#GGST #GuiltyGear Strive #GGST_SO
Some quick show case on how throw system works in Guilty Gear Strive!
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Song Track: Big Blast Sonic - Cover by LittleVMills
►https://www.youtube.com/watch?v=MckHTUUog8s
I had a strange feeling about the last #GGST open beta, especially that jumps makes you reaaaally vulnerable. Was it the case in the previous one? https://t.co/HjHW0kKBeN— KokuJin KazHama (@hdoucoure) May 17, 2021
#GGST I'm sure others have covered this but stagger recovery is now timing based instead of mashing. #PS4share pic.twitter.com/KhQOzwEPBR— Dizzy Star (@RenoDeGeneric) May 16, 2021
#GGST I'm sure others have covered this but stagger recovery is now timing based instead of mashing. #PS4share pic.twitter.com/KhQOzwEPBR— Dizzy Star (@RenoDeGeneric) May 16, 2021
A LOT of people are mad about this Guilty Gear Strive change....
#lordknight #GuiltyGearStrive #GuiltyGear
People were upset when they heard the change to landing for this most recent Guilty Gear Strive beta. Here's the specifics behind the change, and my opinion on how it affects the game (spoilers, it's OK).
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So it turns out that if you use Red RC by itself and dont do anything, its a HKD.This means Milia setplay can loop pic.twitter.com/O3YD6wMXJ5— SonicFox @ Seattle (@SonicFox) May 16, 2021
Guilty Gear strive beta.. Why have they still not fixed the wall?
So youre telling me, a game that is supposed to be simpler still has not fixed this stuff? This is such a obvious fundamental problem of the game. How do you expect people to play this game to its full potentially optimally speaking when the walls health is still invisable, and basically you are stuck to trying to count the frames in your head.. I mean this is something simple.. A combo with no hits between.... next time a few hits before.. we can see the full combo doesnt work.. next time the same few hits.. but i wait a few extra frames and you can see it causes a difference.. Just a few frames.. Now imagine playing this in a real match, where you have to count to yourself the entire match while youre playing.. oh he hit me there, but then I hit him there.. and its like by the time you hit the wall, how you realistically react to going for whats optimal now when you dont even know where you are? am i gonna get another shock state? Do I have to save it? Do I have one more hit than I think?
And again from the last beta its still the all with out he slide, and you can only cause crumple as low to the ground as possible so theoretical stuff is still taken out..
Seriously this game is like 2 years old now, how is this stuff not obvious to everyone?
https://store.playstation.com/#!/tid=CUSA24910_00
Dust bait into instant grab, don't know if it works for every chara
sJfTz27KWiAy0Vur.mp4
2.76 MB
0:14/0:14
0:09
Provinay
Dust bait into instant grab, don't know if it works for every chara
Want to know how to do charge special moves and use them in combos for Guilty Gear -Strive-? Here you go.
Timestamps:
0:00 - Charge Moves
2:41 - Leo Charge Moves & Combos
4:36 - Potemkin Charge Move & Combos
5:22 - May Charge Moves & Combos
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#GGST_MA #GGST_LE #GGST_PO
Make sure to use rc drift in strive and dash bind. Press dash and a direction right b4 u rc. Change ur arcs:) #GGST pic.twitter.com/c65RR2tKw4— 𝔸𝕠𝕞𝕚𝕟𝕖👽💜💫 (@DIEBYTHETHIGH) May 15, 2021
#GGST OB2 Attack Level DataMostly same from OB1 but counter hit frame are all reduced by 1, Kedako is unsure if this an error on his end from last time or is a change. Cells highlighted in yellow are the attacks he found and investigated. https://t.co/GB3acgspdO pic.twitter.com/ydl5VxXsSO— TENMA (@TENMA0105) May 15, 2021
NEW VIDEO!!!Explaining the Roman Cancel system in #GGStrive Enjoy my cursed thumbnails lol⬇️⬇️⬇️⬇️https://t.co/b3Ct4AtrVu pic.twitter.com/6eUwc6JqfD— Aaron/RED (PsrK) (@REDvsFantasy) May 15, 2021
#GGST OB2 Wake Up TimingSame as OB1, all characters share same wake up time of 55F, regardless of face down or up. Throw Invuln after wake up is 5F for all characters. https://t.co/QaaRJ2urXN— TENMA (@TENMA0105) May 15, 2021
Im lining up Kys scabbard with the guys book in the background to show the difference in range. Doing a quick dash macro input before your Dust input for throw it seems like you can get more range. You can do this with just about anything that can be cancelled into from dash so it probably has much wider application outside of this.
HUGE landing lag after Air Blocking moves, but it counts entirely as Block Stun. You can Roman Cancel anytime while falling and even the landing delay, but it's ALWAYS "Dead Angle" RC (Yellow). But otherwise, after Air Blocking, you're STUCK... but you CAN'T be Thrown. #GGStrive— James Chen (@jchensor) May 14, 2021