the timing of the hit is during blockstun of the first move the opponent would have a done. This is done to (1) block and then (2) hit the opponent before certain moves/mixups have finished startup.
Example Ky (safejump okizeme from stundipper knockdown) vs Sol:
Dash-jump jS is a safejump setup after stundipper knockdown
– This means that doing VV is a bad option because it will be blocked (, but if they have tension Sol could ofcourse do VV RC).
– Ky can also do a classic high/low/throw from this jump-in.
Ky does stundipper, dashjump to:
(a) jS meaty, or
(b) ad jS jH, or
(c) empty jump-in 5K cS, or
(d) empty jump-in throw after throw invul. on wake-up has ended.
Sol answers with fuzzy abare:
– i.e. Sol blocks the timing of the meaty jump attack and presses 5K immediately after
– if he does this correctly the following happens
(a) Sol blocks,
(b) Sol does 5K before jS comes out,
(c) Sol does 5K before Kys 5K,
(d) Sol does 5K before Ky is able to throw
In this example fuzzy abare wins versus Kys entire (so called) mixup. If the Ky player doesn’t answer with something that wins versus fuzzy abare this never becomes a mixup.
Somewhat simplified you could say that you during fuzzy abare want a fast move that preferably hits upwards. (Sols is perfect because his 5K does just that and starts up in 3-5 frames).
For the invested: what Ky can do in this scenario is do stundipper dash-jump to air stun edge (to confirm, rc airdash combo). But if Sol would have done VV Sol would instead have gotten a counterhit and meterless pickup!
= block low and jump throws;
extra strong versus characters with command throws.
Shortly summarised fuzzy jump means doing:
(FD) block – Jump – FD block
…where the timing for the jump is exactly before throw-inv ends after blockstun on the first move that the opponent does.
This is done to (1) block and then (2) jump away from the opponents throw before it has finished startup.
For example Potemkin (safejump setup from 2D)
After 2D Potemkin can do a safejump setup by doing forward high-jump jH.
– This means that it is a bad option to do a reversal srk because it will be blocked (, but if you have tension you can do VV RC)
– Potemkin can however do low or throw
from this Potemkin does 2D highjump to:
(a) jH meaty to 2K2D,
(b) jH meaty to Potemkin Buster
(c) empty jump-in 2K2D
Sin answers with fuzzy jump!
– i.e. Sin blocks at the timing of the jump meaty, does low FD, does up-back jump, to low FD immediately after,
if he does this correctly the following happens:
(a) Sin blocks,
(b) Sin jumps (and confirms to punish combo from the jump),
(c) Sin blocks
In this example fuzzy jump wins versus this Potemkins mixup. Yet again if the Potemkin-player doesn’t add something to this string that wins versus fuzzy abare this never becomes a mixup! Potemkin can e.g. do raw heat knuckle or delayed low, but if they start doing this it becomes riskier or alternatively gives them lower reward. Somewhat simplified one could say that fuzzy jump is a strong option versus characters that need throws and it becomes extra strong for characters that can convert to combos with high damage (Sin could e.g. get +200 damage when potemkin went for a potemkin buster)
Throw inv. frames:
- While the opponent is in hitstun + 6 frames after. Basically this means that after an attack strikes the opponent, even if you RC the attack, they will be invulnerable to throws for an additional 6 frames from when they left hitstun.
- While the opponent is in blockstun + 5 frames after blockstun ends.
- While the opponent is knocked down + 9 frames after.
- During the opponent’s jump startup.
= blocking specific high-low mixups;
Briefly summarized fuzzy block means doing:
Low block – High block – Low block
or High block – Low block – High block
or Left block – Right block – Left block
… where the timing between the shift depends on which mixup hits first.
This is done to (1) block and then (2) block the opponents initial move and then the following options.
For example Ky’s (grinder charge stun-edge meaty okizeme): – Ky does a charged stun-edge okizeme from a grinder-setup. – Ky can do a classic high/low from this. Ky does charged stun-edge yrc, grinder charge stun edge, dash forward jump to:
(low) 5K cS, (high) airdash jS jH (jump-in) jS 5K
The player responds with fuzzy block! – i.e. Player (1) blocks the timing of the jump meaty, (2) blocks low (that happens before the high mixup), (3) blocks high (at the timing that a jS would have hit), to (4) low/high block depending on what happened. If done correctly the following happens: (low) blocked, (high) blocked, (jump-in) blocked. To clarify you can look at this rough frame-sketch that illustrates the events:
(low) ├──5K───── cS─── (Ky)
(high) ├──AD───── jS─── (Ky)
(jump-in) |jS────5K── cS─── (Ky)
(your input) |H── L───── H─── (Your block)
(mixup) |H── L───── M/H── (Kys mixup)
For Ky to defeat this fuzzy block he must do another sequence that hits low (or high) when the opponent switches guard. Somewhat simplified one could say that fuzzy block is a good option versus specific high/low-mixups.
= block low and throw a dashing throw; you should preferably have a fast 5HS
Briefly summarized, fuzzy throw means doing:
FD block – Throw – FD block
…where the timing of the throw is exactly before throw-inv frames end after blockstun on the first move that the opponent does.
It is similar to fuzzy jump in other words, though not as strong versus command throws and it means greater risk (because you will always get 5HS if the throw whiffs). But if you are Sin with over 50% tension and think that Ky will go for throw after his safe jump it can be a good idea because sin gets a lot of damage from his throw in the corner.
It is worth to emphasize once again that these are only additional defensive options. You must still accept that they have weaknesses and mindgames will emerge.
(FD) block –Jump – FD block
Hence, top-players do not stop your offensive options by having insanely fast reaction speed. Instead it is most likely that they do so because they have done their homework and learned the different types of fuzzy options there is for each matchup.