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26 on Twitter
26 on Twitter
6HSノーマルヒットの距離別拾い方5種類アルク入れ込んじゃえば安定はするんですが、確認から落とす事が多いので調べてみたら割と面倒だった。判定が強い振り方の距離に絞っているので、先端運用でなければ微ダ2Kと前HSで大体拾えます。細かすぎて伝わらない6HS#GGST_KY pic.twitter.com/cOXeDj8NO2— 26 (@ni_roku_) February 16, 2022
mario050987·t.co·
26 on Twitter
Guilty Gear Strive - Ky - Corner pressure concept sketch: 6k, 5d, RISC
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.
mario050987·youtube.com·
Guilty Gear Strive - Ky - Corner pressure concept sketch: 6k, 5d, RISC