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イツカ on Twitter
イツカ on Twitter
ダスト最大溜めコン #GGST_IN #PS4sharehttps://t.co/AxNcOE8tlb pic.twitter.com/ORLoCRvVXe— イツカ (@itsuka_ino) June 8, 2021
mario050987·twitter.com·
イツカ on Twitter
Guilty Gear -Strive-_20210608082613
Guilty Gear -Strive-_20210608082613
I-no, more focus on combo routes from 6HS / CH 6HS starter 0:00 combo routes with 214K juggle, never used this move beside zooning on beta, i think they buffed this but nerfed 236S/HS to balance it off, its good now to pick again opponents 1:39 hcbfS used as set up, it can work but is mostly for fun 2:00 Leo and other characters with dp can get out depending on the dp trajectory 2:10 oki 214P is safer in this case 2:18 combo routes on a character that can be use cS or 6HS after 6HS 236HS 3:17 some routes on Chipp, this works on everyone depending on the follow up after 6HS 236HS 3:56 some routes on Pot. Leo, Nagu and Pot fall quicker then other characters on the ground which makes it harder to pick them up on I-no routes 4:48 Pot as well as other characters can beat j236HS of I-no, so j236K/S are more safe overall in this case 5:15 I-no 2K 6HS 236S is not bad since it push at the right distance, same applies to 5K/cS 6HS 236S https://store.playstation.com/#!/tid=CUSA00572_00
mario050987·youtube.com·
Guilty Gear -Strive-_20210608082613
Guilty Gear Strive - I-No Combo Guide
Guilty Gear Strive - I-No Combo Guide
These are beginner and intermediate combos designed to help you get a foot hold on combos, so you can jump online prepared as well as begin to learn the characters combo theory. These are obviously not optimal, but still solid to learn. Don't Follow my Twitter Twitch.tv/honzo_gonzo Numpad notation: https://glossary.infil.net/?t=Numpad%20Notation 0:00 5K, 6P, 214K 0:02 2K, 6P, 214K 0:03 2K, 2D, 214P 0:06 5S, 5HS, 214K 0:09 5S, 6HS, 214K 0:12 5S, 6HS, 236HS 0:17 6P, 214K 0:18 Jump, HS, 66, HS, 214K 0:22 CH 2D, 5S, 5HS, 214K 0:26 CH 236S, 2S, 214K 0:29 CH 236HS, 5HS, 214K 0:32 5S, 6HS, 236S, 66RC, 5S, 6HS, 236HS 0:39 2S, 214K, 66PRC, 5S, 5HS, 236HS 0:43 Throw, 66RC, 5S, 5HS, 236HS 0:48 66, HS, 632146S 0:52 2K, 2D, 632146S 0:57 5S, 6HS, 214K, 66, S, 214HS, HS, S, Wall Break 1:06 2K, 2D, RC Cancel, 6HS, 214K, 66, H, 214H, Wall Break 1:17 6D, HS, S, Jump, HS, S, Jump HS, HS
mario050987·youtube.com·
Guilty Gear Strive - I-No Combo Guide
Guilty Gear -Strive-_20210608082327
Guilty Gear -Strive-_20210608082327
I-no, some idea on follow ups and pressure, with some combos, haad to devide the video in 2 parts. 0:00 236S and 236HS follow ups against potemkin buster, if max spaced 5K and 2K can give CH with 236S 1:00 idle animation of potemkin moves hima little bit forward and backward (thats the only explanation i can give) 1:08 236HS follow ups, 5P in this case it can be crouch it 1:27 66 jK 6HS is not a true string and depending on the start up of a 5P it can be punished (chara specific or spaced), hit and block have different values but jS and jHS will always give the same reward either on block or on hit 2:21 in the corner, May, Chipp, I-no and Ram can be hit with a cS after 6HS 236HS, Chipp as a weird hurtbox afterward though, Pot, Nagu and Leo can only be followed up with a 2K, while the rest of the cast can get hit by 5K, the most guaranteed neutral would be 2K but takes away more reward, 5K and cS can be jc. 3:39 some example of follow ups from 6HS 236HS cS 4:48 some example with 5K 5:17 some routes from CH 6HS to set up 214P https://store.playstation.com/#!/tid=CUSA00572_00
mario050987·youtube.com·
Guilty Gear -Strive-_20210608082327