System & General Resources

System & General Resources

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The ULTIMATE Guilty Gear Strive Beginner Guide
The ULTIMATE Guilty Gear Strive Beginner Guide
Welcome to my guilty gear strive beginner guide! In this video guide I will walkthrough everything that you need to know to get started with Guilty Gear Strive. There are various tutorials, tips, and tricks scattered through this guide so feel free to use the timestamps! Intro - 0:00 Button Mapping - 0:24 Movement - 1:14 Offense Basics (Normals, Dust, Specials) - 2:24 Defense Basics (Blocking, Instant, Faultless, Burst) - 9:10 What is Tension? - 16:08 What are Roman Cancels? - 18:53 What is the RISC Meter? - 23:46 How Do Counter Hits Work? - 26:27 The Corner & The Wall - 28:25 What Character Should I Play? - 30:52 What Controller Should I Use? -32:31 Outro - 33:42
mario050987·youtube.com·
The ULTIMATE Guilty Gear Strive Beginner Guide
The ULTIMATE Guilty Gear Strive Beginner Guide
The ULTIMATE Guilty Gear Strive Beginner Guide
Welcome to my guilty gear strive beginner guide! In this video guide I will walkthrough everything that you need to know to get started with Guilty Gear Strive. There are various tutorials, tips, and tricks scattered through this guide so feel free to use the timestamps! Intro - 0:00 Button Mapping - 0:24 Movement - 1:14 Offense Basics (Normals, Dust, Specials) - 2:24 Defense Basics (Blocking, Instant, Faultless, Burst) - 9:10 What is Tension? - 16:08 What are Roman Cancels? - 18:53 What is the RISC Meter? - 23:46 How Do Counter Hits Work? - 26:27 The Corner & The Wall - 28:25 What Character Should I Play? - 30:52 What Controller Should I Use? -32:31 Outro - 33:42
mario050987·youtube.com·
The ULTIMATE Guilty Gear Strive Beginner Guide
sleepmode! on Twitter
sleepmode! on Twitter
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
mario050987·twitter.com·
sleepmode! on Twitter
sleepmode! on Twitter
sleepmode! on Twitter
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
mario050987·twitter.com·
sleepmode! on Twitter
The ULTIMATE Guilty Gear Strive Beginner Guide
The ULTIMATE Guilty Gear Strive Beginner Guide
Welcome to my guilty gear strive beginner guide! In this video guide I will walkthrough everything that you need to know to get started with Guilty Gear Strive. There are various tutorials, tips, and tricks scattered through this guide so feel free to use the timestamps! Intro - 0:00 Button Mapping - 0:24 Movement - 1:14 Offense Basics (Normals, Dust, Specials) - 2:24 Defense Basics (Blocking, Instant, Faultless, Burst) - 9:10 What is Tension? - 16:08 What are Roman Cancels? - 18:53 What is the RISC Meter? - 23:46 How Do Counter Hits Work? - 26:27 The Corner & The Wall - 28:25 What Character Should I Play? - 30:52 What Controller Should I Use? -32:31 Outro - 33:42
mario050987·youtube.com·
The ULTIMATE Guilty Gear Strive Beginner Guide
sleepmode! on Twitter
sleepmode! on Twitter
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
mario050987·twitter.com·
sleepmode! on Twitter
Askiir on Twitter
Askiir on Twitter
After more testing, I think this should be referred to as an RC-Delayed airdash. It's not converting the momentum from your jump and RC drift. You only get the momentum conversion if the sigil appears. The sigil only appears if you exhaust your air option pic.twitter.com/aRUwUKcaST— Askiir (@Askiir) June 18, 2021
mario050987·twitter.com·
Askiir on Twitter
Askiir on Twitter
Askiir on Twitter
If you cancel a fast upwards drift RC into an air normal after a neutral jump, most of your vertical momentum is converted into horizontal. This is likely not too useful but this is more a showcase of combining interesting mechanics#GGST pic.twitter.com/gWm5yPTTFv— Askiir (@Askiir) June 18, 2021
mario050987·twitter.com·
Askiir on Twitter
Askiir on Twitter
Askiir on Twitter
If you cancel a fast upwards drift RC into an air normal after a neutral jump, most of your vertical momentum is converted into horizontal. This is likely not too useful but this is more a showcase of combining interesting mechanics#GGST pic.twitter.com/gWm5yPTTFv— Askiir (@Askiir) June 18, 2021
mario050987·twitter.com·
Askiir on Twitter
Askiir on Twitter
Askiir on Twitter
After more testing, I think this should be referred to as an RC-Delayed airdash. It's not converting the momentum from your jump and RC drift. You only get the momentum conversion if the sigil appears. The sigil only appears if you exhaust your air option pic.twitter.com/aRUwUKcaST— Askiir (@Askiir) June 18, 2021
mario050987·twitter.com·
Askiir on Twitter
Optimizando daño con el PRC - Guilty Gear Strive TECH
Optimizando daño con el PRC - Guilty Gear Strive TECH
PRC (Purple Roman Cancel) tiene un scaling distinto al rojo. En este video pequeño muestro un ejemplo con Nago. Por supuesto esta no es la ruta mas óptima pero quería un ejemplo consistente para mostrar la diferencia de daño
mario050987·youtube.com·
Optimizando daño con el PRC - Guilty Gear Strive TECH
Juste Meta Gaming TV on Twitter
Juste Meta Gaming TV on Twitter
#GGST_KY #GGST_MI Cool OS I found while labbing! Turns out if you IAD Rose it not only beats AAs if opp reads your jC but if they backdash as a counterplay then same inputs give invul super if you have meter! pic.twitter.com/vs8ikpTNWt— Juste Meta Gaming TV (@JusteMetaTv) June 18, 2021
mario050987·twitter.com·
Juste Meta Gaming TV on Twitter
Askiir on Twitter
Askiir on Twitter
If you cancel a fast upwards drift RC into an air normal after a neutral jump, most of your vertical momentum is converted into horizontal. This is likely not too useful but this is more a showcase of combining interesting mechanics#GGST pic.twitter.com/gWm5yPTTFv— Askiir (@Askiir) June 18, 2021
mario050987·twitter.com·
Askiir on Twitter
sleepmode! on Twitter
sleepmode! on Twitter
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
mario050987·twitter.com·
sleepmode! on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
Based on this:- You'll probably cause a wallstick in between 9 and 11 hits in quick succession (one combo, or a combo immediately into another combo, or just hitting someone with 2P 10 times in training mode)- Most slight delays in combos will cause wallstick sooner, not later— SUGOI | Zankoku (@Zankoku) June 17, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
- Most hits are worth around 300 wall damage, and each will build up to around 400 over time- Some specials, and RRC, are different- Wall damage doesn't start falling until all hits finished reaching their max- If you hit the wall with 3000 or more wall damage, you'll stick— SUGOI | Zankoku (@Zankoku) June 17, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
Based on this:- You'll probably cause a wallstick in between 9 and 11 hits in quick succession (one combo, or a combo immediately into another combo, or just hitting someone with 2P 10 times in training mode)- Most slight delays in combos will cause wallstick sooner, not later— SUGOI | Zankoku (@Zankoku) June 17, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
- Most hits are worth around 300 wall damage, and each will build up to around 400 over time- Some specials, and RRC, are different- Wall damage doesn't start falling until all hits finished reaching their max- If you hit the wall with 3000 or more wall damage, you'll stick— SUGOI | Zankoku (@Zankoku) June 17, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
Based on this:- You'll probably cause a wallstick in between 9 and 11 hits in quick succession (one combo, or a combo immediately into another combo, or just hitting someone with 2P 10 times in training mode)- Most slight delays in combos will cause wallstick sooner, not later— SUGOI | Zankoku (@Zankoku) June 17, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
SUGOI | Zankoku on Twitter
- Most hits are worth around 300 wall damage, and each will build up to around 400 over time- Some specials, and RRC, are different- Wall damage doesn't start falling until all hits finished reaching their max- If you hit the wall with 3000 or more wall damage, you'll stick— SUGOI | Zankoku (@Zankoku) June 17, 2021
mario050987·twitter.com·
SUGOI | Zankoku on Twitter