Uploaded May 2015 | Updated September 2026, 4 days ago
I’d like to clarify something to avoid any possible confusion:
In episode 04, 5:47 the script says:
“Now, you might have noticed that our examples are all pairs of moves. That's because you can't react fast enough to a single 1 hit move.
You always have to COMMIT to an additional action afterwards as well before you can even tell what's going on.
So to play airdashers better, you must stop thinking about individual moves and start thinking about pairs.”
I did not mean to make a sweeping statement about every move in every game, especially since the series has been focusing on Guilty Gear specifics in order to explain general principles. While uncommon, you can find some cases in the genre where the cancel window and the hitstun are big enough to let you confirm and still cancel and combo.
So perhaps that was unclear phrasing on my part and now I’m setting things straight.
You may ask why am I suddenly tackling this small anecdote a year later? Because now we are playing Xrd, and in Xrd it seems more common to have a cases where one hit is enough to confirm into the next move and still combo. I don’t know if it’s because of longer hit/block stuns, or longer cancel windows, or individual character changes, but it’s more common than I remember in past games. So just in case anyone misunderstood my intention, I wanted to address it now that it’s has become a more relevant issue in Xrd.
Please don't hesitate to contact me directly if any of my content is unclear; I'm always open for questions and friendly discussion.
I’d like to clarify something to avoid any possible confusion:
In episode 04, 5:47 the script says:
“Now, you might have noticed that our examples are all pairs of moves. That's because you can't react fast enough to a single 1 hit move.
You always have to COMMIT to an additional action afterwards as well before you can even tell what's going on.
So to play airdashers better, you must stop thinking about individual moves and start thinking about pairs.”
I did not mean to make a sweeping statement about every move in every game, especially since the series has been focusing on Guilty Gear specifics in order to explain general principles. While uncommon, you can find some cases in the genre where the cancel window and the hitstun are big enough to let you confirm and still cancel and combo.
So perhaps that was unclear phrasing on my part and now I’m setting things straight.
You may ask why am I suddenly tackling this small anecdote a year later? Because now we are playing Xrd, and in Xrd it seems more common to have a cases where one hit is enough to confirm into the next move and still combo. I don’t know if it’s because of longer hit/block stuns, or longer cancel windows, or individual character changes, but it’s more common than I remember in past games. So just in case anyone misunderstood my intention, I wanted to address it now that it’s has become a more relevant issue in Xrd.
Please don't hesitate to contact me directly if any of my content is unclear; I'm always open for questions and friendly discussion.



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