WHY IS IT FASTER THAN WALKING???? #GGST_LE #PS5Share, #GUILTYGEARSTRIVE pic.twitter.com/3NsfcRTmHc— Jyosua@Guilty Gear Strivin' (@Jyosua) October 15, 2021
For heavies 2K 2D into btS doesn't meaty, but off raw 2D it does #GGST_LE #PS5Share, #GUILTYGEARSTRIVE pic.twitter.com/tJQdpcPheq— Jyosua@Guilty Gear Strivin' (@Jyosua) October 15, 2021
Leo changes in a nutshell:-6p CH 214S max range a bit harder since they adjusted the distance-236HS's actual attack comes out slower, more time for Leo to get thrown. Dash-in looks the same-Anything into 214S deals way less damage now.-f.S [HS] has potential i think#GGST_LE— ドゥークスー (@DeuxTW) October 15, 2021
This is alright. Not terribly exciting but I didn't expect Leo's air game to suddenly be like ... notable. lol #GGST #GGST_LE pic.twitter.com/NIzuoPYtyD— soberquet (@SobArts) October 15, 2021
new corner counter hit optimalprobs can be optimized a bit more and there's def a version that ends without breaking the wall, gonna test some more later on stream #GGST_LE pic.twitter.com/6M3miJm3fA— phos (@HaveMe_Pineda) October 15, 2021
#GGST_LE f(S) and 5(HS) changes. the followup attack seems to be -1, cant be throw punished but if Sol does 5K in the same situation throw loses. pic.twitter.com/pvNlv8vlTr— Barrik @ FFXIV! (@ShrekForXbox) October 15, 2021
#GGST_LE gets decent non CH confirms from jK now. jP followup works pretty much any angle, jS followup works if the opponent is level or slightly above when jK hits. pic.twitter.com/YFyMUCciSl— Barrik @ FFXIV! (@ShrekForXbox) October 15, 2021
Update: #GGST_LE can ONLY meaty with btK after both 2D and HS DP against heavy characters (tested on pot, nago, leo, and goldlewis. btS seems to work on the other 2 weight classes) pic.twitter.com/ulMqgnUpG6— Barrik @ FFXIV! (@ShrekForXbox) October 15, 2021
I think the change to airdash cancel options now means that every character has a BRC fuzzy setup off of jS/H/D? Am I crazy? #GGST #GGST_LE pic.twitter.com/csAdk4kpbN— ycz (@ycz6) October 15, 2021
#ggst_le the universal input buffer change definitely makes the stance cancel combo feel easier to do pic.twitter.com/Uhv7gouMk2— Glen Klaiber (@sonicglenjamin) October 15, 2021
#ggst_le Leo 6HS ground bounce buff. not sure if this was possible before because i rarely landed the move in neutral pic.twitter.com/jXOwSSq9MQ— Glen Klaiber (@sonicglenjamin) October 15, 2021
#PS5Share, #GuiltyGearStrive #Ggst_leTHE NERF TO THE STARTUP MAKES IT EASIER TO TIME MEATY ZWEIT. NERFED INTO BEING BUFFED pic.twitter.com/EtAzG3QEmJ— Takanub (Takaleo on steam) (@Takanub) October 15, 2021
#GGST_LE now gets a combo on a grounded hit jD. Can combo into 2K/5K if hit towards their feet and seems to always combo into 5P/2P pic.twitter.com/Y62WCTE64J— Barrik @ FFXIV! (@ShrekForXbox) October 15, 2021
#GGST_LE doing 236HS after 2D and HS DP still lets you meaty throws with btK or btS, however due to the startup changes to 236HS, btHS will be thrown before it is airborne. pic.twitter.com/h0pVf5ebsm— Barrik @ FFXIV! (@ShrekForXbox) October 15, 2021
Quick #GGST_LE 1.10 checks-DP/2D whiffed236H stance oki still in, but btH is not meaty anymore-5H/6H CH 236H still leads to combos-raw 6H links to 214S, raw 6H 2S 214S also worksNew FD will make the character way less threatening, but he still looks strong to me atm— Achorawl 砂漠貓 (@Achorawl) October 15, 2021
Leo's forward HS can now be comboed , on counter hit with S.HS and F.HS (patch 1.10)
#GuiltyGearStrive #Shorts #LeoWhitefang
“The timing he can cancel into guard point follow up moves has been sped up due to the long overall recovery of (Standing. Far S) and (Standing HS)-
(Forward. HS) can now be comboed into Crouching.S counter hit and other moves”
honestly I can’t remember if this F.HS use to combo like that lmao
I’m pretty sure it didn’t, 99.9% positive
[new f.hs counter hit routes]
Combo 1 0:00 199 damage
Combo 2 0:11 226 damage
Combo 3 0:25 206 damage
Combo 4 0:38 235 damage