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ギルティギア ストライヴ/GGST 初心者~中級者向け全キャラ解説第18弾 実戦向きハッピーケイオスの立ち回り+連携+コンボ GUILTY GEAR STRIVE
ギルティギア ストライヴ/GGST 初心者~中級者向け全キャラ解説第18弾 実戦向きハッピーケイオスの立ち回り+連携+コンボ GUILTY GEAR STRIVE
ギルティギアストライヴ全キャラ解説 ハッピーケイオス編 再生リスト→https://www.youtube.com/playlist?list=PLF3NCYKRizw73pIwY4PtYw8OHG5YydJJF 今後の動画で全キャラ解説していきます 塔の7~10階にいる初級~中級者の人達に向けた動画 実践向きのコンボ、立ち回り、考え方を紹介してます 動画の流れ      ・解説してるキャラの特徴 ・立ち回りの解説 ・崩しや連携の紹介 ・コンボ一覧 Part1は意識の配分を理解してもらうために長めになっております以降の動画は意識配分を理解している前提で進めていきます キャラ解説の順番   ①ソル ②カイ ③チップ   ④メイ   ⑤ミリア ⑥ザトーone   ⑦残雪 ⑧イノ ⑨アクセル ⑩ポチョムキン   ⑪ファウスト  ⑫ラムレザル  ⑬レオ ⑭ジオバーナ ⑮アンジ ⑯ディキンソン ⑰ジャック・オー ⑱ハッピーケイオス  ←今ここ   タイムスタンプ 0:00 OP~キャラの特徴 2:21 立ち回りの解説 7:21 連携&崩し 8:55 コンボ 10:48 実践 気に入っていただけたらチャンネル登録よろしくお願いします。 ニコニコ動画→https://www.nicovideo.jp/series/233650?ref=pc_watch_description_series Twitter→@belgo80579215 ギルティギアストライブ公式→https://www.guiltygear.com/ggst/jp/ GUILTY GEAR -STRIVE- © ARC SYSTEM WORKS
mario050987·youtube.com·
ギルティギア ストライヴ/GGST 初心者~中級者向け全キャラ解説第18弾 実戦向きハッピーケイオスの立ち回り+連携+コンボ GUILTY GEAR STRIVE
173 Damage sweep on Happy Chaos????????
173 Damage sweep on Happy Chaos????????
so just experimenting with the gun combos and turns out any sweep HC gets can be converted into big boy damage. ender with super dishes out 200 damage EDIT: did a bit more testing, the wallsplat is long enough that you can reload all of your bullets before doing another 6S to break the wall, so that's an added bonus #GGST #GGST_HA
mario050987·youtube.com·
173 Damage sweep on Happy Chaos????????
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]