If you cancel a fast upwards drift RC into an air normal after a neutral jump, most of your vertical momentum is converted into horizontal. This is likely not too useful but this is more a showcase of combining interesting mechanics#GGST pic.twitter.com/gWm5yPTTFv— Askiir (@Askiir) June 18, 2021
If you cancel a fast upwards drift RC into an air normal after a neutral jump, most of your vertical momentum is converted into horizontal. This is likely not too useful but this is more a showcase of combining interesting mechanics#GGST pic.twitter.com/gWm5yPTTFv— Askiir (@Askiir) June 18, 2021
After more testing, I think this should be referred to as an RC-Delayed airdash. It's not converting the momentum from your jump and RC drift. You only get the momentum conversion if the sigil appears. The sigil only appears if you exhaust your air option pic.twitter.com/aRUwUKcaST— Askiir (@Askiir) June 18, 2021
Optimizando daño con el PRC - Guilty Gear Strive TECH
PRC (Purple Roman Cancel) tiene un scaling distinto al rojo. En este video pequeño muestro un ejemplo con Nago. Por supuesto esta no es la ruta mas óptima pero quería un ejemplo consistente para mostrar la diferencia de daño
Optimizando daño con el PRC - Guilty Gear Strive TECH
PRC (Purple Roman Cancel) tiene un scaling distinto al rojo. En este video pequeño muestro un ejemplo con Nago. Por supuesto esta no es la ruta mas óptima pero quería un ejemplo consistente para mostrar la diferencia de daño
#GGST_KY #GGST_MI Cool OS I found while labbing! Turns out if you IAD Rose it not only beats AAs if opp reads your jC but if they backdash as a counterplay then same inputs give invul super if you have meter! pic.twitter.com/vs8ikpTNWt— Juste Meta Gaming TV (@JusteMetaTv) June 18, 2021
Welcome to my guilty gear strive beginner guide! In this video guide I will walkthrough everything that you need to know to get started with Guilty Gear Strive. There are various tutorials, tips, and tricks scattered through this guide so feel free to use the timestamps!
Intro - 0:00
Button Mapping - 0:24
Movement - 1:14
Offense Basics (Normals, Dust, Specials) - 2:24
Defense Basics (Blocking, Instant, Faultless, Burst) - 9:10
What is Tension? - 16:08
What are Roman Cancels? - 18:53
What is the RISC Meter? - 23:46
How Do Counter Hits Work? - 26:27
The Corner & The Wall - 28:25
What Character Should I Play? - 30:52
What Controller Should I Use? -32:31
Outro - 33:42
If you cancel a fast upwards drift RC into an air normal after a neutral jump, most of your vertical momentum is converted into horizontal. This is likely not too useful but this is more a showcase of combining interesting mechanics#GGST pic.twitter.com/gWm5yPTTFv— Askiir (@Askiir) June 18, 2021
probably not new information but worth mentioning that you can OS special cancels during wallstick hitstop the same way you can during high level CH slowdown(peep the inputs: after wall stick I input 214S then 623HS and get 623HS instead) #GGSThttps://t.co/Q7rIppDmS1— sleepmode! (@SleepmodeAU) June 18, 2021
Optimizando daño con el PRC - Guilty Gear Strive TECH
PRC (Purple Roman Cancel) tiene un scaling distinto al rojo. En este video pequeño muestro un ejemplo con Nago. Por supuesto esta no es la ruta mas óptima pero quería un ejemplo consistente para mostrar la diferencia de daño
Based on this:- You'll probably cause a wallstick in between 9 and 11 hits in quick succession (one combo, or a combo immediately into another combo, or just hitting someone with 2P 10 times in training mode)- Most slight delays in combos will cause wallstick sooner, not later— SUGOI | Zankoku (@Zankoku) June 17, 2021
- Most hits are worth around 300 wall damage, and each will build up to around 400 over time- Some specials, and RRC, are different- Wall damage doesn't start falling until all hits finished reaching their max- If you hit the wall with 3000 or more wall damage, you'll stick— SUGOI | Zankoku (@Zankoku) June 17, 2021
Based on this:- You'll probably cause a wallstick in between 9 and 11 hits in quick succession (one combo, or a combo immediately into another combo, or just hitting someone with 2P 10 times in training mode)- Most slight delays in combos will cause wallstick sooner, not later— SUGOI | Zankoku (@Zankoku) June 17, 2021
- Most hits are worth around 300 wall damage, and each will build up to around 400 over time- Some specials, and RRC, are different- Wall damage doesn't start falling until all hits finished reaching their max- If you hit the wall with 3000 or more wall damage, you'll stick— SUGOI | Zankoku (@Zankoku) June 17, 2021
Based on this:- You'll probably cause a wallstick in between 9 and 11 hits in quick succession (one combo, or a combo immediately into another combo, or just hitting someone with 2P 10 times in training mode)- Most slight delays in combos will cause wallstick sooner, not later— SUGOI | Zankoku (@Zankoku) June 17, 2021
- Most hits are worth around 300 wall damage, and each will build up to around 400 over time- Some specials, and RRC, are different- Wall damage doesn't start falling until all hits finished reaching their max- If you hit the wall with 3000 or more wall damage, you'll stick— SUGOI | Zankoku (@Zankoku) June 17, 2021
Woop de doo, here's another combo video (I have a lot of clips to go through lol)
Songs Used: "Elegance ~Anji's Theme~" & "GOOD MANNERS AND CUSTOMS ~Zappa's Theme~" by Daisuke Ishiwatari
Guilty Gear Strive, MOMENTUM NO WAY JOSE, non crack wall break, etc commentary
#guiltygearstrive #ggxx #ggst
Few comments and tidbits.. I see people talking about running momentum a lot.. a.. absurd amount to me.. to the point im confused... To the point I think its becoming disingenuous to even what is being shown.. yes momentum exists.. I cant think of a game off hand that has running etc that momentum doesnt exisit anime game wise that you dont carry it over.. but the real disingenuous thing is, is when I see people posting BNBs, that use momentum... and even a absurd amount of momentum.. theres a difference between a combo being hard, a combo being easy, and a combo being unrealistic. And when you start putting combos that use full screen momentum, who are you trying to kid here? Reminds me almost of DBFZ when people were posting combo videos only of medium starter auto combos trying to say its a bnb.
Also shown is examples of again old but ill post it again, there are times when you are at the wall and the wall cracking is ambiguous. You need to be counting in your head, you can not rely on the crack.. As you can see here, it will disappear even if you hit the guy sometimes making it deceptive. You need to count it in your head. If you are going off just by what the wall LOOKS like, as I said, this is not good, as you can see, the wall can actually be completely invisible with no cracks, and I can then instantly break it just as I showed in the beta. Again I dont think this is rocket science, this kinda stuff will encourage you to play the game in a safer way, instead of playing the game more optimally.
And on the subject of the wall shown again is more examples depending on the speed you do stuff showing different results. Seriously look at that one example imagine thinking youre doing the best ender and you go to DP, and not only do you not get a wall break.. youll lose your momentum and be back at even.. Which again goes back to what I said, promotes you playing safer.
Guilty Gear Strive, MOMENTUM NO WAY JOSE, non crack wall break, etc commentary
#guiltygearstrive #ggxx #ggst
Few comments and tidbits.. I see people talking about running momentum a lot.. a.. absurd amount to me.. to the point im confused... To the point I think its becoming disingenuous to even what is being shown.. yes momentum exists.. I cant think of a game off hand that has running etc that momentum doesnt exisit anime game wise that you dont carry it over.. but the real disingenuous thing is, is when I see people posting BNBs, that use momentum... and even a absurd amount of momentum.. theres a difference between a combo being hard, a combo being easy, and a combo being unrealistic. And when you start putting combos that use full screen momentum, who are you trying to kid here? Reminds me almost of DBFZ when people were posting combo videos only of medium starter auto combos trying to say its a bnb.
Also shown is examples of again old but ill post it again, there are times when you are at the wall and the wall cracking is ambiguous. You need to be counting in your head, you can not rely on the crack.. As you can see here, it will disappear even if you hit the guy sometimes making it deceptive. You need to count it in your head. If you are going off just by what the wall LOOKS like, as I said, this is not good, as you can see, the wall can actually be completely invisible with no cracks, and I can then instantly break it just as I showed in the beta. Again I dont think this is rocket science, this kinda stuff will encourage you to play the game in a safer way, instead of playing the game more optimally.
And on the subject of the wall shown again is more examples depending on the speed you do stuff showing different results. Seriously look at that one example imagine thinking youre doing the best ender and you go to DP, and not only do you not get a wall break.. youll lose your momentum and be back at even.. Which again goes back to what I said, promotes you playing safer.
Guilty Gear Strive, MOMENTUM NO WAY JOSE, non crack wall break, etc commentary
#guiltygearstrive #ggxx #ggst
Few comments and tidbits.. I see people talking about running momentum a lot.. a.. absurd amount to me.. to the point im confused... To the point I think its becoming disingenuous to even what is being shown.. yes momentum exists.. I cant think of a game off hand that has running etc that momentum doesnt exisit anime game wise that you dont carry it over.. but the real disingenuous thing is, is when I see people posting BNBs, that use momentum... and even a absurd amount of momentum.. theres a difference between a combo being hard, a combo being easy, and a combo being unrealistic. And when you start putting combos that use full screen momentum, who are you trying to kid here? Reminds me almost of DBFZ when people were posting combo videos only of medium starter auto combos trying to say its a bnb.
Also shown is examples of again old but ill post it again, there are times when you are at the wall and the wall cracking is ambiguous. You need to be counting in your head, you can not rely on the crack.. As you can see here, it will disappear even if you hit the guy sometimes making it deceptive. You need to count it in your head. If you are going off just by what the wall LOOKS like, as I said, this is not good, as you can see, the wall can actually be completely invisible with no cracks, and I can then instantly break it just as I showed in the beta. Again I dont think this is rocket science, this kinda stuff will encourage you to play the game in a safer way, instead of playing the game more optimally.
And on the subject of the wall shown again is more examples depending on the speed you do stuff showing different results. Seriously look at that one example imagine thinking youre doing the best ender and you go to DP, and not only do you not get a wall break.. youll lose your momentum and be back at even.. Which again goes back to what I said, promotes you playing safer.
TLDR Version : Using fuzzy backdash for a similar outcome to fuzzy jump involves slightly less risk.
Also, wakeup jab can work, but there's generally a better option, in terms of reward or coverage.
A lot of these options might seem like they require the opponent to have their timings down but like, a delayed strike can be intentional or not. You can kind of guess the interactions if there's something else. Safejumps kind of flow into the same subset of options. Against characters with more mixup options like Millia, I-No, and Chipp, the strike throw game isn't as integral to their game knockdown plan as the other mixup options they have, so this is less relevant, but the situation still occurs.
I also didn't mention command grabs much, and they do slightly change the numbers around, since if timed correctly I believe they will beat normal throw or late throw tech, so there's that to consider in matchups where opponents have this option as well.
TLDR Version : Using fuzzy backdash for a similar outcome to fuzzy jump involves slightly less risk.
Also, wakeup jab can work, but there's generally a better option, in terms of reward or coverage.
A lot of these options might seem like they require the opponent to have their timings down but like, a delayed strike can be intentional or not. You can kind of guess the interactions if there's something else. Safejumps kind of flow into the same subset of options. Against characters with more mixup options like Millia, I-No, and Chipp, the strike throw game isn't as integral to their game knockdown plan as the other mixup options they have, so this is less relevant, but the situation still occurs.
I also didn't mention command grabs much, and they do slightly change the numbers around, since if timed correctly I believe they will beat normal throw or late throw tech, so there's that to consider in matchups where opponents have this option as well.
TLDR Version : Using fuzzy backdash for a similar outcome to fuzzy jump involves slightly less risk.
Also, wakeup jab can work, but there's generally a better option, in terms of reward or coverage.
A lot of these options might seem like they require the opponent to have their timings down but like, a delayed strike can be intentional or not. You can kind of guess the interactions if there's something else. Safejumps kind of flow into the same subset of options. Against characters with more mixup options like Millia, I-No, and Chipp, the strike throw game isn't as integral to their game knockdown plan as the other mixup options they have, so this is less relevant, but the situation still occurs.
I also didn't mention command grabs much, and they do slightly change the numbers around, since if timed correctly I believe they will beat normal throw or late throw tech, so there's that to consider in matchups where opponents have this option as well.