it's the common term for "knockdown advantage" both Infil's Fighting Game Glossary and Dustloop's (Guilty Gear Wiki) Character Okizeme/Strategy pages break it down
Im having trouble catching some of the lighter characters with cS/5P after j6HS in the red hawk combos, are you supposed to delay the j6HS a bit or might be something else?
the Dizzy community has compiled a list of combos here: m.ru-vid.com/group/PLbODQyuqXIOGXQhV4cTM0kZSUVd1gbEM1 if you need more info, the Dizzy discord or Dustloop's Xrd Dizzy page may be able to help.
Great video, however here are a few things I would like to add: - The aircombo filling part barely matter in actuality, jSPS jKS is consistently shown here, I personally do jSK jS6H. You can actually do anything you want as long as you get the beak at the end. jP is only here to do tight pickups (jD vulture j9 jP) or bait bursts. jK is for raising your opponent more than jS. jS is a filler and a gatling towards j6H (into vulture j.beak). - 5P 5H as an ender is good for baiting bursts, but if your combo starts with a jab or is being extended, it will drop, and dropping on your ender is not acceptable. Prefer cS or 5K if you don't really know yet the theory behind the enders yet. - CHbeak leap jH 5P is very unstable, I would not recommend it at all. Prefer jK pickup on Elphelt Jam and I-No, the rest of the cast can be picked up normally with jS.
So... I've been trying some combos of your video for some time now, and there's a thing that I couldn't link: hawk(blue) -> BB -> (hold 4) P leap -> J.S The J.S dont want to combo, it always whiff, there's some specific angle for it? Do I need to delay the J.S?
Who are you doing the combo on? Some characters require some variation to the combo. I have it all covered in this video so just watch the whole hawk bb loops section