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Rin-senpai on Twitter
Rin-senpai on Twitter
Noticed something odd with Jack-O.Usually when you see her do the super you can just hold up during the cinematic.But if you happen to FD before you can't do that anymore and the super is garanteed!Jump, backdash, reversal, none seems to work.Is this normal?#GGST #GGST_JC pic.twitter.com/4pCV5ugpQk— Rin-senpai (@RinSenpaiii) December 2, 2021
mario050987·twitter.com·
Rin-senpai on Twitter
ウーマロ(umaro_mustang) on Twitter
ウーマロ(umaro_mustang) on Twitter
ハッピーケイオス L1ケイオスのスケープゴートがどのくらい必殺技を止められるか、全キャラの気になる技を調べました。傾向として、多段攻撃と覚醒は止めきれない様でした。攻撃判定一回だけの通常必殺技や覚醒投げ技は止まります。#GGST_HA pic.twitter.com/641zvtFXNV— ウーマロ(umaro_mustang) (@lfmust) December 2, 2021
mario050987·twitter.com·
ウーマロ(umaro_mustang) on Twitter
HAPPY CHAOS (COMBOS/TIPS) [Guilty Gear Strive]
HAPPY CHAOS (COMBOS/TIPS) [Guilty Gear Strive]
it's chaos time! here are some general tips I've accumulated throughout testing the character out : -Steady aim has two variants, a heavy shot and a quick shot, heavy shots occur when the shot is delayed a bit, and the cursor adjusts closer to the enemy, quicker ones are after shooting instantly. -with your gun out, your cursor would immediately stick to the opponent if any of your attacks connect. -wall splats and knockdowns are the most important time to take advantage of and regain resources (reloading bullets taking priority over concentration as you can otherwise only gain bullets from overdrive) -on a wall splat, you can both reload bullets/use Focus AND connect an overdrive -it is a lot more consistent to juggle with 5K 6K than cS 6K, but you'd want to finish loops with cS 6S for a little extra damage -if you have the resources juggling with 5K 6K then immediately switching to 3 hits with steady aim is one of the highest damaging combos. -essentially, Happy Chaos has two combo loops, either with Steady Aim (214 Slash) or Gunshots (HeavySlash), steady aim uses considerably more concentration, thus require higher awareness of your current concentration levels when starting the combo and better management, hence why i tend to opt for gunshot loops as they're more consistent, unless you have full resources, then go ape with steady aim. steady aim loops are like the combo at 00:10, after juggling (5k 6k), go into steady aim (214S), shoot (HS) but try to delay it a bit to get the heavy shot knock up (can work with the quick one as well), from there roll (214K) then repeat with 5K 6K, or cS 6S to finish the combo as 6S knocks enemy too far (making it also great to splat them into walls that are at the end of the screen). gunshot loops are like the combo at 01:40, after juggling (5K 6K), roll immediately, shoot, then repeat with juggling. the trick is with timing the shot, to do so, focus on the falling body of the enemy, and try to shoot them as late as possible before they touch the ground, the timing isnt too strict as happy chaos's hitboxes are bigger than they may appear, but shooting too early while the enemy is still too high off the ground will knock enemies out of reach. -Happy Chaos can combo from the far-middle screen from steady aim by canceling into a roll then sprinting to juggle the falling opponent with 5k, or from the furthest of the screen by using 1 gunshot as you sprint toward the enemy, try to delay the shot as much as possible as they get knocked back far from it, so you'd want to catch them as they're still in hitstun from said bullet. -try to end loops with cS 6S, followed by throwing a curse (236P) and reloading (22P) or Focus (214P) as the enemy will be knocked down and far away from you giving you enough time for a Curse and either of the latter options. -you can cancel aim with 2HS, it is important to not have your gun out to be able to launch with 236S or block, you can cancel aim during hitstun from other attacks allowing for launcher loops both midstage and at corners. -ScapeGoat's clone summon not only prevents enemies from walking through it, but can tank 1 single hit entirely even if you were in front of the clone, so sitting up the clone and running beyond it can be used aggressively allowing you to counter hit any non multi-hit enemy attack without needing to dodge, block or contest it. -during a juggle, you can go for an air combo off of close Slash, the only combo i've tested out and has been pretty consistent for me is cS j.S j.HS j.S, you'll need to have your gun out (or double tap heavy slash) after the first (jump slash + air dash) to have the second one connect, and if the gunshot is delayed properly, you can land close enough to the enemy to be able to instantly close slash again. -off a counter hit, happy chaos can easily confirm into a steady aim shot of either the heavy or quick variants. cancelling into roll allows you to start a juggle with 5K 6K. shown in 01:40 -you can connect an overdrive after any gunshot (but is very difficult, and has to be buffered during the gunshot input), or any steady aim shot (as long as they're not too far into a multi hit combo, which might drop depending on how close the enemy is to the ground) that's all i can think of for now, will edit the description if i recall something i've missed, best of luck! Midscreen Combo:(0:00) Roll Loops:(0:17) Jump Combos:(0:55) Far Combos:(1:11) Reverse Combo:(1:29) Counter Hit Confirms:(1:40)
mario050987·youtube.com·
HAPPY CHAOS (COMBOS/TIPS) [Guilty Gear Strive]
Happy Chaos Blockstring Pressure Theory Staggered 236S(Combo notation/exlanation in the description)
Happy Chaos Blockstring Pressure Theory Staggered 236S(Combo notation/exlanation in the description)
Sorry for all the text but this requires some explanation. Combo notations - all variations build 50 tension: Combo 1: CH 236S, 214S, dl.-HS-, 22P, 66, CS, 236S, 5K, 6S, 214S, -HS-, WS!, 22P/214P, WB! (use 6S or DEM if you used 214P to get focus and all bullets back) Combo 2: CH 236S, 214S, dl.-HS-, 22P, 66, 236S, 66 CS, 6K, 214S, -HS-, WS!, 22P/214P, WB! (use DEM to regain all bullets) Combo 3: CH CS, 2D, 2HS (cancel At the Ready if you are aiming), 236S, 66, 5K, 6K, 214S, dl.-HS-, 66, 5K, 6S, 214S, -HS-, WS!, 22P/214P, WB! (use 6S or DEM if you used 214P to get focus and all bullets back) Not sure if people have posted in depth about this yet, but I just found something fairly interesting. On blockstring actions such as CS, 6K. CS, 2D. 5K, 6K. 2K, 2D. etc. you can obviously shoot to cover the gap but it uses bullets and concentration, but since 2HS stance cancel is instant and at the ready is 0 on block you can theoretically always work it into a combo instead of shooting to manage bullets/concentration. If delayed it creates a frametrap which on counter hit or regular hit confirm gives massive damage up to 70% health because of the RISC build from the blockstring prior, it also builds 50 tension on all route variations i've found and gives wall carry whilst maintaining all of your resources because you can focus and DEM to wallbreak with the meter build. Additionally if it's blocked in the corner you're technically 0 because 236S, 2HS lets you block immediately shown at the end of the clip, or in midscreen you reset to neutral so you can shoot first and pressure again or just block. This is more of a demonstration of using 236S in your blockstring as a safe option to end it or extend pressure/frametrap as an alternative to shooting, you can absolutely mix thow as normal into your pressure with this as well so it's just more options for your opponent to consider mashing against and the reward is huge if they guess it wrong. You can choose to shoot after 236S instead of cancelling as well or if at point blank in the corner upon 2HS cancel you can sneak in throws.
mario050987·youtube.com·
Happy Chaos Blockstring Pressure Theory Staggered 236S(Combo notation/exlanation in the description)
Kadaj on Twitter
Kadaj on Twitter
Trying to add a lot more layers to the charge stun edge oki. You can stay on the same side or cross over regardless of if you dash before IAD or hold up + forward before IAD making it a lot harder to react to #GGST_KY pic.twitter.com/1gTvxXR8jb— Kadaj (@IFCxKadaj) December 2, 2021
mario050987·twitter.com·
Kadaj on Twitter