System & General Resources

System & General Resources

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Gatoray on Twitter
Gatoray on Twitter
You can check each character 's move usability and system tech in manual with specific info&gif #GGStrive pic.twitter.com/sYaYGJ4ArH— Gatoray (@gatoray_kof) April 17, 2020
mario050987·twitter.com·
Gatoray on Twitter
Alioune on Twitter
Alioune on Twitter
Hm there are specific frames where you can cancel early the air forward dash, then some frame buffer where you cant.So fastest air dash button has a timing #GGST . Have you tried calculating this @SuperKawaiiDesu ?— Alioune (@Alioune85) April 17, 2020
mario050987·twitter.com·
Alioune on Twitter
Alioune on Twitter
Alioune on Twitter
Hm there are specific frames where you can cancel early the air forward dash, then some frame buffer where you cant.So fastest air dash button has a timing #GGST . Have you tried calculating this @SuperKawaiiDesu ?— Alioune (@Alioune85) April 17, 2020
mario050987·twitter.com·
Alioune on Twitter
Alioune on Twitter
Alioune on Twitter
Hm there are specific frames where you can cancel early the air forward dash, then some frame buffer where you cant.So fastest air dash button has a timing #GGST . Have you tried calculating this @SuperKawaiiDesu ?— Alioune (@Alioune85) April 17, 2020
mario050987·twitter.com·
Alioune on Twitter
Alioune on Twitter
Alioune on Twitter
Hm there are specific frames where you can cancel early the air forward dash, then some frame buffer where you cant.So fastest air dash button has a timing #GGST . Have you tried calculating this @SuperKawaiiDesu ?— Alioune (@Alioune85) April 17, 2020
mario050987·twitter.com·
Alioune on Twitter
Kei Ishibashi on Twitter
Kei Ishibashi on Twitter
こういう移動投げもどきが出来るわけですね。勉強になります。 #GGST https://t.co/ZiJCGnnLhW pic.twitter.com/kQRM19ErLY— Kei Ishibashi (@bashi_slayer) April 17, 2020
mario050987·twitter.com·
Kei Ishibashi on Twitter
Kei Ishibashi on Twitter
Kei Ishibashi on Twitter
こういう移動投げもどきが出来るわけですね。勉強になります。 #GGST https://t.co/ZiJCGnnLhW pic.twitter.com/kQRM19ErLY— Kei Ishibashi (@bashi_slayer) April 17, 2020
mario050987·twitter.com·
Kei Ishibashi on Twitter
Kei Ishibashi on Twitter
Kei Ishibashi on Twitter
こういう移動投げもどきが出来るわけですね。勉強になります。 #GGST https://t.co/ZiJCGnnLhW pic.twitter.com/kQRM19ErLY— Kei Ishibashi (@bashi_slayer) April 17, 2020
mario050987·twitter.com·
Kei Ishibashi on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
So interestingly if you end a wall break with a Super, you still get a hard knockdown after the transition.If you end a wallbreak with a sweep however, it will not give you the hard knockdown.#GGStrive pic.twitter.com/pyvvMWD7NX— ANJI=MITO 🦋🦋🦋 (@Klaige) April 18, 2020
mario050987·twitter.com·
ANJI=MITO 🦋🦋🦋 on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
So interestingly if you end a wall break with a Super, you still get a hard knockdown after the transition.If you end a wallbreak with a sweep however, it will not give you the hard knockdown.#GGStrive pic.twitter.com/pyvvMWD7NX— ANJI=MITO 🦋🦋🦋 (@Klaige) April 18, 2020
mario050987·twitter.com·
ANJI=MITO 🦋🦋🦋 on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
So interestingly if you end a wall break with a Super, you still get a hard knockdown after the transition.If you end a wallbreak with a sweep however, it will not give you the hard knockdown.#GGStrive pic.twitter.com/pyvvMWD7NX— ANJI=MITO 🦋🦋🦋 (@Klaige) April 18, 2020
mario050987·twitter.com·
ANJI=MITO 🦋🦋🦋 on Twitter
Trevor Claggett on Twitter
Trevor Claggett on Twitter
General strive stuff - #GGSTRIVEbackdashes have invuln, but it isn't frame oneThere are a significant amount of frames where you can't block after jumpingRC bubble is an actual hitbox, you can switch block, if you block it. Have to get creative if you want to test fuzzy (c— Trevor Claggett (@Hi_Im_Sunfish) April 18, 2020
mario050987·twitter.com·
Trevor Claggett on Twitter
Trevor Claggett on Twitter
Trevor Claggett on Twitter
General strive stuff - #GGSTRIVEbackdashes have invuln, but it isn't frame oneThere are a significant amount of frames where you can't block after jumpingRC bubble is an actual hitbox, you can switch block, if you block it. Have to get creative if you want to test fuzzy (c— Trevor Claggett (@Hi_Im_Sunfish) April 18, 2020
mario050987·twitter.com·
Trevor Claggett on Twitter
Trevor Claggett on Twitter
Trevor Claggett on Twitter
General strive stuff - #GGSTRIVEbackdashes have invuln, but it isn't frame oneThere are a significant amount of frames where you can't block after jumpingRC bubble is an actual hitbox, you can switch block, if you block it. Have to get creative if you want to test fuzzy (c— Trevor Claggett (@Hi_Im_Sunfish) April 18, 2020
mario050987·twitter.com·
Trevor Claggett on Twitter
WF | Fiend Wearing the Mask on Twitter
WF | Fiend Wearing the Mask on Twitter
So this slow down time thing with Roman Cancel probably has more... interesting applications. #GGStrive pic.twitter.com/fhhYgNdpo4— WF | Fiend Wearing the Mask (@SonicfiendSmash) April 18, 2020
mario050987·twitter.com·
WF | Fiend Wearing the Mask on Twitter
WF | Fiend Wearing the Mask on Twitter
WF | Fiend Wearing the Mask on Twitter
So this slow down time thing with Roman Cancel probably has more... interesting applications. #GGStrive pic.twitter.com/fhhYgNdpo4— WF | Fiend Wearing the Mask (@SonicfiendSmash) April 18, 2020
mario050987·twitter.com·
WF | Fiend Wearing the Mask on Twitter
Pyros on Twitter
Pyros on Twitter
So in GG strive, when you get a double KO twice (YES THAT HAPPENED) it randomly chooses a winner #GGstrive #PS4share pic.twitter.com/j9vnQMzlOf— Pyros (@EmperorPyros) April 19, 2020
mario050987·twitter.com·
Pyros on Twitter
Hatson on Twitter
Hatson on Twitter
Here's imo a prime example of how the Jump-In vs AA meta works in all SF games.#1: Press jump HP to beat AA attempt = Success#2: Press jump HP timing to cover stand and crouch = Trade#3: Same as #1 but vs Crouch = Fail#4: Same as #2 but vs Crouch = Success pic.twitter.com/jlF6C34Fjx— Hatson (@HatsonFGC) November 24, 2020
mario050987·twitter.com·
Hatson on Twitter
Hatson on Twitter
Hatson on Twitter
Here's imo a prime example of how the Jump-In vs AA meta works in all SF games.#1: Press jump HP to beat AA attempt = Success#2: Press jump HP timing to cover stand and crouch = Trade#3: Same as #1 but vs Crouch = Fail#4: Same as #2 but vs Crouch = Success pic.twitter.com/jlF6C34Fjx— Hatson (@HatsonFGC) November 24, 2020
mario050987·twitter.com·
Hatson on Twitter
アウギュステのJyosua on Twitter
アウギュステのJyosua on Twitter
Hey guys. I'm sure something like this exists elsewhere, but I made a ultra-condensed primer/quick reference for JP fighting game terms.My brain prefers small chunks of information, so I thought it might be helpful to have a set of bare minimum terms.https://t.co/b8lTGrZUge— アウギュステのJyosua (@Jyosua) January 12, 2021
mario050987·twitter.com·
アウギュステのJyosua on Twitter
Diaphone on Twitter
Diaphone on Twitter
People been asking me how I learn characters fast in fighting games - I just released a new video to hopefully give insight on this. Made using #gbvs but applies to all FGs: https://t.co/X77QyRUlKZ pic.twitter.com/btXAPsP7NS— Diaphone (@Diaphone_) December 10, 2020
mario050987·twitter.com·
Diaphone on Twitter
Alex Biebrich on Twitter
Alex Biebrich on Twitter
Blockstrings contribute towards breaking the wall as well? #GGSThttps://t.co/Q1q5vo1r5v pic.twitter.com/Ucj7VrpUHI— Alex Biebrich (@MAlcarazBi) April 22, 2020
mario050987·twitter.com·
Alex Biebrich on Twitter