This video will go over two core concepts to understanding and overcoming Ranked Anxiety (Performance Anxiety or Fear of Failure). It is a complex mental hurdle that will take willpower and determination to work past, but everyone is capable. I hope to be able to show you how!
This video was originally intended for Guilty Gear Strive, however I think it applies to any competitive game such as League Of Legends, Apex Legends, Overwatch, Valorant, Street Fighter, and many others.
#GGStrive #LeagueOfLegends #GuiltyGearStrive
Please enjoy, and as always I love feedback, it helps me grow tremendously.
To support the growth of this channel give us a LIKE and consider Subscribing to our channel for more awesome content!
00:00 Introduction
02:05 My History
03:29 The Concept of Expectation (Face Yourself)
06:41 The Concept of Separation (Play Ranked to Improve, not to Win)
08:02 Applying the concepts to MOBAs
13:50 Applying the concepts to Fighting Games
18:49 Applying the concepts to Shooters
19:58 The Finale
Music:
Ring Of Power - SFV
Face Yourself Reincarnation Remix - Persona 4
Ken's Theme - SFV
Decent Destructors - Another Eden
Temple of Ascension - SFV
Akihiko's Theme - Persona 4 Arena
Heat Haze Shadow - Tekken 7
Fortuna Redux - https://soundcloud.com/helblinde/fractal-dreamers-fortuna-redux
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Join our Community Discord!
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send a message to my reddit: https://www.reddit.com/user/Varsona
or e-mail me here: VariableScaleStudios@gmail.com
or leave a tweet here: https://twitter.com/VarsonaVyzelta
I try to read every message/comment and reply to them if able. Don't be shy!
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
"How do I beat Sol/Giovanna/Leo/WHATEVER YOU WANT" is a question that pops up on every subforum and twitch stream. But the real trick is the game gives you all the tools you need to deal with a ton of different things in game. We're going to talk about using TRAINING MODE to lab out answers and how to set up a bot to do some simple sequences and mixes to train against!
Learning how to do this will save you so much time/stress in the long run!
#GuiltyGear #Tutorial #Basics
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
"How do I beat Sol/Giovanna/Leo/WHATEVER YOU WANT" is a question that pops up on every subforum and twitch stream. But the real trick is the game gives you all the tools you need to deal with a ton of different things in game. We're going to talk about using TRAINING MODE to lab out answers and how to set up a bot to do some simple sequences and mixes to train against!
Learning how to do this will save you so much time/stress in the long run!
#GuiltyGear #Tutorial #Basics
How to Beat EVERYTHING! | Guilty Gear Strive Tutorial | Labbing 101!
"How do I beat Sol/Giovanna/Leo/WHATEVER YOU WANT" is a question that pops up on every subforum and twitch stream. But the real trick is the game gives you all the tools you need to deal with a ton of different things in game. We're going to talk about using TRAINING MODE to lab out answers and how to set up a bot to do some simple sequences and mixes to train against!
Learning how to do this will save you so much time/stress in the long run!
#GuiltyGear #Tutorial #Basics
-Learn a new* way to secure your rounds in Strive.-Use the slowdown created by counters/held Dust to negate burst to your rivals.And this time any character can do it, not only those who have a super in the air.(I am still surprised by May's unburstable combo damage) https://t.co/ihYYhTJfT1 pic.twitter.com/qeDmmu5ipg— NhurGG✩セルヒオ- 🥐👯♀️🚑 (@GgNhur) June 12, 2021
-Learn a new* way to secure your rounds in Strive.-Use the slowdown created by counters/held Dust to negate burst to your rivals.And this time any character can do it, not only those who have a super in the air.(I am still surprised by May's unburstable combo damage) https://t.co/ihYYhTJfT1 pic.twitter.com/qeDmmu5ipg— NhurGG✩セルヒオ- 🥐👯♀️🚑 (@GgNhur) June 12, 2021
-Learn a new* way to secure your rounds in Strive.-Use the slowdown created by counters/held Dust to negate burst to your rivals.And this time any character can do it, not only those who have a super in the air.(I am still surprised by May's unburstable combo damage) https://t.co/ihYYhTJfT1 pic.twitter.com/qeDmmu5ipg— NhurGG✩セルヒオ- 🥐👯♀️🚑 (@GgNhur) June 12, 2021
Guilty Gear Strive Roman Cancel Tutorial
This video will demonstrate everything you need to know about Roman Cancels in Guilty Gear Strive. There are 4 types of roman cancels each with their or unique utility in matches! I Hope you all find this Guilty Gear Strive Roman Cancel Tutorial useful and I look forward to see you all in the next video!
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#GuiltyGear #GuiltyGearStrive #GGST #ArcSys #ArcSystemWorks
Guilty Gear Strive Roman Cancel Tutorial
This video will demonstrate everything you need to know about Roman Cancels in Guilty Gear Strive. There are 4 types of roman cancels each with their or unique utility in matches! I Hope you all find this Guilty Gear Strive Roman Cancel Tutorial useful and I look forward to see you all in the next video!
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Please Don't forget to like and subscribe to my channel.
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Subscribe Now ►► https://www.youtube.com/channel/UC0fk_v0on1iFchxQov-e5bg?sub_confirmation=1
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Join Our Discord Server ►► https://discord.gg/B8B3brQ
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▬▬▬ LET'S BE FRIENDS ▬▬▬
♥️ Twitter - https://twitter.com/DaikenXDan
♥️ Facebook - https://www.facebook.com/Daikenxdan-257459255194189
♥️ Instagram - https://www.instagram.com/daikenxdan/
♥️ Twitch - https://www.twitch.tv/daikenxdan
#GuiltyGear #GuiltyGearStrive #GGST #ArcSys #ArcSystemWorks
Guilty Gear Strive Roman Cancel Tutorial
This video will demonstrate everything you need to know about Roman Cancels in Guilty Gear Strive. There are 4 types of roman cancels each with their or unique utility in matches! I Hope you all find this Guilty Gear Strive Roman Cancel Tutorial useful and I look forward to see you all in the next video!
---------------------------------------
Please Don't forget to like and subscribe to my channel.
---------------------------------------
Subscribe Now ►► https://www.youtube.com/channel/UC0fk_v0on1iFchxQov-e5bg?sub_confirmation=1
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Join Our Discord Server ►► https://discord.gg/B8B3brQ
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▬▬▬ LET'S BE FRIENDS ▬▬▬
♥️ Twitter - https://twitter.com/DaikenXDan
♥️ Facebook - https://www.facebook.com/Daikenxdan-257459255194189
♥️ Instagram - https://www.instagram.com/daikenxdan/
♥️ Twitch - https://www.twitch.tv/daikenxdan
#GuiltyGear #GuiltyGearStrive #GGST #ArcSys #ArcSystemWorks
Quick idea I had for whiff throws if your opponent jumps corrrectly. Using fast 8RC throw to make reacting harder. Useful for making your throw game a lot stronger/scarier when you have 50%+tension. pic.twitter.com/XizsgzCPq6— NAH|Rei (@ReiUnCo) June 12, 2021
Quick idea I had for whiff throws if your opponent jumps corrrectly. Using fast 8RC throw to make reacting harder. Useful for making your throw game a lot stronger/scarier when you have 50%+tension. pic.twitter.com/XizsgzCPq6— NAH|Rei (@ReiUnCo) June 12, 2021
Quick idea I had for whiff throws if your opponent jumps corrrectly. Using fast 8RC throw to make reacting harder. Useful for making your throw game a lot stronger/scarier when you have 50%+tension. pic.twitter.com/XizsgzCPq6— NAH|Rei (@ReiUnCo) June 12, 2021
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
I see a lot of misconceptions about staggers out there - I hope this helps explain them! (I couldn't think of a better title so had to go with clickbait
Summary:
There are different timings of staggers. Set Dummy to fast recovery. Prevents fake combos. Red combo counter combos can still be fake.
Gold halo around button indicates fastest stagger mash with correct timing.
You are forced to block after a stagger for a set period. Purple combos happen because you weren't blocking when you could, not because you missed a stagger.
My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links:
⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_
⭐⭐Follow on Twitch: https://www.twitch.tv/diaphone_
⭐⭐Join the Discord: https://discord.gg/XBKyePN
I appreciate the viewership, if there is anything you would like to see, please let me know down in the comments below.
#diaphone #Strive #stagger
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
I see a lot of misconceptions about staggers out there - I hope this helps explain them! (I couldn't think of a better title so had to go with clickbait
Summary:
There are different timings of staggers. Set Dummy to fast recovery. Prevents fake combos. Red combo counter combos can still be fake.
Gold halo around button indicates fastest stagger mash with correct timing.
You are forced to block after a stagger for a set period. Purple combos happen because you weren't blocking when you could, not because you missed a stagger.
My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links:
⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_
⭐⭐Follow on Twitch: https://www.twitch.tv/diaphone_
⭐⭐Join the Discord: https://discord.gg/XBKyePN
I appreciate the viewership, if there is anything you would like to see, please let me know down in the comments below.
#diaphone #Strive #stagger
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
I see a lot of misconceptions about staggers out there - I hope this helps explain them! (I couldn't think of a better title so had to go with clickbait
Summary:
There are different timings of staggers. Set Dummy to fast recovery. Prevents fake combos. Red combo counter combos can still be fake.
Gold halo around button indicates fastest stagger mash with correct timing.
You are forced to block after a stagger for a set period. Purple combos happen because you weren't blocking when you could, not because you missed a stagger.
My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links:
⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_
⭐⭐Follow on Twitch: https://www.twitch.tv/diaphone_
⭐⭐Join the Discord: https://discord.gg/XBKyePN
I appreciate the viewership, if there is anything you would like to see, please let me know down in the comments below.
#diaphone #Strive #stagger
Guilty Gear Strive staggers don't work like you think they do | Stagger Tutorial / Guide
I see a lot of misconceptions about staggers out there - I hope this helps explain them! (I couldn't think of a better title so had to go with clickbait
Summary:
There are different timings of staggers. Set Dummy to fast recovery. Prevents fake combos. Red combo counter combos can still be fake.
Gold halo around button indicates fastest stagger mash with correct timing.
You are forced to block after a stagger for a set period. Purple combos happen because you weren't blocking when you could, not because you missed a stagger.
My goal is to grow a positive community with a focus at improving at fighting games If this is something that resonates with you - please consider following me on my social media links:
⭐⭐Follow me on Twitter: https://www.twitter.com/diaphone_
⭐⭐Follow on Twitch: https://www.twitch.tv/diaphone_
⭐⭐Join the Discord: https://discord.gg/XBKyePN
I appreciate the viewership, if there is anything you would like to see, please let me know down in the comments below.
#diaphone #Strive #stagger
Discord - A New Way to Chat with Friends & Communities
KenDeep — Today at 5:04 PM
Soooooo
Wallbreak is a value that is stored per player (not per wall). The value starts at 0.
Each move does an initial damage value on hit, and THEN ticks every frame until the max damage value of that move has reached.
For example:
I-No 5P does an initial 305 damage, and then ticks for 5 damage per frame until 370 wallbreak damage has been added.
Each attack has their own value (K starts at 305 and jumps to 380). So its not attack level bound.
After an attack has finished being added to the damage sum, the wallbreak damage value starts to tick down (regardless if in hitstun or not). I am not sure yet how much it ticks down - I had instances where it ticks down 5 per frame, and instances where it ticks 10 per frame.
The point of wallstick is 3000 damage. After the wallbreak has reached that value, any hit will cause wallstick. The value will jump to 10.000 and continue tick UP (this doesnt seem to have any point for us players but might as well mention it).
After the opponent techs, the damage value will jump back to a value of 2500 and start ticking down in the same manner again.
As soon as the opponent recovers from a wallbreak, the damage value will have decreased to zero.
Supers cause wallbreak damage value-independently. Inos Super barely reaches 1000 wallbreak-damage but still wallbreaks, which leads me to believe that the wallbreak via supers is property based.
That's all I found out concerning wallbreak values so far.
@Sway probably very relevant for wiki/ressources/etc
Saurok963 — Today at 5:06 PM
you are my hero
Alecahzam — Today at 5:06 PM
GOD BLESS THIS WALLSTICK EXPLANATION
TuneZz — Today at 5:06 PM
Damm
Alecahzam — Today at 5:06 PM
somebody pin this shit
I Potemkin Buster on Wakeup — Today at 5:10 PM
I sent it to the dl server :chipplrd:
PSN: Fragger-4645 — Today at 5:10 PM
Let me know if this is the wrong channel, however I wanna ask a very basic question: is there no ranked/casual in this game? I basically see a "ranked" with the public rooms with floors and private rooms where I can invite friends
I Potemkin Buster on Wakeup — Today at 5:10 PM
(That's fine with you, right? I forgot to ask first)
I Potemkin Buster on Wakeup — Today at 5:11 PM
Parks aren't ranked, so you can fight anyone there without any consequences
JustATomato — Today at 5:11 PM
someone pin this
KenDeep — Today at 5:11 PM
for me its fine, they can contact me if they want, im always available
I Potemkin Buster on Wakeup — Today at 5:11 PM
(Also I'm pretty sure you can queue for unranked fights ?)
oke
PSN: Fragger-4645 — Today at 5:12 PM
I dont know because there's only the "parks" or whatever
There's nothing else, for public matches
Sway
pinned
a message
to this channel. See all
pinned messages
.
— Today at 5:13 PM
Noriko — Today at 5:13 PM
I feel like it didn't take a datamine to figure that out, I've been saying that for a while now
KenDeep — Today at 5:15 PM
i doubt you knew that the damage value didnt add instantly
MikeMuscles — Today at 5:15 PM
I mean when people were doing the same combo twice and one wallstuck and the other didn't and the only difference is a 1 frame delay
Then yeah
It did :V
Noriko — Today at 5:16 PM
Well yeah, nobody could figure the details, but everyone knew that the wallbreak was a gauge per character that drained when not being hit
KenDeep — Today at 5:16 PM
but it also drains while being hit
lol
Noriko — Today at 5:16 PM
It ticks down after the wallbreak damage has been added, not during
MikeMuscles — Today at 5:17 PM
"Everyone could figure out that it worked, but not how it worked" yeah that's... why we needed a datamine
That's a part of... figuring how things work
Noriko — Today at 5:17 PM
:nervous: Alright, you're correct
KenDeep — Today at 5:19 PM
Its just funny if youre trying to tell me that you knew the damage value didnt add instantly but over time and then decreased even while in hitstun :valle: that shit was not obvious at all
Nightish — Today at 5:19 PM
Is this the right place to ask for any tips on landing those wacky motion inputs? Specifically 632146. On ps4 dualshock btw
Noriko — Today at 5:19 PM
What I was trying to say is that we already knew how to operate the wall how we need it to
The details are cool, but they don't change how we interact with it
KenDeep — Today at 5:20 PM
But now we know WHY it behaves the way it does and we can now teach that much easier to other people who dont grasp it as much
because now we can say more than just "well yeah thats how I feel lmao"
and there were good players who didnt understand wallbreak fully yet
Noriko — Today at 5:21 PM
Which we won't go into detail about because we can't do anything more than say what we've already intuited from it
Discord - A New Way to Chat with Friends & Communities
KenDeep — Today at 5:04 PM
Soooooo
Wallbreak is a value that is stored per player (not per wall). The value starts at 0.
Each move does an initial damage value on hit, and THEN ticks every frame until the max damage value of that move has reached.
For example:
I-No 5P does an initial 305 damage, and then ticks for 5 damage per frame until 370 wallbreak damage has been added.
Each attack has their own value (K starts at 305 and jumps to 380). So its not attack level bound.
After an attack has finished being added to the damage sum, the wallbreak damage value starts to tick down (regardless if in hitstun or not). I am not sure yet how much it ticks down - I had instances where it ticks down 5 per frame, and instances where it ticks 10 per frame.
The point of wallstick is 3000 damage. After the wallbreak has reached that value, any hit will cause wallstick. The value will jump to 10.000 and continue tick UP (this doesnt seem to have any point for us players but might as well mention it).
After the opponent techs, the damage value will jump back to a value of 2500 and start ticking down in the same manner again.
As soon as the opponent recovers from a wallbreak, the damage value will have decreased to zero.
Supers cause wallbreak damage value-independently. Inos Super barely reaches 1000 wallbreak-damage but still wallbreaks, which leads me to believe that the wallbreak via supers is property based.
That's all I found out concerning wallbreak values so far.
@Sway probably very relevant for wiki/ressources/etc
Saurok963 — Today at 5:06 PM
you are my hero
Alecahzam — Today at 5:06 PM
GOD BLESS THIS WALLSTICK EXPLANATION
TuneZz — Today at 5:06 PM
Damm
Alecahzam — Today at 5:06 PM
somebody pin this shit
I Potemkin Buster on Wakeup — Today at 5:10 PM
I sent it to the dl server :chipplrd:
PSN: Fragger-4645 — Today at 5:10 PM
Let me know if this is the wrong channel, however I wanna ask a very basic question: is there no ranked/casual in this game? I basically see a "ranked" with the public rooms with floors and private rooms where I can invite friends
I Potemkin Buster on Wakeup — Today at 5:10 PM
(That's fine with you, right? I forgot to ask first)
I Potemkin Buster on Wakeup — Today at 5:11 PM
Parks aren't ranked, so you can fight anyone there without any consequences
JustATomato — Today at 5:11 PM
someone pin this
KenDeep — Today at 5:11 PM
for me its fine, they can contact me if they want, im always available
I Potemkin Buster on Wakeup — Today at 5:11 PM
(Also I'm pretty sure you can queue for unranked fights ?)
oke
PSN: Fragger-4645 — Today at 5:12 PM
I dont know because there's only the "parks" or whatever
There's nothing else, for public matches
Sway
pinned
a message
to this channel. See all
pinned messages
.
— Today at 5:13 PM
Noriko — Today at 5:13 PM
I feel like it didn't take a datamine to figure that out, I've been saying that for a while now
KenDeep — Today at 5:15 PM
i doubt you knew that the damage value didnt add instantly
MikeMuscles — Today at 5:15 PM
I mean when people were doing the same combo twice and one wallstuck and the other didn't and the only difference is a 1 frame delay
Then yeah
It did :V
Noriko — Today at 5:16 PM
Well yeah, nobody could figure the details, but everyone knew that the wallbreak was a gauge per character that drained when not being hit
KenDeep — Today at 5:16 PM
but it also drains while being hit
lol
Noriko — Today at 5:16 PM
It ticks down after the wallbreak damage has been added, not during
MikeMuscles — Today at 5:17 PM
"Everyone could figure out that it worked, but not how it worked" yeah that's... why we needed a datamine
That's a part of... figuring how things work
Noriko — Today at 5:17 PM
:nervous: Alright, you're correct
KenDeep — Today at 5:19 PM
Its just funny if youre trying to tell me that you knew the damage value didnt add instantly but over time and then decreased even while in hitstun :valle: that shit was not obvious at all
Nightish — Today at 5:19 PM
Is this the right place to ask for any tips on landing those wacky motion inputs? Specifically 632146. On ps4 dualshock btw
Noriko — Today at 5:19 PM
What I was trying to say is that we already knew how to operate the wall how we need it to
The details are cool, but they don't change how we interact with it
KenDeep — Today at 5:20 PM
But now we know WHY it behaves the way it does and we can now teach that much easier to other people who dont grasp it as much
because now we can say more than just "well yeah thats how I feel lmao"
and there were good players who didnt understand wallbreak fully yet
Noriko — Today at 5:21 PM
Which we won't go into detail about because we can't do anything more than say what we've already intuited from it
Discord - A New Way to Chat with Friends & Communities
KenDeep — Today at 5:04 PM
Soooooo
Wallbreak is a value that is stored per player (not per wall). The value starts at 0.
Each move does an initial damage value on hit, and THEN ticks every frame until the max damage value of that move has reached.
For example:
I-No 5P does an initial 305 damage, and then ticks for 5 damage per frame until 370 wallbreak damage has been added.
Each attack has their own value (K starts at 305 and jumps to 380). So its not attack level bound.
After an attack has finished being added to the damage sum, the wallbreak damage value starts to tick down (regardless if in hitstun or not). I am not sure yet how much it ticks down - I had instances where it ticks down 5 per frame, and instances where it ticks 10 per frame.
The point of wallstick is 3000 damage. After the wallbreak has reached that value, any hit will cause wallstick. The value will jump to 10.000 and continue tick UP (this doesnt seem to have any point for us players but might as well mention it).
After the opponent techs, the damage value will jump back to a value of 2500 and start ticking down in the same manner again.
As soon as the opponent recovers from a wallbreak, the damage value will have decreased to zero.
Supers cause wallbreak damage value-independently. Inos Super barely reaches 1000 wallbreak-damage but still wallbreaks, which leads me to believe that the wallbreak via supers is property based.
That's all I found out concerning wallbreak values so far.
@Sway probably very relevant for wiki/ressources/etc
Saurok963 — Today at 5:06 PM
you are my hero
Alecahzam — Today at 5:06 PM
GOD BLESS THIS WALLSTICK EXPLANATION
TuneZz — Today at 5:06 PM
Damm
Alecahzam — Today at 5:06 PM
somebody pin this shit
I Potemkin Buster on Wakeup — Today at 5:10 PM
I sent it to the dl server :chipplrd:
PSN: Fragger-4645 — Today at 5:10 PM
Let me know if this is the wrong channel, however I wanna ask a very basic question: is there no ranked/casual in this game? I basically see a "ranked" with the public rooms with floors and private rooms where I can invite friends
I Potemkin Buster on Wakeup — Today at 5:10 PM
(That's fine with you, right? I forgot to ask first)
I Potemkin Buster on Wakeup — Today at 5:11 PM
Parks aren't ranked, so you can fight anyone there without any consequences
JustATomato — Today at 5:11 PM
someone pin this
KenDeep — Today at 5:11 PM
for me its fine, they can contact me if they want, im always available
I Potemkin Buster on Wakeup — Today at 5:11 PM
(Also I'm pretty sure you can queue for unranked fights ?)
oke
PSN: Fragger-4645 — Today at 5:12 PM
I dont know because there's only the "parks" or whatever
There's nothing else, for public matches
Sway
pinned
a message
to this channel. See all
pinned messages
.
— Today at 5:13 PM
Noriko — Today at 5:13 PM
I feel like it didn't take a datamine to figure that out, I've been saying that for a while now
KenDeep — Today at 5:15 PM
i doubt you knew that the damage value didnt add instantly
MikeMuscles — Today at 5:15 PM
I mean when people were doing the same combo twice and one wallstuck and the other didn't and the only difference is a 1 frame delay
Then yeah
It did :V
Noriko — Today at 5:16 PM
Well yeah, nobody could figure the details, but everyone knew that the wallbreak was a gauge per character that drained when not being hit
KenDeep — Today at 5:16 PM
but it also drains while being hit
lol
Noriko — Today at 5:16 PM
It ticks down after the wallbreak damage has been added, not during
MikeMuscles — Today at 5:17 PM
"Everyone could figure out that it worked, but not how it worked" yeah that's... why we needed a datamine
That's a part of... figuring how things work
Noriko — Today at 5:17 PM
:nervous: Alright, you're correct
KenDeep — Today at 5:19 PM
Its just funny if youre trying to tell me that you knew the damage value didnt add instantly but over time and then decreased even while in hitstun :valle: that shit was not obvious at all
Nightish — Today at 5:19 PM
Is this the right place to ask for any tips on landing those wacky motion inputs? Specifically 632146. On ps4 dualshock btw
Noriko — Today at 5:19 PM
What I was trying to say is that we already knew how to operate the wall how we need it to
The details are cool, but they don't change how we interact with it
KenDeep — Today at 5:20 PM
But now we know WHY it behaves the way it does and we can now teach that much easier to other people who dont grasp it as much
because now we can say more than just "well yeah thats how I feel lmao"
and there were good players who didnt understand wallbreak fully yet
Noriko — Today at 5:21 PM
Which we won't go into detail about because we can't do anything more than say what we've already intuited from it
It seems like there might be some sort of overlap on the timing of RRC after a big counter hit where you can sneak in projectiles without causing PRC. Real weird, no idea what applications this could end up having.#GGST pic.twitter.com/y86fRs246B— Apples🍎 (@TheApples_) June 11, 2021
It seems like there might be some sort of overlap on the timing of RRC after a big counter hit where you can sneak in projectiles without causing PRC. Real weird, no idea what applications this could end up having.#GGST pic.twitter.com/y86fRs246B— Apples🍎 (@TheApples_) June 11, 2021
It seems like there might be some sort of overlap on the timing of RRC after a big counter hit where you can sneak in projectiles without causing PRC. Real weird, no idea what applications this could end up having.#GGST pic.twitter.com/y86fRs246B— Apples🍎 (@TheApples_) June 11, 2021
My Dumb Way Of Remembering Roman Cancels [Guilty Gear Strive]
Red Boi Cancel, Yellow Boi Cancel, Blue Boi Cancel, and Purple Boi Cancel go brrrrrrr and are complicated to me, a newcomer, ngl
-
Timestamps:
0:00 - 0:14 / Burst
0:15 - 0:41 / Red Roman Cancel
0:42 - 1:00 / Yellow Roman Cancel
1:01 - 1:18 / Purple Roman Cancel
1:19 - 1:37 / Blue Roman Cancel
1:38 - 2:00 / Tech
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Videos / Music / Sources used:
My own recordings on Guilty Gear Strive PC
Warrior's Everyday - Azure Striker Gunvolt
Smell Of The Game - Guilty Gear Strive
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#GGStrive #GGS #GGST #GuiltyGear #GuiltyGearStrive #FGC #FightingGames #May #Ramlethal #Ankrusa #GuiltyGearStriveMatches #GGSTMatches #GGSMatches #GuiltyGearMatches #Meme
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