Burst in Guilty Gear is the number 1 get out of jail option. However, if you are player on offense you have the ability to bait the burst and still get your full damage if not more. Bait Bursts in Guilty Gear have been known to be some of the most hype and clutch plays as they often dictate winning and losing in close games.
This video will teach you how to bait burst in Guilty Gear -STRIVE-. It will also provide a detail explanation on how to do it during dust combos.
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A "Fast Roman Cancel" (or "RC Fast Cancel" for some) is one of the new Roman Cancel mechanics in Guilty Gear Strive.
To perform a Fast Roman Cancel, quickly input any attack right after a Roman Cancel.
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Hope this tutorial helps.
Thanks for watching!!!
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#fastromancancel #strive #millia
Normally you're not allowed to PRC whiffed DPs, but this restriction does not apply within the first few frames of special canceled DPs, leading to some criminal mixup potential.
#GGST #FGC #Tech
Another DP OS, get DP on both sides -236 > HCB x 2 > Buttoncan also do 236 > 214 > 6 > 4 > ButtonBuffer system in this game is wiiiide.#GGST #GuiltyGearStrive pic.twitter.com/XYe2AqbQMY— ProblemSkater (@problem_skater) August 3, 2021
Normally you're not allowed to PRC whiffed DPs, but this restriction does not apply within the first few frames of special canceled DPs, leading to some criminal mixup potential.#GGST #GGST_KY #GGST_SO #GGST_CH #GGST_LEhttps://t.co/dh7CqsL6KT pic.twitter.com/ccx4X6UXtN— Felix (@BanchoGato) August 2, 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
How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
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This is mostly aimed at people who just started playing Fighting Games or Guilty Gear in general hope this helps :)!
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Video Title: How to block in Guilty Gear (for Beginners) | Guilty Gear Strive
#GuiltyGear #Strive #FGC
TUTORIAL: Usa Las Concelaciones CORRECTAMENTE En Guilty Gear Strive (Roman Cancel Guia)
Guilty Gear Strive es un juego simple de tomar pero dificil de dominar. Veo que a muchas personas les cuesta trabajo usar cancelaciones o no han escuchado de ellas. Aquí las explico de forma simple para que las usen.
0:00 Intro
0:37 Conceptos
1:17 Cómo se hace
2:18 Roman Cancel Azul
4:30 Roman Cancel Roja
6:39 Roman Cancel Amarilla
8:00 Roman Cancel Morada
9:49 Aplicaciones
11:33 Cierre
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Guilty Gear Strive es el proyecto mas reciente de Arc System Works y uno al que le estoy prestando mucha atención. En esta serie de videos cubriré todo su contenido, desde pases de temporada, hasta mecanicas y combates online con distintos personajes.
#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.
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
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#FightingGames #FGC
Neutral in Guilty Gear -Strive- can be hard to navigate. Characters like Ramlethal, Nagoryuki, and Faust have long range and can make it really hard to get in especially with Chipp. Faultless Defense brake is an advance neutral mechanic that can help you punish players for using these long ranged normals.
This is an essential skill to have with Chipp as it allows him to fully utilize his speed to get in. While also giving his opponent something to constantly worry and think about making them easier to approach overall.
R.I.S.C. TableR.I.S.C formula is move * multiplier * 100;Max R.I.S.C is 12800 for everyone. #GGST pic.twitter.com/YW94k9rsO0— matosh.lee (@matosh_lee) July 25, 2021
I got comments from previous videos that asked why do some combos not work/keep dropping till I realized dash momentum played a factor, so I decided to make a quick low quality guide on explaining dash momentum and how to use them in combos, offense, etc. #GGST #GuiltyGear #Strive #GuiltyGearStrive
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Moonlit Melee - Skullgirls OST
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Why You SHOULD NOT Break The Wall - Wallbreak Strategy Guide
In this video I talk about the wallbreak mechanic and why (sometimes) you shouldn't break the wall! I give a few examples and break down my thought process behind it all.
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Link to Spooky's channel which I used footage from https://www.youtube.com/user/teamspooky