#GGST_RA 2HS starter Dauro loops into RC. Ender after roman cancel can vary so keep an eye out for wall break. pic.twitter.com/j3Tt6atKg6— DovahChief (@DovahChief_FGC) June 12, 2021
#GGST_RA 201 on Sol from fS at corner, I found one to 202 but this is more easy and consistent pic.twitter.com/Coh9o9UmGj— Magistrix (@Magistrix93) June 12, 2021
#GGST_RA 239 meterless corner combo from cS, I don't know if it's optimal, but I couldn't find a better combo. pic.twitter.com/Hb61KqFioX— Magistrix (@Magistrix93) June 12, 2021
Burst bait route off c.S from midscreen which leads to corner carry and wall break #GGST_RA pic.twitter.com/LXa6bHqhV1— Wonsubon (@Wonsubon) June 12, 2021
So some of the juggles from OB1 seemed to no longer exist due to the changes in player knock back and hard knock down's from certain hits. The 1st combo is a modified shortened combo from my original combo in OB1 that no longer works in OB2 and this release of Strive. I have just discovered Dash Input Roman Cancels (DIRCs). DIRC's (input a horizontal or vertical dash and follow w/ an RC) seem to help position your character after you roman cancel and I believe it helps w/ combo potential by what seems to reset the hit degrade, thus allowing the player to stay floaty and not get hit back too far or get hard knocked down too soon (as demonstrated in the 2nd combo). Thinking more into it, I believe DIRC's can be used to keep you safe, let's say.. do a block string that ends and puts you unsafe, DIRC backwards and regain your space w/ the other player.
At this point I'm just messing around with characters #GGST #GGST _RA #PS4sharehttps://t.co/WARNoG9TTM pic.twitter.com/d7GvWOrDXh— OverlordCrispyCool (@OverlordCrispy) June 12, 2021
https://t.co/m9HLiDq5ayFunny lil corner combo I have no idea how good it is but I have it #GGST_RA #GuiltyGearStrive— Kangy (@KrapyKangaroo) June 12, 2021
#GGST_RA midscreen f.S PRC confirm for 200 into wall break. Very important confirm to have! pic.twitter.com/bsCN6Y8oF1— SQ (@SQuirrel147) June 12, 2021