#GGST_RA 6P punish. Can be optimized, but probably pretty close to optimal? pic.twitter.com/xH8od0tbKS— Unluckythirteen (@unlucky13irteen) October 29, 2021
i randomly did this setup once in training, practiced it for a while, never thought i'd use it in an actual match though, quite useful for those who don't block the stage transition 236p
#GGST #GuiltyGear #Strive
I don't think i will ever hit this in a match but its good rekka cancelling practice #GGST #GGST_RA pic.twitter.com/dB46bW2RRy— Kyle Payton (@blk_kyleP) October 28, 2021
TOTALLY OPTIMAL AND STYLISH COMBO FOR RAM (optimal btw)
yeah guys, totally optimal hahahaahahah
didnt put notations before soooo here you go in case youre illiterate and cant read the left side of the screen :D
only works with counter hit to my knowledge
2d
214pp
cs
214ppp
prc
5k
6hs
235 hs
BIG BEAM MOVE or mortobato is youre that type of guy :O
#GGST_RA depending on the move you CH, you may get some more air (especially if they're moving to jump), which nets this route. Note: The grounded CH requires a the 2nd 214p to be delayed, while this one does not. pic.twitter.com/vCSx2kcn6t— tracksuit (@TracksuitLethal) October 27, 2021
#GGST_RA ive been getting a ton of CH round-start dauros lately, because im dumb and willing to fish for them. Decided to optimize the route. 193 (~50%), just under 50 meter, and wallbreak off of roundstart. pic.twitter.com/xz7tLkG45E— tracksuit (@TracksuitLethal) October 27, 2021