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
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
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
WATCH ME LIVE ► https://www.twitch.tv/akaraien​
This is mostly aimed at people who just started playing Fighting Games or Guilty Gear in general hope this helps :)!
All of my Social Medias:
Twitch - https://www.twitch.tv/akaraien​
Twitter - https://twitter.com/Akaraien​
Instagram - https://www.instagram.com/akaraien/​
Discord - https://discord.gg/twgsHMg​
Tiktok - https://www.tiktok.com/@akaraien​
My Editor:
I do all of my editing lol
Video Title: How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
#GuiltyGear​ #Strive #FGC
How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
WATCH ME LIVE ► https://www.twitch.tv/akaraien​
This is mostly aimed at people who just started playing Fighting Games or Guilty Gear in general hope this helps :)!
All of my Social Medias:
Twitch - https://www.twitch.tv/akaraien​
Twitter - https://twitter.com/Akaraien​
Instagram - https://www.instagram.com/akaraien/​
Discord - https://discord.gg/twgsHMg​
Tiktok - https://www.tiktok.com/@akaraien​
My Editor:
I do all of my editing lol
Video Title: How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
#GuiltyGear​ #Strive #FGC
How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
WATCH ME LIVE ► https://www.twitch.tv/akaraien​
This is mostly aimed at people who just started playing Fighting Games or Guilty Gear in general hope this helps :)!
All of my Social Medias:
Twitch - https://www.twitch.tv/akaraien​
Twitter - https://twitter.com/Akaraien​
Instagram - https://www.instagram.com/akaraien/​
Discord - https://discord.gg/twgsHMg​
Tiktok - https://www.tiktok.com/@akaraien​
My Editor:
I do all of my editing lol
Video Title: How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
#GuiltyGear​ #Strive #FGC
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
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
#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
#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.
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.
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
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
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
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
â–¶ Watch live on Twitch! https://www.twitch.tv/KaliburVS
â–¶ Follow me on Twitter! https://twitter.com/KaliburVS
â–¶ Join the Kalibur Fighters Discord! https://discord.gg/ZH65vpv
#FightingGames #FGC
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
â–¶ Watch live on Twitch! https://www.twitch.tv/KaliburVS
â–¶ Follow me on Twitter! https://twitter.com/KaliburVS
â–¶ Join the Kalibur Fighters Discord! https://discord.gg/ZH65vpv
#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