Patch20punishchanges
Character Matchups
Dev 💚 @ The Sol Lab on Twitter
With Leo's 2D knockback nerf, max range can get punished by 2K with good reward. Recovers crouching so Sol 2K 6S confirms for example#GGST_SO #GGST_LE pic.twitter.com/Z0U60G3rqf— Dev 💚 @ The Sol Lab (@Deyvonnn) June 10, 2022
Dev 💚 @ The Sol Lab on Twitter
With Leo's 2D knockback nerf, max range can get punished by 2K with good reward. Recovers crouching so Sol 2K 6S confirms for example#GGST_SO #GGST_LE pic.twitter.com/Z0U60G3rqf— Dev 💚 @ The Sol Lab (@Deyvonnn) June 10, 2022
Dev 💚 @ The Sol Lab on Twitter
With Leo's 2D knockback nerf, max range can get punished by 2K with good reward. Recovers crouching so Sol 2K > 6S confirms for example#GGST_SO #GGST_LE pic.twitter.com/Z0U60G3rqf— Dev 💚 @ The Sol Lab (@Deyvonnn) June 10, 2022
kPB Roundstart
kPB Roundstart Sol Badguy: Beats: Any crouching buttonAny standing button (Except 5K) Gun Flame, DP, Command Grab, Vortex, Fafnir Beaten by: 5kBandit Revolver, Bandit Bringer Ky Kiske: Beats: Any crouching button (Except 2P)Any standing button (Except 5P) Stun Edge, DP, Dire Eclat Beaten by:...
LegatusLeo on Twitter
Potemkin Vs. I-No Match-Up Guide!
Twitch (Live🔴 Everyday 6pm PST): http://www.twitch.tv/Qeuw
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Ending screen song: Digital Existence - David Harrison
https://www.youtube.com/watch?v=AZn1zNtaRn8
Moist | Hotashi on Twitter
"She got buffed!" pic.twitter.com/y2sbRxKEys— Moist | Hotashi (@hotashis) June 10, 2022
Giovanna Matchup Guide
Dustloop Server Presents GiovannaA Matchup Guide ___ By Lord Iskandar III of the Ventania Tempestade and #giovanna-lounge INTRODUCTION So you want to play Giovanna. Maybe you’re just starting out, maybe you’ve been playing a while and want a switch or maybe you’re a current player needing more...
Happy Chaos is BROKEN (but here is how you fight him)
#guiltygear #guiltygearstrive #fightinggames
The stream chat asked what where most people mess up against Happy Chaos, so I break down some core things to keep in mind when playing against him.
Even with the patch upcoming, I think these core factors will still apply.
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Midscreen Combos - Approaching Millia - Goldburst habit (May Q&A)
🐬COACHING LINKS DOWN HERE🐬
Today we have a video going over various questions asked in my community! I hope you guys learn something interesting from this.
Watch our streams at:
► https://www.twitch.tv/yomifgc
Join the Discord at:
► https://discord.gg/GMQxZr7tcT
Thumbnail art creator:
► https://twitter.com/Suns9S
CONTACT ME FOR COACHING AT:
Discord: Yomi#7055
Twitter: https://twitter.com/YomiFGC
Email: yomibrosfgc@gmail.com
0:00 INTRO
0:09 Approaching Millia
1:43 COACHING AD
2:05 Optimal Midscreen combos?
2:45 2S vs 5K?
4:09 Throw into j2H timing?
5:03 Why do you gold burst so much?
5:55 What to do after hitting S Dolphin?
6:44 cS juggles worth it in combos?
7:32 How do I air-to-air?
8:25 SUBSCRIB
Midscreen Combos - Approaching Millia - Goldburst habit (May Q&A)
🐬COACHING LINKS DOWN HERE🐬
Today we have a video going over various questions asked in my community! I hope you guys learn something interesting from this.
Watch our streams at:
► https://www.twitch.tv/yomifgc
Join the Discord at:
► https://discord.gg/GMQxZr7tcT
Thumbnail art creator:
► https://twitter.com/Suns9S
CONTACT ME FOR COACHING AT:
Discord: Yomi#7055
Twitter: https://twitter.com/YomiFGC
Email: yomibrosfgc@gmail.com
0:00 INTRO
0:09 Approaching Millia
1:43 COACHING AD
2:05 Optimal Midscreen combos?
2:45 2S vs 5K?
4:09 Throw into j2H timing?
5:03 Why do you gold burst so much?
5:55 What to do after hitting S Dolphin?
6:44 cS juggles worth it in combos?
7:32 How do I air-to-air?
8:25 SUBSCRIB
🐳シオナベ🍲 on Twitter
いつかやりたいね #GGST pic.twitter.com/93NO5e2xfq— 🐳シオナベ🍲 (@SioNabeChan) June 2, 2022
crinklly on Twitter
Air Revolver can punish a lot of Testament's blockstrings into S Grave Reaper.If the first hit doesn't reach you can do the second hit and run up to meaty.Works in more situations than Bringer, 6H, or IAD#GGST_SO #GGST_TE pic.twitter.com/oUmJhytDAJ— crinklly (@crinklly) April 2, 2022
VL | Madlax on Twitter
Punishing Ky's DP is weird due to the sideswap so I'm glad to have done this on the fly #GGST_GO #GGST #PS4share pic.twitter.com/bzTAyYmPuM— VL | Madlax (@DatUSAGuy) June 1, 2022
VL | Madlax on Twitter
Punishing Ky's DP is weird due to the sideswap so I'm glad to have done this on the fly #GGST_GO #GGST #PS4share pic.twitter.com/bzTAyYmPuM— VL | Madlax (@DatUSAGuy) June 1, 2022
Hourglass_of_rain on Twitter
I think I’m pretty confident in saying that this is Testament’s MU spread for season 1, I hope Testament gets buffs in season 2 but yee for now I believe this is it #GGST #GGST_TE pic.twitter.com/KCSfXizJyn— Hourglass_of_rain (@ghost_of_rain15) June 1, 2022
crinklly on Twitter
Air Revolver can punish a lot of Testament's blockstrings into S Grave Reaper.If the first hit doesn't reach you can do the second hit and run up to meaty.Works in more situations than Bringer, 6H, or IAD#GGST_SO #GGST_TE pic.twitter.com/oUmJhytDAJ— crinklly (@crinklly) April 2, 2022
Discord - A New Way to Chat with Friends & Communities
truthordair
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Today at 10:31 AM
Chipp
236p (palpha): crossup frame 28ish mid. Can be blocked crossup, ground thrown, or low abare'd
236k (kalpha): crossup frame 28ish mid. Can be blocked crossup, high abare'd, and jump thrown
63214s (leaf grab): beats backdash. loses to jump
236s (rekka): 1st two hits minus on block OR hit. Don't mash low or else rekka3 crushes
236h (gamma blade): catches jump over alpha/grab. 25f startup loses to 2k
Forward jumping acts to jump over palpha, crossup block kalpha, and jump over command grab, but loses to rekka/gamma
Of his two most common blockstrings, one will be (optional) c.s 2s 2h. If he runs a 3 hit blockstring then you can fd the 2s or 2h and this will result in more lenient timings and spacings (notably gamma blade will hit later, command grab won't reach, and kalpha will sail over your head). 2 hit blockstrings will give less wiggle room for this though, so be careful.
The other blockstring is 5k 2k 2d, which employs a natural frametrap on the 2d. It will catch upbacks and will counterhit if you mash, but the 2d doesn't lead into anything and in the case that chipp tries to make the 2d safe with special cancels, all the above setplay theory still applies.
In grounded neutral, Chipps like to use:
f.S - decent range, but can be EASILY low profiled with 2k
5K - less range than f.S but combos into knockdown from 5K 2D, he has to dash in a little to use it
2K - similar to 5K but hits low, actually has more range than you think. Also combos to 2D
5H - disjoint, he doesn't get much off it
2S - not the best option, but he gets a huge reward from 2S hit (2S 2H 236K...) beats 2k low profile attempts
if you block his j.2k, you can throw him if he chooses to go for 2K or 5K after blocked j.2k, but you'll be counterhitted if he rejumps, or he cancels j.2k into alpha k.
Oki options:
meaty 5K (mid), 2K (low), 6K (somewhat "reactable" high, he can combo into 2K 2D if it hits meaty enough), alpha P/K (crosses up, also reversal safe), c.S (mid), leaf throw
Snapponder on Chipp:
Millia & Chipp are the exact characters you can’t play reactionary against. At full screen you try to react to their approaches, but once they are outside of that range you are the one forced to guess the situation and their spacing.
The biggest tool Axl has against characters like Millia and Chipp are high damage conversions off of reads. Both in neutral and on their pressure. You need to save meter (besides FDing their c.S) for transport bombers/jH or jD conversions.
Against Chipp in particular your best buttons in neutral are going to be 2k,5k, jS, and jH without meter, and then moves like 2H, 2S, and 6K get better with meter.
In neutral, the most important idea to focus on is to keep MOVING. You can NOT play stationary, you need to make them misspace their pressure or put yourself into a better spot. If they jump that is your cue to MOVE. Do not stay in place for even a second, until you are at a higher level and understand the leveling a bit better. Moving like this will let you find way more free openings. If they are pressing IAD jH you have time to 5K it preemptively, if they are higher up you can 2S. 5H/c.S can cover both of these if you have perfect timing.
Once you hit, you need to convert huge. You should be getting TKB's on Chipp the vast majority of rounds you win. You need that damage, resetting to neutral is BAD against him. He destroys you in neutral, get good damage in where you can.
If you get caught slipping when he's in the air and are in a bad pressure situation, you can’t 2K under most of his air buttons so you just have to take it. If he is approaching more on the ground, then run up 2K/5K is great here, but make sure you apply good pressure after it. Not just always 2K 2D snail, that just won’t cut it.
Another important thing is knowing their possible holes in their pressure and trying to 50/50 in those spots. Gamma blade is mashable. Practice 74D or 96D on reaction to Chipp command throw. Jump forward to block/dodge alpha blade. Get him to press his minus on block rekka.
Avoid the corner. You are going to need to fight for this. Fight with your god damn 5K'ing life to make sure he doesn’t get you there. Once you’re in there though, often times what you’ll do depends on your meter and health. If you have enough meter or are close to it, try and find gaps to fuzzy super out. Otherwise you’re just going to have to take some risks and press/IAD back jH and it’s going to suck for you.
One other small thing you should learn - you can just backdash his j2k for free basically.
Anyways, don’t play too reactionary with your moves, play reactionary with your movement. You’re going to have to fight him. You do more damage than him, you just have to show