Here is a somewhat example of the movement ideas. Notice how much FURTHER the throw goes after the BRC input. pic.twitter.com/i5lWFyEovR— Zach (@FreddieWompton) February 21, 2021
I was looking at my recorded footage from the open beta on Shotcut, so this isn't conclusive evidence or anything, but I think Strive might be doing the same thing Xrd does where it counts the last airborne frame as grounded for the purpose of throws and such. #GGST pic.twitter.com/wuJaJm9qmH— Stephen Tchaou (@bubbaex) February 28, 2021
Some characters can recover from stagger faster than others! (stagger recovery is set to the fastest option)#GGST #GGST_MA #GGST_ZA pic.twitter.com/iVmfMiaDs0— Napalm_Cake (@Napalm_Cake) February 25, 2021
I noticed something pretty cool in the Strive beta's training mode. If you hit Record once to enter pre-recording mode, you can hit Play to cycle through different Recording slots. Seems like a nifty way to set several different recordings without having to go to the menu. #GGST pic.twitter.com/mYZpyOcDTg— Stephen Tchaou (@bubbaex) February 25, 2021
Quick Tips on Roman Cancel...it does everything you need! It's a very powerful tool in Strive now. some examples of BRC with Sol. #GGST #GuiltyGearStrive #GGST_SO pic.twitter.com/FggzJsd6AM— NurseLee_ (@NurseLee_) February 25, 2021
More Guilty Gear Strive Info & Tech during my Lab Session During Open-Beta. YRC! Cannot be used Against Guard Crushing Move Properties. #GGST #GGST_SO #GGST_PO pic.twitter.com/IFTqFexd8x— NurseLee_ (@NurseLee_) February 25, 2021
Guilty Gear Strive is a very different game from its predecessors. In this video I cover the simple offensive mindset I use for playing Strive, and a few techniques for better structuring basic offensive play. Follow Me On Twitter: https://twitter.com/RedMufflerMan Check Me Out On Twitch: https://www.twitch.tv/redmufflerman
This is Guilty Gear Strive's most controversial mechanic....
#lordknight #GuiltyGear #GuiltyGearStrive A lot of people have mixed feelings about Guilty Gear Strive's wall break mechanic. Let's chat about that and the counter hits a bit. Follow me on Twitter - https://www.twitter.com/lordknightbb Pull up to the clips channel - https://www.youtube.com/channel/UCleYG90BwyRpeNHcYzrWm9g Come chill with us on Twitch - https://www.twitch.tv/lordknight I don't really use Instagram but people think it's important so follow me there too - https://www.instagram.com/lordknightfgc My team started a YT as well! - https://www.youtube.com/channel/UCbGKK2q1Gfc5DBzCY4...
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Blue RC:
Tension Cost: 50%
Attack Level: N/A
CH State: N/A
Start-up: 7F
Duration: 6F+super freeze 39F
Slowdown: 60F
Proration: N/A
Invul: None
Movement (Drift) RC: Yes
Empty (Fast) RC: Yes (During super freeze 8~14F)
Slowdown does not end on hit or block.
Red RC:
Tension Cost: 50%
Attack Level: 2
CH State: Unable to verify
Start-up: 2F
Duration: 1F+super freeze 44F
Static Difference: -24F
Slowdown: 40F (on hit), 20F (on block)
Proration: N/A
Invul: None
Movement (Drift) RC: Yes
Empty (Fast) RC: Yes (During super freeze 7~13F)
On hit, launches and downs. Slowdown ends on hit or block.
Purple RC:
Tension Cost: 50%
Attack Level: N/A
CH State: N/A
Start-up: 7F
Duration: 6F+super freeze 39F
Slowdown: 20F
Proration: Forced 80%
Invul: None
Movement (Drift) RC: Yes
Empty (Fast) RC: Yes (During super freeze 14~20F)
If opponent is hit after slowdown ends, proration does not occur. Slowdown does not end on hit or block.
Yellow RC:
Tension Cost: 50%
Attack Level: 1
CH State: Vulnerable
Start-up: 13F
Duration: 12F+super freeze 28F+33F
Slowdown: 12F
Static Difference: -17F
Proration: Forced 50%
Invul: 1F~end of super freeze
Movement (Drift) RC: No
Empty (Fast) RC: No
On hit, causes guard crush state (ground: 43F/air: until landing/includes slowdown). After 55F, Burst becomes Gold Burst and RC becomes Blue RC.
Seems the details on Roman Cancel are slightly different from the closed beta, so I typed out Kedako's new notes, more or less.
O que é isso? NEUTRO FOOTSIES e WHIFF PUNISH MK11 TUTORIAL
Neste video você vai aprender o que é jogo neutro, footsies e whiff punish, conceitos que você precisa conhecer para melhorar sua experiencia no MK11.EXEMPLO...
All footage and understanding taken from the second beta.Footage from -Jiyuna - https://www.youtube.com/watch?v=fggC4l1BHcQ&ab_channel=ANIMEILLUMINATITastySt...
I noticed with everyone else, I can jump cancel IAD manually just fine (754) but with Zato it doesn't work unless I use the dash button. Might this be a bug or am I doing something wrong? #GuiltyGearStrive #GGST pic.twitter.com/jMTl2JEIk4— Wolfy (@MiyakoWolfy) February 23, 2021
#GGST Open Beta Roman Cancel DataKedako note: was experiencing frame skips with capture so there may be errorsTL note: Kara-RC refers to cancelling the slowdown with an attack during a specific frame. Not sure if the English community already coined a term so I went literal. https://t.co/PNpvJ3daVr pic.twitter.com/y5vBqpyre6— TENMA @Disgaea 6 (@TENMA0105) February 23, 2021
#GGST Open Beta Recovery Data*Only tested with SolGround Recovery(Tech) is where you tumble a bit when landing from a comboAir Recovery(Tech) is when you're pinned to the wall but no follow up occurs and you recover out of it. (cont) https://t.co/8gRCHCdW78— TENMA @Disgaea 6 (@TENMA0105) February 23, 2021
#GGST Open Beta Clash Data On Clash, 16F hitstop occurs for both playersThis hitstop does not alter depending on attack levelOn Clash, both player gains 10% Tension After Clash you can cancel into any of the following:- Any attack- Dash- FD- Gold Burst- PRC (cont) https://t.co/5xbjEItcZl— TENMA @Disgaea 6 (@TENMA0105) February 23, 2021
'TOP 10 MECHANICS' To Know Guilty Gear Strive (Beginners Guide)
'TOP 10 MECHANICS' To Know Guilty Gear Strive (Beginners Guide)#GGStrive #Beginners #GuideHey Whats up guys!, I did play the guilty gear strive beta and just...
Attacking before RC showave gives slightly more damage, since that's 1 less hit. Could just be meh, though #GGST pic.twitter.com/X8Rfq430bx— Kazutani Mizushi (by Alvin) (@Okazu29Q) February 23, 2021
A concept I threw together on my stream todayAirdash FD cuts your air momentum like airdash buttons do, so theres a potential to bulldog a throw pretty safely. Not unbeatable, but something. #GGST pic.twitter.com/wTPatV0DLE— Invited™ | Samifish @ Clout Debt (@Samifish11) February 23, 2021
Proof that wall damage is not related to damage scaling. RISC lowers scaling but this still cracks at 9th hit.#GGST pic.twitter.com/QvRrvjidca— Silent Shadow (@NBSilentShadow) February 23, 2021
The visual symbols that appear when you RC are actually visual indicators on when can cancel RC! #GGST #PS4share pic.twitter.com/3KfSZJ0nND— Spinny (@SpinnyMotion) February 23, 2021
Not exactly what I wantd, few hits were on the wall but still takes 9 hits of Chipp's 5K to crack the wall.#GGST pic.twitter.com/U29mXBaj3e— Silent Shadow (@NBSilentShadow) February 23, 2021
Chipp's 5K cracks the wall after 9 hits no matter where you start the combo.Cont.#GGSThttps://t.co/VRN8gMHZq2 pic.twitter.com/8nr5CKewRs— Silent Shadow (@NBSilentShadow) February 23, 2021
It takes 9 hits for Chipp's 5K, which causes a spin juggle to crack the wall.Trying to find how wall works. #GGST pic.twitter.com/OjFHGlEa40— Silent Shadow (@NBSilentShadow) February 23, 2021
About Dust Jumps, looks like you have to think about both its time limit and your positioning. The further back into the corner you are when launching, the more time you can spend in aerial rave mode before you reach the edge of the screen. Meaning longer combos #GGST pic.twitter.com/GpQOmPKtwE— UFOrange (@UFOranges) February 23, 2021
Yellow Roman Cancels cannot be done if the Special Attack has Guard Break Properties, Example Sol's Fafnir On Block!#GGST #GGST_SO— NurseLee_ (@NurseLee_) February 23, 2021