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JGee on Twitter
JGee on Twitter
some stun dipper PRC routingbetter damage and you choose to break the wall or keep the corner.if you delay the last 214S you can safejump and try a wallslump setup, or you can just break the wall and take the guaranteed damage if you dont delay it #GGST_KY pic.twitter.com/1qXfZy2gKr— JGee (@jgeeHK) February 15, 2022
mario050987·t.co·
JGee on Twitter
26 on Twitter
26 on Twitter
6HSノーマルヒットの距離別拾い方5種類アルク入れ込んじゃえば安定はするんですが、確認から落とす事が多いので調べてみたら割と面倒だった。判定が強い振り方の距離に絞っているので、先端運用でなければ微ダ2Kと前HSで大体拾えます。細かすぎて伝わらない6HS#GGST_KY pic.twitter.com/cOXeDj8NO2— 26 (@ni_roku_) February 16, 2022
mario050987·t.co·
26 on Twitter
こーひーみるく490 on Twitter
こーひーみるく490 on Twitter
#GGST カイのフードゥルアルク→空中前ダッシュロマキャン→フォルトレスディフェンス→空中K→下段(5k 2kとか)or中段(D)が良い感じのようなそうでもないような。知らんけど。 pic.twitter.com/2dthHEcB4t— こーひーみるく490 (@coffee_milk_490) February 13, 2022
mario050987·t.co·
こーひーみるく490 on Twitter
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Didn't test on other chars, but I'm pretty sure this is not exclusive to Leo and his charge-input. This is basically the missing link I've been looking for whenever we are forced to use 5k or c.S to pressure DP characters in general and Leo particularly. The safest bet Ky can make to see how willing his opponent to DP between the gaps and punish him for the attempt. No need to 5k HVT, no need to give up a turn, no need to risk reversal once you've landed that first button on block. If you already knew that, you are a lucky man. For me - this is a big improvement for whenever I cannot safejump Leo, so mostly on soft knockdown or close quarter scrambles, when you land the first button on block. First part: https://youtu.be/uOU3NiY5yQE
mario050987·youtube.com·
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Guilty Gear Strive - Ky - This 2k 2d oki is a Game Changer
Guilty Gear Strive - Ky - This 2k 2d oki is a Game Changer
So the whole reason I discovered this is because 2k 2d CSE Sucks when them DP characters have 50 meter. While they can't technically hit you with a super or DP, you also can't CSE 6k them safely. Because of that, we only get CSE 5k and I hope you're ready to give up your turn at this point, because with DP RC they have literally no reason to respect your buttons after 5k whatsoever. For example, Leo can beat both frametraps and 5k tick throw with DP RC. What kind of shitty RPS is that? With this safejump: 1. They have to block both high and in the opposite direction. 2. Leo can't DP after j.H for 30f, which allows you to frametrap him. 3. They can't grab j.H 5h (which is natural frametrap) because of spacing. Compared to what you get after 2k 2d CSE 5k? This is a much better deal in my opinion.
mario050987·youtube.com·
Guilty Gear Strive - Ky - This 2k 2d oki is a Game Changer