The Hit Box can help bring more precision and speed to this fairly simple input. Not only is it quicker to activate inputs on buttons than to activate inputs on a stick, but the Hit Box has a couple of techniques to help provide much more consistency and precision.
Standard Motion
The quarter circle motion is fairly straight forward. Start with Down and roll to Forward.
Down (2)
Down + Forward (3)
Forward (6)
From Back (4)
Using SOCD, you can skip the Down-Back (1) input and go straight into the 236 motion; a 3-frame input compared to at least 4 frames on other controllers.
This technique is pivotal for footsies and whiff punishing, but can be great for punishing your opponent out of block in certain situations too.
TK Motion
Forward (6)
Forward + Up (9)
With this motion you can get your 236 out as soon as you leave the ground. We do this on Hit Box by inputting 236 first, then pressing Up, then Attack. The key to this technique is to plink Up into Attack - pressing both at the same time will not output the special.
For more information on TK Motions, read our blog post: TK Motions in GGST.
Overdrive
Once you perfect the 236 motion, the 236236 Overdrive should be straight forward - it is simply a double quarter circle motion.
Down (2)
Down + Forward (3)
Forward (6)
Down (2)
Down + Forward (3)
Forward (6)
For more information on the Overdrives, read our blog post: 236236 Overdrives in GGST.
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