Hokoe on Twitter
austin on Twitter
Double Yzn route can be consistant on all characters if you microdash c.S
Fighting Game Offense Ft. Goldlewis
I help you remember the basics of CQC.
1) Blockstrings
2) Gaps
3) Reset pressure
4) Hit/throw
5) High/low
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
soopcan BLM on Twitter
A lot of times when I'm going for a cS burst bait, they sometimes do YRC.. so I went to thinking of a cool punish for that (inspired by Jiro), but it's obviously burstable xD if you don't want to spend meter, you can just do 5p>684H when you land instead. #GGST_GL #GGST_GO pic.twitter.com/W1t1zH6jQv— soopcan BLM (@absoluteun1t) February 14, 2022
Whateverdude151 on Twitter
This is what Zato players mean when they tell you, "Just block" #GGST_ZAhttps://t.co/3cUaCczO4j pic.twitter.com/xV3M5EIGHs— Whateverdude151 (@whateverdude151) February 13, 2022
Ollieollieoxenfree on Twitter
Baiken safe jump into optimal dp punish #GGST_BA #FGC #GuiltyGearStrive pic.twitter.com/BDhNTTmRH9— Ollieollieoxenfree (@olliedaolive) February 14, 2022
[GG Strive] Zato - Reversal-safe Sandwich Oki and Mixups
0:00 - Overhead
0:14 - Low
0:24 - Damned Fang
0:41 - Reversal punish
These setups are gapless, except for Damned Fang one. It can be interrupted with a normal.
#GGST_ZA #Zato #GuiltyGearStrive
Wagari on Twitter
Fabio Sossa on Twitter
It's possible to sideswitch from 2k by doing 2k>6k instead of 2k>6p #GGST_NA pic.twitter.com/wXThx7Hvt6— Fabio Sossa (@Aeon_888) February 13, 2022
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
Didn't test on other chars, but I'm pretty sure this is not exclusive to Leo and his charge-input.
This is basically the missing link I've been looking for whenever we are forced to use 5k or c.S to pressure DP characters in general and Leo particularly. The safest bet Ky can make to see how willing his opponent to DP between the gaps and punish him for the attempt.
No need to 5k HVT, no need to give up a turn, no need to risk reversal once you've landed that first button on block. If you already knew that, you are a lucky man. For me - this is a big improvement for whenever I cannot safejump Leo, so mostly on soft knockdown or close quarter scrambles, when you land the first button on block.
First part: https://youtu.be/uOU3NiY5yQE
らすねる on Twitter
ロイ村vsちゅらら村対抗戦でやってたコンボ5K6Kだと隙間あるので起き攻めは近S6K近Sに6Kを入れ込むと投げ暴れにCHした場合6Kがスカる.....が5P6Kでフォロー可能。#GGST_NA pic.twitter.com/Kx0M21vbXl— らすねる (@lax_kun00) February 13, 2022
†聖天使猫姫† on Twitter
#GGST_BA #FRChttps://t.co/TfXLbngeoe pic.twitter.com/i9XEq55lzO— †聖天使猫姫† (@D0wnwhyper) February 13, 2022
こーひーみるく490 on Twitter
#GGST カイのフードゥルアルク→空中前ダッシュロマキャン→フォルトレスディフェンス→空中K→下段(5k 2kとか)or中段(D)が良い感じのようなそうでもないような。知らんけど。 pic.twitter.com/2dthHEcB4t— こーひーみるく490 (@coffee_milk_490) February 13, 2022
しらい on Twitter
めくりポエンチからのコンボ3回連続成功させるのに1時間くらいかかった…10回連続くらい出来ないとあかんよなあ#GGST_GI pic.twitter.com/MPPXQPq15K— しらい (@ksb_tatsuya) February 13, 2022
UFOrange on Twitter
Last Gio tether combo for the night #GGST_GI pic.twitter.com/JB8iiOZX5W— UFOrange (@UFOranges) February 12, 2022
とららら on Twitter
#GGST_JC #GUILTYGEARSTRIVE 倒せないのか。このキャラ火力足らんぞ pic.twitter.com/AdxbSAIc8v— とららら (@torarara56) February 13, 2022
れんざ💉💉💉 on Twitter
#GGST_ZAこれは強いhttps://t.co/wn4tDwTOEV pic.twitter.com/T4CQ4Qz3zF— れんざ💉💉💉 (@re_nza_0_can) February 13, 2022
れんざ💉💉💉 on Twitter
#GGST_ZASイルカ直ガする必要なしなの良いhttps://t.co/wn4tDwTOEV pic.twitter.com/kkE2GR7B8d— れんざ💉💉💉 (@re_nza_0_can) February 13, 2022
Miguelito 🎌 on Twitter
Anti-Millia Parry OS that covers multiple options. 236P+K > Throw. The Millia is going to have to change up their timings to beat the OS. #GGST_BA pic.twitter.com/fvVUzokmyT— Miguelito 🎌 (@meezy125) February 12, 2022
Keep The Corner - Delay 214S Leo Tech
#GGST_LE Leo can end in 214[S] without getting a Wall Splat if you delay the cancel / link into 214[S]
This allows him to keep the corner while in BT and not wallbreak.
Takes practice and the timing does change slightly if farther out such as from 6H