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THE DEFINITIVE STAGGER PRESSURE GUIDE
THE DEFINITIVE STAGGER PRESSURE GUIDE

Summary: "THE DEFINITIVE STAGGER PRESSURE GUIDE"

This video explores the concept of staggered strikes in fighting games, particularly in the context of high-level play. The key lesson is that staggered strikes are a safer, more strategic way of maintaining offensive pressure and breaking an opponent’s defense, compared to relying solely on throws. The speaker uses the character May from Guilty Gear as an example to illustrate how staggered strikes can be used to set up frame traps, counter opponent actions, and create mental pressure.

Main Concepts:

Staggered Strikes vs. Throws:

Staggered strikes involve intentionally leaving gaps in your block strings, creating situations where the opponent might attempt a counterattack, but you still have options to punish them if they do.

Throws can also be effective, but they carry more risk because they can be countered by fuzzy mashing, backdashing, or jumping. Staggered strikes have a better chance of countering these responses.

Frame Traps:

A staggered strike can lead to frame traps. For example, after a close slash, the player can immediately follow up with a 6H (a heavy attack), which could result in a punishing combo if the opponent attempts to attack or mash buttons out of fear of a throw.

Mental and Risk Pressure:

Staggered strikes increase the opponent's mental stack, making them more likely to make mistakes under pressure. They also cranks up the opponent's risk gauge, forcing them to react faster or risk being hit by a counter.

The focus is on risk management, as staggered strikes allow players to force the opponent into tough decisions without exposing themselves to as much risk.

Example with May’s Dolphin:

The speaker uses May’s Dolphin attack as an example, explaining that players can stagger their strikes after a Dolphin or a heavy attack (like 6H or 5H). If the opponent anticipates a follow-up strike and tries to counter, they might get caught by a 2K or a counter-hit attack.

Creating a Mental Advantage:

A major benefit of staggered strikes is that they give you the mental upper hand, keeping the opponent guessing about what will come next. Even if you attempt a Dolphin, your turn doesn’t necessarily end, as you can follow up with additional staggered attacks and keep pressuring.

Synergy Between Strikes and Throws:

While staggered strikes are safer and more flexible than throws, the two can complement each other. A player can switch between throws and staggered strikes to keep the opponent uncertain and off balance.

Bullet-Point Summary:

Staggered Strikes: Intentionally leaving gaps in block strings to punish opponents who try to attack or reversal.

Frame Traps: After staggered strikes, you can set up frame traps (e.g., close slash → 6H) to punish opponents who try to retaliate.

Mental Pressure: Staggered strikes increase the opponent’s mental stack, leading to mistakes and punishing responses.

Throws vs. Staggered Strikes: Throws are riskier but offer immediate damage and mix-up potential, while staggered strikes are safer and provide more long-term pressure.

May’s Dolphin Example: May’s Dolphin attack sets up staggered strikes and frame traps, making it difficult for opponents to know when to respond.

Risk Management: Staggered strikes reduce your exposure to counters like fuzzy mashing or jumping, giving you control over the offensive flow.

Synergy: Strikes and throws can be used together, as staggered strikes counter responses to throws.

Chunks: Chunk 1: Introduction to Staggered Strikes

Summary: The video begins by explaining how high-level players use staggered strikes to create pressure on their opponents. A staggered strike involves leaving a gap in a block string, inviting the opponent to counter, but still giving the attacker enough time to punish if they do.

Comprehension Questions:

What is the purpose of staggered strikes in fighting games?

How does leaving a gap in a block string work strategically?

Answers:

Staggered strikes force the opponent into risky decisions by leaving them open to counter-punishment.

It invites the opponent to make a move (e.g., attack or reversal), but punishes them if they do.

Action Steps: Try practicing staggered strikes in a fighting game to learn the timing of leaving gaps and punishing opponent actions.

Chunk 2: Frame Traps and Risk Management

Summary: The speaker explains the concept of frame traps and how staggered strikes can set them up. A frame trap forces an opponent to either block or risk getting hit if they try to attack. This increases their risk of making a mistake while you maintain offensive control.

Comprehension Questions:

What is a frame trap in the context of staggered strikes?

How does staggered strikes increase the opponent’s risk?

Answers:

A frame trap is when you intentionally leave a gap in your block string to punish the opponent if they try to retaliate.

It pressures the opponent into making a fast decision, where a wrong move could lead to a heavy punishment.

Action Steps: Incorporate frame traps into your gameplay to pressure your opponent into mistakes. Use staggered strikes after heavy attacks to catch counter-attacks.

Chunk 3: Throws and Mental Pressure

Summary: The video discusses the difference between throws and staggered strikes. Throws can be countered, but staggered strikes are better at handling common responses like mashing, jumping, or backdashing. Staggered strikes build mental pressure, making the opponent second-guess their options.

Comprehension Questions:

Why are staggered strikes safer than throws?

How do staggered strikes affect the opponent mentally?

Answers:

Staggered strikes are safer because they counter more options (e.g., mashing or jumping) and don’t carry the same risks as throws.

They create mental pressure, making the opponent more likely to panic and make a mistake.

Action Steps: Use staggered strikes in combination with throws to keep your opponent off balance and prevent them from predicting your next move.

Super-Summary:

Staggered strikes are an effective offensive tool in fighting games that increase pressure on opponents without exposing the player to excessive risk. By leaving gaps in block strings, players can invite counterattacks, but punish the opponent with frame traps and counter-hits when they try to retaliate. These strikes create mental pressure and disrupt the opponent’s rhythm, forcing them to make difficult decisions. Staggered strikes also work well in synergy with throws, offering a more adaptable and safer approach compared to relying solely on throws. The key takeaway is to use staggered strikes to keep opponents guessing, manage risk effectively, and punish mistakes.

Optional Spaced Review Plan:

Day 1:

Review the main concept of staggered strikes and their advantages.

Practice staggered strikes in a fighting game.

Day 2:

Focus on integrating frame traps into your gameplay.

Experiment with how staggered strikes lead into successful frame traps.

Day 3:

Review how staggered strikes complement throws and mental pressure.

Practice mixing up throws and staggered strikes in real matches.

mario050987·youtube.com·
THE DEFINITIVE STAGGER PRESSURE GUIDE
BossBabyFan2020 on Twitter
BossBabyFan2020 on Twitter
Hi folks,I want to share something I've been working on:A functional damage calculator for #GGST.Select an attacking and defending character, starting RISC level, a series of moves from the dropdown menus. Then the calculator will spit out your damagehttps://t.co/5cpiJwEGOu— BossBabyFan2020 (@qawmame) September 18, 2022
mario050987·twitter.com·
BossBabyFan2020 on Twitter
(UPDATE IN DESCRIPTION) Three Ways You NEED to Start Using Faultless Defense
(UPDATE IN DESCRIPTION) Three Ways You NEED to Start Using Faultless Defense
UPDATE: The general ways you use FD are still true for the June 10th patch, but the example I used with Nagoriyuki's Beyblade move (214HS) is no longer relevant. He will still be close enough to command grab you even if you FD in this version of the game. Intro - 0:00 Explaining FD - 0:26 1st Use Case - 1:02 2nd Use Case - 2:56 3rd Use Case - 3:49 Outro - 5:48 Still trying to learn and improve with my video editing, so happy with any advice and feedback in the comments! ------ Check me out here! Twitter: https://twitter.com/RemiCeleste Twitch: https://www.twitch.tv/remiceleste Music provided by TheRelaxedMovement. Check it out here: https://www.youtube.com/c/TheRelaxedMovement
mario050987·youtube.com·
(UPDATE IN DESCRIPTION) Three Ways You NEED to Start Using Faultless Defense
EmErgy(えまじぃ)_バ美肉 on Twitter
EmErgy(えまじぃ)_バ美肉 on Twitter
知ってるようで知らない、やっぱり知っているバーストの基本を一分くらいでまとめましたBGMはいつものアレです#ギルティギア  #GGST pic.twitter.com/9bei5cYsth— EmErgy(えまじぃ)_バ美肉 (@MtgEmergy) September 10, 2022
mario050987·twitter.com·
EmErgy(えまじぃ)_バ美肉 on Twitter
DEFINITIVE GUIDE TO DEFENSE IN GGST
DEFINITIVE GUIDE TO DEFENSE IN GGST
🐬COACHING LINKS DOWN HERE🐬 ► https://metafy.gg/@yomifgc Today, we have a video going over how I approach defense in Guilty Gear Strive. This should be universal info, so not just May this time! I hope you all learned something interesting. Watch our streams at: ► https://www.twitch.tv/yomifgc Join the Discord at: ► https://discord.gg/GMQxZr7tcT Thumbnail art creator: ► https://twitter.com/Suns9S ► https://twitter.com/halocantkb 0:00 BLOCK ON WAKEUP 2:56 DEFENDING AGAINST CLOSE SLASH 6:16 DEFENDING AGAINST STAGGER PRESSURE 7:21 DEFENDING AGAINST SPECIAL MOVES
mario050987·youtube.com·
DEFINITIVE GUIDE TO DEFENSE IN GGST
Ranking the BEST and WORST 6Ps in Guilty Gear Strive
Ranking the BEST and WORST 6Ps in Guilty Gear Strive

Summary

The video is a tier-list analysis of the 6P moves (standing heavy punches) in Guilty Gear Strive. The host evaluates every character’s 6P based on hitbox, frame data, counterpoke utility, anti-air effectiveness, recovery, and block safety, while also considering reward potential (knockdowns or combos, though secondary to move properties). Characters are grouped into tiers: Yikes, It’s a 6P, Juiced, and Top 5.

The main takeaway is that not all 6Ps are created equal, even though they serve similar purposes; differences in startup, range, recovery, and reward drastically affect their effectiveness in neutral and as anti-airs.

Chunked Summary Chunk 1: Evaluating Low-Tier 6Ps (“Yikes” / bottom of good)

Anji 6P:

Pros: Ten-frame startup (average), decent hitbox.

Cons: Poor range, extremely unsafe on block (-17), weak as a counterpoke.

Verdict: Bottom of good tier; canceling necessary to avoid punishment.

Baiken 6P:

Pros: Average startup.

Cons: Very limited range, poor counterpoke, easy to whiff or empty jump punish.

Verdict: Low end of good tier; unreliable in neutral.

Comprehension Questions:

Why is Anji’s 6P considered unsafe?

Answer: It is -17 on block, making it easily punishable.

What makes Baiken’s 6P unreliable as a counterpoke?

Answer: Limited horizontal reach and weak hitbox allow easy whiff or empty jump punish.

Action Steps:

Practice recognizing unsafe 6Ps in matches to punish effectively.

Focus on spacing to exploit low-range moves.

Chunk 2: Mid-Tier / Standard “It’s a 6P” Moves

Kai 6P: Nine-frame startup, high hitbox, -8 on block, low reward.

May 6P: Slower 12-frame startup, decent hitbox, usable as anti-air but limited reward due to charge character mechanics.

Soul 6P: Nine-frame startup, decent reach, high hitbox, -11 on block, slightly lower tier due to recovery and block vulnerability.

Milia 6P: Nine-frame startup, long active frames, vulnerable to low counter hits, moderate range.

Comprehension Questions:

What makes Kai’s 6P strong but not top-tier?

Answer: Fast startup and good hitbox, but low reward limits its overall impact.

Why does Milia’s 6P have vulnerability despite long active frames?

Answer: Longer active frames increase exposure to low counter hits.

Action Steps:

Use mid-tier 6Ps strategically for neutral control rather than high-reward combos.

Practice timing anti-air moves to exploit gaps in long active frame attacks.

Chunk 3: High-Tier / “Juiced” 6Ps

Eno 6P: Nine-frame startup, long reach, minimal recovery (18 frames), high reward (combo into knockdowns).

Ram 6P: Similar to Eno; fast, deceptive hitbox, high counterpoke utility, excellent reward.

Leo 6P: Safe on block (-5), good reach, integrates well with character’s mix-up pressure.

Jack-O 6P: Nine-frame startup, good reach, solid counterpoke.

Bridget 6P: Good anti-air, height and hitbox strong, moderate counterpoke utility.

Zato 6P & Nagor 6P: Top five tier; extremely fast, large reach, strong anti-air, excellent reward potential.

Comprehension Questions:

What attributes make Eno’s 6P high-tier?

Answer: Fast startup, long reach, low recovery, and high reward off counter hits.

Why is Leo’s 6P considered strong beyond its frame data?

Answer: Integrates with character-specific vortex/mix-up potential and is very safe on block.

Action Steps:

Prioritize using juiced 6Ps for both neutral control and punishing jumps.

Understand character-specific rewards to maximize damage from counter hits.

Train to recognize top-tier 6Ps for defensive planning in matches.

Chunk 4: Worst 6Ps / “Yikes” Tier

Goldlewis 6P: 12-frame startup, 27 recovery, -19 on block; almost no redeeming qualities.

Potemkin 6P: Slow startup, poor reach, limited utility due to character mobility issues.

Faust 6P: 9-frame startup, blind spot above character, long recovery (32 frames), poor punishing utility.

Happy Chaos 6P: Average; weak without relying on character’s kit.

Comprehension Questions:

Why is Goldlewis’ 6P considered the worst?

Answer: Very slow, long recovery, unsafe on block, and minimal reward.

How does character mobility affect Potemkin’s 6P effectiveness?

Answer: Limited movement prevents him from compensating for slow startup and poor range.

Action Steps:

Focus on punishing weak 6Ps effectively in matches.

Exploit mobility advantages against characters with slow or unsafe 6Ps.

Chunk 5: General Observations & Ranking Criteria

Ranking is based primarily on hitbox, range, startup, recovery, and block safety, with reward as secondary.

Anti-air effectiveness and counterpoke utility are crucial in tier placement.

Top 5 6Ps are extremely fast, have large reach, minimal recovery, and integrate well with combos or knockdowns.

Certain mid-tier 6Ps may be situationally strong but lack overall consistency.

Action Steps:

When analyzing or practicing 6Ps, consider neutral control and punish windows over just raw damage.

Study opponents’ 6P frame data to develop better spacing and timing strategies.

Super-Summary (All Chunks Combined)

The video ranks Guilty Gear Strive’s 6Ps from worst to best based on startup speed, hitbox, range, recovery, block safety, and utility.

Worst / Yikes: Goldlewis, Potemkin, Faust, Happy Chaos — slow, unsafe, poor reach, minimal reward.

Standard / “It’s a 6P”: Anji, Baiken, Kai, May, Soul, Milia — functional, situationally useful, but limited reward or range.

High / Juiced: Eno, Ram, Leo, Jack-O, Bridget — fast, good hitbox, low recovery, high counterpoke and anti-air potential.

Top 5: Zato, Nagor — fast, massive reach, strong anti-air, high reward, hard to punish.

Key Insights:

Startup matters: Fast 6Ps (9–10 frames) dominate neutral and anti-air.

Hitbox & range: Bigger hitboxes increase counterpoke effectiveness; height matters for anti-air.

Recovery & block safety: Low recovery and safe on block increases practical utility.

Reward is secondary but impactful: Moves that lead to knockdowns or combos are more threatening.

Actionable Steps:

Practice punishing unsafe 6Ps in matches.

Exploit spacing and mobility to avoid top-tier 6Ps.

Focus on timing and recognizing high-reward 6Ps for counterplay.

Integrate knowledge of 6Ps into neutral strategy to improve both defense and offense.

Optional 3-Day Spaced Review Plan

Day 1:

Review Yikes and standard 6Ps; memorize their weaknesses and punish opportunities.

Day 2:

Study Juiced 6Ps and Top 5; focus on hitbox, range, and counterpoke utility.

Watch a few gameplay clips to see them in action.

Day 3:

Practice applying this knowledge in training mode: punishing unsafe 6Ps, spacing against juiced 6Ps, and testing anti-air reactions.

mario050987·youtube.com·
Ranking the BEST and WORST 6Ps in Guilty Gear Strive
J.F. “King Funk” Vissing on Twitter
J.F. “King Funk” Vissing on Twitter
This morning I found something pretty interesting!This is probably known to some players, but you can actually get steeper angles on neutral jump from run if you do it while braking/slowing down.This can allow for sneaky crossups or spacing around a move more precisely. #GGST pic.twitter.com/sBrEvKW50k— J.F. “King Funk” Vissing (@MrKingFunk) August 26, 2022
mario050987·twitter.com·
J.F. “King Funk” Vissing on Twitter
【GUILTY GEAR -STRIVE -】入坑遊戲要知道的基本遊玩四觀念,以及QA提問
【GUILTY GEAR -STRIVE -】入坑遊戲要知道的基本遊玩四觀念,以及QA提問
鑑於最近群組多了很多新人,來簡單說明一下遊戲玩法。 最基礎的那種。有問題可以繼續在DC問,相信很多人回答的。 ---------------------------------------------- ARC 格鬥遊戲 DC群: https://discord.com/invite/hfyXXEp 有人有興趣的May模組: https://gamebanana.com/mods/312556 不是工商的Fences(據說有4了): https://store.steampowered.com/app/607380/Fences_3/?l=tchinese
mario050987·youtube.com·
【GUILTY GEAR -STRIVE -】入坑遊戲要知道的基本遊玩四觀念,以及QA提問
GGST Damage (share ver.)
GGST Damage (share ver.)
Sheet1 Dmg taken @,100% - 71% Life,≤ 70% Life,≤ 60% Life,≤ 50% Life,≤ 40% Life,≤ 30% Life,≤ 20% Life,≤ 10% Life,Guts Rating,> 70% Life,≤ 70% Life,≤ 60% Life,≤ 50% Life,≤ 40% Life Anji Mito,106,97,92,83,78,63,53,43,0,1.00,0.97,0.92,0.89,0.84 Axl Low,107,103,98,93,88,78,67,57,move base dmg:,100,1,...
mario050987·docs.google.com·
GGST Damage (share ver.)
Badoor @ chilling at home COVIDFREE on Twitter
Badoor @ chilling at home COVIDFREE on Twitter
Back on Strive. This is a near-universal tech that uses the fact that landing recovery can be canceled into invincible moves. This is not really new but it can help fix "mistimed safe jumps" or even knockdowns/resets that don't grant a true blockable safe jump #GGST pic.twitter.com/14sZUmHnTc— Badoor @ chilling at home COVIDFREE (@BadoorSNK) August 10, 2022
mario050987·t.co·
Badoor @ chilling at home COVIDFREE on Twitter
toptier.gg on Twitter
toptier.gg on Twitter
Trying to break through into really knowing what to do in Strive or just looking for some advice on how to burst? Take a look at our latest addition to the TopTier Dojo from @KRCPinto! #GGST #FGC https://t.co/kGpELQ33xM— toptier.gg (@toptiergg) July 24, 2022
mario050987·twitter.com·
toptier.gg on Twitter
mira on Twitter
mira on Twitter
Here's a breakdown of the way the game reads and accepts kara special into super inputs. I will use Nago as an example, but this information should be generally applicable to the whole cast. #GGST #GGST_NA— mira (@invalidvaluev) June 18, 2022
mario050987·twitter.com·
mira on Twitter
How to PROPERLY use your Burst in Guilty Gear Strive
How to PROPERLY use your Burst in Guilty Gear Strive
------------------------------------------------------------------------------------ Subscribe to the YouTube - https://bit.ly/3kEkpLt Watch me live at - https://www.twitch.tv/k7_showoff Follow me at - https://twitter.com/K7_Showoff ------------------------------------------------------------------------------------ #GGST #GuiltyGearStrive #K7Showoff
mario050987·youtube.com·
How to PROPERLY use your Burst in Guilty Gear Strive
Strive Dojo: Pressure || Guilty Gear Strive
Strive Dojo: Pressure || Guilty Gear Strive
Note! parts of this were filmed before and after the season 2 patch so it may not be entirely consistent, that said it is mostly still applicable. Also between moving and several personal issues it took a while to upload this but we are hopefully back in the swing of things. Anyways, here's the basics on how to pressure.
mario050987·youtube.com·
Strive Dojo: Pressure || Guilty Gear Strive
Knowing THIS Will Help You Win In Guilty Gear Strive Season 2
Knowing THIS Will Help You Win In Guilty Gear Strive Season 2
THESE ARE IMPORTANT GAME CHANGER CHANGES TO GGST! Guilty Gear Strive balance changes patch came out a few days ago and already people are cracking open the new system changes! There are quite a few interesting new things to understand about the game! These are the Guilty Gear Strive Season 2 Balance Changes You NEED To Know! Subscribe Now ►► https://www.youtube.com/channel/UC0fk_v0on1iFchxQov-e5bg?sub_confirmation=1 ▬▬▬ FOLLOW MY SOCIALS ▬▬▬ ♥️ Twitter - https://twitter.com/DaikenXDan​ ♥️ Facebook - https://www.facebook.com/Daikenxdan-257459255194189 ♥️ Instagram - https://www.instagram.com/daikenxdan/​ ♥️ Twitch - https://www.twitch.tv/daikenxdan Intro - 0:00 New Roman Cancel System - 0:15 New Counter Hit System - 2:41 Dash Cancels & Kara Dash Specials - 3:43 FD Macro & Its Benefits - 6:27 Air Buttons System Change - 9:02 Final Thoughts - 9:57 #GuiltyGear #GuiltyGearStrive #FightingGames
mario050987·youtube.com·
Knowing THIS Will Help You Win In Guilty Gear Strive Season 2
Mixbox | Applay on Twitter
Mixbox | Applay on Twitter
In the latest patch, many DPs had their startup made slower. This allows new safe jumps. For example, after a throw. Explore with it to improve even more your offense!#GGST #GGSTLibrary @mixboxarcade pic.twitter.com/NsV5woQO7c— Mixbox | Applay (@fgcApplay) June 13, 2022
mario050987·t.co·
Mixbox | Applay on Twitter
Stephen Tchaou on Twitter
Stephen Tchaou on Twitter
#GGST The new FD button is pretty interesting. It's not a button combo like the old FD macros, which eliminates some OSs, but it might introduce some of its own. While holding down the FD button and back, no normals come out UNLESS you have no meter. Then normals come out... 1/4 pic.twitter.com/K3iq1cbF6U— Stephen Tchaou (@bubbaex) June 10, 2022
mario050987·t.co·
Stephen Tchaou on Twitter
KOFXV(15) シャッターストライクにまつわる知識・テクニック tips of Shatter Strike【英語字幕付き】
KOFXV(15) シャッターストライクにまつわる知識・テクニック tips of Shatter Strike【英語字幕付き】
KOF15(KOFXV) ver.1.33における 「シャッターストライクにまつわる知識・テクニック」を、KOF初中級者の方に向けて紹介・解説している動画です。 This video is introduction and guidance of “tips of Shatter Strike" in KOFXV for mid-level KOF players and beginners. This video contains English subtitles! #KOF15 #KOFXV KOF15(XV)解説動画の再生リストはこちら→https://www.youtube.com/playlist?list=PL8qQyv-fRESnkn-wlj8t5Sos-olead8pR 【本動画の内容】 ・導入(0:00) 【1:コンボで使ってみよう!】(0:24) 【2:ぶっぱなしで出して生当てを狙おう!】(7:38) 【3:シャッターストライクでのガードクラッシュ狙い】(13:06) 【4:まとめ】(14:17) ・締めの言葉的なもの(16:03) 【KOF15 パッケージ版の購入】 ※コンプリートセットなど、特典がいろいろ付いているものがあるようなので、ご興味のある方は是非調べてみてください。 ・PS4版 https://amzn.to/3lnKD5f ・PS5版 https://amzn.to/3akhnX1 【サブチャンネル(KCE第2 格ゲースタジオ - づね)】​ https://www.youtube.com/channel/UCXzFlkkQLH8tizZM2aK8Sig (KOFなど、SNK社以外のメーカーの格闘ゲームを扱っていくチャンネルとなっています。時々SNKの格闘ゲームも扱うことがあります。) 【サブチャンネル(KCE第3 新ジャンル開拓スタジオ - づね)】​ https://www.youtube.com/channel/UCjMOuMzQAXwjW_1F4Dz585g (RPG、ホラーゲーム、その他の様々なゲームを扱っております。) 【Twitter】​ https://twitter.com/Dune_KOF 【Discordサーバー ※KOFの話題ばかりではないのでご注意を】​ https://discord.gg/DcbRGz8 【LIVE配信や動画制作に用いている機材等】 ※Amazonでは新品での取り扱いが終了しているものもあります。 ・Windows PC https://amzn.to/30Xxmcy ・iMac https://amzn.to/2WqFn4K ・HDMIキャプチャ https://amzn.to/33zkm9X ・ゲーム用モニタ https://amzn.to/3aDWJCw ・アーケードコントローラ https://amzn.to/3dfssJc ・ポータブルSSD https://amzn.to/3aPo81I ・ゲーミングチェア https://amzn.to/33pqEJ9 ・モンスターエナジーウルトラ(白) https://amzn.to/2U8lKfc (普段は、より割安になる96本セットを購入しています) 【オススメ】​ ・聴く読書 Audible​ https://www.amazon.co.jp/b/ref=adbl_JP_as_0068?ie=UTF8&node=5816607051&tag=dunekce-22​ ​ ​ ・Amazon Prime Video https://www.amazon.co.jp/gp/video/storefront?benefitId=default&tag=dunekce-22
mario050987·youtube.com·
KOFXV(15) シャッターストライクにまつわる知識・テクニック tips of Shatter Strike【英語字幕付き】
Gelatin on Twitter
Gelatin on Twitter
The new Special to Super cancel functions just like a normal kara cancel!The first three frames of a special move's startup can be canceled into a super. This is identical to the conventional Normal to Special kara cancel.#GGST pic.twitter.com/VdawwYjQ0F— Gelatin (@bearhugprime) June 10, 2022
mario050987·t.co·
Gelatin on Twitter
Gelatin on Twitter
Gelatin on Twitter
Fast Roman Cancels (FRC) now reward players for precise execution!An FRC will save 28% meter at best and 4% meter at worst. Every wasted frame burns 4%.This applies equally to all Roman Cancels regardless of type (despite differing cancel windows)#GGST pic.twitter.com/4x6zjvlG38— Gelatin (@bearhugprime) June 10, 2022
mario050987·t.co·
Gelatin on Twitter
"Introduction to FD iad" - Guilty Gear Strive: Fundamentals
"Introduction to FD iad" - Guilty Gear Strive: Fundamentals
Thank goodness for FD macro TIMESTAMPS: 0:00 - Understanding iad button 2:01 - Benefits of iad fd #1 2:16 - Tutorial 3:20 - Example 3:42 - Benefits of iad fd #2 4:05 - Benefits of iad fd #3 4:50 - Examples with Testament 5:11 - Input errors 5:56 - Closing statements Come follow me @ https://www.twitch.tv/iainphilly https://twitter.com/iainphilly
mario050987·youtube.com·
"Introduction to FD iad" - Guilty Gear Strive: Fundamentals
How to Burst Effectively
How to Burst Effectively
It is actually a lot harder to get a sprite or something of just the blue burst in Strive. Or even of a character blocking...please let me know if anyone knows how to get these... 0:00 - Peppery baited me... 0:17 - Introduction 0:26 - 1st Type of Bad Burst 1:10 - 2nd Type of Bad Burst 1:56 - 3rd Type of Bad Burst 3:04 - Safest Place to Burst 4:23 - Outro ------ Check me out here! Twitter: https://twitter.com/RemiCeleste Twitch: https://www.twitch.tv/remiceleste
mario050987·youtube.com·
How to Burst Effectively
Guilty Gear Strive Quick Tip #2: Grabs
Guilty Gear Strive Quick Tip #2: Grabs
Guilty Gear Strive Quick Tips #2: Grabs Edited by: https://www.twitter.com/Casperdile For more information on 9Moons Strive , join our Strive discord: https://discord.gg/u3nxVNZXS2 Matches streamed at: https://www.twitch.tv/9moonsgaming Like, Comment, and Subscribe to the Channel to see the latest video uploads! We would LOVE to hear from you! Subscribe to 9Moons! It helps us hold these tournaments! Turn on notifications (🔔) to stay updated with new uploads! Follow 9Moons on: Twitch ► https://www.twitch.tv/9MoonsGaming Twitter ► https://www.twitter.com/9MoonsGaming 9Moons Rocket League Discord ► https://discord.gg/BNmeVpQptY Website ► https://9moons.gg/ #GGST #GuiltyGear #GuiltyGearStrive #FGC #9Moons #ArcSys #ASW #ArcSystemWorks #Anime
mario050987·youtube.com·
Guilty Gear Strive Quick Tip #2: Grabs