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Baiken's Parry is Better Than You Think
Baiken's Parry is Better Than You Think
Is Parry OP? Let me know down in the comments below Timestamps: 00:00 Intro + Parry explanation 04:30 Matches Edited by Caste - https://www.youtube.com/castehappy | Twitter: https://twitter.com/CasteHappy My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links and subscribing: ⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_ ⭐⭐Chill with us on Twitch: https://www.twitch.tv/diaphone_ ⭐⭐Join the Discord: https://discord.gg/XBKyePN ⭐⭐I also do replay review + coaching: https://metafy.gg/@diaphone Why Baiken Players Don't Block. Baiken Parry Guide, tutorial. Baiken 101 | Strategy, Combos, Overview and Pros/Cons | Guilty Gear Strive Starter Guide #GGST #Baiken #Diaphone
mario050987·youtube.com·
Baiken's Parry is Better Than You Think
[ Guilty Gear Strive ] - Baiken Guide Episode 1 - Normals
[ Guilty Gear Strive ] - Baiken Guide Episode 1 - Normals
Baiken's Normals Overview and How to use it 00:00 - Intro 00:10 - P 02:57 - K 06:10 - S 10:00 - HS 14:20 - D 16:00 - Throw Follow us Meet me @ https://twitter.com/CupuiCG​ Stream @ https://www.twitch.tv/cupuicg​ my 2nd Channel @ https://www.youtube.com/channel/UCZAx​... Support us @ https://www.facebook.com/CrossGath​ and https://twitter.com/CrossGathering #Arcsystemwork #GGST #GuiltyGearStrive #Baiken
mario050987·youtube.com·
[ Guilty Gear Strive ] - Baiken Guide Episode 1 - Normals
ウーマロ(umaro_mustang) on Twitter
ウーマロ(umaro_mustang) on Twitter
ハッピーケイオスD7両手射撃(通常版、強化版)でのFDを張っていない時の削りダメージを調べました。両手通常射撃は21/6=3.5程度の削り。両手強化射撃は77/5=15.4程度の削り。フォーカス5発→超フォーカス5発→超フォーカス5発でFDしなければ、かなり削り取れる事になるかと。#GGST_HA #GGST_HC pic.twitter.com/T03FIpf3A7— ウーマロ(umaro_mustang) (@lfmust) February 17, 2022
mario050987·t.co·
ウーマロ(umaro_mustang) on Twitter
GUILTY GEAR STRIVE BAIKEN TIPS & TRICKS GUIDE
GUILTY GEAR STRIVE BAIKEN TIPS & TRICKS GUIDE
Yo ningens what's good today I'll be going over some tips & tricks for Baiken in guilty gear strive. If you enjoy this guide make sure to leave a like to let me know you want to see more, comment to let me know what you thought, and if you're new subscribe. #guiltygearstrive #ggst #ggst_ba #animefgc #baiken #guiltygearstrivebaiken #sevferno Patreon:https://www.patreon.com/Sevysavage?fan_landing=true Twitter:https://twitter.com/sevysavage
mario050987·youtube.com·
GUILTY GEAR STRIVE BAIKEN TIPS & TRICKS GUIDE
GGST:ジオヴァーナ基本バースト対策 Giovanna Basic BURST baits
GGST:ジオヴァーナ基本バースト対策 Giovanna Basic BURST baits
コンボメーカーでいろいろ設定すると昇竜読みやバー対も再現できて面白いですね。 ※19714:H→S→f.jump→H→S→H→finish GGST関連(Playlist):https://www.youtube.com/playlist?list=PLgUP7-yBxDFB4G1yIUKXOkE_iAXqhfDCF   Blog:GGSTv1.10調整まとめ https://gachi4.blogspot.com/2021/10/ggstv110202110.html #GGST_GI #GuiltyGearStrive #Giovanna
mario050987·youtube.com·
GGST:ジオヴァーナ基本バースト対策 Giovanna Basic BURST baits
Guilty Gear -Strive- | BAIKEN Guía básica
Guilty Gear -Strive- | BAIKEN Guía básica
Una guía básica de baiken, donde encontraras combos básicos y mas avanzados, también mix ups, que hacer luego del lanzamiento y un game play al final. Si te gusto el vídeo házmelo saber en los comentarios y dándole a la manita arriba. también te puedes suscribir (solo si quieres 👀 ) Puedes seguirme en mis redes sociales twitter: https://twitter.com/Cloud_17st facebook: https://www.facebook.com/profile.php?... instagram: https://www.instagram.com/cloud17st/?... twitch: https://www.twitch.tv/cloud17
mario050987·youtube.com·
Guilty Gear -Strive- | BAIKEN Guía básica
Baiken Beginner Guide (Guilty Gear Strive)
Baiken Beginner Guide (Guilty Gear Strive)
#guiltygearstrive #guiltygear #baiken A little late but I've been playing a ton of Baiken in Strive! Here's a short introduction on how to play her. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc Patreon - https://www.patreon.com/lordknight Edited by ChadDrawsThings - https://www.twitter.com/chaddrawsthings Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi #fightinggames #lordknight
mario050987·youtube.com·
Baiken Beginner Guide (Guilty Gear Strive)
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
How To Play Baiken in 2(ish) Minutes | GGST Quick Guide
How To Play Baiken in 2(ish) Minutes | GGST Quick Guide
In just a couple minutes, I show you the basics on playing Baiken in Guilty Gear Strive. I'm trying to get back into making more FGC content, so if that's something you might be interested in you can check out my Twitter and Twitch channel in addition to subbing to the YouTube to get updates on when I put stuff up! Follow me: Twitter: https://www.twitter.com/ProjVX Twitch: https://www.twitch.tv/ProjectVX Discord: https://discord.gg/0TN6HXHN3SxpShfn How To Play Baiken in 2(ish) Minutes | GGST Quick Guide #GGST #Baiken #ProjectVX
mario050987·youtube.com·
How To Play Baiken in 2(ish) Minutes | GGST Quick Guide
Fighting Game Offense Ft. Goldlewis
Fighting Game Offense Ft. Goldlewis

🎮 Fighting Game Offense ft. Goldlewis — Structured Summary

  1. High-Level Summary

This video explains how offense works in fighting games once you’ve already landed a hit or knockdown, using Goldlewis Dickinson (Guilty Gear Strive) as the primary example. The core idea is that strong offense is not about random aggression—it’s about structured pressure loops that manipulate the opponent’s fear and habits.

The offense follows a repeating cycle:

Blockstrings to build resources and establish pressure

Intentional gaps to bait counter-hits

Pressure resets once the opponent is scared

Throws and mix-ups to punish passive defense

Enders that restart offense, not neutral

Goldlewis excels because he:

Deals huge chip damage

Gains strong meter and security level

Converts counter-hits into massive damage

Has threatening high/low + throw pressure

Can safely re-enter offense using Thunderbird

These concepts are universal across fighting games, not just Guilty Gear.

  1. Condensed Bullet-Point Version (Quick Review)

Offense starts after a hit or knockdown, not in neutral

Blockstrings are the foundation of all offense

Blocking is still good for you: chip, meter, tension gain

Introduce gaps to bait opponent button presses

Punish those presses with counter-hits

Once they fear pressing buttons → reset pressure

Use tools like Thunderbird to safely re-engage

If they block forever → throw them

If they try to escape throws → counter-hit them

Add high/low mix-ups once respect is established

Always end combos in ways that restart offense

Optimize later—start with a simple, repeatable game plan

  1. Chunked Breakdown (Self-Contained Sections) Chunk 1: What “Offense” Means (Context Setting)

Core Idea: This video focuses on offense after you already got in—knockdowns, hits, or forced block situations—not neutral.

Key Points:

Offense = what you do when the opponent is forced to respond

Neutral is about getting in; offense is about staying in

Goldlewis is used because his tools exaggerate these principles

Comprehension Questions

Q: What phase of the game does this video focus on? A: Post-hit or knockdown offensive situations.

Q: Why is Goldlewis a good example? A: His offense clearly demonstrates universal pressure concepts.

Action Steps

Separate your thinking: neutral plans vs offense plans

Review replays and isolate moments after knockdowns

Chunk 2: Blockstrings — The Foundation of Offense

Core Idea: The simplest offense is making the opponent block—this alone creates value.

Why Blockstrings Matter:

Deal chip damage

Build meter and tension

Increase Goldlewis’s security level

Force the opponent into passivity

Important Mindset Shift: If they block everything, you are still winning.

Comprehension Questions

Q: Why is it okay if your opponent blocks your offense? A: You gain chip damage, meter, and advantage.

Q: What resource does Goldlewis gain uniquely? A: Security level.

Action Steps

Practice clean, consistent blockstrings

Measure success by resource gain, not hits

Chunk 3: Introducing Gaps & Counter-Hits

Core Idea: Once the opponent gets tired of blocking, they’ll press buttons—this is intentional bait.

How It Works:

Slightly delay cancels to create gaps

Gaps invite jabs or mashing

Punish with counter-hits

Goldlewis gets huge reward from these

Key Insight: Any blockstring can become a trap by adjusting timing.

Comprehension Questions

Q: Why do players press buttons during pressure? A: Blocking feels passive and frustrating.

Q: What do gaps allow you to punish? A: Mashing and panic responses.

Action Steps

Lab delayed timings in your pressure

Identify safe gap points in your strings

Chunk 4: Resetting Pressure Once They’re Afraid

Core Idea: After counter-hitting them, opponents stop pressing buttons—now you can restart offense freely.

Goldlewis Tools:

Thunderbird covers approach

Run back in safely

Restart blockstrings

Loop pressure endlessly

This creates a fear → reset → fear loop.

Comprehension Questions

Q: Why does pressure reset work? A: The opponent is scared to press buttons.

Q: What does Thunderbird provide? A: Safe re-entry and coverage.

Action Steps

Identify your character’s pressure reset tool

Practice resetting instead of over-committing

Chunk 5: Throws — Punishing Passive Defense

Core Idea: If the opponent blocks forever, throws become unavoidable.

Important Notes:

Damage doesn’t matter—fear does

Throws force reactions (jumping, mashing)

Those reactions re-open counter-hit opportunities

This completes the offensive triangle: Block → Mash → Throw

Comprehension Questions

Q: Why are throws important even with low damage? A: They force defensive changes.

Q: What happens after players fear throws? A: They mash or jump—both punishable.

Action Steps

Add throws deliberately into pressure

Track how opponents respond after getting thrown

Chunk 6: High–Low Mix-Ups & Risk Management

Core Idea: Once respect is established, introduce high/low mix-ups.

Goldlewis Specifics:

Overheads are slow but rewarding

Even on block, Goldlewis is highly plus

Opponents can challenge—but that risks counter-hits

Key Balance: High reward, but you also risk getting hit.

Comprehension Questions

Q: Why don’t you start with overheads? A: They’re slow and risky without respect.

Q: What happens if opponents challenge overheads? A: They expose themselves to counter-hits.

Action Steps

Only use mix-ups after establishing block pressure

Learn which options keep you plus on block

Chunk 7: Structuring Offense (Training Mindset)

Core Idea: Offense should be structured, not improvised.

Training Goals:

Pre-build strong offensive strings

Remove decision fatigue

Free mental space to read the opponent

This lets offense become subconscious.

Comprehension Questions

Q: Why structure offense in advance? A: To focus on opponent behavior, not execution.

Q: What replaces “thinking about buttons”? A: Reading habits and adapting.

Action Steps

Create 2–3 go-to offensive sequences

Drill until execution is automatic

Chunk 8: Ending Offense So It Continues

Core Idea: Your offense should end in a new offensive situation, not neutral.

Best Practices:

End combos in knockdowns near you

Use Thunderbird or meaty pressure

Avoid knockbacks that reset neutral

Big Mistake: Winning a hit but losing momentum.

Comprehension Questions

Q: Why is neutral worse than pressure? A: It gives the opponent agency again.

Q: What should combo enders prioritize? A: Proximity and knockdown advantage.

Action Steps

Review your combo enders

Optimize for pressure continuation, not damage

  1. Super-Summary (Under 1 Page)

Strong offense in fighting games is about structured pressure loops, not random aggression. After landing a hit or knockdown, start with solid blockstrings to build meter and force defense. Introduce small gaps to bait button presses and punish them with counter-hits. Once the opponent becomes afraid to act, reset pressure using tools like Thunderbird and repeat the cycle.

If they block endlessly, throw them. If they try to escape throws, counter-hit them. Once respect is established, layer in high/low mix-ups for big rewards. Always end combos in ways that let you continue offense rather than resetting to neutral.

Train offense deliberately so execution becomes automatic, freeing your attention to read the opponent. These principles apply across all fighting games—Goldlewis simply demonstrates them clearly and brutally.

  1. Optional 3-Day Spaced Review Plan

Day 1 – Conceptual Understanding

Re-read chunks 1–3

Identify where your character builds pressure similarly

Day 2 – Application

Lab blockstrings with intentional gaps

Practice pressure resets after counter-hits

Day 3 – Optimization

Review combo enders

Adjust routes to restart offense consistently

mario050987·youtube.com·
Fighting Game Offense Ft. Goldlewis
BAIKEN - IN DEPTH Combo Guide (Guilty Gear Strive)
BAIKEN - IN DEPTH Combo Guide (Guilty Gear Strive)
Showcasing many of Baiken combos for diverse situations. This guide is longer than normal beacuse it covers a lot of combo options and, in a way, shows some of her combo theory. Baiken is a really fun character that is focused on playing neutral with her amazing pokes and tools. After CH she can make good conversions and can output respectable damage on her enemies. With her, you should prioritize getting an hard knockdow with 2d/41236h or breaking the wall to mantain the pressure. Combo notations bellow: (Anji is set to 5p out of pressure) (Most combos were not discovered by me) 00:00 Intro =============================================================================== Midscreen combos 00:37 c.s midscreen starter c.s, 2h, 236k, 2s, 41236h, h (setup for safejump) 00:46 5k midscreen starter 5k, 2d, 236k, 2s, 41236h, h (setup for safejump) 00:54 j.s midscreen starter j.s, 236s, c.s, 2d (you can follow up after the c.s with low reward, so I think its better to hard knockdown) 1:01 c.s wallbreak midscreen starter 1 c.s, 2h, 236k, 5k, j.d, airdash, j.h, j.d, WS 1:19 c.s wallbreak midscreen starter 2 (similar damage to 1, choose the one you prefer) c.s, 2h, 236k, 5k, j.d, airdash, j.236k, c.s, 5h, WS 1:32 Tatami Gaeshi midscreen CH 236k CH, 5k, j.s, j.d, airdash, j.236k, c.s, 5h, 41236h, h, WS 1:47 c.s wallbreak super midscreen c.s, 2h, 236k, 236236s, WB Oki grab situation 2:01 oki if the opponent is mashing on wakeup 6d/4d, backdash 236k, 41236h, h 2:11 oki if the opponent is respecting 6d/4d, backdash 236k, 41236h, 6d/4d (reset the situation) 2:21 tethered midscreen combo c.s, 2h, 236k, c.s, [5d], c.s, 6h, 236236s/41236h, h 2:35 hiragi follow up 236p, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h 2:45 c.s 50% gauge midscreen starter c.s, 2h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h WS 2:59 c.s gatling 50% gauge midscreen starter c.s, f.s, 5h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h, WS 3:14 5k 50% gauge midscreen starter 5k, 2d, 236k, 2s, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h WS 3:29 Tatami Gaeshi 50% gauge midscreen starter 236k, c.s, 6h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h, WS 3:45 6k midscreen CH 6k CH, c.s, 2h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h WS 4:01 6h midscreen CH WB 6h CH, 236k, 2s, 41236h, h, 66RRC, jump airdash 236k, c.s, 5h, 41236h, h WS More optimal version that I found while writing this description lol: 6h CH, 41236s, c.s, [5d], c.s, 6h, 41236h, h, 66RRC, jump airdash j.236k, c.s, 5h, 41236h, h, WS 4:18 6h midscreen CH (no WB) 6h CH, 41236s, c.s, [5d], c.s, 2s, 236k, 236236s =============================================================================== Corner combos 4:33 j.s corner starter j.s, j.236s, c.s, 2h, 236k, 5k, 6k, WS 4:46 corner c.s starter c.s, 2h, 236k, f.s, 5h, 41236h, h, WS 5:04 5k corner starter 5k, 2d, 236k, 5k, 6h, 41236h, h, WB 5:15 5k 50% Gauge corner starter 5k, 2d, 236k, 2s, 236236s, WB 5:31 5h corner CH 5h CH, 41236s, c.s, 2h, 236k, c.s, 6h, WS 5:43 6h corner CH 6h CH, 41236s, c.s, [5d], c.s, 2h, 236k, c.s, WS 5:57 2h corner CH WB 2h CH, 41236h, 5k, j.s, j.d, airdash j.s, j.d, j.236s, WS 6:11 far 2h corner CH 50% gauge 2h CH, 41236s, c.s, 5h, c.s, 6h, 236236s, WB 6:29 close 2h corner CH 50% gauge 2h CH, 41236s, c.s, [5d], c.s, 6h, 236236s
mario050987·youtube.com·
BAIKEN - IN DEPTH Combo Guide (Guilty Gear Strive)
Is BAIKEN BAD In GUILTY GEAR STRIVE?
Is BAIKEN BAD In GUILTY GEAR STRIVE?
Had a great chat with ShinKensou about whether or not BAIKEN is bad in GUILTY GEA STRIVE. Check out ShinKensou channel: https://www.youtube.com/user/ShinKensou Thank you for stopping by and watching this video. Drop a like if you enjoyed the video, and leave a comment. For more videos like this, remember to subscribe! SUBSCRIBE NOW: http://bit.ly/kingjaesub King Jae Merch: https://www.moteefe.com/store/kingjae King Jae Patreon: https://www.patreon.com/kingjae King Jae Instagram: http://www.instagram.com/kingjaeldn King Jae Twitter: http://www.twitter.com/kingjaeldn King Jae Twitch: http://www.twitch.tv/kingjae King Jae Theme Song Video: https://www.youtube.com/watch?v=1_hUwGD2nPE Check out Nvidia and Alienware: Nvidia Reflex: https://bit.ly/3gtKwSq Alienware Monitor: https://dell.to/3GyW29U #Baiken #GuiltyGear #GuiltyGearStrive #ad
mario050987·youtube.com·
Is BAIKEN BAD In GUILTY GEAR STRIVE?
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
Guilty Snacks: Meter Usage as Zato
Guilty Snacks: Meter Usage as Zato
Wrapping up Zato guides for now with meter usage! A lot of Zato does a lot of damage by himself without meter so what do we use the meter for? You'll find out in this video as I have examples of defense, offense, confirms, situational use, and more! Times: 00:00 Intro 00:15 YRC 00:38 PRC 00:47 RRC 00:57 Sun Void 01:02 Sandwich Situation 01:13 Sunvoid Combo extension 01:26 Useful in Blockstrings 01:38 Combo Ender to get Eddie back 01:48 Use after burst 01:55 Sunvoid warnings 02:15 Closing Statements #GGST #ZATO Song Used: https://www.youtube.com/watch?v=ZVc80sZQmmY
mario050987·youtube.com·
Guilty Snacks: Meter Usage as Zato
I-no 201 | Neutral, Combos, Strategy and Oki | Guilty Gear Strive Advanced I-no Tutorial
I-no 201 | Neutral, Combos, Strategy and Oki | Guilty Gear Strive Advanced I-no Tutorial
Part 1: I-no 101 https://youtu.be/HFpyDZZyJgE Combo doc/notes: https://docs.google.com/document/d/1n3XRgza53j_0Hz_euMU49HGwdM_hnfOBuM-UibFO300/edit 00:00 Intro 00:53 #1 Normals 05:43 #2 Combos 09:20 #3 Neutral 16:17 #4 Okizeme 23:10 #5 Swag 25:50 Outro Edited by Caste - https://www.youtube.com/castehappy | Twitter: https://twitter.com/CasteHappy My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links and subscribing: ⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_ ⭐⭐Chill with us on Twitch: https://www.twitch.tv/diaphone_ ⭐⭐Join the Discord: https://discord.gg/XBKyePN #GGST #ino #Diaphone Music by Harris Heller (Streambeats)
Shiroyami·youtube.com·
I-no 201 | Neutral, Combos, Strategy and Oki | Guilty Gear Strive Advanced I-no Tutorial