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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)
soopcan BLM on Twitter
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
mario050987·t.co·
soopcan BLM on Twitter
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
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
mario050987·youtube.com·
Guilty Gear Strive - Ky - Crucial part of strike-throw vs DP-characters
こーひーみるく490 on Twitter
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
mario050987·t.co·
こーひーみるく490 on Twitter