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ややっこ on Twitter
ややっこ on Twitter
ジャックオー振り向き鯖弾き、以前調べた奴を再掲。必要条件が鯖2体で1体目鯖弾き→振り向き→2体目に鯖が当たって弾き判定発生なので。攻撃指示でジャックの上を通過させるのが比較的簡単です。面白い挙動なのでもう一度調べなおしてみます。#GGST #GGST_JC pic.twitter.com/47ojfLzEnz— ややっこ (@utatanekujira) February 17, 2022
mario050987·t.co·
ややっこ on Twitter
Happy Chaos Hitbox Reference (Strive Ver.1.14)
Happy Chaos Hitbox Reference (Strive Ver.1.14)
EXPAND THE DESCRIPTION TO SEE EVERYTHING. --------------------------------------- You can view this video frame-by-frame. Pause the video and use the " , " (Comma) and " . " (Period) keys on your keyboard to step one frame back, and one frame forward. --------------------------------------- Big shoutouts and thanks to Altimor for making awesome and useful fighting game mods, and to members from the Unreal Anime Mods discord for updating Altimor's hitbox viewer to work with Strive Version 1.14. The hitbox viewing tool used for this video can be found here: https://github.com/AltimorTASDK/strivehitboxes/releases You can find the Unreal Anime Mods discord here: https://discord.gg/tgFrebr --------------------------------------- This video was created using Guilty Gear Strive version 1.14. --------------------------------------- Full cast Playlist: https://youtube.com/playlist?list=PLOB5pqRlfTfOd1VxH56DmnFGSLwv6w2vq --------------------------------------- -Box Color Key- Green: Hurtbox Cyan: Hurtbox (Counterhit state) Red: Hitbox Purple: Throwbox Yellow: Pushbox TIMESTAMPS: IDLE - 00:03 CROUCH - 00:08 WALK BACK - 00:14 WALK FORWARD - 00:17 JUMP - 00:21 BACK DASH - 00:35 FORWARD DASH - 00:39 AIR DASH BACK - 00:45 AIR DASH FORWARD - 00:49 STANDING GUARD - 00:55 CROUCHING GUARD - 01:01 AIR GUARD - 1:07 5P - 01:11 2P - 01:15 j.P - 01:18 Command Normal 1 (6P) - 01:23 5K - 01:26 2K - 01:30 j.K - 01:34 Command Normal 2 (6K) - 01:39 Command Normal 4 (j.2K) - 01:44 c.S - 01:56 f.S - 02:02 2S - 02:07 j.S - 02:12 Command Normal 3 (6S) - 02:18 5D - 02:22 2D - 02:27 j.D - 02:32 Charged Dust Finishing Blow - 2:38 Ground Throw - 02:46 Ground Throw Clash - 02:58 Air Throw - 03:00 Air Throw Clash - 03:14 Burst - 03:17 At the Ready (S) (236S or HS) - 03:26 At the Ready (HS) - 03:33 Possible reticle placements - 03:43 - AT THE READY STANCE - Idle - 04:00 Crouch - 04:02 Walk Back - 04:07 Walk Forward - 04:09 Back Dash - 04:12 Forward Dash - 04:16 Jump - 04:23 Air Dash Back - 04:37 Air Dash Forward - 04:42 Steady Aim (214S) - 04:48 Fire (At the Ready) - 04:57 Fire (No Bullets) (At the Ready) - 05:03 Fire (Steady Aim) - 05:06 Fire (No Bullets) (Steady Aim) - 05:15 Cancel Aim (At the Ready) - 05:25 Cancel Aim (Steady Aim) - 05:37 Reload (22P) - 05:48 Focus (214P) - 05:55 Roll (214K) - 06:00 Scapegoat (236K) - 06:09 Curse (236P) - 06:27 *note: The curse orb does not display correctly. It is roughly the size of the aura surrounding the orb. Deus Ex Machina (632146S) - 06:45 Super Focus (214214P) - 07:06 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Patreon - https://patreon.com/NeverKnowsBest00 Twitter - https://twitter.com/NvrKnwsBst00 Twitch - https://twitch.tv/neverknowsbest00 Discord - https://discord.gg/CQQ4S8Q #HappyChaos #GGST_HA #GuiltyGear #GuiltyGearStrive
mario050987·youtube.com·
Happy Chaos Hitbox Reference (Strive Ver.1.14)
Guilty Gear Strive Baiken Guide chapter 1: Anti-air combos
Guilty Gear Strive Baiken Guide chapter 1: Anti-air combos
In this video series i will go over the different chapters of the Baiken guide. This chapter is about anti-air combos midscreen and in the corner timestamps below ------------------------------------------------------ 00:00 Introduction 00:08 Midscreen Anti-air combos 02:03 Corner Anti-air combos 03:28 Outro combos used in the video: midscreen: counter hit 6P ⟶ 41236HS ⟶ HS counter hit 6P ⟶ 236236S Jump S ⟶ air dash ⟶ jump K / Jump S ⟶ 236S ⟶ Close S ⟶ 6HS ⟶ 41236HS ⟶ HS Counter hit Jump S ⟶ air dash ⟶ jump K ⟶ 236S ⟶ Close S ⟶ 6HS ⟶ 41236HS ⟶ HS Counter hit Jump S ⟶ air dash ⟶ jump K ⟶ 236S ⟶ Close S ⟶ 41236HS ⟶ HS Counter hit Jump S ⟶ air dash ⟶ jump S ⟶ 236S ⟶ Close S ⟶ 6HS ⟶ 41236HS ⟶ HS Counter hit Jump S ⟶ air dash ⟶ jump S ⟶ 236S ⟶ Close S ⟶ 2HS ⟶ 236236S bit over midscreen wallbreak: Counter hit jump S ⟶ air dash ⟶ jump S ⟶ 236S ⟶ 5K ⟶ Jump D ⟶ air dash ⟶ Jump P ⟶ Jump P ⟶ Jump P ⟶ 236S ⟶ [D] / 236236S Counter hit jump S ⟶ air dash ⟶ jump K / S ⟶ 236S ⟶ 5K ⟶ Jump D ⟶ air dash ⟶ Jump S ⟶ Jump D ⟶ 236S ⟶ Jump D / 236236S corner: Jump S ⟶ delay Jump D ⟶ air dash ⟶ Jump S ⟶ Jump HS ⟶ close S ⟶ 5HS ⟶ 41236HS ⟶ HS ⟶ 6HS Jump S ⟶ delay Jump D ⟶ air dash ⟶ Jump S ⟶ Jump HS ⟶ close S ⟶ 5HS ⟶ 41236HS ⟶ HS ⟶ 236236S Counter hit 6P ⟶ Close S ⟶ 6HS ⟶ 41236HS ⟶ HS Counter hit 6P ⟶ Far S ⟶ 6HS ⟶ 41236HS ⟶ HS Counter hit 6P ⟶ 236K ⟶ dash ⟶ Close S ⟶ 6HS ⟶ 41236HS ⟶ HS ⟶ 6HS / 236236S Counter hit jump S ⟶ jump D ⟶ delay air dash ⟶ Jump S ⟶ jump HS ⟶ Close S ⟶ 5HS ⟶ 41236HS ⟶ HS ⟶ 6HS / 236236S Counter hit Jump S ⟶ Jump HS ⟶ delay Jump D ⟶ Jump S ⟶ delay Jump HS ⟶ Close S ⟶ 5HS ⟶ 41236HS ⟶ HS ⟶ 6HS / 236236S
mario050987·youtube.com·
Guilty Gear Strive Baiken Guide chapter 1: Anti-air combos
Millia Notes: Frame trap from a high jumping H
Millia Notes: Frame trap from a high jumping H
Sometimes when you opponent blocks a high j.H, It is actually in the opponents favor instead of Millia's. Using a delayed j.D, Millia can actually frame trap the opponent instead and turn it around in her favor. Combo notations are: j.D, airdash, faultless defense, j.H, 2k, 2d This also uses the air FD brake tech to hit a lower j.h to get the 2k to combo afterwards. For an easier combo, you can do j.D, airdash, j.H, then either Bad Moon or Kapel
mario050987·youtube.com·
Millia Notes: Frame trap from a high jumping H