PSA 🚨New Optimization🚨When a normal wall-sticks the opponent, instead of `Kickstart(whiff) > kara~Loop` it is more damage to `Stop_S, Loop.` as the yo-yo will later return and hit during the super!Same trivial example set-up, different wall break.188 vs 196 🪀#GGST_BR pic.twitter.com/LMVwJ79hGY— Jais (@StarshipJais) August 15, 2022
#GGST_BR Midscreen to corner CH combo. Using Brake over Shoot actually increases the damage if you have meter because they get stuck low enough to the wall for every hit of the super to connect. Does NOT work on heavyweights AFAIK. pic.twitter.com/6nXAgoFWAH— B.G. @ KIT maybe (@BG_KOF) August 15, 2022
What I consider to be Bridget's strongest okizeme option, by far. I've talked about it for a few days now and decided a video covering the power of this mixup tool was a good idea.
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Sh0ut (Hiroyuki Sawano)
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if you don't wanna rps vs dp for a meaty after throw otg, instead of doing 214S 2K you can do dl 236S to be plus enough to get an airtight cS while still remaining safe to dp! pic.twitter.com/GC2YPhb6sn— JustDylan (@JustDylanK) August 9, 2022
dont really see any ch far S combos, so here's a couple in the corner. this kind of conversion wont work at max range far S, but its generally pretty simple. 6H -> delay j.236S gives enough time for 5K to connect #GGST_BR pic.twitter.com/AMRe9bK6Y1— BP TCr | Draken (@drakengosh) August 15, 2022