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Happy Chaos day 1 combos
Happy Chaos day 1 combos
ender = 22 6S or 6543216S depending on meter c.S= close slash Corner Combo- c.S 2D 236S 6S 214S 5H 214K c.S 6S Ender Midscreen Combo- c.S 2D 236S 6K 214S 5H 214K c.S 6S 214K 5H Ender Midscreen burst safe ender- c.S 2D 236S 5HH 214S 5HH 6543216S Coner burst safe ender- c.S 2D 236S 5S 214S 5HH 6543216S At time you may not be able to hit with 236S in those circumstances you can still combo off of your 2D 6S by going 5HH 214S 5H instead of 236S. 5D combo - 5D 5HH 215S 5H Ender #guiltygearstrive #happychaos #guiltygear
mario050987·youtube.com·
Happy Chaos day 1 combos
Guilty Gear Strive Happy Chaos Combo Video #GGST #GuiltyGear #FGC #HappyChaosComboVideo #Freshman
Guilty Gear Strive Happy Chaos Combo Video #GGST #GuiltyGear #FGC #HappyChaosComboVideo #Freshman
A Happy Chaos combo video that I made. Combos are in ascending order (in terms of damage). Please like, comment, and subscribe if you enjoyed the video because it would really help my channel. Thanks for watching. __________ SAY HI ON SOCIAL MEDIA: Twitter: https://twitter.com/freshman_fgc
mario050987·youtube.com·
Guilty Gear Strive Happy Chaos Combo Video #GGST #GuiltyGear #FGC #HappyChaosComboVideo #Freshman
Happy Chaos Gun Combos (Day 1) #GuiltyGearStrive #HappyChaos
Happy Chaos Gun Combos (Day 1) #GuiltyGearStrive #HappyChaos
Froggy Chaos 5s-236s slight delay - HS - j - 2k-HS 2k-HS 2k Note: you can get one more 2k-HS if you dont delay between 5s-236s and HS Run and Gun 5p-6s.HS slight delay HS.66 HS delay HS delay HS HS- 5s-6s Note: This is just a concept. It can be started from anything, can end in super, and looks cool IMO. Pistol Whip 236s-2HS-236s HS+6s HS delay HS delay HS delay Note: I just thought it was cool that you could use the pistol whip like this.
mario050987·youtube.com·
Happy Chaos Gun Combos (Day 1) #GuiltyGearStrive #HappyChaos
Happy Chaos easy BnBs 😊 All ending with full ammo
Happy Chaos easy BnBs 😊 All ending with full ammo
The combos don't have to start with close slash, anything that connects into 2D will work. These are some baseline combos from my day 1 labbing with the boi. I decided to share since I've seen some "BnBs" that either require you to start the combo with gun holstered or end with little to no ammo for your neutral. These combos are more universal, and can be used in most situations.
mario050987·youtube.com·
Happy Chaos easy BnBs 😊 All ending with full ammo
GGST 1.11 해피 케이오스 Day1 콤보 (Happy Chaos Day 1 Combos)
GGST 1.11 해피 케이오스 Day1 콤보 (Happy Chaos Day 1 Combos)
첫날 콤보라서 효율은 몰라잉 벽꽝 내고 나면 22P나 214P를 쓸 수 있으면 써주세용 중간에 2P 시동 콤보 커맨드 잘못 적었는데 알아서 고쳐쓰세요 0:00 잡기 0:30 2P/5P 0:41 2K 1:01 5K 1:20 근S 1:39 2S 1:51 6S 2:03 점K 2:12 6S, 2D, 236S 카운터 확인콤보 2:23 자리 바꾸기
mario050987·youtube.com·
GGST 1.11 해피 케이오스 Day1 콤보 (Happy Chaos Day 1 Combos)
Guilty Gear: Strive (GGST) - Anji Combo Encyclopedia (Optimal/Practical Combos, Ver. 1.05)
Guilty Gear: Strive (GGST) - Anji Combo Encyclopedia (Optimal/Practical Combos, Ver. 1.05)
So many combos, so little time. 0:00 Mid-screen Combos 1:05 Mid-screen Combos (Counter Hit Starters) 2:17 Mid-screen Combos (50% Tension) 4:08 Corner Combos 5:10 Corner Combos (Counter Hit Starters) 6:29 Corner Combos (50% Tension)
mario050987·youtube.com·
Guilty Gear: Strive (GGST) - Anji Combo Encyclopedia (Optimal/Practical Combos, Ver. 1.05)
I-No is fun
I-No is fun
Input notations and abbreviations: DIRECTIONALS 1 = down back 2 = down 3 = down forward 4 = back 5 = neutral/no directional 6 = forward 7 = up back 8 = up 9 = up forward Attack buttons: P = Punch K = Kick c.S = Close Slash f.S = Far Slash HS = Heavy Slash D = Dust Throw = 6D/4D near opponent command inputs are as follows Numerals(Movement input).Attack(Attack Buttons) so if you see 5.K it means no directional + kick same can be said to 236K which mean down,down forward, forward + Kick x~x = pressing a button within a specific time j.x = Jumping normals (ex. j.P = Jump Punch) jc = Jump cancel WS = Wall Splat WB = Wall Break RRC = Roman Cancel Major correction: 01:06 The input for the super is 632146S not 236236S, sorry also I do not own the music, credits goes to the owner 00:00 Guilty Gear X2 - Kagematsuri
mario050987·youtube.com·
I-No is fun
Anji Midscreen Combo Guide
Anji Midscreen Combo Guide
Some near-optimal Anji midscreen combos. All combos done as 1P with dummy in 2P starting position. Google doc with notations below: https://docs.google.com/document/d/1SLLf8Hf_qseon3tzAbvbpwOjjuWxe2Im4YRD-3MDlDo/edit?usp=sharing Music: GGXX#R Korean Anji theme - Ride the Clouds. S.S.H - Fuuga. GG x BB Music Live - The Cat Attached to the Rust.
mario050987·youtube.com·
Anji Midscreen Combo Guide
New Ky Corner Combos - Guilty Gear -Strive- v1.10
New Ky Corner Combos - Guilty Gear -Strive- v1.10
Some new Ky corner routes thanks to his air gatling buff. 0:00 - Far Slash, 236K, 88FPRC jS, jD, jS, 665K, 6H, 623H 0:13 - Easier: c.S, 623H, 88PRC, jS, j66 jS, jD, c.S, 5H, 214K, 623H 0:27 - Harder: c.S, 623H, quicker 88PRC, jS, j66 jS, jD, c.S, 6H, 623H, 623H Follow me on Twitter: https://twitter.com/LightningCayo Follow me on Twitch: https://www.twitch.tv/lightningcayo #GGST_KY #GGST
mario050987·youtube.com·
New Ky Corner Combos - Guilty Gear -Strive- v1.10
DEB's Sol Combos for 1.10
DEB's Sol Combos for 1.10
The general idea about how to approach Sol's combos is to focus on going into 5k jD airdash jD ender from launching them. Not all combos enable this, and if you're far from the corner, you won't be able to continue your combo off the jD. In these situations, it's better to simply end in cS HVV, or 5k(1) HVV (or both hits of 5k into HVV on heavyweights) for corner carry and as much damage as you can. In the corner, you ideally want to convert into jS(H)D and follow up with either raw HVV depending on proration, or go into 2k/cS. If you do a combo that prorates too heavily, or you're not confident that you'll hit cS off of jD wallbounce, 2k is a much easier option to use at little damage expense. If you struggle with the last jD making them bounce past you, delay it until they're falling into you - you will block them and they'll usually be in a perfect position for cS or 2k. For revolver into fast RC routes, you must delay the second hit of revolver. If you do it too fast, you will land instantly. The priority for wall breaks in order: fafnir, 6h, 6s, 5h, 2h. You will have to adlib depending on their height on the wall, but your safest option is 5h for consistency. HVV = 623H (H Volcanic Viper) Combo List & Notes: 1) cS 2D HVV - For some characters, you have to be very close. 2) cS dash cancel cS HVV 3) cS 5h dash 5k jSHD dash 2k HVV - on some characters, you can only get one hit of jH. To be safer, cancel into jD after a single hit. 4) fafnir dash 5k jSH(1)D microdash 2k HVV 5) fS (ch) vortex cS TK HVV - feel free to just do cS jump cancel HVV rather than TK it for an easier experience 6) fS (ch) vortex 5k jD airdash delay jD 2K HVV - this route works from slightly past your round start position. 7) fS (ch) dash 5k kara HVV fast RC jD airdash back jD dash cS HVV 8) vortex 5k jD airdash delay jD 9) 236K (ch) cS 5h dash 5k jSH(1)D microdash 2k HVV - very difficult on heavyweights, especially Leo 10) cS 5h 236k (whiff) cS jD falling jD HVV - you have to be somewhat out of the corner for this, or it won't work. Very difficult on heavyweights. 11) 2D (ch) revolver (1) vortex 5k revolver 5k 6s revolver - usually have to end with 5k 6s revolver after vortex against heavyweights. 12) 2D (ch) revolver microdash 5k jSH(1)D microdash cS HVV - possible without CH on lights and midweights if you end in 2k HVV. Extremely hard without CH on midweights. 13) 5k (anti air) dash cancel 5k jD airdash delay jD microwalk forward cS HVV 14) 5k (anti air) dash cancel 5k jD falling jD cS HVV - if you're slightly away from the corner, you'll have to convert into jD airdash delay jD. 15) fS (CH) dash cS 5h 5h revolver cS dash cancel 5k HVV - no delays at all in this. If you delay anything it will drop. 16) fafnir (CH) dash 5k jD airdash delay jD cS HVV 17) jS/jH (CH) vortex 5k jD airdash delay jD dash 2k HVV 18) jS/jH (CH air to air) 5k sjD airdash delay jD 2k HVV 19) cS 5h revolver 1 delay revolver 2 fast RC forward jD dash 2k - will not break the wall from single hits into revolver, so you can do this to not break the wall if you'd like. 20) 6s revolver 1 delay revolver 2 fast RC forward jD djSHD cS HVV 21) 6p revolver (1) 5k jD airdash heavy delay jD cS HVV 22) 6H (ch) vortex 5k jD airdash delay jD dash 2k HVV 23) fafnir vortex 2k kara HVV 24) 6h (ch) 5h revolver (1) cS jSHD microdash 2K HVV 25) 5h (ch) revolver (1) cS fS 5h revolver 26) 5h (ch) revolver (1) cS kara HVV fast RC jD airdash back jD dash cS HVV 27) 5H (air CH) delay dash TK HVV, 5k 6s revolver (1) 2k HVV - works as a punish to all DPs as well as ino super. Not as lenient on Leo. 28) cS (ch) dash cancel cS HVV fast RC forward jH(1) slight delay jSH 5k sjD airdash delay jD dash 2K HVV - use this route against characters who do not get hit by both hits of jH after the fast RC. 29) cS (ch) dash cancel cS HVV fast RC forward jH delay jH 5k sjD airdash delay jD dash 2k HVV - use this against characters who get hit by both hits of jH after the fast RC. Inconsistent on heavies. 30) revolver 1 delay revolver 2 fast RC forward HVV 5k jSH(1)D microdash 2K HVV - does not work on heavies. 31) 2S/6S/5H revolver 1 delay revolver 2 fast RC forward jD HVV 5k tk HVV - only works on lights. 32) 2S/6S/5H revolver 1 delay revolver 2 fast RC down HVV 5k jSH(1)D fafnir - works on midweights and lights. 33) airthrow (bomb explosion) 5k jSD 2k HVV - usually harder to combo into if he doesn't fall into the active frames. May have to delay the D in jSD a tiny bit if he's fallen too much before your 5k pickup. 34) trumpet activation fS 5h revolver (parade hits) longest hold vortex 5k 6s BB 35) cS dash cancel cS HVV fast RC forward jH djH HVV - route for cS dash cS HVV on heavies. I forgot to place it in the video, but simple enough combo. This is your treat for looking at the description. Music: Fate/Extra - Battle 1 Battle 2 Battle 3 Twitter: https://twitter.com/SuperDEBico Twitch: https://www.twitch.tv/romolla
mario050987·youtube.com·
DEB's Sol Combos for 1.10
Essential Ky BEGINNER Combos - Post Patch 1.10
Essential Ky BEGINNER Combos - Post Patch 1.10
These combos are in no way optimal but easy for anyone looking to pick up Ky quickly and get into some games without being overwhelmed. I picked the most essential combos for most situations you'll find yourself in. Once you are used to these and Ky as a character, make sure to sub and come back for intermediate and advanced combo guides that I will be uploading. Check out my other videos for more gameplay/tutorials, sub for weekly videos! Will be uploading a detailed Ky Character guide @ 500 subs!
mario050987·youtube.com·
Essential Ky BEGINNER Combos - Post Patch 1.10
GGST Ky Combos Patch 1.10
GGST Ky Combos Patch 1.10
Song:https://www.youtube.com/watch?v=zORs1YGiysY https://www.youtube.com/watch?v=7yHh-uE5dZg Mods: https://gamebanana.com/mods/330985 https://gamebanana.com/mods/325809 https://gamebanana.com/mods/297610 https://gamebanana.com/mods/296763 https://twitter.com/PolloSucio_/status/1411704458329964549 https://gamebanana.com/sounds/56470 Twitter: https://twitter.com/Iooking4gf Twitch: twitch.tv/n0moreheroes #GGST_KY #GGST #GGST_Combos "I don't take ownership of music displayed in this video. Ownership belongs to the respected owner(s). Used under fair use policy." Music used for entertainment purpose only.
mario050987·youtube.com·
GGST Ky Combos Patch 1.10