Character Matchups

Character Matchups

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killingHead on Twitter
killingHead on Twitter
ジオヴァーナ用フードゥルアルク対策メモ@ほぼ難易度順要はK押すだけなんだけど、とっさにできないっていうね。(見てからナセンテは人類には速すぎるので割愛)#GGST_GI pic.twitter.com/LiSHTfHig0— killingHead (@kHd194) November 19, 2021
Shiroyami·twitter.com·
killingHead on Twitter
DOES GIOVANNA LOSE TO ANYONE?!
DOES GIOVANNA LOSE TO ANYONE?!
#ApologyMan #GGST #GuiltyGearStrive - We must ask the important question, does Gio lose to anyone? She really just might be the best character ever, I mean, who beats her? That's what I thought. - The Insane OD Gio that cooks me no butter no oil: https://twitter.com/brkrdv - Jay-Z Voice: https://uberduck.ai/#mode=tts-basic - To stay up to date on future videos, streams, and other fighting game stuff I do, consider following the accounts below. - https://www.twitch.tv/ApologyMan https://twitter.com/ApologyMan - Music Used: In The Pipe - Mario Party 2 Ninja Gaiden | Unbreakable Determination [Rockestral] - Pontus Hultgren Music Trailer House Blues - Travis Strikes Again
mario050987·youtu.be·
DOES GIOVANNA LOSE TO ANYONE?!
ThaKurt on Twitter
ThaKurt on Twitter
Well... since I forgot to send that, here's a funny moment of the stream.Optimal way of punishing Leo's run through with Jack-O fr fr #GGST_JC #GGST https://t.co/V3RiJmWvRn— ThaKurt (@Tha_Kurt) November 19, 2021
mario050987·twitter.com·
ThaKurt on Twitter
STOP LETTING SOL PLAYERS GET AWAY WITH THIS!
STOP LETTING SOL PLAYERS GET AWAY WITH THIS!
Sol in the most recent patch got access to a new mixup on hit or block, but is it really impossible to get around? Footage from Redbull Kumite can be found here: https://youtu.be/VgGdRYgb6BE What's a 6P or 2K? Check out the quick primer on numpad notation here!: https://glossary.infil.net/?t=Numpad+Notation Twitter: https://twitter.com/EbonicPlagueBB Twitch: https://www.twitch.tv/ebonicplaguebb Edited by: https://twitter.com/TabbyNickel #FGC #GGST #GuiltyGear
mario050987·youtube.com·
STOP LETTING SOL PLAYERS GET AWAY WITH THIS!
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Fate — Today at 12:11 PM when on defense against chipp, the noteworthy thing is that chipp has definitive pressure enders. He doesn't have buttons that carry him forward like sol f.s for example, or ky foudre arc (shock state). His pressure enders, with the exception of one, are definitively things that he needs to actually hit you with in order to continue advantage state. Otherwise it's your turn. First, the pressure ending specials are: 236p (palpha): crossup frame 28ish mid. Can be blocked crossup, ground thrown, or low abare'd 236k (kalpha): crossup frame 28ish mid. Can be blocked crossup, high abare'd, and jump thrown 63214s (leaf grab): airborne command grab, with enough active frames and range that it often beats backdash. Can be jumped, air thrown, or high abare'd (everyone has a frame 5 move, so abusing the 5 frame throw invuln period off of wakeup and blockstun will always mean you can jab out). 236s (rekka): fast, delayable rekka series meant to draw counterhits. Chipp ONLY gets big reward from this on counterhit because the launcher (rekka3) can easily be stand blocked on reaction and hard punished. On block, both of the first two hits are negative, meaning if either are blocked it's your turn. Striking low after either hit is inadvisable, as he can delay rekka2 to ch, and lows can be jumped over by rekka3. Rekka 2, notably, is also minus on hit, and even a normal hit rekka2 cannot lead into rekka3 freely. Take your turn after but be prudent. 236h (gamma blade): This move abuses hesitancy from rekka or stagger pressure to set up a plus scenario after. It will also catch jumpout attempts, unless you jump back after fd'ing prior hits, but air blocking this is not the end of the world. You shouldn't attack after but instead try to abare the hit before it lands, as chipp will take damage and stagger from the clone being struck, and getting hit by clone only gets you hit in niche scenarios. Notably, there is overlapping counterplay for all of these. For example forward jumping acts to jump over palpha, crossup block kalpha, and jump over command grab. This is where you start applying setplay theory to chipp's pressure. Of his two most common blockstrings, one will be (optional) c.s 2s 2h. If he runs a 3 hit blockstring then you can fd the 2s or 2h and this will result in more lenient timings and spacings (notably gamma blade will hit later, command grab won't reach, and kalpha will sail over your head). 2 hit blockstrings will give less wiggle room for this though, so be careful. The other blockstring is 5k 2k 2d, which employs a natural frametrap on the 2d. It will catch upbacks and will counterhit if you mash, but the 2d doesn't lead into anything and in the case that chipp tries to make the 2d safe with special cancels, all the above setplay theory still applies. Basinator — Today at 12:13 PM At midrange, chipp doesn't really get much from stray hits (even counterhits) without meter, so he'll be looking to get in either, most likely through some form of knockdown In grounded neutral, Chipps like to use: f.S - decent range, but can be EASILY low profiled and jack-o has plenty of tools for that (2D, 6P etc. etc.) 5K - less range than f.S but combos into knockdown from 5K 2D, he has to dash in a little to use it 2K - similar to 5K but hits low, actually has more range than you think. Also combos to 2D 5H - disjoint, he doesn't get much off it 2D - not a very common option in neutral, but I've started doing it a lot more becuase it low profiles a little and hits lower so you can't low profile this 2S - not the best option, but against Jack-o who likes to low proifle his moves, this is a decent tool. He gets a huge reward from 2S hit (2S 2H 236K...) If these options don't work, a lot of Chipps get stressed and starts to do air dash jump-ins and that's when you can anti air him. Keep in mind he has 3 jumps, so he can technically bait out your anti air (i actually dont know how fast your 6p so you may be able to whiff 6p into 6p). Don't forget j.H hits twice so block high twice. Keep in mind that it's RPS vs Chipp if you block his j.2k. You can throw him if he chooses to go for 2K or 5K after blocked j.2k, but you'll be counterhitted if he rejumps, or he cancels j.2k into alpha k. At closer range, here are some common blockstrings c.S 2S 2H gamma blade - PLEASE jab him out of gamma otherwise he is still + (make sure to react to it, if you do it preemptively he could cancel 2H into rekka and get a counterhit from it). Sometimes even if you block gamma, chipp players think they're more + than they actually are and will dash in for more pressure - you can hit them out of htis. The most he can do safely is 2D or dash f.S after, so watch out for that Paradise — Today at 12:13 PM getting this tattoo'd on my back thanks :may_blush: Basinator — Today at 12:13 PM sorry my message is too long Paradise — Today at 12:13 PM this too Basinator — Today at 12:13 PM im still typing Fate — Today at 12:14 PM if you send it to me, i can post it all with NITRO SoyCremaCatalanaPro — Today at 12:17 PM Bas is still going :may_oh_no: Fate — Today at 12:18 PM yeah nvm i can't nitro all that, he's got a novel in the works SoyCremaCatalanaPro — Today at 12:18 PM We gonna need atleast 100 nitros for that Fate — Today at 12:19 PM seeing him typing for so long makes my knees weak ngl truthordair — Today at 12:20 PM "For example forward jumping acts to jump over palpha, crossup block kalpha, and jump over command grab" holy shit thank you @Fate chipp's are done now Basinator — Today at 12:21 PM i deleted a lot of the stuff i was typing started rambling :jam_husk: truthordair — Today at 12:21 PM Bas please 😭 Basinator — Today at 12:21 PM uhh 5K 2K 2D - 2K is a low! Watch out for that. Once 2K 2D stops working, Chipp players are suddenly reminded that they have a 20f overhead, so they will start using 6K. You can either jab him out of it, or if you block it, you can probably jab him out of the next hit. 6K 5K/2K is a pretty big gap, he can't cancel 6K into other stuff 2K tick throw - kinda rough good luck, probably jump out of it if they do it often enough Some chipps also like to get cute (like me) and try to do cheesy stuff like c.S into command throw, you really have to be watching out for that too I won't go into the specials too much because I think Fate has already covered most of that. I just wanted to add that if the Chipp hits you with alpha p and runs up to "meaty" you, chances are, it's not really a true meaty and you can throw them out of it (the only exception to this is if they time the meaty 2S right at max range, I think -- but it also depends on the distance). If you get hit by alpha k, 99% of the chipp players will airdash in for more jump ins -- this is pretty fake, you can anti air them after this. Don't respect him THAT much Oki options: meaty 5K (mid), 2K (low), 6K (somewhat "reactable" high, he can combo into 2K 2D if it hits meaty enough), alpha P/K (crosses up, also reversal safe), c.S (mid), leaf throw (you can 5P them out of it even if it's meaty) this is what I have left Fate — Today at 12:22 PM keep in mind that option loses rekka (you'll get grounded hit) and air hit by gamma blade, leading to tumble, which is worse than just getting ground hit as it will lead to oki. Basinator — Today at 12:22 PM there are also wallrun setups, safejump setups that I am probably not going to get into because that might be too high level? dude I was playing a chipp ditto th eother day and I jumped his alpha k and he air threw me what?? truthordair — Today at 12:23 PM PRC? Basinator — Today at 12:23 PM no just raw alpha k into air throw truthordair — Today at 12:23 PM woah Basinator — Today at 12:23 PM so cracked i was shook anyway @Paradise @truthordair if you have anymore questions, feel free to ask them Fate — Today at 12:23 PM That was just an example of how you can overlap defensive options to deal with multiple pressure enders, but there are other options that overlap.
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
"Zato has TWO HUGE PROBLEMS!" Potemkin (Qeuw) breaks down the Zato / Potemkin Match-up.
"Zato has TWO HUGE PROBLEMS!" Potemkin (Qeuw) breaks down the Zato / Potemkin Match-up.
Twitch (Live🔴 Everyday 6pm PST): http://www.twitch.tv/Qeuw Twitter: @Qeuw_ https://twitter.com/#!/Qeuw_ TikTok: https://www.tiktok.com/@Qeuw_ Qeuw's Discord: https://discord.com/invite/0pbHdD9dO0Mrecr0 Edited by: C Freeman Freeman's Instagram: https://www.instagram.com/punchmanstaples Freeman's Twitter: https://twitter.com/punchmasterman
mario050987·youtube.com·
"Zato has TWO HUGE PROBLEMS!" Potemkin (Qeuw) breaks down the Zato / Potemkin Match-up.
"Zato has TWO HUGE PROBLEMS!" Potemkin (Qeuw) breaks down the Zato / Potemkin Match-up.
"Zato has TWO HUGE PROBLEMS!" Potemkin (Qeuw) breaks down the Zato / Potemkin Match-up.
Twitch (Live🔴 Everyday 6pm PST): http://www.twitch.tv/Qeuw Twitter: @Qeuw_ https://twitter.com/#!/Qeuw_ TikTok: https://www.tiktok.com/@Qeuw_ Qeuw's Discord: https://discord.com/invite/0pbHdD9dO0Mrecr0 Edited by: C Freeman Freeman's Instagram: https://www.instagram.com/punchmanstaples Freeman's Twitter: https://twitter.com/punchmasterman
mario050987·youtube.com·
"Zato has TWO HUGE PROBLEMS!" Potemkin (Qeuw) breaks down the Zato / Potemkin Match-up.
Beating I-no | Goldlewis Matchup Bible
Beating I-no | Goldlewis Matchup Bible
Today we discuss tips on how to beat I-no with Goldlewis. Who should we do next? Big thanks to Schwell for helping me with this video! https://twitter.com/schwell10 Twitch https://www.twitch.tv/baccpack Twitter https://www.twitter.com/baccpackFGC Join the community discord! https://discord.gg/6PDEuYmysw Support my work by joining my Patreon! https://www.patreon.com/baccpack Song: Simple Step by Slenderbeats (YouTube Audio Library) 0:11 Round Start 0:31 Neutral 3:04 Note Neutral 3:52 Pressure 6:36 Bonus 7:46 outro #guiltygearstrive #guiltygear #FGC #ggst
mario050987·youtube.com·
Beating I-no | Goldlewis Matchup Bible
How Goldlewis managed to win the biggest Fighting Game Tournament in years! - Guilty Gear Strive
How Goldlewis managed to win the biggest Fighting Game Tournament in years! - Guilty Gear Strive
So the Red Bull Kumite @ Las Vegas happened not too long ago, and wouldn't you know it for the Guilty Gear Strive portion of the tournament Goldlewis, unpopular and low tier, managed to win during the Grand Finals of the tournament! So in this video lets break down how goldlewis managed to win the grand finals at the kumite! --------------- --On Twitter @ https://twitter.com/rooflemonger --On Twitch @ https://www.twitch.tv/rooflemonger --Rooflemonger monkey merch! @ https://teespring.com/stores/rooflemonger --Help support the Channel on Patreon! https://www.patreon.com/rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread! --Check out the clips channel! https://www.youtube.com/channel/UCuXN4z1dAXfuhwpNlqfismQ/videos #fgc #guiltygear #ggst
mario050987·youtube.com·
How Goldlewis managed to win the biggest Fighting Game Tournament in years! - Guilty Gear Strive
Beating I-no | Goldlewis Matchup Bible
Beating I-no | Goldlewis Matchup Bible
Today we discuss tips on how to beat I-no with Goldlewis. Who should we do next? Big thanks to Schwell for helping me with this video! https://twitter.com/schwell10 Twitch https://www.twitch.tv/baccpack Twitter https://www.twitter.com/baccpackFGC Join the community discord! https://discord.gg/6PDEuYmysw Support my work by joining my Patreon! https://www.patreon.com/baccpack Song: Simple Step by Slenderbeats (YouTube Audio Library) 0:11 Round Start 0:31 Neutral 3:04 Note Neutral 3:52 Pressure 6:36 Bonus 7:46 outro #guiltygearstrive #guiltygear #FGC #ggst
mario050987·youtube.com·
Beating I-no | Goldlewis Matchup Bible
Strive Match Analysis: RBK Las Vegas - Gobou (ZA/GL), Diaphone (IN), Apologyman (FA), Uriel (NA)
Strive Match Analysis: RBK Las Vegas - Gobou (ZA/GL), Diaphone (IN), Apologyman (FA), Uriel (NA)
streamed Nov. 16, 2021 Footage via Red Bull Gaming: https://www.youtube.com/c/redbullgaming https://www.twitch.tv/redbull https://www.youtube.com/watch?v=JN4ab_kK4Og 0:00 Preamble - People don't know match-ups in this game yet 2:34 Apologyman (Faust) vs. Gobou (Zato-1) 20:21 Apologyman (Faust) vs. Skyll (Sol) 32:44 Goldlewis has good neutral 33:24 Daru (I-No) vs. Diaphone (I-No) 40:25 UrielLegion (Nagoriyuki) vs. Daru (I-No) 52:27 Sleep is important for doing well 53:11 Gobou (Zato-1) vs. UrielLegion (Nagoriyuki) 1:07:00 Diaphone (I-No) vs. Apologyman (Faust) 1:27:02 Gobou (Goldlewis) vs. Diaphone (I-No) Follow Sajam on Twitter & Twitch: https://www.twitter.com/sajam https://www.twitch.tv/sajam https://discord.gg/hoopsquad If you're ever confused by some terminology try looking it up in the FG Glossary: https://glossary.infil.net/ Clips Channel: https://www.youtube.com/c/SajamClips Editing/Thumbnail by Magic Moste: https://www.twitter.com/magicmoste #FGC #Sajam #GGST #GuiltyGear #RedBullKumite
mario050987·youtube.com·
Strive Match Analysis: RBK Las Vegas - Gobou (ZA/GL), Diaphone (IN), Apologyman (FA), Uriel (NA)
Wagari on Twitter
Wagari on Twitter
@latif_7 I see a lot of may players including slash do held 6H in the corner to guard break. Mostly ppl are scared to press due to fear of CH. I made this version of the triple frog combo as a hard punish, reactable with 2H imo . 50 meter corner to corner. 305 dmg#GGST_ZA pic.twitter.com/5pLELs9buI— Wagari (@Wagari_San) November 18, 2021
mario050987·twitter.com·
Wagari on Twitter
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
General gameplan: Don't let her corner you Her reward from midscreen is much better this patch, playing defensively is encouraged In neutral: - Carelessly swinging will get you killed, her combo game and reward midscreen was massively improved - Her f.S and 5H are commanding checks - 6P beats them as a counterpoke - After blocking 5H microdash to take the space - Her j.H can be pesky but is easier to deal with this version - It can clash with you 6P so be ready if it does to clash cancel - Meeting her air to air is your best bet with jP, j.K or j.S - If she does j.H from too high she is punishable when she lands, even on hit - The pushback on the move is pretty big so blocking it and doing nothing is not bad - Don't let them do IAD j.S at you, 6P her - Use your superior air mobility to your advantage, if you're going to jump mix up what you'll do from that jump On defense: - Rekka (214P and its followups), this move is insane - This is probably the only move in the game that needs to be IB'd - There is a 2 frame gap between rekka 1 and 2, if you IB rekka 1 you're more likely to be close enough to throw punish - Backdashing is very ill-advised, May has short invuln and rekka followups will catch it - H sword in the corner - If you IB a c.S you can throw her before the H sword reaches you and put her in the corner - The main mixup is she will either 2K you trying to escape or throw you trying to block - If you FD her attacks before sword she becomes too far to 2K so she has to 5K to stop you - You can then 6P the 5K or microdash forward and block, this makes her less able to pick up the sword again - She then has to run further to pick up the sword so you can gamble on reversal throw when she runs forward - If you IBFD a move she's too far to keep you trapped - You then pick between jumping, dolphin, or microdash out. 3K is also a good button to represent - If you think a throw is coming then jump or attack, be aware of the risk however - YRCing is very good, it makes her sword stay on the ground and you're now plus to do some pressure - When she has meter she will do rekka to forcibly pick up sword, FD it to not build unnecessary risc or IB to throw punish - H sword far away - Ram is too far away to force you in the corner so its a chance to escape - She will either pre emptively hit a button to stuff a dolphin or jump to catch you air to air - You can take minimal risk instead and microdash block Dolphin RPS: Ram's options in the RPS are a bit riskier than most characters S Dolphin 6P, mainly to beat f.S - Will beat f.S - Will lose to 2S S Dolphin Backdash, riskier in this matchup because of f.S - Will lose to f.S - Reset to neutral if she did 2S S Dolphin Jump, this is a bit nuanced - If she does f.S with reversal timing she will catch you airbourne - If she doesn't then you jump over f.S and get to punish with j.S - Also get a punish if she 2S'd with j.S S Dolphin block, deciding to not take a risk - If you blocked a f.S its back to neutral Random things you should know: - When Ram ends a combo in grounded Dauro she is +5 - If you're mid screen you can backdash if you think she will do a P or K move - Or 6P if you think she will f.S to catch your backdash - Calvados (her laser super) can be super jumped after the flash and you can stall in the air with j.D - You have to get to her before the animation ends for a punish however Chefmania — Yesterday at 7:45 PM You get guaranteed grab if she goes for multiple rekkas 100% guaranteed and guaranteed in corner IB is very easy honestly and it will cream her after guaranteed grab I have labbed this and taught this class to players to oblivion If you IB FD you get 5H FD the first rekka t max distance gets punish unless she goes for it at max distance grab is good, she can frametrap you training mode ib is so crucial these notes are insane tho, Highly highly appreciate. Do you mind if I add to dustloop?
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
General gameplan: Don't let her corner you Her reward from midscreen is much better this patch, playing defensively is encouraged In neutral: - Carelessly swinging will get you killed, her combo game and reward midscreen was massively improved - Her f.S and 5H are commanding checks - 6P beats them as a counterpoke - After blocking 5H microdash to take the space - Her j.H can be pesky but is easier to deal with this version - It can clash with you 6P so be ready if it does to clash cancel - Meeting her air to air is your best bet with jP, j.K or j.S - If she does j.H from too high she is punishable when she lands, even on hit - The pushback on the move is pretty big so blocking it and doing nothing is not bad - Don't let them do IAD j.S at you, 6P her - Use your superior air mobility to your advantage, if you're going to jump mix up what you'll do from that jump On defense: - Rekka (214P and its followups), this move is insane - This is probably the only move in the game that needs to be IB'd - There is a 2 frame gap between rekka 1 and 2, if you IB rekka 1 you're more likely to be close enough to throw punish - Backdashing is very ill-advised, May has short invuln and rekka followups will catch it - H sword in the corner - If you IB a c.S you can throw her before the H sword reaches you and put her in the corner - The main mixup is she will either 2K you trying to escape or throw you trying to block - If you FD her attacks before sword she becomes too far to 2K so she has to 5K to stop you - You can then 6P the 5K or microdash forward and block, this makes her less able to pick up the sword again - She then has to run further to pick up the sword so you can gamble on reversal throw when she runs forward - If you IBFD a move she's too far to keep you trapped - You then pick between jumping, dolphin, or microdash out. 3K is also a good button to represent - If you think a throw is coming then jump or attack, be aware of the risk however - YRCing is very good, it makes her sword stay on the ground and you're now plus to do some pressure - When she has meter she will do rekka to forcibly pick up sword, FD it to not build unnecessary risc or IB to throw punish - H sword far away - Ram is too far away to force you in the corner so its a chance to escape - She will either pre emptively hit a button to stuff a dolphin or jump to catch you air to air - You can take minimal risk instead and microdash block Dolphin RPS: Ram's options in the RPS are a bit riskier than most characters S Dolphin 6P, mainly to beat f.S - Will beat f.S - Will lose to 2S S Dolphin Backdash, riskier in this matchup because of f.S - Will lose to f.S - Reset to neutral if she did 2S S Dolphin Jump, this is a bit nuanced - If she does f.S with reversal timing she will catch you airbourne - If she doesn't then you jump over f.S and get to punish with j.S - Also get a punish if she 2S'd with j.S S Dolphin block, deciding to not take a risk - If you blocked a f.S its back to neutral Random things you should know: - When Ram ends a combo in grounded Dauro she is +5 - If you're mid screen you can backdash if you think she will do a P or K move - Or 6P if you think she will f.S to catch your backdash - Calvados (her laser super) can be super jumped after the flash and you can stall in the air with j.D - You have to get to her before the animation ends for a punish however Chefmania — Yesterday at 7:45 PM You get guaranteed grab if she goes for multiple rekkas 100% guaranteed and guaranteed in corner IB is very easy honestly and it will cream her after guaranteed grab I have labbed this and taught this class to players to oblivion If you IB FD you get 5H FD the first rekka t max distance gets punish unless she goes for it at max distance grab is good, she can frametrap you training mode ib is so crucial these notes are insane tho, Highly highly appreciate. Do you mind if I add to dustloop?
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Whateverdude151 on Twitter
Whateverdude151 on Twitter
Punish vs the new Nagoriyuki neutral, a.k.a. Zarameyuki-Fukyo-f.S. Don't let them blindly toss this out #GGST_ZA pic.twitter.com/kQ7TU7jYd5— Whateverdude151 (@whateverdude151) November 14, 2021
Shiroyami·twitter.com·
Whateverdude151 on Twitter
マタニタン on Twitter
マタニタン on Twitter
S大木に困ってるジオヴァーナ使い達へプレゼントです!遠Sもしくは2S先端ガードからのキャンセルS大木にお仕置きしましょう~ #ggst_gihttps://t.co/HLdoelZpV1— マタニタン (@matanitan) November 14, 2021
mario050987·twitter.com·
マタニタン on Twitter
マタニタン on Twitter
マタニタン on Twitter
HS大木には投げで割りこむか、1ゲージ消費してこれを狙ってみよう! #GGST_GIhttps://t.co/gr8GkSKWza— マタニタン (@matanitan) November 14, 2021
mario050987·twitter.com·
マタニタン on Twitter