Giovanna

Giovanna

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桃狼♻/ぐのびす on Twitter
桃狼♻/ぐのびす on Twitter
スタイリッシュムーヴ その2 #GGST_GI #PS4sharehttps://t.co/1U9jHYh49r pic.twitter.com/8NXbSZwaaq— 桃狼♻/ぐのびす (@0201_gno_bis) July 14, 2022
mario050987·t.co·
桃狼♻/ぐのびす on Twitter
桃狼♻/ぐのびす on Twitter
桃狼♻/ぐのびす on Twitter
スタイリッシュムーヴ #GGST_GI #PS4sharehttps://t.co/1U9jHYh49r pic.twitter.com/aUgT4D2Y7m— 桃狼♻/ぐのびす (@0201_gno_bis) July 14, 2022
mario050987·t.co·
桃狼♻/ぐのびす on Twitter
桃狼♻/ぐのびす on Twitter
桃狼♻/ぐのびす on Twitter
巷で噂のRCCタメダスト。つっよ #GGST_GI #PS4sharehttps://t.co/1U9jHYzdnz pic.twitter.com/fRj4dBpE8N— 桃狼♻/ぐのびす (@0201_gno_bis) July 14, 2022
mario050987·t.co·
桃狼♻/ぐのびす on Twitter
Eon on Twitter
Eon on Twitter
Semi-optimal CH 623S Goldlewis specific punishSol Nascente + Dash up RRC gives just enough height to IAD around drone. A similar concept can be applied if you want to sideswitch/is corneredMake sure to threaten Goldlewis even when drone is out!#GGST #GGST_GI #GGST_GO pic.twitter.com/u0FBgZTIOM— Eon (@ericpqmor) July 14, 2022
mario050987·t.co·
Eon on Twitter
Smuggles on Twitter
Smuggles on Twitter
#GGST_GI For when he spaced the clone really far out, not as rewarding so I don't think it's worth it but it's possible. Reacting with super is better when he's far out pic.twitter.com/ET1UlHJuog— Smuggles (@SmugglesFGC) July 12, 2022
mario050987·t.co·
Smuggles on Twitter
Smuggles on Twitter
Smuggles on Twitter
#GGST_GI Punishing Chipp clone on reaction for some solid reward with 50 meterFor dash under, hold dash button pic.twitter.com/PV8Hoxhw73— Smuggles (@SmugglesFGC) July 12, 2022
mario050987·t.co·
Smuggles on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
PCow — Today at 1:07 AM --non-bigbody 5K BRC combo meta-- (damage numbers on Ky, WB with 5[D]) I think with your back to the corner its still: 5K BRC 623S 5K jHD 5K 6HHH But there are some other more damaging starters if you expect to break the wall from around roundstart with raw 5K: (A) 5K BRC cS 5[D] 5K jHD fS/cS 5H 214K {203/206} (B) 5K BRC cS dc cS jHD adc jD 5K/5H 214K {195/200} (C) 5K BRC 623S cS jSD adc jD 5H 214K {197} or on jump-in: (A) jKD 5K BRC cS 5[D] 5k 6HHH {172} (B) jKD 5K BRC cS dc cS 2H 236K 5k/cS 623S {167/168} (C) jKD 5K BRC 623S cS jSHD 5H {168} I won't bother with combos in the corner since confirming into super is so powerful (e.g. 5K 6P super or jKD cS 5H super). The jump-in start combos have far less corner carry (only works from around round start, not much further). I think in 99% of jKD's you should just take hard knockdown and save meter. The raw 5K starts seem far far more useful I want to hear what you guys are using here as well as if you think its useful at all to gios gameplan.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Casper on Twitter
Casper on Twitter
idk how gio's havent found this combo route yet pic.twitter.com/yUlNgXL0CS— Casper (@Casperdile) July 10, 2022
mario050987·twitter.com·
Casper on Twitter
eh on Twitter
eh on Twitter
more fun wall splats lol #GGST_GI pic.twitter.com/DTmMrteKhQ— eh (@dirtydan302) July 7, 2022
mario050987·t.co·
eh on Twitter