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Guilty Gear Strive - Sin Kiske Combo Guide
Guilty Gear Strive - Sin Kiske Combo Guide
Here's the combo guide for Xrd Potemkin's worst nightmare... Sin Kiske! Unfortunately, he didn't get any changes in the recent patch, so my apologies to the only two people that actually play or like this shitty Sol/Ky clone that no one else wanted in the game. Don't forget to leave a like, subscribe if you haven't already, follow me on Instagram and Twitter, and I'll see you next time!
mario050987·youtube.com·
Guilty Gear Strive - Sin Kiske Combo Guide
Sin Kiske Combo Exhibition | Easy/Advanced Combos! (Guilty Gear Strive)
Sin Kiske Combo Exhibition | Easy/Advanced Combos! (Guilty Gear Strive)
I know it's been a while, I'm sorry... but I'm done with school now! So more vids coming your way! To kick off my return I thought we'd do a new combo video for none other than the prince himself Sin Kiske! I'll be making more for Ky and Chipp as well! Stay tuned and subscribe for more Guilty Gear Strive! Link To Mods seen in video below! - Mexican flag for sin by: MonkeyPrince - https://gamebanana.com/mods/4139 My Social Media Handles: Twitch- https://www.twitch.tv/otter_ninja Twitter- https://twitter.com/Otter_Hero_ Lets Rock Baby!
mario050987·youtube.com·
Sin Kiske Combo Exhibition | Easy/Advanced Combos! (Guilty Gear Strive)
Guilty Gear Strive - Baiken Combo Guide
Guilty Gear Strive - Baiken Combo Guide
(combo notations below) Baiken is now here, so naturally how about some Combos for her! As always I try to focus on match practical combos that are more real world applicable than fancy stuff, but sometimes stuff winds up fancy anyway :) Baiken overall in her combo structure is fairly straightforward, certainly much less complex than the last 3 DLC characters of Happy Chaos, Jacko, and Goldlewis. Hope this guide can help you! P = Punch K = Kick S = Slash HS = Heavy Slash D = Dust COMBO GUIDE AND NOTATIONS qcf = quarcter circle forward/236 qcb = quarter circle back/214 DP = Dragon Punch motion, forward, down, downforward/623 f = forward/6 b = back/4 cl. = Close cr. = Crouching TK = Tiger Knee, motion ending in up-forward 789 456 123 FOREWORD: Baiken combos are honestly pretty straightforward for the most part. One thing though her "main" combo structure of close slash into crouch heavy slash, keep in mind there is a gap there on block that anyone can mash through with anything invincible. It may be "optimal" in terms of damage, but not in safety. So just a big heads up on that one. Earlier on in the lifespan of baiken its probably gonna be a non issue, but later on it very well could be. Tatami = qcf/236 + K Yozansen = aerial qcf/236 + S To do a close to the ground Yozansen, just input QCF, then upforward, then hit the button, its quite easy! BNB COMBOS: Stand P/K, 6K, Tatami, S Crouch P/K, Sweep, Tatami, S Cl. S, 2HS, Tatami, 2S, HCF+HS and followup cl.S, HS, HCF+HS and followup COUNTERHIT COMBOS 6HS or 2HS, HCF+S, cl.S, charged dust, k, 6K, tatami, cl.S, 6HS, super followup -or- 6HS or 2HS, HCF+S, cl.S, charged dust, cl.s, 6HS tatami, cl.S, 6HS, super followup CORNER COMBOS: cl.S, 2HS, Tatami, S, HS, HCF+HS, followup cl.S, 2HS, Tatami, K, jump dust, airdash S, yozansen, wallbreak (midscreen to corner) cl.S, 2HS, tatami, K, jump dust, airdash, HS, Dust, wallbreak MISC: Air convert counterhit jump S, air dash jump S, yozansen, land, K, 6HS, HCF+HS and followup Charged dust, HS, P, K, jump S, HS, S, S Yozansen combos: TK Yozansen, quick RC into HS, land, cl.S, 6HS, qcf+HS followup (corner) TK Yozansen, quick RC, K, Dust, air dash S, yozansen, land, cl.S, 6HS, wallbreak (crossup, rope), Yozansen, land, S, HS, tatami, cl.S, 2HS, super --------------- --On Twitter @ https://twitter.com/rooflemonger --On Twitch @ https://www.twitch.tv/rooflemonger --Rooflemonger monkey merch! @ https://teespring.com/stores/rooflemonger --Help support the Channel on Patreon! https://www.patreon.com/rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #baiken #guiltygear #ggst
mario050987·youtube.com·
Guilty Gear Strive - Baiken Combo Guide
[Guilty Gear Strive] Anji Mito Beginner Combo Theory
[Guilty Gear Strive] Anji Mito Beginner Combo Theory
Up to date as of Patch 1.1. A guide to help you understand why Anji combos are constructed the way they are, and some basics to help you figure out how to combo with the character. 00:00 Introduction 01:03 Anji's Gameplan 02:03 Hard Knockdowns 04:58 236S, Kou 08:58 Red Roman Cancel and Combo Extension 11:32 Kou Loops 13:42 Recap 14:20 Outro Attributions: The Setting Sun(Loopable) by chilledmusic Link: https://filmmusic.io/song/7391-the-setting-sun-loopable- License: https://filmmusic.io/standard-license
mario050987·youtube.com·
[Guilty Gear Strive] Anji Mito Beginner Combo Theory
Happy Chaos Combo Guide
Happy Chaos Combo Guide
Combo Guide for the most recent character to be added to Strive, Happy Chaos! He has a weird combo structure so don't worry if it takes you a little while to get used to it. Let me know if you guys enjoy the video and if you want more like it in the future. Combo Notations below: c.S, 2D, 236S, 6K, 214S, HS, 214K, c.S, 6S, HS, wall break c.S, 2D, 236S, 9HS, j. 66, j.S, j.HS, 66, c.S, 6S, wall break , 66, c.S, 6K (2HS), 236S, 66, 5K, 6S, HS, wall break walk em down starter, 6K, HS ... fullscreen carry c.S, 6K, 236S, 66, 5K, 6K, 214K, HS, *66, c.S, 6K, 214K, HS, c.S, 6S, 63216S dust combo - charged dust, S,K, jump S,K,S, delay S,S - (corner) uncharged dust, shot(launches), cl.S, 6S, steady stance shoot, ENDER, wallbreak - (midscreen) uncharged dust, delay shot, walk em down ch reversal combo - ch c.S, 214S, HS, 214P, 66, c.S, 6K, 236S, 66, 5K, 6S, HS, wallbreak - counterhit cl.S, steady aim shot x2, roll, jump S, airdash, jump S, shoot, land, cl.S, 6S, ENDER. for fun... starter, 236S, HS, 66, duff, HS, duff, HS, wall break duffing people is fun
mario050987·youtube.com·
Happy Chaos Combo Guide
FOCUS YOUR SMOOTH BRAIN with this midscreen meterless wallbreak combos...(Easy Happy Chaos Tutorial)
FOCUS YOUR SMOOTH BRAIN with this midscreen meterless wallbreak combos...(Easy Happy Chaos Tutorial)
No hay mucho que decir la verdad... | Not much to say TBH Video inspiration: https://www.youtube.com/watch?v=ZA8-os0pu9s&lc=z22gevyyuruqu5a1xacdp435h1owb34b35anrrklqqpw03c010c
mario050987·youtube.com·
FOCUS YOUR SMOOTH BRAIN with this midscreen meterless wallbreak combos...(Easy Happy Chaos Tutorial)
Guilty Gear Strive - Happy Chaos Combo Guide
Guilty Gear Strive - Happy Chaos Combo Guide
(combo notations below) Here we are with the Happy Chaos combo guide to help you out! I'd normally say we have easy and advanced combos to work with and in the context of happy thats true I guess, for him. To get a grasp of his combo structure its... just more difficult than a normal character, so don't feel too bad if it doesn't make sense right away. As always practice makes perfect! P = Punch K = Kick S = Slash HS = Heavy Slash D = Dust COMBO GUIDE AND NOTATIONS qcf = quarcter circle forward/236 qcb = quarter circle back/214 DP = Dragon Punch motion, forward, down, downforward/623 f = forward/6 b = back/4 cl. = Close cr. = Crouching 789 456 123 FOREWORD: Happy combos can be tricky, just preparing you for that straight up. He just plain doesn't work like other characters. For any combo involving the normal gunshot there is always an element of manual timing and the only thing that can make that easier is practice practice practice. REMEMBER THAT ALL GUNSHOTS ARE NEGATIVE EDGE. They go off when you LET GO of the button, not when you press it. So you can safely hold HS during a combo and let go only when you need to. NOTE ON COMBOS: Pretty much everything can be started with a close slash or a stand kick. The question is do you go into forward+K command normal or do you go into sweep. Sweep combos will juggle better just straight up. If you don't sweep and launch, keep in mind those kind of combos can drop on the larger characters. So when I say starter, I mean any normal that combos directly into the followup cause otherwise it doesn't really matter. ENDERS At the end of any given combo, you can end into a debuff, concentration regain, reload, basically anything to get resources back. For reload keep in mind you can cancel reload after the first bullet and go into anything else from that as well! BNB COMBOS - Starter, 6K, gun launcher, 6K, steady stance, shoot, roll, cl.S, 6S, ENDER, wallbreak if applicable - Starter, 2D, gun launcher, 6K, steady stance, shoot, roll, cl.S, 6K, steady stance shoot, ENDER, wallbreak if applicable - Starter, 2D, gun launcher, run cl.S, 6K, steady stance, shoot, roll, cl.S, 6K, steady stance shoot, ENDER, wallbreak if applicable - Starter, 2D, gun launcher, 6K,(cancel pistol stance), gun launcher, K, 6S, steady stance, shoot, shoot, ENDER - Starter, 2D, gun launcher, 6K(cancel pistol stance), gun launcher, K, 6S. This combo uses no bullets - Starter, 6K, shot(delay), 6K, shot(delay), 6K, shot(delay) - Starter, 6K, shot(delay, dash, K, 6K, shot(delay, dash, K, 6K, shot(delay) 6K, shot(delay) COUNTERHIT - CH gun launcher, jump S, air dash, jump S, shoot, land, cl.S, 6S, steady stance, shoot, ENDER. Wallbreak if applicable - CH gun launcher trades, run K, 6K, steady stance, shoot, roll, cl.S, 6K, steady stance shoot, ENDER - 6P against airborne foe, gun launcher, dash K, 6K, steady stance shoot, roll, K, 6K, steady stance shoot, ENDER DUST - charged dust, S,K, jump S,K,S, delay S,S - (corner) uncharged dust, shot(launches), cl.S, 6S, steady stance shoot, ENDER, wallbreak REVERSAL PUNISH - counterhit cl.S, gun launcher, steady aim shot x2, roll, jump S, airdash, jump S, shoot, land, cl.S, 6S, ENDER. --------------- --On Twitter @ https://twitter.com/rooflemonger --On Twitch @ https://www.twitch.tv/rooflemonger --Rooflemonger monkey merch! @ https://teespring.com/stores/rooflemonger --Help support the Channel on Patreon! https://www.patreon.com/rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #happychaos #guiltygear #ggst
mario050987·youtube.com·
Guilty Gear Strive - Happy Chaos Combo Guide
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]
ver1.10名残雪オススメコンボ集 GGST ver1.10 NAGORIYUKI NEW COMBOS
ver1.10名残雪オススメコンボ集 GGST ver1.10 NAGORIYUKI NEW COMBOS
ver1.10アプデでグレードアップした名残雪の新コンボと既存ですが、もうそろやれる時期かな…というコンボ等をざっくり集めました。ご参考になれば幸いです。 ※【略称】DRC=ダッシュロマキャン、FRC=ファストロマキャン、dl=ディレイド(遅らせ) 【タイムチャプター】 0:00 オープニング 0:24 ノーゲージ粒雪拾い 2:13 ジャンプ攻撃確認JD 4:29 空対空JSカウンター時 4:55 咄嗟2P対空 5:25 SS派生の高度調整について 5:51 開幕垂雪カウンターコンボ 7:31 不香6DRC連係 10:54 エンディング 名残雪「ver1.10カウンターコンボ」について https://youtu.be/fnmm0mDfSdE 「新粒雪の可能性」 https://youtu.be/l_YSJ188utk 名残雪「新垂雪でのバースト対策」について https://youtu.be/UVwj28pBuac 「新垂雪の可能性」に関する動画 https://youtu.be/cU5jV6yrcKM 全キャラ共通「ジャンプ移行ロマキャン」とは… https://youtu.be/As5JF-zR80s 名残雪「ver1.10アプデ」内容まとめ https://youtu.be/Nk3JkPpzVvA Twitter:https://twitter.com/bashi_slayer Instagram:https://www.instagram.com/keiisbs/ Twitch:https://www.twitch.tv/bashislayer niconico:https://www.nicovideo.jp/my?cmnhd_ref=device%3Dpc%26site%3Dniconico%26pos%3Duserpanel%26page%3Dmy_top PIXIV:https://www.pixiv.net/users/2341447 #GGST #名残雪 #ギルティギアストライヴ #ゲーム実況
mario050987·youtube.com·
ver1.10名残雪オススメコンボ集 GGST ver1.10 NAGORIYUKI NEW COMBOS