System & General Resources

System & General Resources

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Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Seem like throw invul frame after block and hit is 5f...?I tested by tried to grab Sol in two settings, reversal with 2K (6f) and 2P (5f), I could grab 2K just fine both after hit and block, but Sol's 2P beat Pot Buster every time.#GGST pic.twitter.com/D45bIL3ET8— Vorapol "Maydic" Tusakorn (@Vorapol_Maydic) June 26, 2021
mario050987·twitter.com·
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Seem like throw invul frame after block and hit is 5f...?I tested by tried to grab Sol in two settings, reversal with 2K (6f) and 2P (5f), I could grab 2K just fine both after hit and block, but Sol's 2P beat Pot Buster every time.#GGST pic.twitter.com/D45bIL3ET8— Vorapol "Maydic" Tusakorn (@Vorapol_Maydic) June 26, 2021
mario050987·twitter.com·
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Vorapol "Maydic" Tusakorn on Twitter
Seem like throw invul frame after block and hit is 5f...?I tested by tried to grab Sol in two settings, reversal with 2K (6f) and 2P (5f), I could grab 2K just fine both after hit and block, but Sol's 2P beat Pot Buster every time.#GGST pic.twitter.com/D45bIL3ET8— Vorapol "Maydic" Tusakorn (@Vorapol_Maydic) June 26, 2021
mario050987·twitter.com·
Vorapol "Maydic" Tusakorn on Twitter
Gio Fair and honest safe jumps
Gio Fair and honest safe jumps
Throw or back throw safe jump side mixup 7 IAD late jS same side (can also use jH) 8 IAD late jS crossup Doesn't work on Gio, Zato, I-No, or Ram (nor does any throw safe jump, INCLUDING corner) Discovered by SHwoKingVSF I would recommend doing the 7 IAD jH safe jump if you want to stay on the same side and the 8 IAD if you want to crossup. This way you get more damage and can get the bigger CH if they contest your jH.
mario050987·streamable.com·
Gio Fair and honest safe jumps
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
streamed June 11, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
streamed June 11, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
streamed June 11, 2021 Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear
mario050987·youtube.com·
Delayed Gatlings Are the Secret to Pressure | Guilty Gear Strive
Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
mario050987·twitter.com·
Super Platano on Twitter
Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
mario050987·twitter.com·
Super Platano on Twitter
Super Platano on Twitter
Super Platano on Twitter
#GGST so I found in some situations BRC is better than YRC. YRC brings the game back to a neutral state. BRC allows you to play a game of RPS. Grab > normals 2D > grabs. If your opponent supers it beats all options if you know they’re gonna super block and punish pic.twitter.com/xl8053y1Ko— Super Platano (@SuperPlatano711) June 26, 2021
mario050987·twitter.com·
Super Platano on Twitter
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

🎮 7 Guilty Gear Strive Tips the Tutorial Doesn’t Teach You

A practical breakdown of hidden mechanics that elevate your gameplay beyond mission mode

🔹 Overall Summary

This video covers seven important mechanics and system nuances in Guilty Gear Strive that are either not explained at all or only partially explained in the in-game tutorial. These tips focus on defense, pressure, damage optimization, throws, Roman Cancels, and training mode efficiency, helping players move from basic understanding to intermediate and competitive play, especially for those aiming at higher floors or Celestial rank.

⚡ Condensed Bullet-Point Overview (Quick Review)

6P (Forward + Punch) has upper-body invincibility and beats many attacks beyond anti-air use.

Wake-up throws don’t work immediately due to throw invincibility on wake-up.

Chip damage cannot kill unless you are at literally 1 HP.

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

Faultless Defense adds extra blockstun, which can prevent punish opportunities.

Training Mode recording slots + random playback are essential for practicing mix-ups and reactions.

🧩 Chunked Breakdown with Learning Tools Chunk 1: 6P Is More Than an Anti-Air Summary

6P (forward + punch) is commonly taught as an anti-air, but it also has upper-body invincibility, making it effective against many grounded attacks that hit high. It’s a universal defensive tool across the cast.

Key Example

If you struggle against a specific move that hits the upper body, testing 6P may shut it down entirely.

Comprehension Questions

Q: Why is 6P useful outside of anti-air situations?

A: Because it has upper-body invincibility, allowing it to beat many high or mid attacks.

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

When a character wakes up from knockdown, they are temporarily throw-invincible. This means immediate throws (normal or command) will whiff.

Key Insight

Tick throws and delayed pressure are stronger than raw throws on wake-up.

Comprehension Questions

Q: Why do throws fail on wake-up?

A: Because the defender has built-in throw invincibility for a short time.

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

Chunk 3: Chip Damage Can’t Kill (Usually) Summary

Chip damage from specials and supers cannot kill unless the opponent is at the absolute minimum health possible.

Important Caveat

Multi-hit moves can still kill via chip because the first hit reduces HP to zero and the next hit finishes the job.

Comprehension Questions

Q: When can chip damage kill?

A: Only at 1 HP, or through multi-hit attacks.

Action Steps

Stay calm at low health—blocking may be safer than expected.

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

Strive’s Roman Cancel emits a shockwave that makes combos easier—but greatly increases damage scaling, reducing total damage.

Optimization Tip

Cancel into an attack before the shockwave activates to preserve damage.

Comprehension Questions

Q: Why does RC shockwave reduce damage?

A: It applies heavy combo scaling to follow-ups.

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

All command throws are throw-invincible, meaning they beat normal throws outright.

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

Faultless Defense (FD) pushes opponents away and negates chip—but adds 2 extra frames of blockstun, which can prevent punishes.

Example

A move that is normally punishable may become safe if FD is used.

Comprehension Questions

Q: Why can FD prevent punishes?

A: Because it adds extra recovery frames to your block.

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

Training mode allows multiple recording slots that can be randomized—perfect for practicing mix-ups and reactions.

Powerful Technique

Record different options (e.g., left/right, low/high) into separate slots, then set playback to Random.

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

This video reveals seven essential Guilty Gear Strive mechanics that dramatically improve decision-making and consistency. Key takeaways include using 6P as a universal defensive tool, understanding wake-up throw invincibility, knowing that chip damage rarely kills, optimizing Roman Cancel damage by avoiding shockwave scaling, exploiting command throw priority, using Faultless Defense selectively to avoid losing punishes, and mastering training mode through randomized recordings. Together, these insights transform passive knowledge into active, matchup-ready skill, accelerating growth toward higher-level play.

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

mario050987·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

🎮 7 Guilty Gear Strive Tips the Tutorial Doesn’t Teach You

A practical breakdown of hidden mechanics that elevate your gameplay beyond mission mode

🔹 Overall Summary

This video covers seven important mechanics and system nuances in Guilty Gear Strive that are either not explained at all or only partially explained in the in-game tutorial. These tips focus on defense, pressure, damage optimization, throws, Roman Cancels, and training mode efficiency, helping players move from basic understanding to intermediate and competitive play, especially for those aiming at higher floors or Celestial rank.

⚡ Condensed Bullet-Point Overview (Quick Review)

6P (Forward + Punch) has upper-body invincibility and beats many attacks beyond anti-air use.

Wake-up throws don’t work immediately due to throw invincibility on wake-up.

Chip damage cannot kill unless you are at literally 1 HP.

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

Faultless Defense adds extra blockstun, which can prevent punish opportunities.

Training Mode recording slots + random playback are essential for practicing mix-ups and reactions.

🧩 Chunked Breakdown with Learning Tools Chunk 1: 6P Is More Than an Anti-Air Summary

6P (forward + punch) is commonly taught as an anti-air, but it also has upper-body invincibility, making it effective against many grounded attacks that hit high. It’s a universal defensive tool across the cast.

Key Example

If you struggle against a specific move that hits the upper body, testing 6P may shut it down entirely.

Comprehension Questions

Q: Why is 6P useful outside of anti-air situations?

A: Because it has upper-body invincibility, allowing it to beat many high or mid attacks.

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

When a character wakes up from knockdown, they are temporarily throw-invincible. This means immediate throws (normal or command) will whiff.

Key Insight

Tick throws and delayed pressure are stronger than raw throws on wake-up.

Comprehension Questions

Q: Why do throws fail on wake-up?

A: Because the defender has built-in throw invincibility for a short time.

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

Chunk 3: Chip Damage Can’t Kill (Usually) Summary

Chip damage from specials and supers cannot kill unless the opponent is at the absolute minimum health possible.

Important Caveat

Multi-hit moves can still kill via chip because the first hit reduces HP to zero and the next hit finishes the job.

Comprehension Questions

Q: When can chip damage kill?

A: Only at 1 HP, or through multi-hit attacks.

Action Steps

Stay calm at low health—blocking may be safer than expected.

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

Strive’s Roman Cancel emits a shockwave that makes combos easier—but greatly increases damage scaling, reducing total damage.

Optimization Tip

Cancel into an attack before the shockwave activates to preserve damage.

Comprehension Questions

Q: Why does RC shockwave reduce damage?

A: It applies heavy combo scaling to follow-ups.

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

All command throws are throw-invincible, meaning they beat normal throws outright.

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

Faultless Defense (FD) pushes opponents away and negates chip—but adds 2 extra frames of blockstun, which can prevent punishes.

Example

A move that is normally punishable may become safe if FD is used.

Comprehension Questions

Q: Why can FD prevent punishes?

A: Because it adds extra recovery frames to your block.

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

Training mode allows multiple recording slots that can be randomized—perfect for practicing mix-ups and reactions.

Powerful Technique

Record different options (e.g., left/right, low/high) into separate slots, then set playback to Random.

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

This video reveals seven essential Guilty Gear Strive mechanics that dramatically improve decision-making and consistency. Key takeaways include using 6P as a universal defensive tool, understanding wake-up throw invincibility, knowing that chip damage rarely kills, optimizing Roman Cancel damage by avoiding shockwave scaling, exploiting command throw priority, using Faultless Defense selectively to avoid losing punishes, and mastering training mode through randomized recordings. Together, these insights transform passive knowledge into active, matchup-ready skill, accelerating growth toward higher-level play.

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

mario050987·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
AkitoBass @ ACPR on Twitter
AkitoBass @ ACPR on Twitter
Double Sided DP OS works in strive.6321431 + button, to dp on both side~Time to mash more DP on left right mix (∩´∀`)∩ pic.twitter.com/mb4d8xFxX5— AkitoBass @ ACPR (@AkitoBass) June 25, 2021
mario050987·twitter.com·
AkitoBass @ ACPR on Twitter
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!

🎮 7 Guilty Gear Strive Tips the Tutorial Doesn’t Teach You

A practical breakdown of hidden mechanics that elevate your gameplay beyond mission mode

🔹 Overall Summary

This video covers seven important mechanics and system nuances in Guilty Gear Strive that are either not explained at all or only partially explained in the in-game tutorial. These tips focus on defense, pressure, damage optimization, throws, Roman Cancels, and training mode efficiency, helping players move from basic understanding to intermediate and competitive play, especially for those aiming at higher floors or Celestial rank.

⚡ Condensed Bullet-Point Overview (Quick Review)

6P (Forward + Punch) has upper-body invincibility and beats many attacks beyond anti-air use.

Wake-up throws don’t work immediately due to throw invincibility on wake-up.

Chip damage cannot kill unless you are at literally 1 HP.

Roman Cancel shockwave causes heavy damage scaling.

Command throws beat normal throws due to throw invincibility.

Faultless Defense adds extra blockstun, which can prevent punish opportunities.

Training Mode recording slots + random playback are essential for practicing mix-ups and reactions.

🧩 Chunked Breakdown with Learning Tools Chunk 1: 6P Is More Than an Anti-Air Summary

6P (forward + punch) is commonly taught as an anti-air, but it also has upper-body invincibility, making it effective against many grounded attacks that hit high. It’s a universal defensive tool across the cast.

Key Example

If you struggle against a specific move that hits the upper body, testing 6P may shut it down entirely.

Comprehension Questions

Q: Why is 6P useful outside of anti-air situations?

A: Because it has upper-body invincibility, allowing it to beat many high or mid attacks.

Action Steps

Test 6P against common pressure tools in training mode.

Identify which matchups allow 6P as a defensive check.

Chunk 2: Wake-Up Throw Invincibility Summary

When a character wakes up from knockdown, they are temporarily throw-invincible. This means immediate throws (normal or command) will whiff.

Key Insight

Tick throws and delayed pressure are stronger than raw throws on wake-up.

Comprehension Questions

Q: Why do throws fail on wake-up?

A: Because the defender has built-in throw invincibility for a short time.

Action Steps

Practice meaty normals into delayed throws.

Avoid autopiloting raw throws on opponent wake-up.

Chunk 3: Chip Damage Can’t Kill (Usually) Summary

Chip damage from specials and supers cannot kill unless the opponent is at the absolute minimum health possible.

Important Caveat

Multi-hit moves can still kill via chip because the first hit reduces HP to zero and the next hit finishes the job.

Comprehension Questions

Q: When can chip damage kill?

A: Only at 1 HP, or through multi-hit attacks.

Action Steps

Stay calm at low health—blocking may be safer than expected.

Save Faultless Defense for multi-hit chip situations.

Chunk 4: Roman Cancel Shockwave Damage Scaling Summary

Strive’s Roman Cancel emits a shockwave that makes combos easier—but greatly increases damage scaling, reducing total damage.

Optimization Tip

Cancel into an attack before the shockwave activates to preserve damage.

Comprehension Questions

Q: Why does RC shockwave reduce damage?

A: It applies heavy combo scaling to follow-ups.

Action Steps

Learn fast RC cancels into normals or specials.

Use shockwave RC for consistency, early cancels for optimization.

Chunk 5: Command Throws vs Normal Throws Summary

All command throws are throw-invincible, meaning they beat normal throws outright.

Special Interaction

Command throw vs command throw → both whiff

Delayed command throw → beats earlier one

Comprehension Questions

Q: Why do command throws beat normal throws?

A: Because command throws are throw-invincible.

Action Steps

Abuse command throws against throw-happy opponents.

Practice delayed command throws in mirror situations.

Chunk 6: Faultless Defense Has a Hidden Cost Summary

Faultless Defense (FD) pushes opponents away and negates chip—but adds 2 extra frames of blockstun, which can prevent punishes.

Example

A move that is normally punishable may become safe if FD is used.

Comprehension Questions

Q: Why can FD prevent punishes?

A: Because it adds extra recovery frames to your block.

Action Steps

Avoid FD on moves you plan to punish.

Use FD strategically for spacing, not autopilot defense.

Chunk 7: Advanced Training Mode Recording Techniques Summary

Training mode allows multiple recording slots that can be randomized—perfect for practicing mix-ups and reactions.

Powerful Technique

Record different options (e.g., left/right, low/high) into separate slots, then set playback to Random.

Comprehension Questions

Q: Why is random playback important?

A: It trains real reactions instead of memorization.

Action Steps

Bind record/play buttons immediately.

Create random mix-up drills for defense training.

🧠 Super-Summary (Under 1 Page)

This video reveals seven essential Guilty Gear Strive mechanics that dramatically improve decision-making and consistency. Key takeaways include using 6P as a universal defensive tool, understanding wake-up throw invincibility, knowing that chip damage rarely kills, optimizing Roman Cancel damage by avoiding shockwave scaling, exploiting command throw priority, using Faultless Defense selectively to avoid losing punishes, and mastering training mode through randomized recordings. Together, these insights transform passive knowledge into active, matchup-ready skill, accelerating growth toward higher-level play.

📅 Optional 3-Day Spaced Review Plan

Day 1:

Review Chunks 1–3

Test 6P interactions and chip scenarios in training mode

Day 2:

Review Chunks 4–5

Practice RC timing and throw interactions

Day 3:

Review Chunks 6–7

Build at least one randomized mix-up training drill

mario050987·youtube.com·
7 Guilty Gear Strive tips the tutorial DOESN'T teach you!!!
VORUTEKUSU on Twitter
VORUTEKUSU on Twitter
look at the inputsthe dash macro actually counts as a forward input lol pic.twitter.com/ICBEb07w3A— VORUTEKUSU (@GREATFERNMAN) June 25, 2021
mario050987·twitter.com·
VORUTEKUSU on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
#GGST RISC will only force a counterhit when at 100, unlike older GGs where any hits at RISC over 50 would be a counterhit.However, a RISC-forced counterhit will be a heavy counterhit, regardless of attack used. pic.twitter.com/c0U9Mcaztx— SUGOI | Zankoku (@Zankoku) June 25, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
powerful masher on Twitter
powerful masher on Twitter
Same OS works vs options after blocking 46S, but again this loses to delayed 46SRecording slots:1. 46S2. 46H (2K > 6H)3. 28H4. 6P (2K > 214H or whiff 2K > 2D)5. 6H (2K > 214HYou can delay the 2K enough to block 46S and still interrupt 46H/6H#GGST_NA pic.twitter.com/HKHiSjI8pd— powerful masher (@daymendou) June 25, 2021
mario050987·twitter.com·
powerful masher on Twitter
powerful masher on Twitter
powerful masher on Twitter
haven't played vs May much, but I see a lot of complaints about her Here is an OS against 2S cancels into Dolphins: block 2S > walk > delay 2KBlocks 46S unless they delay it, punishes 46H (2K > 6H), punishes 28S (2K > 214H), and avoids 28H#GGST_NA pic.twitter.com/5rVu6kxhIP— powerful masher (@daymendou) June 25, 2021
mario050987·twitter.com·
powerful masher on Twitter
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
This is a guide designed to help you take easy steps towards making your fighting game content more accessible. If you like to make combo videos, tutorials, or fighting game content in general make sure to start doing these things so more and more blind and deaf people can access your work. Many of these tips also apply to other games, so if you're a content creator of any kind please stick around! Time Stamps are at the bottom of the description. Share this video with your favorite creators so they can start making their content more accessible too! ACKNOWLEDGEMENTS I would like to thank Dengster and Vordan for their help with this guide, they are two blind players who gave me their input as to what they like to see in a fighting game YouTube guide. Thanks also to Phage, who through his community has taught so many people about accessibility including me! If there's anything you think this guide is missing, or if there is anything I could be doing to make my own videos more accessible please let me know in the comments. LINKS Set up Close Captioning in your Twitch stream using TalkToMeGooseman's Stream Close Captioner tool here: https://stream-cc.gooseman.codes/ Follow BlindWarriorSven on Twitch here: https://www.twitch.tv/blindwarriorsven Follow TheSightlessOne on Twitch here: https://www.twitch.tv/thesightlessone Follow SightlessKombat on Twitch here: https://www.twitch.tv/sightlesskombat Watch the first video example on Rooflemonger's channel here: https://www.youtube.com/watch?v=ql2yEob8OMo Watch the second video example on ahmz1404's channel here: https://www.youtube.com/watch?v=wbc0IRDjss8 Watch the third video example on TheWasteofFlesh's channel here: https://www.youtube.com/watch?v=OCJN_VtfySk Read the tweet and thread I referred in the introduction here: https://twitter.com/bettyd0ts/status/1363930675930357761 TIMESTAMPS 0:00 Introduction 0:57 Accessibility and stereo sound 1:21 My tweet and the context it gave me 2:25 Accessibility Awareness 3:19 Intention of this guide 4:06 Start of the guide 4:23 Leave the game sound on 6:02 Close Caption your videos and streams 7:14 Include combo notation in the video and description 8:10 Use standard notation for your combos 9:06 Include important video text in the video description 9:25 Use clear labels and titles in your video description 9:38 Use time stamps on your video 10:50 Voice overs help a lot 11:35 Don't talk over important game sound, watch your mix 12:01 Tell your viewers about the text in your description 12:44 Video Example #1 14:02 Video Example #2 15:41 Video Example #3 16:30 Extra Tip: Make sure audio is in stereo 17:03 Conclusion 18:01 Blind streamers for you to follow and support 18:56 Outro ---------- I am a music teacher and theory expert obsessed with videogame music, and a fighting game beginner fascinated by growth and learning. Pretty good fit, innit ? Follow me on Twitch for more! https://www.twitch.tv/bettydots Stop by my Twitter also if you'd like! https://twitter.com/bettyd0ts All music courtesy of Lo-Fi girl: https://youtu.be/5qap5aO4i9A Thanks for watching!
mario050987·youtube.com·
10 Tips to make your Fighting Game guides & content accessible by everyone | Videogame Accessibility
gishac on Twitter
gishac on Twitter
Millia counter hit OS #GGST_MI . Looks like a safe option vs chars that punish c.S pressure?https://t.co/BMJAwtxr7J pic.twitter.com/lWp6MBGPyD— gishac (@gishac) June 25, 2021
mario050987·twitter.com·
gishac on Twitter
tragic on Twitter
tragic on Twitter
BRC can create punishes that normally don't exist. I used this example because the timing is so ridiculously precise yet still a true punish. I don't recommend this specific example in-game, but instead, use the concept to create your own punishes!#GGST #GGST_CH @HiFightTH pic.twitter.com/79NyxAOCem— tragic (@fightelement) June 25, 2021
mario050987·twitter.com·
tragic on Twitter