Found 146 bookmarks
Newest
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Wrote this up for baikencord just a bit ago, figure'd I'd post it here if anyone can use it. Baiken Oki Stuff (March '22) From throw rn I like... - Tatami left/right safejumps (both sides performed with normal forward jump) - If you don't need a safejump, the neutral superjump left/right is pretty freaking awesome but the timing for the cross-up youzansen is tricky. It's really strong tho, much better starter than tatami (but also much much worse situation for you if blocked) Corner throw... - basic tatami safejump (you can do it a million ways) - 7 jump into airdash FDC j.S (slight delay gets corner steal cross-up) From H Kabari~H HKD... - IAD Tatami safejump From random low tatami hits or 6K... - Usually IAD j.H is the right option but I still autopilot into IAD Tatami from time to time and eat a wake-up 6P Tethered combos w/o HKD ender... - 5K can jump cancel into a left/right tatami setup if high enough - H Kabari~[H] can give true meaty 'cross-up' c.S after 6H - IAD j.H stuff from tatami ender
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters

Summary: In this video, the focus is on understanding the strategic interactions between Ky Kiske and Leo Whitefang in Guilty Gear Strive, particularly around the strike-throw mixup, and how to exploit Leo's defensive options when Ky applies a frame trap. Chunk 1: Introduction to the Problem

Key Concept: Ky's frame traps, particularly the 5K > 2D and close slash > 2D combos, are commonly used to pressure opponents, but Leo can often DP through these gaps.

Misconception: Initially, it seems there's no way to stop Leo’s Dragon Punch (DP) from breaking these gaps in Ky's offense.

Comprehension Questions:

What frame traps are being discussed in this video?

Why can Leo’s DP counter these frame traps?

Action Step: Practice identifying when there’s a gap in Ky’s strings to recognize when Leo can potentially DP. This helps prepare you for more advanced counters.

Chunk 2: The Surprising Discovery

New Insight: When Ky uses 5K > 2D or close slash > 2D, Leo is forced to block crouching. If Leo attempts to DP in this situation, he gets punished with a hard knockdown.

Significance: This discovery shifts the mind game. Rather than assuming the gap is always exploitable by DP, Ky can use this situation to his advantage and create a unique okizeme setup.

Comprehension Questions:

What is the key difference in Leo's response when Ky uses 5K > 2D compared to other frame traps?

What happens when Leo attempts to DP during the 5K > 2D setup?

Action Step: Use 5K > 2D or close slash > 2D strategically to force Leo into a defensive position. From here, you can experiment with 5D or grabs for mind games.

Chunk 3: Leo’s Defensive Options

Testing Leo's Defense: The video tests Leo’s different defensive options:

Backdash – Doesn’t work against Ky's frame traps.

Faultless Defense (FD) – Doesn’t prevent Ky from establishing a strong mixup.

Fuzzy Jump – Easily punished.

Mashing – Leo can mash out of certain situations, but it doesn't punish the lack of a gap.

Comprehension Questions:

Which defensive options does Leo have to deal with Ky's pressure?

Why doesn’t mashing work as an effective counter against Ky’s frame traps?

Action Step: Test Leo’s defensive options in training mode to see how they react to Ky’s 5K > 2D setup. This will help you create consistent strategies to pressure Leo.

Chunk 4: Conditioning Leo and Mind Games

Mind Game Development: Once Leo is conditioned to block after several baited reversals, Ky can mix up his options:

5D or grab to exploit the conditioned block.

If Leo starts mashing, Ky can return to frame traps.

If Leo tries to DP, the cycle continues with punishing hard knockdowns.

Comprehension Questions:

How can Ky condition Leo to block?

What should Ky do if Leo starts mashing in response to frame traps?

Action Step: Create a habit of baiting Leo’s reversal attempts to condition him. Once you’ve conditioned Leo to block, shift your approach to 5D or grabs to catch him off-guard.

Super-Summary: In this video, the player demonstrates how Ky Kiske’s frame traps like 5K > 2D or close slash > 2D can be used effectively against Leo Whitefang, especially in scenarios where Leo typically relies on his DP to break gaps. The key insight is that when Leo is forced to block crouching, he cannot DP, which sets up a hard knockdown for Ky. This gives Ky an opportunity to apply okizeme pressure. By understanding Leo's defensive responses (backdash, FD, fuzzy jump, and mashing), Ky can create a mind game where Leo’s reactions are predictable, allowing Ky to punish appropriately with 5D, grabs, or frame traps. This strategy revolves around conditioning Leo into specific defensive habits, exploiting them, and forcing him into unfavorable positions.

Optional Spaced Review Plan:

Day 1: Focus on the core concept of forcing Leo to block crouching with 5K > 2D.

Day 2: Test Leo's defensive options (backdash, FD, fuzzy jump) in training mode and explore how each reacts to Ky's frame traps.

Day 3: Practice incorporating mind games with 5D and grabs after conditioning Leo to block, and refine your punishments when Leo tries to mash or DP.

mario050987·youtube.com·
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
New Millennium on Twitter
New Millennium on Twitter
#GGST #GGST_AN Corner throw 5D OTG is +8, meaning immediate 236K will beat mashing/DPs, wake up throws, and pretty much all command throws except Pot Buster and Chipp's command throw.5[D] OTG is also +8 and does more damage, but getting the timing right is trickier. pic.twitter.com/TWW7AaKdPL— New Millennium (@NewMillenniumYT) February 7, 2022
mario050987·t.co·
New Millennium on Twitter
New Anji Mix Up: The Nae Nae | Guilty Gear Strive
New Anji Mix Up: The Nae Nae | Guilty Gear Strive
Anji has TECH and MIX in Guilty Gear Strive? Loser's run at Frosty Faustings tournament bracket was the big stage debut of the Nae Nae, a Roman Cancel tech that gives three way unreactable, unseeable mixups after okizeme. Is this what Anji needs to be top tier? Nae Nae Combo Trials! Nae Nae Grab: 18036 Nae Nae Low: 18040Nae Nae Overhead: 18053Nae Nae Loops: 18058 Vod of Loser's match: https://www.youtube.com/watch?v=VdK90exwVfY Find me in other places: https://twitter.com/Lazergician https://www.twitch.tv/lazergician
mario050987·youtube.com·
New Anji Mix Up: The Nae Nae | Guilty Gear Strive
Logan Fernandes on Twitter
Logan Fernandes on Twitter
Turns out that vs lights you can optimize cs 5h in the corner. I haven't solved how to splat with HVV yet, but the fact that it does so much damage while also *not* breaking the wall is crazy good. Lowest height HVV is required and definitely takes some practice.#ggst_so pic.twitter.com/nd1W3l2nhO— Logan Fernandes (@Ventus_v1) February 3, 2022
mario050987·t.co·
Logan Fernandes on Twitter