System & General Resources

System & General Resources

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『上段で崩すのはいいぞ』話 ◤打撃と投げの崩しについて◢
『上段で崩すのはいいぞ』話 ◤打撃と投げの崩しについて◢
天上階で対戦をこなしているファウスト使いの友人から「強い相手を崩すにはどうしたらいいか(コマ投げやダストで無理やり崩すしかできない)」という相談を受け、『打撃と投げの崩し』の話をしました。 ファウスト使い向けにお話ししているので、ファウストの行動を例に挙げていますが、他キャラクターでも流用できる部分はあると思います。参考になれば幸いです。 よかったらチャンネル登録や高評価よろしくお願いします! 日々の配信はTwitchで活動しています。よかったらTwitterもフォローしてくださいな。 ■Twitch: https://www.twitch.tv/nage_pink ■Twitter : https://twitter.com/nage_pink 【動画を編集してくれた人】 笹真 緑  Twitter:https://twitter.com/ssmk_yt  Youtube:https://www.youtube.com/channel/UCHqFUKIu3Hj_dalHoYGjyNA 【ファウスト使いDiscordサーバ】  https://discord.com/invite/f7eJbvZJ6y 【チャプタ】 0:00 上段で崩すという話(打撃と投げの崩しについて) 3:30 具体的な話に入る前の前提 5:14 具体例 9:25 具体例を踏まえた話 11:30 牽制と接近について 15:55 上手い人はやっている話
mario050987·t.co·
『上段で崩すのはいいぞ』話 ◤打撃と投げの崩しについて◢
『上段で崩すのはいいぞ』話 ◤打撃と投げの崩しについて◢
『上段で崩すのはいいぞ』話 ◤打撃と投げの崩しについて◢
天上階で対戦をこなしているファウスト使いの友人から「強い相手を崩すにはどうしたらいいか(コマ投げやダストで無理やり崩すしかできない)」という相談を受け、『打撃と投げの崩し』の話をしました。 ファウスト使い向けにお話ししているので、ファウストの行動を例に挙げていますが、他キャラクターでも流用できる部分はあると思います。参考になれば幸いです。 よかったらチャンネル登録や高評価よろしくお願いします! 日々の配信はTwitchで活動しています。よかったらTwitterもフォローしてくださいな。 ■Twitch: https://www.twitch.tv/nage_pink ■Twitter : https://twitter.com/nage_pink 【動画を編集してくれた人】 笹真 緑  Twitter:https://twitter.com/ssmk_yt  Youtube:https://www.youtube.com/channel/UCHqFUKIu3Hj_dalHoYGjyNA 【ファウスト使いDiscordサーバ】  https://discord.com/invite/f7eJbvZJ6y 【チャプタ】 0:00 上段で崩すという話(打撃と投げの崩しについて) 3:30 具体的な話に入る前の前提 5:14 具体例 9:25 具体例を踏まえた話 11:30 牽制と接近について 15:55 上手い人はやっている話
mario050987·t.co·
『上段で崩すのはいいぞ』話 ◤打撃と投げの崩しについて◢
How to Beat Backdashes (ft. Hitstop Option Selects)
How to Beat Backdashes (ft. Hitstop Option Selects)
every character can apply this theory, especially against Nagoriyuki, master this type pf maneuver and your winrate will increase Watch me on Twitch! I stream in the afternoons on weekdays: http://twitch.tv/hotashi Follow me on Twitter! http://twitter.com/hotashis
mario050987·youtube.com·
How to Beat Backdashes (ft. Hitstop Option Selects)
How to Beat Backdashes (ft. Hitstop Option Selects)
How to Beat Backdashes (ft. Hitstop Option Selects)
every character can apply this theory, especially against Nagoriyuki, master this type pf maneuver and your winrate will increase Watch me on Twitch! I stream in the afternoons on weekdays: http://twitch.tv/hotashi Follow me on Twitter! http://twitter.com/hotashis
mario050987·youtube.com·
How to Beat Backdashes (ft. Hitstop Option Selects)
How to Beat Backdashes (ft. Hitstop Option Selects)
How to Beat Backdashes (ft. Hitstop Option Selects)
every character can apply this theory, especially against Nagoriyuki, master this type pf maneuver and your winrate will increase Watch me on Twitch! I stream in the afternoons on weekdays: http://twitch.tv/hotashi Follow me on Twitter! http://twitter.com/hotashis
mario050987·youtube.com·
How to Beat Backdashes (ft. Hitstop Option Selects)
Nage’s Thoughts to fighting dash blocking
Nage’s Thoughts to fighting dash blocking

Summary

This text outlines Nage’s thought process for approaching and countering dash blocking as Faust, focusing on layered offensive options chosen based on opponent reactions. The core idea is graduated escalation: start with simple, reliable options (throw, c.S), then move into checks (5P/2K), spacing control (f.S), and finally unconventional mental-pressure tools (IAD j.HS). Each option targets a specific defensive habit—jumping, backdashing, dash blocking, abusing plus frames, or freezing under uncertainty—rather than aiming for raw damage. The strategy emphasizes RISC build, mental damage, spacing control, and conditioning over immediate reward.

Bullet-Point Quick Review

Dash blocking is beaten by targeted counters, not one universal answer

Start with run-up throw and c.S as baseline options

Use 5P / 2K to check plus-frame abusers and dash blockers

f.S halts momentum and causes hesitation through non-standard follow-ups

IAD j.HS functions as a surprise, high-mental-pressure option

Many choices trade damage for positioning, RISC, and conditioning

Escalation is intentional: simple → safe → disruptive → wacky

Chunked Breakdown Chunk 1: Run-Up Throw (Level 1 Threat)

Concept The simplest and most direct answer to dash blocking. If the opponent wants to move forward, meet them with a throw.

Key Points

Very low execution barrier

High psychological threat

Sets the tone early

Comprehension Questions

Why is run-up throw considered a “level 1” option? → Because it’s simple, fast, and forces immediate respect.

When is this most effective? → When opponents dash mindlessly or hesitate defensively.

Action Steps

Practice reacting to forward movement with instant run-up throw

Use early in matches to establish fear

Track how opponents adjust after getting thrown

Chunk 2: Run-In c.S (Anti-Reaction & RISC Builder)

Concept A safe, flexible pressure tool aimed at opponents who jump or backdash in response to your dash.

Key Points

Beats slower mashes

Safe on block

Converts into multiple pressure routes

Low damage, high RISC value

Comprehension Questions

Why is c.S good even when blocked? → It maintains pressure and builds RISC.

What reactions does it punish? → Jumping, backdashing, slow buttons.

Action Steps

Drill c.S pressure strings (c.S → f.S / 2D / 2S 5HS)

Focus on RISC awareness instead of hit confirms

Use when you want stability over volatility

Chunk 3: Run 5P or 2K (Dash-Block & Plus-Frame Check)

Concept Fast pokes that interrupt opponents who dash in to abuse safe pressure.

Key Points

5P = easy confirms

2K = low check for sloppy dash blocking

2K can lead into 6P mix if confirmed

Safer once you’re confident in your reward

Comprehension Questions

Why does 2K test dash blocking? → It hits low and exposes poor guard transitions.

Why not start with this option? → Requires confidence in conversion and awareness.

Action Steps

Practice confirming 2K into 6P routes

Use 5P when unsure, 2K when reading defense

Layer this after throws and c.S are respected

Chunk 4: Stop Them with f.S (Mental Freeze Tool)

Concept A spacing-based option that halts opponent momentum and disrupts expectations.

Key Points

Minimal cancels

Repetition creates hesitation

Maintains distance

High mental impact, situational effectiveness

Comprehension Questions

Why does f.S “freeze” opponents? → Expected follow-ups never come.

What is the main risk? → Immediate re-entry via air dash.

Action Steps

Use sparingly to disrupt rhythm

Watch for air dash retaliation

Practice delayed 5HS or thrust responses

Chunk 5: IAD j.HS (Unorthodox Mental Damage)

Concept A deliberately strange option that works because opponents don’t expect Faust to jump in this way.

Key Points

No air dash visual indicator

Forces hesitation and panic blocking

Risky and spacing-sensitive

Pure conditioning tool

Comprehension Questions

Why does this option work despite being disadvantageous? → Surprise and lack of visual cues.

What are its limitations? → Can whiff on crouchers; spacing is strict.

Action Steps

Use only after establishing grounded pressure

Test opponent awareness before committing

Treat as a mental reset, not a main approach

Super-Summary (1 Page)

Nage’s approach to fighting dash blocking as Faust is built on layered decision-making, not brute-force offense. The strategy begins with simple, universal threats like run-up throw and c.S to establish control and force respect. Once opponents adjust, Faust introduces fast interruption tools (5P, 2K) to challenge dash blocking and plus-frame abuse. For spacing and tempo control, f.S halts forward momentum and creates hesitation through expectation-breaking. Finally, IAD j.HS serves as a high-risk, high-mental-impact option designed to disrupt awareness entirely. Across all options, the emphasis is on conditioning, RISC build, mental pressure, and controlled escalation, rather than immediate damage.

Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read all chunks

Visualize opponent reactions for each option

Shadow-play decision trees mentally

Day 2 – Application

Focus on only 2 options per match (e.g., throw + c.S)

Note opponent adaptations

Avoid overusing wacky options

Day 3 – Integration

Layer in 5P/2K and f.S

Use IAD j.HS once per set max

Review which options caused hesitation or freezes

mario050987·docs.google.com·
Nage’s Thoughts to fighting dash blocking
Nage’s Thoughts to fighting dash blocking
Nage’s Thoughts to fighting dash blocking

Summary

This text outlines Nage’s thought process for approaching and countering dash blocking as Faust, focusing on layered offensive options chosen based on opponent reactions. The core idea is graduated escalation: start with simple, reliable options (throw, c.S), then move into checks (5P/2K), spacing control (f.S), and finally unconventional mental-pressure tools (IAD j.HS). Each option targets a specific defensive habit—jumping, backdashing, dash blocking, abusing plus frames, or freezing under uncertainty—rather than aiming for raw damage. The strategy emphasizes RISC build, mental damage, spacing control, and conditioning over immediate reward.

Bullet-Point Quick Review

Dash blocking is beaten by targeted counters, not one universal answer

Start with run-up throw and c.S as baseline options

Use 5P / 2K to check plus-frame abusers and dash blockers

f.S halts momentum and causes hesitation through non-standard follow-ups

IAD j.HS functions as a surprise, high-mental-pressure option

Many choices trade damage for positioning, RISC, and conditioning

Escalation is intentional: simple → safe → disruptive → wacky

Chunked Breakdown Chunk 1: Run-Up Throw (Level 1 Threat)

Concept The simplest and most direct answer to dash blocking. If the opponent wants to move forward, meet them with a throw.

Key Points

Very low execution barrier

High psychological threat

Sets the tone early

Comprehension Questions

Why is run-up throw considered a “level 1” option? → Because it’s simple, fast, and forces immediate respect.

When is this most effective? → When opponents dash mindlessly or hesitate defensively.

Action Steps

Practice reacting to forward movement with instant run-up throw

Use early in matches to establish fear

Track how opponents adjust after getting thrown

Chunk 2: Run-In c.S (Anti-Reaction & RISC Builder)

Concept A safe, flexible pressure tool aimed at opponents who jump or backdash in response to your dash.

Key Points

Beats slower mashes

Safe on block

Converts into multiple pressure routes

Low damage, high RISC value

Comprehension Questions

Why is c.S good even when blocked? → It maintains pressure and builds RISC.

What reactions does it punish? → Jumping, backdashing, slow buttons.

Action Steps

Drill c.S pressure strings (c.S → f.S / 2D / 2S 5HS)

Focus on RISC awareness instead of hit confirms

Use when you want stability over volatility

Chunk 3: Run 5P or 2K (Dash-Block & Plus-Frame Check)

Concept Fast pokes that interrupt opponents who dash in to abuse safe pressure.

Key Points

5P = easy confirms

2K = low check for sloppy dash blocking

2K can lead into 6P mix if confirmed

Safer once you’re confident in your reward

Comprehension Questions

Why does 2K test dash blocking? → It hits low and exposes poor guard transitions.

Why not start with this option? → Requires confidence in conversion and awareness.

Action Steps

Practice confirming 2K into 6P routes

Use 5P when unsure, 2K when reading defense

Layer this after throws and c.S are respected

Chunk 4: Stop Them with f.S (Mental Freeze Tool)

Concept A spacing-based option that halts opponent momentum and disrupts expectations.

Key Points

Minimal cancels

Repetition creates hesitation

Maintains distance

High mental impact, situational effectiveness

Comprehension Questions

Why does f.S “freeze” opponents? → Expected follow-ups never come.

What is the main risk? → Immediate re-entry via air dash.

Action Steps

Use sparingly to disrupt rhythm

Watch for air dash retaliation

Practice delayed 5HS or thrust responses

Chunk 5: IAD j.HS (Unorthodox Mental Damage)

Concept A deliberately strange option that works because opponents don’t expect Faust to jump in this way.

Key Points

No air dash visual indicator

Forces hesitation and panic blocking

Risky and spacing-sensitive

Pure conditioning tool

Comprehension Questions

Why does this option work despite being disadvantageous? → Surprise and lack of visual cues.

What are its limitations? → Can whiff on crouchers; spacing is strict.

Action Steps

Use only after establishing grounded pressure

Test opponent awareness before committing

Treat as a mental reset, not a main approach

Super-Summary (1 Page)

Nage’s approach to fighting dash blocking as Faust is built on layered decision-making, not brute-force offense. The strategy begins with simple, universal threats like run-up throw and c.S to establish control and force respect. Once opponents adjust, Faust introduces fast interruption tools (5P, 2K) to challenge dash blocking and plus-frame abuse. For spacing and tempo control, f.S halts forward momentum and creates hesitation through expectation-breaking. Finally, IAD j.HS serves as a high-risk, high-mental-impact option designed to disrupt awareness entirely. Across all options, the emphasis is on conditioning, RISC build, mental pressure, and controlled escalation, rather than immediate damage.

Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read all chunks

Visualize opponent reactions for each option

Shadow-play decision trees mentally

Day 2 – Application

Focus on only 2 options per match (e.g., throw + c.S)

Note opponent adaptations

Avoid overusing wacky options

Day 3 – Integration

Layer in 5P/2K and f.S

Use IAD j.HS once per set max

Review which options caused hesitation or freezes

mario050987·docs.google.com·
Nage’s Thoughts to fighting dash blocking
Nage’s Thoughts to fighting dash blocking
Nage’s Thoughts to fighting dash blocking

Summary

This text outlines Nage’s thought process for approaching and countering dash blocking as Faust, focusing on layered offensive options chosen based on opponent reactions. The core idea is graduated escalation: start with simple, reliable options (throw, c.S), then move into checks (5P/2K), spacing control (f.S), and finally unconventional mental-pressure tools (IAD j.HS). Each option targets a specific defensive habit—jumping, backdashing, dash blocking, abusing plus frames, or freezing under uncertainty—rather than aiming for raw damage. The strategy emphasizes RISC build, mental damage, spacing control, and conditioning over immediate reward.

Bullet-Point Quick Review

Dash blocking is beaten by targeted counters, not one universal answer

Start with run-up throw and c.S as baseline options

Use 5P / 2K to check plus-frame abusers and dash blockers

f.S halts momentum and causes hesitation through non-standard follow-ups

IAD j.HS functions as a surprise, high-mental-pressure option

Many choices trade damage for positioning, RISC, and conditioning

Escalation is intentional: simple → safe → disruptive → wacky

Chunked Breakdown Chunk 1: Run-Up Throw (Level 1 Threat)

Concept The simplest and most direct answer to dash blocking. If the opponent wants to move forward, meet them with a throw.

Key Points

Very low execution barrier

High psychological threat

Sets the tone early

Comprehension Questions

Why is run-up throw considered a “level 1” option? → Because it’s simple, fast, and forces immediate respect.

When is this most effective? → When opponents dash mindlessly or hesitate defensively.

Action Steps

Practice reacting to forward movement with instant run-up throw

Use early in matches to establish fear

Track how opponents adjust after getting thrown

Chunk 2: Run-In c.S (Anti-Reaction & RISC Builder)

Concept A safe, flexible pressure tool aimed at opponents who jump or backdash in response to your dash.

Key Points

Beats slower mashes

Safe on block

Converts into multiple pressure routes

Low damage, high RISC value

Comprehension Questions

Why is c.S good even when blocked? → It maintains pressure and builds RISC.

What reactions does it punish? → Jumping, backdashing, slow buttons.

Action Steps

Drill c.S pressure strings (c.S → f.S / 2D / 2S 5HS)

Focus on RISC awareness instead of hit confirms

Use when you want stability over volatility

Chunk 3: Run 5P or 2K (Dash-Block & Plus-Frame Check)

Concept Fast pokes that interrupt opponents who dash in to abuse safe pressure.

Key Points

5P = easy confirms

2K = low check for sloppy dash blocking

2K can lead into 6P mix if confirmed

Safer once you’re confident in your reward

Comprehension Questions

Why does 2K test dash blocking? → It hits low and exposes poor guard transitions.

Why not start with this option? → Requires confidence in conversion and awareness.

Action Steps

Practice confirming 2K into 6P routes

Use 5P when unsure, 2K when reading defense

Layer this after throws and c.S are respected

Chunk 4: Stop Them with f.S (Mental Freeze Tool)

Concept A spacing-based option that halts opponent momentum and disrupts expectations.

Key Points

Minimal cancels

Repetition creates hesitation

Maintains distance

High mental impact, situational effectiveness

Comprehension Questions

Why does f.S “freeze” opponents? → Expected follow-ups never come.

What is the main risk? → Immediate re-entry via air dash.

Action Steps

Use sparingly to disrupt rhythm

Watch for air dash retaliation

Practice delayed 5HS or thrust responses

Chunk 5: IAD j.HS (Unorthodox Mental Damage)

Concept A deliberately strange option that works because opponents don’t expect Faust to jump in this way.

Key Points

No air dash visual indicator

Forces hesitation and panic blocking

Risky and spacing-sensitive

Pure conditioning tool

Comprehension Questions

Why does this option work despite being disadvantageous? → Surprise and lack of visual cues.

What are its limitations? → Can whiff on crouchers; spacing is strict.

Action Steps

Use only after establishing grounded pressure

Test opponent awareness before committing

Treat as a mental reset, not a main approach

Super-Summary (1 Page)

Nage’s approach to fighting dash blocking as Faust is built on layered decision-making, not brute-force offense. The strategy begins with simple, universal threats like run-up throw and c.S to establish control and force respect. Once opponents adjust, Faust introduces fast interruption tools (5P, 2K) to challenge dash blocking and plus-frame abuse. For spacing and tempo control, f.S halts forward momentum and creates hesitation through expectation-breaking. Finally, IAD j.HS serves as a high-risk, high-mental-impact option designed to disrupt awareness entirely. Across all options, the emphasis is on conditioning, RISC build, mental pressure, and controlled escalation, rather than immediate damage.

Optional 3-Day Spaced Review Plan

Day 1 – Understanding

Re-read all chunks

Visualize opponent reactions for each option

Shadow-play decision trees mentally

Day 2 – Application

Focus on only 2 options per match (e.g., throw + c.S)

Note opponent adaptations

Avoid overusing wacky options

Day 3 – Integration

Layer in 5P/2K and f.S

Use IAD j.HS once per set max

Review which options caused hesitation or freezes

mario050987·docs.google.com·
Nage’s Thoughts to fighting dash blocking
Stylish Guilty Gear Strive Combos
Stylish Guilty Gear Strive Combos
Song : https://www.youtube.com/watch?v=gkvqjXfGvaQ&ab_channel=FaustusGraticus I probably had the most fun making the combos for this video specifically(characters like Giovanna, Zato, and ESPECIALLY Chipp). this might be my last weekly ggst vid cause idk if i'll have the inspiration to make more combos (plus I wanna improve my dbfz combos). side note i hate goldlewis so no wallbreak
mario050987·youtube.com·
Stylish Guilty Gear Strive Combos
small guy on Twitter
small guy on Twitter
did you know you can air throw backdashes? #GGST pic.twitter.com/GviQHAlvcx— small guy (@otherguyguy) October 29, 2022
mario050987·t.co·
small guy on Twitter
Guilty Gear Strive Season 2 Tier List
Guilty Gear Strive Season 2 Tier List
#guiltygear #guiltygearstrive #fightinggames 0:00 - intro/what changed 4:40 - Nagoriyuki and why he's the best character 6:08 - Happy Chaos and Top Tier flaws 7:17 - Ramlethal 7:42 - Leo Whitefang 8:25 - Baiken :) 10:42 - Goldlewis Dickinson 11:25 - Chipp Zanuff 12:20 - My Colleague 13:53 - May, Testament and Jack-O Valentine 15:39 - Giovanna 18:11 - Faust 19:40 - Kyle Kiske 20:20 - The Flames of Corruption 20:49 - Brisket 21:30 - Axl 22:14 - I-no 22:50 - Millia 25:25 - Anji Mito 26:45 - Potemkin 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 Instagram - https://www.instagram.com/lordknightfgc Contact - fgc@beastcoast.gg Use code LORDKNIGHT20 for 20% off Lemon Perfect (US only, sorry) -https://lemonperfect.com/products/jus... If you're into figures, use my link to buy them on Hobby Link Japan! - https://shop.hlj.com/lordknight Edited by Renderific - https://www.twitter.com/renderific Thumbnails by Tsuntenshi - https://www.twitter.com/tsuntenshi #gaming #lordknight
mario050987·youtube.com·
Guilty Gear Strive Season 2 Tier List
EVERY Character in Guilty Gear Strive EXPLAINED
EVERY Character in Guilty Gear Strive EXPLAINED
Romolla has given you the keys to understanding every character in strive at the basic level. Now its your turn to go forth and pick your favorite character and go start learning this amazing game. Cross Play Free Beta is live from October 13th to October 17th! https://www.guiltygear.com/ggst/en/news/post-1686/ Follow @Romolla Ch. https://www.twitch.tv/romolla https://twitter.com/Romoolla #romolla #clgfgc #ggst 0:00 Intro 1:08 Sol Badguy 3:37 Ky Kiske 5:21 May 7:30 Axl Low 9:13 Chipp Zanuff 11:47 Potemkin 14:17 Faust 17:12 Millia Rage 19:11 Zato-1 21:17 Ramlethal Valentine 22:56 Leo Whitefang 24:23 Nagoriyuki 27:23 Giovanna 29:10 Anji Mito 31:41 I-no 33:55 Goldlewis Dickinson 36:37 Jack-O 38:33 Happy Chaos 40:25 Baiken 42:56 Testament 45:41 Bridget 48:00 Outro
mario050987·youtube.com·
EVERY Character in Guilty Gear Strive EXPLAINED
EVERY Character in Guilty Gear Strive EXPLAINED
EVERY Character in Guilty Gear Strive EXPLAINED
Romolla has given you the keys to understanding every character in strive at the basic level. Now its your turn to go forth and pick your favorite character and go start learning this amazing game. Cross Play Free Beta is live from October 13th to October 17th! https://www.guiltygear.com/ggst/en/news/post-1686/ Follow @Romolla Ch. https://www.twitch.tv/romolla https://twitter.com/Romoolla #romolla #clgfgc #ggst 0:00 Intro 1:08 Sol Badguy 3:37 Ky Kiske 5:21 May 7:30 Axl Low 9:13 Chipp Zanuff 11:47 Potemkin 14:17 Faust 17:12 Millia Rage 19:11 Zato-1 21:17 Ramlethal Valentine 22:56 Leo Whitefang 24:23 Nagoriyuki 27:23 Giovanna 29:10 Anji Mito 31:41 I-no 33:55 Goldlewis Dickinson 36:37 Jack-O 38:33 Happy Chaos 40:25 Baiken 42:56 Testament 45:41 Bridget 48:00 Outro
mario050987·youtube.com·
EVERY Character in Guilty Gear Strive EXPLAINED
9Moons | Smitty_FGC on Twitter
9Moons | Smitty_FGC on Twitter
#GGST Might be known already but not documented: When you land from a jump and do not have landing recovery, there is a small cooldown before you can jump again. You can circumvent this cooldown by intentionally giving yourself landing recovery or by tapping FD when you land— 9Moons | Smitty_FGC (@SmittyWerbenFGC) October 12, 2022
mario050987·twitter.com·
9Moons | Smitty_FGC on Twitter
9Moons | Smitty_FGC on Twitter
9Moons | Smitty_FGC on Twitter
#GGST Might be known already but not documented: When you land from a jump and do not have landing recovery, there is a small cooldown before you can jump again. You can circumvent this cooldown by intentionally giving yourself landing recovery or by tapping FD when you land— 9Moons | Smitty_FGC (@SmittyWerbenFGC) October 12, 2022
mario050987·twitter.com·
9Moons | Smitty_FGC on Twitter
9Moons | Smitty_FGC on Twitter
9Moons | Smitty_FGC on Twitter
#GGST Might be known already but not documented: When you land from a jump and do not have landing recovery, there is a small cooldown before you can jump again. You can circumvent this cooldown by intentionally giving yourself landing recovery or by tapping FD when you land— 9Moons | Smitty_FGC (@SmittyWerbenFGC) October 12, 2022
mario050987·twitter.com·
9Moons | Smitty_FGC on Twitter
SeoFGC on Twitter
SeoFGC on Twitter
A simple option select to deal with stun dipper no RC and stun dipper back PRC 6h. Inputs: delay 2k 1p+k+dOf course, the ky can deal with it by catching the timing of the delay 2k.#ggst_ky pic.twitter.com/IjqFOb52hc— SeoFGC (@SeoFGC) October 6, 2022
mario050987·t.co·
SeoFGC on Twitter