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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Movement is by far the most important aspect of Guilty Gear you must learn how to harness well. This video aims to teach you the concepts in which I've learn...
Movement is by far the most important aspect of Guilty Gear you must learn how to harness well. This video aims to teach you the concepts in which I've learn...
Movement is by far the most important aspect of Guilty Gear you must learn how to harness well. This video aims to teach you the concepts in which I've learn...
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
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
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
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
Blockstrings contribute towards breaking the wall as well? #GGSThttps://t.co/Q1q5vo1r5v pic.twitter.com/Ucj7VrpUHI— Alex Biebrich (@MAlcarazBi) April 22, 2020
ICYMI: I made a combo compilation video from #GGST Beta https://t.co/SoX3WfIGCk pic.twitter.com/azYNddnB6l— HiFight(ハイファイト) (@HiFightTH) April 21, 2020