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GGST 1.11 Happy Chaos BnB / Practical Combos Guide | Guilty Gear Strive
GGST 1.11 Happy Chaos BnB / Practical Combos Guide | Guilty Gear Strive
DISCLAIMER: The character hasn’t been out for a week so a lot of these routes are likely to get optimized later down the line. This video is aimed towards players who want to learn and understand Happy Chaos’ combo theory and get an idea on what they look like with different combo starters. Resources, notations, OST, and social media will be linked below. #GGST_HA #GGST #guiltygear #guiltygearstrive #strive EXTRA NOTE: in the 5D Starter combos I forgot to include dl. 5]H[ in the routes, apologies for any confusion! - Music: A Fool or a Clown? Adachi’s Theme) - Persona 4 Arena Ultimax OST Resources: https://www.dustloop.com/wiki/index.php?title=GGST/Happy_Chaos - Notation: P = Punch K = Kick S = Slash c. = Close f. = Far H = Heavy Slash D = Dust (2H) = buffer this input in order to cancel gun stance (Sequence)xN = Repeat sequence N amount of times RRC = Red Roman Cancel ~ = Cancel the previous special into a follow-up special dl. = delay the following move ↖️⬆️↗️ = 7 8 9 ⬅️🚹➡️ = 4 5 6 ↙️⬇️↘️ = 1 2 3 - Timestamps: 0:00 Intro 0:14 Combo Notes 1:00 P Starters 1:26 K Starters 2:39 S Starters 3:47 D Starters 4:02 Throw Starter 4:15 5[D] Combo 4:27 Ending - Social Media: twitter.com/RebirthOfKira
mario050987·youtube.com·
GGST 1.11 Happy Chaos BnB / Practical Combos Guide | Guilty Gear Strive
GGST - Happy Chaos 0/1-Bullet Midscreen BnBs
GGST - Happy Chaos 0/1-Bullet Midscreen BnBs
Notation further down the description. Here are the BnBs I've gravitated towards over the past several days of playing and labbing Chaos. I figure it's good to use a low number of bullets for most combos, and to have combos in case you're out of bullets. Using more than 1 bullet per combo seems to reach a point of diminishing returns, unless you need to add another bullet for a specific confirm (like from 2S) or need to force a wallstick for Deus Ex. No corner-specific stuff here. If you're close to the wall, you can end one of the juggle combos with 6S into a Steady Aim shot, which will almost always wallstick (gunshots do a TON of wall damage). From there, you can get a super from any range. Note: Many of these routes will still work if you substitute a c.S for a 5K. 5K is a frame faster than c.S, doesn't have a range requirement, and doesn't lose too much damage, so if you're having trouble, feel free to use 5K for consistency's sake. Notation: Point-blank Single Normal Bulletless BnB (Works for all normals except 2S) 5P 236S 66 5K 6S Ranged Single Normal 1 Bullet HKD BnB: 5P HS 66 5K 2D 2K==== 0 Bullet HKD: 2K 2D Damage: 2K 6K 236S 66 5K 6S 1 Bullet HKD: 2K 6K HS 66 c.S/5K 2D Damage: 2K 6K 236S 66 5K 6K 214S [HS] 214K 66 c.S 6S (End with 632146S, reload, focus, etc.) Salvage: 2K 6K 236S 66 5K 6K 214S HS 214K 5K 6S (No Super here) 2K/5P/2P Without 6K No Bullet: 2K 6S 2Px2 6S 5Px3 6S 1 Bullet: Damage: 5P 5P HS 66 c.S 2HS36S 66 5K 6S c.S==== 0 Bullet c.S 236S 66 c.S 6K 5K 6S c.S 236S 66 c.S 2HS236S 6S 1 Bullet HKD: c.S 6K HS 66 c.S 2D c.S (jump) HS j.S c.S 2D Damage: c.S 236S 66 c.S 6K 214S [HS] 214K c.S 6S (Can sideswap with this c.S combo due to incredible height) c.S 6K 236S 66 5K 6K 214S [HS] 214K c.S 6S 5D==== 0 Bullet lol 1 Bullet HKD:5D HS 66 c.S 2D Damage: 5D HS 66 c.S 6K 2HS36S 66 5K 6S (can substitute c.S for 5K for ease of use) 5[D]==== 5[D] j.S j.K 9 j.S j.S j.S j.K~K 2D==== 0 Bullet 2D 236S 66 5K 6S 1 Bullet 2D 236S 66 5K 6K 214S [HS] 214K c.S 6S j.D==== 0 Bullet j.D 5D 2D (distance and height specific) 1 Bullet HKD: j.D HS 66 c.S 2D Damage: j.D HS 66 c.S 2HS36S 66 5K 6S A2A j.K/j.S==== 1 Bullet: j.K 66 j.S HS 66 c.S 6S 2 Bullet: j.K 66 j.S HS 66 c.S 6K 214S [HS] 214K c.S 6S AA 5P==== High/Close: 5P 6K 214S [HS] 214K c.S 6S (1 Bullet) Far/Low: 5P HS 66 5K 6K 214S [HS] 214K 5K 6S (Takes 2 Bullets) 2S==== 2 Bullet HKD: 2S HS 66 HS 5K 2D Bullet Start==== 0 More Bullets== HKD: HS 66 c.S 2D Damage: HS 66 c.S 6K 2HS36S 66 5K 6S 1 More Bullet== HKD: HS 66 c.S 6K HS 66 5K 2D Damage: HS 66 c.S 2HS36S 66 5K 6K 214S [HS] 214K c.S 6S 2D HKD Notes: If cancelled into reload/focus, can get meaty c.S from most distances Can get crossup j.D from reload Can do 2D 22P OTG 2D 22P for slightly more damage at cost of oki For CH starters, just confirm into 236S and go from there, usually. The added height will usually give you c.S 6K instead of 5K 6K juggle, and potentially a sideswap. Notable CHs: 2D: link 6K after 2S: get a HKD using only 1 bullet Thanks for watching, more tech or whatever coming soon or something.
mario050987·youtube.com·
GGST - Happy Chaos 0/1-Bullet Midscreen BnBs
ギルティギアストライブ GGST ハッピーケイオス 短編 浮かせないよ?! 地上コンボその1
ギルティギアストライブ GGST ハッピーケイオス 短編 浮かせないよ?! 地上コンボその1
5K or 2Kからの地上コンボ 味気ないので途中で空中からのコンボに移行 相手壁張り付き後、フォーカスして集中力を回復してからマキナで壁割り 集中力も玉も補充状態で ステージを移行
mario050987·youtube.com·
ギルティギアストライブ GGST ハッピーケイオス 短編 浮かせないよ?! 地上コンボその1