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
Fifth Leo Whitefang primer is uploaded. This covers jumping normals and even more BRC stuff.I'm sure some of this is going to change next week, so I'll probably have to make a quick rundown video of what changed post-patch. lolFull vid: https://t.co/OpUuGDHkuf#GGST_LE pic.twitter.com/q2RK4VQ4HV— Jyosua@Guilty Gear Strivin' (@Jyosua) October 10, 2021
Leo idea: when doing a DP out of the corner, you can forward fast RRC the first hit into 5K. On hit, this lets you side switch into loops for slightly more damage than a standard RRC side switch combo; on block, you get standard 5K strike/throw mix. #GGST_LE pic.twitter.com/hCp22fGegb— ycz (@ycz6) October 10, 2021
Guilty Gear Strive - Leo Whitefang Primer - Jumping Normals
With the advent of Guilty Gear Strive, I wanted to put out a series of Leo tutorials to help anyone trying to learn the character or pass on some tips to players already somewhat comfortable with the character. In an effort to keep these easily digestible and also put out videos on a more frequent basis, I'm going to try to put out one or more 5 minute tutorial each week. Between work, side projects, streaming, and competing, my time is quite limited, but I really want to help other players, so I'm committing to at least this.
This video picks up where the last one left off with jumping normals and more BRC setups.
Just as a note, there's a new patch coming in a week! Things may change, especially with the jumping normals, based on what they said in the most recent Developer's Backyard, so be prepared!
Editing: https://twitter.com/RedMufflerMan
If you're struggling with terminology, check out these glossaries:
https://glossary.infil.net/
https://www.dustloop.com/wiki/index.php?title=Glossary
If you're struggling with understanding how frame data works, check out this video tutorial:
https://www.youtube.com/watch?v=sbyUM5aWKpk
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#GGST #GGST_LE