ruin on Twitter
#GGST_ZA最近考えたやつ全部乗せコンボ5Kを6Kにすると中段択、JHSの後中下段とダムドで崩す感じ pic.twitter.com/fMV5EmtJLO— ruin (@ruin42702195) January 20, 2022
Optimal Ram Corner Pressure [Patch 1.11]
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GIOGIO on Twitter
やっぱりケイオスはこのクソムーヴ最強やな #GGSThttps://t.co/3zgMql0oMT pic.twitter.com/DZ6GPntS9s— GIOGIO (@GioGio_Giovana_) December 12, 2021
ShadowKlone @ BostonBlueBeat:Extend on Twitter
Jack-O midscreen 2H combo #GGST #GGST_JChttps://t.co/8ObTLPTSdj pic.twitter.com/1jSAhNLovr— ShadowKlone @ BostonBlueBeat:Extend (@ShadowKlone) December 9, 2021
dakudo036 on Twitter
#GGST_HC射撃青から2発までなら連続ガードにできるな pic.twitter.com/fpryfmRfI3— dakudo036 (@dakudo036) December 4, 2021
Guilty Gear Strive - Ky - Corner pressure concept sketch: 6k, 5d, RISC
Analysing my corner pressure I've noticed 5d (tap) is barely used. Mostly because:
1. I didn't lab any conversions off it.
2. Subsequent hits damage is scaled quite a bit.
3. It's not as slow as held version (28f), but still quite slow (20f).
Still, the option is there and given you have meter and managed to build up some RISC, it can be a good alternative to throw. In this particular example I decided to use 6k corner pressure, since:
1. Once you condition people to expect 6k 2k 2d they are usually not as eager to mash.
2. It builds a decent amount of RISC.
3. Pushback was perfect for this conversion.
Alternatively conversion itself can be done from other routes like 2k 6k 5d, but c.S has quite a bit of pushback, so c.S 5d won't allow for RC cancel, meaning you get less damage overall.
For those of you who are skeptical about 5d (tap), 20f is still less then Chipp's Senshuu (OH, last rekka hit), which is 25f, but most of us still eat that crap regardless.