I'VE DONE IT, I've found a way to build a bar of meter of the super wall-break double overhead frame trap. You're welcome :) #GGST_In Notes: you can also do jS 5P 6H, or jS 6H Chemical x2. I've just found 2K 6H to be the most consistent 🙃 pic.twitter.com/fy8lR6Egz1— SwimCheesy (@SwimCheesy) October 21, 2021
#GGST_IN Flowchart to defend against corner oki. Reversal supers basically function as wakeup mash but have a 50% chance to beat the 50/50. DP RC can potentially beat both the high and low on the 50/50 if the I-No does anti-backdash OS instead of throw OS on the safejump. pic.twitter.com/vOZey3tz3Y— Unluckythirteen (@unlucky13irteen) October 21, 2021
#GGST_IN Corner oki blocking flowchart. Reversal supers basically function as wakeup mash but have a 50% chance to beat the 50/50. DP RC can potentially beat every option if the I-No player doesn't go for throw OS on the safejump, which allows you to go for wakeup backdash. pic.twitter.com/j3lc99QBez— Unluckythirteen (@unlucky13irteen) October 21, 2021
#GGST_IN A safer option to beat the delayed button is to guess on the 50/50 and keep blocking. But of course this puts throws back on the menu for the I No player.Remember to rotate your options on defense and don't just give us this for free! pic.twitter.com/ExCPpIKS0r— Unluckythirteen (@unlucky13irteen) October 21, 2021
#GGST_IN The I No player can instead do a delayed hit to beat your jump, but this loses to wakeup mash. Ofc wakeup mash loses to the I No going for the 50/50. pic.twitter.com/MbeDnbw61B— Unluckythirteen (@unlucky13irteen) October 21, 2021
#GGST_IN Thread of counterplay to the wallsplat vortex options. Unless the I No player knows that this is an option and deliberately baits it, you never have to worry about throw or megalo if you guess on the 50/50 and then delay a jump after. This is called a fuzzy jump. pic.twitter.com/aHspQSq73L— Unluckythirteen (@unlucky13irteen) October 21, 2021
#GGST_IN Variation of your combo for 185 dmg on Sol with more consistency starting further from the wall pic.twitter.com/xmLdX3ggQL— Gus Degrandis (@DegrandisGus) October 21, 2021
#GGST_IN autotimed meaty low setup concept off of jS/jH/2K>6H>H Stroke. Midscreen you need to be pretty close when hitting the starter or else you cannot convert into 6H after the low and the setup doesn't put you close enough to loop it if you go for the low. pic.twitter.com/98PMf5Pr8E— Unluckythirteen (@unlucky13irteen) October 20, 2021
#GGST_IN 16f backdashes can only be punished by throw. Luckily if you hit the mixup after throw, you can put them back into the wall splat vortex. pic.twitter.com/H0vQGoi7DL— Unluckythirteen (@unlucky13irteen) October 20, 2021
#GGST_IN 20f backdash punish to put them back in wall splat after meaty 2K wall splat setup. pic.twitter.com/HkDmiS4tHv— Unluckythirteen (@unlucky13irteen) October 20, 2021
universal (i think?) meterless dp punishes #GGST #GGST_IN tested against chipp, leo, soltheres more u can do w the soft kd i just had chipp set to dp on recovery and forgot lol pic.twitter.com/ZyQVuLtTNp— Botbabe (@No1Botbabe) October 20, 2021
You can also go for double overhead either into corner oki or wall-break. So, mega dope that we got yet another option now. The wall-break might be able to be more optimized, but was struggling to find any other routes.#GGST_In pic.twitter.com/r43EDdm8ou— SwimCheesy (@SwimCheesy) October 20, 2021
I-no super-wallbreak oki. You can go for fake high throw, fake high low, true high safejump, or fake high command-grab! Kinda nasty#GGST_In pic.twitter.com/N2nWs2gsMn— SwimCheesy (@SwimCheesy) October 20, 2021
I-no oki after hard-knockdown. I'm a big fan of this jP jS oki, because it can be really hard to react to the fake high, the high and low counter-hit, is a safe-jump, and throw and command-grab can beat a DP if properly timed.#GGST_In pic.twitter.com/YLKy59WxsK— SwimCheesy (@SwimCheesy) October 20, 2021
Here is the command-grab connecting. I did it on Sol S DP, to show that it works, but for his it's a really tight gap. pic.twitter.com/xRkWEGX4OB— SwimCheesy (@SwimCheesy) October 20, 2021
I-no corner counterhit thread. For all these, Sol is doing 5K, EXCEPT for the jS jD. That is a 3 frame gap, so Sol and Chipp's fastest normals trade. In this thread, I have cS,2S,5H,6H(first hit), 6H(second hit), and jS jD.#GGST_In 6H(First hit) pic.twitter.com/D1VgET0vEF— SwimCheesy (@SwimCheesy) October 20, 2021
#GGST_IN Autotimed low off of S Stroke wall splat. Uses air throw's extra landing recovery to get the low. While not buffered necessarily, AT can be input at any time during the jump to get the landing recovery. Going to mess with it to try to find other oki setups. pic.twitter.com/WcQ8sCjHmx— Unluckythirteen (@unlucky13irteen) October 20, 2021