System & General Resources

System & General Resources

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Dropping Combos In Strive?
Dropping Combos In Strive?
#Counter #Strive #Giovanna If you're having trouble with dropped combos, but it seems like they should be landing. This may be the video for you.
mario050987·youtube.com·
Dropping Combos In Strive?
VariantBreaker on Twitter
VariantBreaker on Twitter
#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
mario050987·twitter.com·
VariantBreaker on Twitter
VariantBreaker on Twitter
VariantBreaker on Twitter
#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
mario050987·twitter.com·
VariantBreaker on Twitter
VariantBreaker on Twitter
VariantBreaker on Twitter
#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
mario050987·twitter.com·
VariantBreaker on Twitter
Fuzzy Demonstration (Strike/Throw & High/Low) [How-To in description]
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.
mario050987·youtube.com·
Fuzzy Demonstration (Strike/Throw & High/Low) [How-To in description]
CD Mangaka on Twitter
CD Mangaka on Twitter
Stupid training mode thing for #GGST If you're labbing guard break moves, set the dummy's counter actions for after hit, not after block. Guard break counts as a hit apparently.Example below: pic.twitter.com/QDr6ZlYZ8X— CD Mangaka (@CDMangaka) July 29, 2021
mario050987·twitter.com·
CD Mangaka on Twitter
CD Mangaka on Twitter
CD Mangaka on Twitter
Stupid training mode thing for #GGST If you're labbing guard break moves, set the dummy's counter actions for after hit, not after block. Guard break counts as a hit apparently.Example below: pic.twitter.com/QDr6ZlYZ8X— CD Mangaka (@CDMangaka) July 29, 2021
mario050987·twitter.com·
CD Mangaka on Twitter
Child Hater DJ🇵🇷 on Twitter
Child Hater DJ🇵🇷 on Twitter
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
mario050987·twitter.com·
Child Hater DJ🇵🇷 on Twitter
Child Hater DJ🇵🇷 on Twitter
Child Hater DJ🇵🇷 on Twitter
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
mario050987·twitter.com·
Child Hater DJ🇵🇷 on Twitter
Child Hater DJ🇵🇷 on Twitter
Child Hater DJ🇵🇷 on Twitter
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
mario050987·twitter.com·
Child Hater DJ🇵🇷 on Twitter
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
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 ▶ Watch live on Twitch! https://www.twitch.tv/KaliburVS ▶ Follow me on Twitter! https://twitter.com/KaliburVS ▶ Join the Kalibur Fighters Discord! https://discord.gg/ZH65vpv #FightingGames #FGC
mario050987·youtube.com·
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
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 ▶ Watch live on Twitch! https://www.twitch.tv/KaliburVS ▶ Follow me on Twitter! https://twitter.com/KaliburVS ▶ Join the Kalibur Fighters Discord! https://discord.gg/ZH65vpv #FightingGames #FGC
mario050987·youtube.com·
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
BACHIRU'S STRIVE TIER LIST (JULY 2021) | WHO ARE THE TOP TIER RIGHT NOW?
BACHIRU'S STRIVE TIER LIST (JULY 2021) | WHO ARE THE TOP TIER RIGHT NOW?
Download Dragon City for free and become a Dragon Master: https://mtchm.de/xypxk Check Dragon City on: Twitter: https://bit.ly/DCTwitterIMCM Instagram: https://bit.ly/DCInstagramIMCM Discord: https://bit.ly/DCDiscordIMCM --------------------------------------------------------------------------------------------------------------------------- Alright folks here's my tier list for Guilty Gear Strive as of July 2021, for sure the list will change as the game evolves, Let me know what do you think in the comment section below! Follow Bachiru Socials: Discord: https://discord.gg/k4fQsy6856 Twitter: https://twitter.com/BachiruBB Twitch: https://www.twitch.tv/bachirubb #GGST #GuiltyGearStrive
mario050987·youtube.com·
BACHIRU'S STRIVE TIER LIST (JULY 2021) | WHO ARE THE TOP TIER RIGHT NOW?
Taylor on Twitter
Taylor on Twitter
You can OS specials for CH confirms. Doing 214K236K here, the 236K only comes out on CH. On normal hit/block, 214K comes out.#GGST #GGST_GI #GGST_GIO pic.twitter.com/hLUXnItz2e— Taylor (@nusfut) July 28, 2021
mario050987·twitter.com·
Taylor on Twitter
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
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 ▶ Watch live on Twitch! https://www.twitch.tv/KaliburVS ▶ Follow me on Twitter! https://twitter.com/KaliburVS ▶ Join the Kalibur Fighters Discord! https://discord.gg/ZH65vpv #FightingGames #FGC
mario050987·youtu.be·
Finding The OPTIMAL DP for Hit Box | Guilty Gear Plus R
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
This PRC OS is useful but really hard to do, and seems to only work for heavy buttons with big hitstop and not a lot of gatling cancel options (specials can just be input really late tho) #GGST #GGST_NA pic.twitter.com/hJpvmZHoqO— QCFP|Badoor (@BadoorSNK) July 27, 2021
mario050987·twitter.com·
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
More examples, this one off a meaty 5K sequence where you PRC OS the 6K #GGST #GGST_NA pic.twitter.com/yEEvvGxAOn— QCFP|Badoor (@BadoorSNK) July 27, 2021
mario050987·twitter.com·
QCFP|Badoor on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】基礎データまとめ_Ver.1.007いつもの。ゴールドルイス以外は調整入ってない筈なので、据え置きです。ご了承をば。#GGST #けだこフレーム表 pic.twitter.com/vxYT9g4iA2— TRL | けだこ@野生のフレームおじさん (@kedako_faital) July 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
TRL | けだこ@野生のフレームおじさん on Twitter
【GGST】基礎データまとめ_Ver.1.007いつもの。ゴールドルイス以外は調整入ってない筈なので、据え置きです。ご了承をば。#GGST #けだこフレーム表 pic.twitter.com/vxYT9g4iA2— TRL | けだこ@野生のフレームおじさん (@kedako_faital) July 27, 2021
mario050987·twitter.com·
TRL | けだこ@野生のフレームおじさん on Twitter
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial

Summary of the Video: "Guilty Gear Strive | Faultless Defense Brake Tutorial"

  1. Introduction to FD Brake

FD Brake (Faultless Defense Brake) is an advanced technique to help you control your movement while approaching opponents with long-range attacks (e.g., Ramlethal, Nagoriyuki).

The technique allows you to cover ground safely without dashing into your opponent’s attacks, especially those that have long recovery times after whiffing.

  1. Why FD Brake is Important

After dashing in Guilty Gear, there's an animation where you lose control of your character, and they continue sliding toward your opponent.

This can leave you vulnerable, especially against characters with long-range moves like Nagoriyuki or Ramlethal.

Without FD Brake, you’re stuck in blockstun after blocking, which prevents you from punishing or retaliating.

FD Brake allows you to stop quickly in the middle of a dash, avoiding unsafe slides into the opponent’s attacks. This gives you more control and the ability to punish whiffed attacks effectively.

  1. How FD Brake Helps in Neutral

FD Brake makes it harder for your opponent to control space, forcing them to second-guess their approach.

By threatening to run in and then quickly stopping with FD Brake, you can punish opponents who try to interrupt your movement with long-range attacks.

Over time, opponents will be less likely to press buttons, giving you more freedom to close the gap and pressure them.

  1. Performing FD Brake

To perform FD Brake:

Dash towards your opponent using the dash button (e.g., R2).

Hold back on the controller to maintain distance while dashing.

Press two attack buttons simultaneously when you want to stop and see the green bubble appear.

Once the bubble appears, release the two buttons while continuing to hold back. Your character will scoot back slightly, helping you control your position better.

  1. Additional Tips for Efficient FD Brake

Button Bindings: The creator uses R2 for dash because it resembles a "gas pedal" in racing games, making it easier to remember and feel natural during gameplay.

Standing Back vs. Down and Back: The creator prefers using standing back (instead of down-back) for FD Brake to ensure they are ready for overhead attacks. This setup helps prevent surprise overheads and allows for instant blocking and punishing jumps.

Down-back will stop you in place without any movement, which doesn’t help with blocking overheads.

Bullet Points (Condensed Version)

FD Brake helps you maintain control while dashing toward opponents with long-range moves.

It prevents unintended slides into dangerous attacks and allows you to punish whiffs.

To perform FD Brake: Dash > Hold back > Press 2 attack buttons > Release when the green bubble appears.

Bind your dash button to R2 for a more intuitive feel.

Use standing back for FD Brake to be prepared for overheads and improve blocking options.

Comprehension Questions

Why is FD Brake useful in neutral?

It helps you control your movement and prevents you from sliding into your opponent’s attacks, especially after a dash.

What happens if you don’t use FD Brake when dashing?

You lose control over your character and are more vulnerable to attacks, making it difficult to punish or retaliate.

What is the key difference between using standing back and down-back when performing FD Brake?

Standing back helps prepare for overhead attacks, whereas down-back stops you in place, which is less useful against overheads.

Action Steps

Practice performing FD Brake in training mode. Focus on dashing, holding back, and pressing the two attack buttons to see the green bubble.

Try using FD Brake in online matches, especially against opponents with long-range attacks like Ramlethal or Nagoriyuki.

Experiment with different button binds (like R2 for dash) to find the most comfortable and natural setup for your gameplay.

Train to block overheads by using standing back and testing FD Brake timing to respond to aerial attacks.

Super-Summary FD Brake is a vital technique in Guilty Gear Strive for maintaining control during dashes, preventing unsafe slides into opponents’ attacks, and enabling the opportunity to punish whiffed moves. By pressing two attack buttons during a dash while holding back, players can stop instantly and scoot back slightly, giving them the freedom to punish vulnerable opponents. Key tips include binding the dash button to something intuitive (like R2) and using standing back for better defense against overheads.

Optional Spaced Review Plan

Day 1: Focus on learning the FD Brake technique and performing it in training mode.

Day 2: Apply FD Brake in actual matches, especially against long-range characters, and refine your timing.

Day 3: Review button bindings and practice standing back for optimal overhead defense. Experiment with how it impacts your gameplay in real matches.

mario050987·youtube.com·
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial

Summary of the Video: "Guilty Gear Strive | Faultless Defense Brake Tutorial"

  1. Introduction to FD Brake

FD Brake (Faultless Defense Brake) is an advanced technique to help you control your movement while approaching opponents with long-range attacks (e.g., Ramlethal, Nagoriyuki).

The technique allows you to cover ground safely without dashing into your opponent’s attacks, especially those that have long recovery times after whiffing.

  1. Why FD Brake is Important

After dashing in Guilty Gear, there's an animation where you lose control of your character, and they continue sliding toward your opponent.

This can leave you vulnerable, especially against characters with long-range moves like Nagoriyuki or Ramlethal.

Without FD Brake, you’re stuck in blockstun after blocking, which prevents you from punishing or retaliating.

FD Brake allows you to stop quickly in the middle of a dash, avoiding unsafe slides into the opponent’s attacks. This gives you more control and the ability to punish whiffed attacks effectively.

  1. How FD Brake Helps in Neutral

FD Brake makes it harder for your opponent to control space, forcing them to second-guess their approach.

By threatening to run in and then quickly stopping with FD Brake, you can punish opponents who try to interrupt your movement with long-range attacks.

Over time, opponents will be less likely to press buttons, giving you more freedom to close the gap and pressure them.

  1. Performing FD Brake

To perform FD Brake:

Dash towards your opponent using the dash button (e.g., R2).

Hold back on the controller to maintain distance while dashing.

Press two attack buttons simultaneously when you want to stop and see the green bubble appear.

Once the bubble appears, release the two buttons while continuing to hold back. Your character will scoot back slightly, helping you control your position better.

  1. Additional Tips for Efficient FD Brake

Button Bindings: The creator uses R2 for dash because it resembles a "gas pedal" in racing games, making it easier to remember and feel natural during gameplay.

Standing Back vs. Down and Back: The creator prefers using standing back (instead of down-back) for FD Brake to ensure they are ready for overhead attacks. This setup helps prevent surprise overheads and allows for instant blocking and punishing jumps.

Down-back will stop you in place without any movement, which doesn’t help with blocking overheads.

Bullet Points (Condensed Version)

FD Brake helps you maintain control while dashing toward opponents with long-range moves.

It prevents unintended slides into dangerous attacks and allows you to punish whiffs.

To perform FD Brake: Dash > Hold back > Press 2 attack buttons > Release when the green bubble appears.

Bind your dash button to R2 for a more intuitive feel.

Use standing back for FD Brake to be prepared for overheads and improve blocking options.

Comprehension Questions

Why is FD Brake useful in neutral?

It helps you control your movement and prevents you from sliding into your opponent’s attacks, especially after a dash.

What happens if you don’t use FD Brake when dashing?

You lose control over your character and are more vulnerable to attacks, making it difficult to punish or retaliate.

What is the key difference between using standing back and down-back when performing FD Brake?

Standing back helps prepare for overhead attacks, whereas down-back stops you in place, which is less useful against overheads.

Action Steps

Practice performing FD Brake in training mode. Focus on dashing, holding back, and pressing the two attack buttons to see the green bubble.

Try using FD Brake in online matches, especially against opponents with long-range attacks like Ramlethal or Nagoriyuki.

Experiment with different button binds (like R2 for dash) to find the most comfortable and natural setup for your gameplay.

Train to block overheads by using standing back and testing FD Brake timing to respond to aerial attacks.

Super-Summary FD Brake is a vital technique in Guilty Gear Strive for maintaining control during dashes, preventing unsafe slides into opponents’ attacks, and enabling the opportunity to punish whiffed moves. By pressing two attack buttons during a dash while holding back, players can stop instantly and scoot back slightly, giving them the freedom to punish vulnerable opponents. Key tips include binding the dash button to something intuitive (like R2) and using standing back for better defense against overheads.

Optional Spaced Review Plan

Day 1: Focus on learning the FD Brake technique and performing it in training mode.

Day 2: Apply FD Brake in actual matches, especially against long-range characters, and refine your timing.

Day 3: Review button bindings and practice standing back for optimal overhead defense. Experiment with how it impacts your gameplay in real matches.

mario050987·youtube.com·
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial

Summary of the Video: "Guilty Gear Strive | Faultless Defense Brake Tutorial"

  1. Introduction to FD Brake

FD Brake (Faultless Defense Brake) is an advanced technique to help you control your movement while approaching opponents with long-range attacks (e.g., Ramlethal, Nagoriyuki).

The technique allows you to cover ground safely without dashing into your opponent’s attacks, especially those that have long recovery times after whiffing.

  1. Why FD Brake is Important

After dashing in Guilty Gear, there's an animation where you lose control of your character, and they continue sliding toward your opponent.

This can leave you vulnerable, especially against characters with long-range moves like Nagoriyuki or Ramlethal.

Without FD Brake, you’re stuck in blockstun after blocking, which prevents you from punishing or retaliating.

FD Brake allows you to stop quickly in the middle of a dash, avoiding unsafe slides into the opponent’s attacks. This gives you more control and the ability to punish whiffed attacks effectively.

  1. How FD Brake Helps in Neutral

FD Brake makes it harder for your opponent to control space, forcing them to second-guess their approach.

By threatening to run in and then quickly stopping with FD Brake, you can punish opponents who try to interrupt your movement with long-range attacks.

Over time, opponents will be less likely to press buttons, giving you more freedom to close the gap and pressure them.

  1. Performing FD Brake

To perform FD Brake:

Dash towards your opponent using the dash button (e.g., R2).

Hold back on the controller to maintain distance while dashing.

Press two attack buttons simultaneously when you want to stop and see the green bubble appear.

Once the bubble appears, release the two buttons while continuing to hold back. Your character will scoot back slightly, helping you control your position better.

  1. Additional Tips for Efficient FD Brake

Button Bindings: The creator uses R2 for dash because it resembles a "gas pedal" in racing games, making it easier to remember and feel natural during gameplay.

Standing Back vs. Down and Back: The creator prefers using standing back (instead of down-back) for FD Brake to ensure they are ready for overhead attacks. This setup helps prevent surprise overheads and allows for instant blocking and punishing jumps.

Down-back will stop you in place without any movement, which doesn’t help with blocking overheads.

Bullet Points (Condensed Version)

FD Brake helps you maintain control while dashing toward opponents with long-range moves.

It prevents unintended slides into dangerous attacks and allows you to punish whiffs.

To perform FD Brake: Dash > Hold back > Press 2 attack buttons > Release when the green bubble appears.

Bind your dash button to R2 for a more intuitive feel.

Use standing back for FD Brake to be prepared for overheads and improve blocking options.

Comprehension Questions

Why is FD Brake useful in neutral?

It helps you control your movement and prevents you from sliding into your opponent’s attacks, especially after a dash.

What happens if you don’t use FD Brake when dashing?

You lose control over your character and are more vulnerable to attacks, making it difficult to punish or retaliate.

What is the key difference between using standing back and down-back when performing FD Brake?

Standing back helps prepare for overhead attacks, whereas down-back stops you in place, which is less useful against overheads.

Action Steps

Practice performing FD Brake in training mode. Focus on dashing, holding back, and pressing the two attack buttons to see the green bubble.

Try using FD Brake in online matches, especially against opponents with long-range attacks like Ramlethal or Nagoriyuki.

Experiment with different button binds (like R2 for dash) to find the most comfortable and natural setup for your gameplay.

Train to block overheads by using standing back and testing FD Brake timing to respond to aerial attacks.

Super-Summary FD Brake is a vital technique in Guilty Gear Strive for maintaining control during dashes, preventing unsafe slides into opponents’ attacks, and enabling the opportunity to punish whiffed moves. By pressing two attack buttons during a dash while holding back, players can stop instantly and scoot back slightly, giving them the freedom to punish vulnerable opponents. Key tips include binding the dash button to something intuitive (like R2) and using standing back for better defense against overheads.

Optional Spaced Review Plan

Day 1: Focus on learning the FD Brake technique and performing it in training mode.

Day 2: Apply FD Brake in actual matches, especially against long-range characters, and refine your timing.

Day 3: Review button bindings and practice standing back for optimal overhead defense. Experiment with how it impacts your gameplay in real matches.

mario050987·youtube.com·
Guilty Gear Strive | Faultless Defense Brake Tutorial
BT | KaneKY KISKE on Twitter
BT | KaneKY KISKE on Twitter
dp characters can punish yrc in "safe yrc points" specially good with Ky shock state,use meter for safety #GGST_KY pic.twitter.com/w5mooRezQA— BT | KaneKY KISKE (@Kaneki_RR) July 25, 2021
mario050987·twitter.com·
BT | KaneKY KISKE on Twitter
BT | KaneKY KISKE on Twitter
BT | KaneKY KISKE on Twitter
dp characters can punish yrc in "safe yrc points" specially good with Ky shock state,use meter for safety #GGST_KY pic.twitter.com/w5mooRezQA— BT | KaneKY KISKE (@Kaneki_RR) July 25, 2021
mario050987·twitter.com·
BT | KaneKY KISKE on Twitter