Another DP OS, get DP on both sides -236 > HCB x 2 > Buttoncan also do 236 > 214 > 6 > 4 > ButtonBuffer system in this game is wiiiide.#GGST #GuiltyGearStrive pic.twitter.com/XYe2AqbQMY— ProblemSkater (@problem_skater) August 3, 2021
Find how you can use training mode functions to efficiently level up your game. Explore your counters, perfect your fuzzy blocks and master those situational combos!
Frame data explanation: https://youtu.be/sbyUM5aWKpk
Safe jumps: https://youtu.be/4HKfE1HUxeY
Fuzzy blocking: https://youtu.be/LI073BBr-wE
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How to Stop Players Upbacking/Chicken Block in 1 MINUTE! | Guilty Gear STRIVE Beginner Tips
Getting annoyed at players online always holding upback in the middle of your pressure in Guilty Gear Strive? This video will teach you how to beat that in under 1 Minute.
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Chicken Block Definition:
https://glossary.infil.net/?t=Chicken%20Block
Pre Jump Definition:
https://glossary.infil.net/?t=Pre-Jump
TIMESTAMPS:
00:00 - Intro / Upback (Chicken Blocking)
00:09 - What are Prejump Frames in Guilty Gear Strive?
00:24 - How to stop Chicken Blocking using a Frame Trap
00:47 - Using the advantage of the opponent blocking in-air
TAGS:
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#GuiltyGear #GuiltyGearStrive #shorts
Normally you're not allowed to PRC whiffed DPs, but this restriction does not apply within the first few frames of special canceled DPs, leading to some criminal mixup potential.#GGST #GGST_KY #GGST_SO #GGST_CH #GGST_LEhttps://t.co/dh7CqsL6KT pic.twitter.com/ccx4X6UXtN— Felix (@BanchoGato) August 2, 2021
Wanted to teach Tiktok about FD airblock!I made a few mistakes in my audio but all corrections are in the subtitles, sorry about that!!#GGST pic.twitter.com/rdoAff5Sui— Specter 👻 rebooting...... (@SpecterVT) July 31, 2021
PSA: pot shakes the screen when he gets up. Thats the reversal window. Use pot to practice reversal timing #GGST pic.twitter.com/hJ7izGE84U— Zid (@Zeddy_Beat) July 30, 2021
How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
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This is mostly aimed at people who just started playing Fighting Games or Guilty Gear in general hope this helps :)!
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I do all of my editing lol
Video Title: How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
#GuiltyGear #Strive #FGC
TUTORIAL: Usa Las Concelaciones CORRECTAMENTE En Guilty Gear Strive (Roman Cancel Guia)
Guilty Gear Strive es un juego simple de tomar pero dificil de dominar. Veo que a muchas personas les cuesta trabajo usar cancelaciones o no han escuchado de ellas. Aquí las explico de forma simple para que las usen.
0:00 Intro
0:37 Conceptos
1:17 Cómo se hace
2:18 Roman Cancel Azul
4:30 Roman Cancel Roja
6:39 Roman Cancel Amarilla
8:00 Roman Cancel Morada
9:49 Aplicaciones
11:33 Cierre
-----------------------------
Links Sociales:
Sigueme en http://twitter.com/ragnadan
Super Livestream http://twitch.tv/ragnadan
-----------------------------
Guilty Gear Strive es el proyecto mas reciente de Arc System Works y uno al que le estoy prestando mucha atención. En esta serie de videos cubriré todo su contenido, desde pases de temporada, hasta mecanicas y combates online con distintos personajes.
How to Win at Fighting Games - Fundamentals Philosophy
Curious how you can improve your gameplay? Be sure to Like and Subscribe to follow this series!
In this episode, Vision covers the Fundamentals of Fighting Games and how knowing your fundamentals can help new and experienced players to succeed.
Follow me on Twitter: @VisionFL
#GGST #GGSTRIVE Seems to be universalin "max combo damage" that's quick RC Better to use quick RC but if you're forced to use RRC use drift up/back drift which also seem to scale the same https://t.co/aCPkEaJDJk pic.twitter.com/PK8R0217bA— VariantBreaker (@VariantBreaker) July 29, 2021
Fuzzy Demonstration (Strike/Throw & High/Low) [How-To in description]
Just a short example of defending a basic strike/throw mixup with fuzzy throw ('delayed tech'), as well as a high/low example. 'Fuzzies' are a broad term that more-or-less mean you're trying to defend (and in some cases attack) in multiple ways at roughly the same time (continued below)
The reason the first example works is because when the dummy runs j.S → 2K, you can shift to crouch block in rhythm and very briefly shift to 4D (back throw). If your opponent went for the low, you'll shift to crouch block and the game will not execute your throw input as you're in blockstun. If the opponent did indeed leave a delay for your blockstun to expire in order to throw you, your throw input will be executed and you'll tech (ideally you'd switch back to crouch block after your 4D input, but I don't do that in this example).
The same line of thinking applies in the second example. After blocking I-No j.S and very briefly shifting to crouch block before going back to stand block, the followup low will be blocked. If she didn't go for the low, you'll stand back up in time to block a followup j.S.
Because fuzzies (in this context) take advantage of the opponent's specific rhythm, they are weak to any sort of change in that rhythm. If the opponent is able to detect that you're using a fuzzy to defend against their sequence, they can simply delay their followup to catch you off guard and punish. In the Sol example, the opponent could instead walk back just enough to let your tech input whiff and get a full counterhit combo (a shimmy). In the I-No example, the opponent could delay the 2K to catch you shifting back up to stand block. The other side to this is that if YOU detect the opponent is able to break your fuzzy defense, it means they're leaving some sort of gap that's larger than normal, and you can get away with mashing a larger button than you'd normally be able to, or simply throw them.
Stupid training mode thing for #GGST If you're labbing guard break moves, set the dummy's counter actions for after hit, not after block. Guard break counts as a hit apparently.Example below: pic.twitter.com/QDr6ZlYZ8X— CD Mangaka (@CDMangaka) July 29, 2021
Today i learned: Using a dash macro and neutral jumping at the same time gives you a jump with slight momentum #GGST pic.twitter.com/PWFS1xeqMC— Child Hater DJ🇵🇷 (@AzureCrowDJ) July 29, 2021
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
Lately I've been learning how to play HitBox with games with minimal shortcuts. In this stream highlight I discuss whether or not there's an optimal DP input for the all button controller. What do you guys think? Let me know in the comments!
00:00 - Discussion
07:13 - Match from stream
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#FightingGames #FGC
Guilty Gear -Strive- | Documenting My Learning Process
The intention of this video is to document my personal learning process and my approach to learning a fighting game character. Not only is this videos intention meant allow me to watch back and refine my own learning process, but hopefully will be educational to any of those who decide to watch. This video is not meant to be a display of skill, it is for those seeking to understand what an individual may look for when learning a fighting game, and for me to learn what some of my inadequacies are when I approach a learning situation. I love the discovery aspect to fighting games and being able to capture the genuine thrill of learning something new seemed like a neat experiment to try out. I know the arcade stick can be loud and I am currently seeking a more permanent solution as the sound gate filter is not working as well as I hoped. If you found anything useful in this video please comment down below.
twitch.tv/hadourable
twitch.tv/archonnorth
Neutral in Guilty Gear -Strive- can be hard to navigate. Characters like Ramlethal, Nagoryuki, and Faust have long range and can make it really hard to get in especially with Chipp. Faultless Defense brake is an advance neutral mechanic that can help you punish players for using these long ranged normals.
This is an essential skill to have with Chipp as it allows him to fully utilize his speed to get in. While also giving his opponent something to constantly worry and think about making them easier to approach overall.
dp characters can punish yrc in "safe yrc points" specially good with Ky shock state,use meter for safety #GGST_KY pic.twitter.com/w5mooRezQA— BT | KaneKY KISKE (@Kaneki_RR) July 25, 2021
R.I.S.C. TableR.I.S.C formula is move * multiplier * 100;Max R.I.S.C is 12800 for everyone. #GGST pic.twitter.com/YW94k9rsO0— matosh.lee (@matosh_lee) July 25, 2021
An impromptu FG tutorial related to pressure in fighting games. Shown on Guilty Gear and Melty Blood but is transferable to essentially any game. -- Watch live at https://www.twitch.tv/prkvid
I got comments from previous videos that asked why do some combos not work/keep dropping till I realized dash momentum played a factor, so I decided to make a quick low quality guide on explaining dash momentum and how to use them in combos, offense, etc. #GGST #GuiltyGear #Strive #GuiltyGearStrive
- Music:
Moonlit Melee - Skullgirls OST
- Social media:
Twitter: https://twitter.com/rebirthofkira?s=21
This video took a lot of time to make but I'm pretty proud of my work. This was the first time I used an editing software to make a video too! Also, I hope the mic quality was better in this video. Thanks!!
Video Timestamps:
0:00 Why should you play Guilty Gear?
1:10 The basics of Guilty Gear Strive
3:29 All of the buttons and what most of them do
6:54 Number pad notation overview
12:44 Blocking and faultless defense overview
17:46 What is the Risc gauge?
19:35 Bursts and Gold Bursts
21:42 Tension and how to get it
24:24 The 4 types of Roman Cancels
39:14 How to input supers
40:30 The Wall and Positive/Negative Bonus
44:15 Outro and Conclusion
Here's the full Guilty Gear Strive Opening Intro if you want to watch the whole thing:
https://www.youtube.com/watch?v=Yhr9WpjaDzw&t=4s
USING TRAINING MODE TO LEVEL UP! | GUILTY GEAR STRIVE GUIDE
Hey all in this video i want to go over the best ways to use training to leveling up your game in Guilty Gear Strive,
00:00 - Intro
00:40 - Combos
03:20 - Hit Confirming
07:03 - Okizeme
11:27 - Pressure
15:37 - Defense
17:30 - Thank you for Watching!
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#GGST #GuiltyGearStrive
FLOWCHARTS: The ULTIMATE Beginner Guide to Offense for ALL Characters (p.1)| Guilty Gear Strive
GET TO 11:17 TO SKIP TO FLOWCHART SECTION
(I forgot to add it back in the video.)
Ever wondered what a fighting game flowchart is? Did you want to know how to build a flowchart? No worries, I go through the steps on how to build a flowchart through the new game Guilty Gear Strive.
We tackle the basic stuff in the video, from what fighting/number notation is to what frame data is. This video is the perfect tool for people that want a beginner guide for GGST that will take from 0 to hero.
Timestamps:
0:00 Intro
2:06 Fighting Game Notation
4:37 What is Frame Data?
6:00 Live Example of Frame Data
8:37 TLDR of Frame Data
10:13 Explaining the On block for Frame Data
11:17 What is a Flowchart?
11:40 Step 1: Know Your Ranges
13:06 Step 2: Learn Your Combos
14:45 Step 3: What is Okizeme, and It's Importance?
15:28 Step 3A: Meaty
16:46 Step 3B: Safe-Jumps
17:33 Step 3C: Throw
18:09 Step 3D: Use Your Character's Gimmicks
18:40 Conclusion, What are we missing?
HERE HERE MY FELLOW KY MAINS! HERE ARE THE COMBOS!!
CLOSE RANGE
13:31 5P - 6P - 214S
13:35 5K - 2D - 214S
MID-RANGE
13:37 F.S. - 236K
13:39 2S - 5S - 236K
13:41 2S - 236K
13:44 236K - DRRC - Dash - C.S - 2HS - 214K - 5K - 6HS - 214S
LONG RANGE
13:53 2369HS
13:56 236HS
ANTI-AIR
13:57 (c.h) 6P - 214K
#GGST #WhatisAFlowchart #BeginnerGuide