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Understanding Giovanna's Offense for Defensive purposes.
Understanding Giovanna's Offense for Defensive purposes.
I will be referring to the buttons by abbreviations. P - Punch K - Kick f.S - Far Slash c.S - Close Slash H - Heavy Slash D - Dust If you're watching a lot of fighting game youtube videos keep this website handy for definitions of some terms that may come up often. https://glossary.infil.net Here are some terms found in the video that may need defining. I will be referring to moves by numpad notation where numbers indicate a direction. 7 8 9 4 5 6 1 2 3 The numbers are ordered like a computer number pad. Moves are written with respect to the player one side so 6 is forward, 4 is back, 8 is up, 2 is down etc. See the definition below for an example if needed. It will take some getting used to but this helps breach the language barrier in some instances and makes things concise. Numpad Notation (e.g. 5K, 6P etc.): https://glossary.infil.net/?t=Numpad%20Notation Frame Trap: https://glossary.infil.net/?t=Frame%20Trap Mixup: https://glossary.infil.net/?t=Mixup Low Profile: https://glossary.infil.net/?t=Low%20Profile 50/50: https://glossary.infil.net/?t=50/50 Turn: https://glossary.infil.net/?t=Turn Meaty: https://glossary.infil.net/?t=Meaty Not used in the video but does refer to some situations in the video. Whiff Punish: https://glossary.infil.net/?t=Whiff%20Punish Abare: https://glossary.infil.net/?t=Abare This is by no means an exhaustive list but if I said something you don't understand feel free to look it up in the glossary. Frame Data: https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-Strive- Simple Guide on getting started using frame data: https://www.youtube.com/watch?v=on0bG0N-J3U See your character's frame data here: https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-Strive-
mario050987·youtube.com·
Understanding Giovanna's Offense for Defensive purposes.
Guilty Gear Strive - Giovanna full screen carry combos from normal hit S
Guilty Gear Strive - Giovanna full screen carry combos from normal hit S
gio doesn't have much trouble side switching, but there are situations where you may want to go in one direction, like if ramlethal's swords are in your corner. side switch combos also require an earlier rc, meaning these give you more room to build the necessary meter or gauge your opponent's desire to burst. I suspect it's possible to squeeze one more hit out of that 246 combo for optimal damage with some extremely precise timing and micro walks but after many attempts it seems to be beyond my current ability. notice how a slide down rc results in less damage than a slide right or neutral rc despite an otherwise identical combo to that point, I have no idea why that is yet.
mario050987·youtube.com·
Guilty Gear Strive - Giovanna full screen carry combos from normal hit S
[GGStrive] Giovanna Combo Exhibition
[GGStrive] Giovanna Combo Exhibition
☆ Pls Like, Comment, and Subscribe Follow me on Twitter: https://twitter.com/UFOranges Fourth Giovanna volume, but the first of the official release. I tried experimenting with putting the inputs onscreen (without using the combo recipe / input history functions as I find those a little too cluttered and distracting for my tastes). Do let me know if you guys like it so I'll know if I should keep doing it ot not :) ☆☆ THANKS FOR WATCHING :) ☆☆ #GGST #GGST_GI
mario050987·youtube.com·
[GGStrive] Giovanna Combo Exhibition
Shyy on Twitter
Shyy on Twitter
Ky with a 5 Frame Punish. BRC people are looking for you to land on the ground after the initial overhead to block low. Why not just land and go overhead for some SPICY dmg?#GGST_GI pic.twitter.com/Y3SDYAEjME— Shyy (@ShyyTheGuy) June 23, 2021
mario050987·twitter.com·
Shyy on Twitter