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まさき on Twitter
まさき on Twitter
めっちゃ面白いの出来た実用性皆無だけど、青RC+カウンター限定チャージスタン三段目の当たり方がオシャレ #GGST_KY pic.twitter.com/go3Z6PyD8y— まさき (@tintinmask) November 26, 2021
mario050987·twitter.com·
まさき on Twitter
まさき on Twitter
まさき on Twitter
ソルの6HSとか、カイのディッパーに対する反撃が安いと思って調べてみたけどダッシュしてスライド青RCは、狙える場面少ないかな? #GGST_KY pic.twitter.com/kTjdVi9W6T— まさき (@tintinmask) November 26, 2021
mario050987·twitter.com·
まさき on Twitter
ウーマロ(umaro_mustang) on Twitter
ウーマロ(umaro_mustang) on Twitter
名残雪H9相手にガードさせた時の後退距離は短い順に2K、2D、5K、5P、2P、cSとなります。それがどうしたって感じですが、前不香慣性を活かしてガードさせた後の吸血コマンド投げをする時の離れにくさ(投げミスしにくさ)に繋がります。慣性活かしを狙うなら2K,2Dがオススメです。#GGST_NA pic.twitter.com/AOPzfmZBmG— ウーマロ(umaro_mustang) (@lfmust) November 26, 2021
mario050987·twitter.com·
ウーマロ(umaro_mustang) on Twitter
Unluckythirteen on Twitter
Unluckythirteen on Twitter
#GGST_IN If you have meter and notice that you're low profiling something with S Stroke, you can just RC before you hit them and get a better combo than you would if you RC after. pic.twitter.com/YSBSx4Hx7J— Unluckythirteen (@unlucky13irteen) October 27, 2021
Shiroyami·twitter.com·
Unluckythirteen on Twitter
Order 60 Shmix on Twitter
Order 60 Shmix on Twitter
I-No OTG Jhs while a safe jump off any hard KD mid screen is also hugely advantageous in the corner. As you can perform meaty low or a meaty safe jump high at the same timing (So not fuzziable if performed properly) you can also throw / megalo as a mix up or to call out DP RC. pic.twitter.com/73MOstpA0n— Order 60 Shmix (@Order_60_Shmix) September 6, 2021
Shiroyami·twitter.com·
Order 60 Shmix on Twitter
Anji Combo Theory + Gatling Theory EXPLAINED
Anji Combo Theory + Gatling Theory EXPLAINED
(v1.10) This guide covers Anji's combo theory and gatling theory in order to understand how to use these strings effectively. Whether the situation calls for extending pressure or maximizing damage, this video will give players (and opponents!) the knowledge and skillset to use Anji effectively. VODs used in this video: - Anji-Lewis Mito-Son | Guilty Gear Strive Long Set vs. Kid Viper (Goldlewis/Anji) https://www.youtube.com/watch?v=xXmF7Z2MqjE - 【ver1.10】ぷれあ/Purea(ソル/Sol) vs ジロー/Jiro(闇慈/Anji) Guilty Gear Strive 天上階対戦【GGST】60fps https://www.youtube.com/watch?v=KFjM_cg3QTI - Basic Sol Badguy Unburstable Sidewinder Loop https://www.youtube.com/watch?v=7Mk26ZbOAJ4 0:00 Table of Contents 0:10 Introduction 1:00 Natural Delayed Gatlings (Frame Traps) 2:09 Reviewing Attack Level 2:48 Manual Delayed Gatlings 3:51 Gatling Advice 4:20 Reviewing XRC and f.XRC Scaling 6:29 Optimizing Damage - The Kou Loop 8:14 Optimizing Damage - Jump Normals 10:09 Throw Roman Cancel 10:48 Closing Thoughts
mario050987·youtube.com·
Anji Combo Theory + Gatling Theory EXPLAINED
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
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Emo Tarquin — Today at 1:39 PM As a totally fresh Jack-O' here's a few points I think you should immediately make sure to familarise with: 1) Summon Hold. The input is 236P, but hold the P (denoted as 236[P]). This is a shorter summon, and anything she does will cancel into it, which is critical to her options in neutral and blockstrings. Really it's as simple as just practise this input, it's quite unique and throws a lot of people off. 2) Release Servant This is less so vital tech and more like a weird issue newbies hit a lot. Summon Hold overrides your controls, you need to be responsive in simply pressing Dust when you wish to exit this stance. It covers you making mistakes and naturally leads into a lot more of her tools that require holding and release servants at specific moments. Once you feel you can actually input the moves individually, here's some very low level tech that is critical to her gameplay: 1) Summon Cancelling Using 236[P] to cancel off strings makes you very safe, sometimes even frame advantaged. In these moments you can jump and release, run away, instant air backdash, etc. which means you can safely escape all of those blockstrings. You will really want to use this. 2) Servant Cancelling You can actually hit a servant and cancel off it. This is incredibly handy as it lets you do more in neutral. This includes 5K to launch a servant forward and jump cancel, and using 5H 236[P] to maintain fast pressure while moving forward. 3) Sandwich Combos Pretty basic foundation of her most versatile combos, if you got a servant behind someone you can play a game of Catch between you and a servant for as long as you have gauge. A lot of variations exist but a really easy starter one is ... 214K delay c.S 2H 214K 6H. Mess around with it, especially in the corner. 4) Sandwich Pressure This can be a lot more complex or as simple as you like. Putting a servant behind an opponent means you can reset your blockstrings with 214K, and they cannot get out. Again a lot of ways to vary it, a really nice starting point is 5K 2D 214K. Just loop those 3 moves and you can keep it going for a pretty long time! The mixup is when you plan to do something else, maybe you will 2K to do an extra low, maybe you'll just run up and throw after the servant attack, maybe you'll cancel 5K into a Charged Dust, etc. A good sandwich loop can be really quite scary for the enemy to get out of and a lot of her setups are about being able to establish this exact kind of pressure 5) Okizeme Jack-O's got a rather ridiculous number of okizemes out there, ranging from a frame-perfect sequence of many inputs, to just run up and hit them. My advise would be find a half-decent okizeme off Throw and try to learn it, even if you are inconsistent, because good Jack-O' play relies a lot on that okizeme and you gotta get it down eventually. If you want some recommendations I can provide some. They're usually a bit complex though so I won't list them all here.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
𝙀𝙡𝙞 on Twitter
𝙀𝙡𝙞 on Twitter
Just found this for I-No. If you prc as early as possible during chemical trash's start up, you can completely hide the move but still maintain your momentum, allowing for an unseeable instant overhead. #ggst_IN pic.twitter.com/Tf5n6OFHkw— 𝙀𝙡𝙞 (@SurelyNotEli) November 21, 2021
mario050987·twitter.com·
𝙀𝙡𝙞 on Twitter
Charles Advincula on Twitter
Charles Advincula on Twitter
#GGST_RAHarder and much less stable version vs. Mid + Heavies:(Corner) ground hit 236H, 66(sideswitch) dl.5[D], c.S 214P~214P dc 214P(sideswitch), c.S 214P~214P, Wallbreak EnderThis one personally feels very difficult against #GGST_CH and #GGST_KY but I'm unsure why pic.twitter.com/vFjPFBUCGY— Charles Advincula (@chadvincula_) November 21, 2021
mario050987·twitter.com·
Charles Advincula on Twitter
Charles Advincula on Twitter
Charles Advincula on Twitter
#GGST_RASlightly easier and more stable version vs. Lights (except Ram?) + Heavies:(Corner) ground hit 236H, 66(sideswitch) 5[D], c.S 214P dc 214P(sideswitch), c.S 214P, ws. Wallbreak Ender2nd half of the clip shows much the combo cares about wall health pic.twitter.com/7nv6SEwGkR— Charles Advincula (@chadvincula_) November 21, 2021
mario050987·twitter.com·
Charles Advincula on Twitter