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James Chen on Twitter
James Chen on Twitter
We discovered that performing a Gatling from Kicks into a Sweep (5K or 2K) changes the timing of... SOMETHING... so that the knockdowns are slightly difference than Raw Sweep or Close Slash into Sweep. The following two clips are examples of this:— James Chen (@jchensor) February 16, 2021
mario050987·twitter.com·
James Chen on Twitter
Trevor Claggett on Twitter
Trevor Claggett on Twitter
Backdash invuln, hope its frame 1. Depending on how throw inputs ovelap can make some OS's with dash macro #GGStrive pic.twitter.com/jGn1qxlYQP— Trevor Claggett (@Hi_Im_Sunfish) April 17, 2020
mario050987·twitter.com·
Trevor Claggett on Twitter
Chris Chaos on Twitter
Chris Chaos on Twitter
My understanding of #GGStrive Gatling System:- P & K Normals do not chain into each other- P Normals cannot chain to 2D- K Normals can chain to 2D- P & K Normals can chain into Command Normals- c.S can chain into Command Normals- S & H Normals can chain into each other— Chris Chaos (@ChrisChaos_21) April 17, 2020
mario050987·twitter.com·
Chris Chaos on Twitter
Ruka on Twitter
Ruka on Twitter
You can control the direction move during a rc by double tapping up, down, left, or right #PS4share #GGStrive pic.twitter.com/wxanadsj0x— Ruka (@HarkGrewal) April 17, 2020
mario050987·twitter.com·
Ruka on Twitter
Ruka on Twitter
Ruka on Twitter
So you can get your rc to hit someone by double tapping rc. #PS4share #GGStrive pic.twitter.com/A6sluqTWVh— Ruka (@HarkGrewal) April 17, 2020
mario050987·twitter.com·
Ruka on Twitter
Ruka on Twitter
Ruka on Twitter
So this me plinking 6d ~ rc. So it seems like in a situation where throw whiffs you will get rc #PS4share #GGStrive pic.twitter.com/Qrm6IZ0Qrk— Ruka (@HarkGrewal) April 17, 2020
mario050987·twitter.com·
Ruka on Twitter
Chzchan on Twitter
Chzchan on Twitter
Meter feels like you can spend 50 in Strive like 25 was spent in Xrd. Considering that being able to FORCE your tension pulse to max is part of the system mechanics, really feels like creativity and freedom in #GGST can come from extremely liberal meter usage. #GuiltyGearStrive https://t.co/rnWBMMCbyq— Chzchan (@DjandoM) April 17, 2020
mario050987·twitter.com·
Chzchan on Twitter
Gatoray on Twitter
Gatoray on Twitter
You can check each character 's move usability and system tech in manual with specific info&gif #GGStrive pic.twitter.com/sYaYGJ4ArH— Gatoray (@gatoray_kof) April 17, 2020
mario050987·twitter.com·
Gatoray on Twitter
Alioune on Twitter
Alioune on Twitter
Hm there are specific frames where you can cancel early the air forward dash, then some frame buffer where you cant.So fastest air dash button has a timing #GGST . Have you tried calculating this @SuperKawaiiDesu ?— Alioune (@Alioune85) April 17, 2020
mario050987·twitter.com·
Alioune on Twitter
Kei Ishibashi on Twitter
Kei Ishibashi on Twitter
こういう移動投げもどきが出来るわけですね。勉強になります。 #GGST https://t.co/ZiJCGnnLhW pic.twitter.com/kQRM19ErLY— Kei Ishibashi (@bashi_slayer) April 17, 2020
mario050987·twitter.com·
Kei Ishibashi on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
ANJI=MITO 🦋🦋🦋 on Twitter
So interestingly if you end a wall break with a Super, you still get a hard knockdown after the transition.If you end a wallbreak with a sweep however, it will not give you the hard knockdown.#GGStrive pic.twitter.com/pyvvMWD7NX— ANJI=MITO 🦋🦋🦋 (@Klaige) April 18, 2020
mario050987·twitter.com·
ANJI=MITO 🦋🦋🦋 on Twitter
Trevor Claggett on Twitter
Trevor Claggett on Twitter
General strive stuff - #GGSTRIVEbackdashes have invuln, but it isn't frame oneThere are a significant amount of frames where you can't block after jumpingRC bubble is an actual hitbox, you can switch block, if you block it. Have to get creative if you want to test fuzzy (c— Trevor Claggett (@Hi_Im_Sunfish) April 18, 2020
mario050987·twitter.com·
Trevor Claggett on Twitter
WF | Fiend Wearing the Mask on Twitter
WF | Fiend Wearing the Mask on Twitter
So this slow down time thing with Roman Cancel probably has more... interesting applications. #GGStrive pic.twitter.com/fhhYgNdpo4— WF | Fiend Wearing the Mask (@SonicfiendSmash) April 18, 2020
mario050987·twitter.com·
WF | Fiend Wearing the Mask on Twitter
GUILTY GEAR 1301 EP1 UNDERSTANDING MOVEMENT
GUILTY GEAR 1301 EP1 UNDERSTANDING MOVEMENT
Movement is by far the most important aspect of Guilty Gear you must learn how to harness well. This video aims to teach you the concepts in which I've learn...
mario050987·youtube.com·
GUILTY GEAR 1301 EP1 UNDERSTANDING MOVEMENT
Hatson on Twitter
Hatson on Twitter
Here's imo a prime example of how the Jump-In vs AA meta works in all SF games.#1: Press jump HP to beat AA attempt = Success#2: Press jump HP timing to cover stand and crouch = Trade#3: Same as #1 but vs Crouch = Fail#4: Same as #2 but vs Crouch = Success pic.twitter.com/jlF6C34Fjx— Hatson (@HatsonFGC) November 24, 2020
mario050987·twitter.com·
Hatson on Twitter
アウギュステのJyosua on Twitter
アウギュステのJyosua on Twitter
Hey guys. I'm sure something like this exists elsewhere, but I made a ultra-condensed primer/quick reference for JP fighting game terms.My brain prefers small chunks of information, so I thought it might be helpful to have a set of bare minimum terms.https://t.co/b8lTGrZUge— アウギュステのJyosua (@Jyosua) January 12, 2021
mario050987·twitter.com·
アウギュステのJyosua on Twitter