System & General Resources

System & General Resources

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🖤 DRU 🖤 on Twitter
🖤 DRU 🖤 on Twitter
Are there sweet spots in #GGStrive's hitboxes? Anyone know why the property change? https://t.co/Z1wupFgOnn pic.twitter.com/sz7YguvhRR— 🖤 DRU 🖤 (@DreworFalse) June 15, 2021
mario050987·twitter.com·
🖤 DRU 🖤 on Twitter
Strawberry | イチゴ🍓 on Twitter
Strawberry | イチゴ🍓 on Twitter
This is interesting, in #GGST stand block pushes the opponent back more than crouch block. pic.twitter.com/YjYHyCtZW5— Strawberry | イチゴ🍓 (@StrawberrySoryu) June 15, 2021
mario050987·twitter.com·
Strawberry | イチゴ🍓 on Twitter
[RELEASE] Strive Hitbox Viewer
[RELEASE] Strive Hitbox Viewer
# [Download + Source Code](https://github.com/AltimorTASDK/strivehitboxes/releases) # [Screenshot](https://i.imgur.com/ZqpwcmN.png) # Usage Run...
mario050987·reddit.com·
[RELEASE] Strive Hitbox Viewer
🖤 DRU 🖤 on Twitter
🖤 DRU 🖤 on Twitter
Are there sweet spots in #GGStrive's hitboxes? Anyone know why the property change? https://t.co/Z1wupFgOnn pic.twitter.com/sz7YguvhRR— 🖤 DRU 🖤 (@DreworFalse) June 15, 2021
mario050987·twitter.com·
🖤 DRU 🖤 on Twitter
rocamocha on Twitter
rocamocha on Twitter
Here is a screenfreeze OS at this 2D spacing if you have meter to confirm / stay safe against jump.Fish for 2D counterhit on Sol without having to back megafist on block, I guess?Actually not sure how useful this is as a non-Potemkin player. Excuse the bad combos.#GGST_PO pic.twitter.com/TJWXlaM9xs— rocamocha (@cyootlabs) June 15, 2021
mario050987·twitter.com·
rocamocha on Twitter
Zack on Twitter
Zack on Twitter
You take reduced damage while you're slowed down after an RC. Quick RC avoids adding scaling. #GGST pic.twitter.com/ryrDVs1Ey4— Zack (@Zakotou) June 15, 2021
mario050987·twitter.com·
Zack on Twitter
Zack on Twitter
Zack on Twitter
You take reduced damage while you're slowed down after an RC. Quick RC avoids adding scaling. #GGST pic.twitter.com/ryrDVs1Ey4— Zack (@Zakotou) June 15, 2021
mario050987·twitter.com·
Zack on Twitter
Zack on Twitter
Zack on Twitter
You take reduced damage while you're slowed down after an RC. Quick RC avoids adding scaling. #GGST pic.twitter.com/ryrDVs1Ey4— Zack (@Zakotou) June 15, 2021
mario050987·twitter.com·
Zack on Twitter
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Just a discussion on how some of these mechanics can be applied and some advanced uses of the mechanics. If you have any questions, please ask away, this was an impromptu stream so I made some mistakes/had difficulty pulling off some things i hadnt really labbed much. Make sure to play around with the mechanics yourself, I hope you ifn this video informative and intend it as a starting place for beginners and intermediate players new to strive to get ideas from. -- Watch live at https://www.twitch.tv/7upjawa
mario050987·youtube.com·
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Just a discussion on how some of these mechanics can be applied and some advanced uses of the mechanics. If you have any questions, please ask away, this was an impromptu stream so I made some mistakes/had difficulty pulling off some things i hadnt really labbed much. Make sure to play around with the mechanics yourself, I hope you ifn this video informative and intend it as a starting place for beginners and intermediate players new to strive to get ideas from. -- Watch live at https://www.twitch.tv/7upjawa
mario050987·youtube.com·
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?

Chunked Summary Chunk 1: Introduction & Problem Overview

Content: The video opens with Spooky introducing the issue of being grabbed on wake-up in Guilty Gear Strive. Players often get thrown out of meaties, block strings, or neutral situations. Even skilled players can fall for wake-up throws if they’re too aggressive or mistime attacks.

Key Concept: Wake-up throws are very fast (2 frames), meaning they beat even fast buttons like jabs (4–5 frames) or uppercuts.

Actionable Lesson: Understanding throw priority is essential; pressing buttons at the same time as a throw will often result in getting grabbed.

Comprehension Questions:

Why do wake-up throws beat most buttons in Guilty Gear Strive? Answer: Because throws have a 2-frame start-up, faster than most attacks.

What situations commonly lead to being grabbed on wake-up? Answer: Mistimed meaties, air dashes, block strings, and awkward neutral positions.

Action Steps:

Practice recognizing when you’re vulnerable to wake-up throws.

Learn frame data for your fastest attacks versus throws.

Chunk 2: Technique 1 – Perfect Meaty

Content: A “perfect meaty” involves hitting your opponent on the exact first active frame after their knockdown, leaving no gaps. This prevents them from throwing you and guarantees counter hits or combos.

Example: Spooky demonstrates a counter combo that only works if the meaty is timed perfectly.

Key Concept: Timing and precision are critical; being even one frame late allows a throw to succeed.

Comprehension Questions:

What is a “perfect meaty”? Answer: Hitting the opponent on the first active frame after knockdown to prevent throws.

Why is precision essential in executing a perfect meaty? Answer: Because a single-frame delay can allow the opponent to grab you.

Action Steps:

Drill meaty timing in training mode.

Practice with different knockdowns to internalize exact timing.

Chunk 3: Technique 2 – Throw Invincible Moves

Content: Some characters have throw-invincible moves. Using these as meaties ensures that wake-up throws fail even if slightly late.

Key Concept: Combining throw invincibility with meaty timing gives a safer approach against throw-happy opponents.

Comprehension Questions:

How does a throw-invincible move help against wake-up throws? Answer: It ignores the throw and hits the opponent, preventing them from grabbing.

Can you use these moves even if your timing is slightly off? Answer: Yes, because throw invincibility provides a safety buffer.

Action Steps:

Identify your character’s throw-invincible moves.

Practice using them as meaties on knockdown.

Chunk 4: Technique 3 – Space Button

Content: “Space button” involves spacing yourself out so your attack lands just outside throw range. This keeps you safe from wake-up throws while still hitting the opponent.

Example: Spooky demonstrates spacing to avoid both throws and certain pokes.

Key Concept: Proper spacing allows offense without risking wake-up grabs.

Comprehension Questions:

What is the goal of the space button technique? Answer: To hit the opponent while staying out of throw range.

How does spacing affect both throws and pokes? Answer: It keeps you safe from grabs and makes certain attacks ineffective against you.

Action Steps:

Experiment with different attack ranges to find optimal spacing.

Incorporate spacing into both wake-up offense and neutral game.

Chunk 5: Technique 4 – Perfect Gap Strings

Content: A “perfect gap string” uses block strings with exactly one-frame gaps between attacks. Throws cannot fit into this gap due to their 2-frame start-up.

Example: Spooky shows a string that guarantees a counter if the opponent tries to throw.

Key Concept: Precise gaps in strings prevent throw mashers from interrupting.

Comprehension Questions:

Why does a one-frame gap prevent throws? Answer: Throws require 2 frames to start, so they cannot hit during a 1-frame gap.

What is the risk of mis-timing a gap string? Answer: The opponent may successfully throw you or escape the string.

Action Steps:

Train specific strings to create exact one-frame gaps.

Test in matches against throw-happy opponents.

Chunk 6: Technique 5 – Space String

Content: “Space string” is similar to space button but applies to attack strings. You start a string far enough that the opponent’s wake-up throw cannot reach you, but your string can still hit them.

Key Concept: Spacing during strings prevents grabs while maintaining offensive pressure.

Comprehension Questions:

How does a space string differ from a space button? Answer: Space string is applied to a series of attacks, not a single button press.

What must you avoid when spacing strings? Answer: Being too close, or the opponent’s throw can still reach you.

Action Steps:

Adjust your distance when performing strings.

Learn which strings are effective at spaced ranges for your character.

Chunk 7: Technique 6 – Neutral Jump Mix

Content: After a knockdown, you can neutral jump at the last second, creating a mix-up that looks like you are throwable. If the opponent attempts a throw, they can get counter-hit on landing.

Example: Neutral jump heavy attacks can lead to guaranteed counter combos in certain situations.

Key Concept: Timing the neutral jump right exploits wake-up aggression while creating combo opportunities.

Comprehension Questions:

What is the purpose of the neutral jump mix? Answer: To bait wake-up throws and create counter-hit opportunities.

Why does the neutral jump work against wake-up throws? Answer: Opponents mistime their throw and land in a vulnerable state.

Action Steps:

Practice late neutral jumps after knockdowns.

Integrate this into your mix-up options to punish throw mashers.

Super-Summary (Concise, Actionable)

Key Insights:

Wake-up throws are extremely fast (2 frames) and beat most buttons; awareness of timing and spacing is essential.

Techniques to counter wake-up throws include:

Perfect Meaty: Hit on the first active frame to prevent throws.

Throw-Invincible Moves: Use meaties with throw immunity for safer options.

Space Button/String: Attack from a distance outside throw range.

Perfect Gap Strings: One-frame gaps in block strings prevent throw interruption.

Neutral Jump Mix: Late jumps bait throws and set up counter-hit combos.

Action Steps:

Drill meaty timing and perfect gaps in training mode.

Identify throw-invincible moves for your character.

Practice spacing during attacks and strings.

Incorporate neutral jump mix-ups for wake-up situations.

Optional 3-Day Spaced Review Plan

Day 1: Watch a replay and identify wake-up throw scenarios; practice perfect meaty and throw-invincible moves.

Day 2: Drill spacing techniques (space button/string) and perfect gap strings in training mode.

Day 3: Combine all techniques; practice neutral jump mix-ups in matches against throw-heavy opponents.

mario050987·youtube.com·
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?

Chunked Summary Chunk 1: Introduction & Problem Overview

Content: The video opens with Spooky introducing the issue of being grabbed on wake-up in Guilty Gear Strive. Players often get thrown out of meaties, block strings, or neutral situations. Even skilled players can fall for wake-up throws if they’re too aggressive or mistime attacks.

Key Concept: Wake-up throws are very fast (2 frames), meaning they beat even fast buttons like jabs (4–5 frames) or uppercuts.

Actionable Lesson: Understanding throw priority is essential; pressing buttons at the same time as a throw will often result in getting grabbed.

Comprehension Questions:

Why do wake-up throws beat most buttons in Guilty Gear Strive? Answer: Because throws have a 2-frame start-up, faster than most attacks.

What situations commonly lead to being grabbed on wake-up? Answer: Mistimed meaties, air dashes, block strings, and awkward neutral positions.

Action Steps:

Practice recognizing when you’re vulnerable to wake-up throws.

Learn frame data for your fastest attacks versus throws.

Chunk 2: Technique 1 – Perfect Meaty

Content: A “perfect meaty” involves hitting your opponent on the exact first active frame after their knockdown, leaving no gaps. This prevents them from throwing you and guarantees counter hits or combos.

Example: Spooky demonstrates a counter combo that only works if the meaty is timed perfectly.

Key Concept: Timing and precision are critical; being even one frame late allows a throw to succeed.

Comprehension Questions:

What is a “perfect meaty”? Answer: Hitting the opponent on the first active frame after knockdown to prevent throws.

Why is precision essential in executing a perfect meaty? Answer: Because a single-frame delay can allow the opponent to grab you.

Action Steps:

Drill meaty timing in training mode.

Practice with different knockdowns to internalize exact timing.

Chunk 3: Technique 2 – Throw Invincible Moves

Content: Some characters have throw-invincible moves. Using these as meaties ensures that wake-up throws fail even if slightly late.

Key Concept: Combining throw invincibility with meaty timing gives a safer approach against throw-happy opponents.

Comprehension Questions:

How does a throw-invincible move help against wake-up throws? Answer: It ignores the throw and hits the opponent, preventing them from grabbing.

Can you use these moves even if your timing is slightly off? Answer: Yes, because throw invincibility provides a safety buffer.

Action Steps:

Identify your character’s throw-invincible moves.

Practice using them as meaties on knockdown.

Chunk 4: Technique 3 – Space Button

Content: “Space button” involves spacing yourself out so your attack lands just outside throw range. This keeps you safe from wake-up throws while still hitting the opponent.

Example: Spooky demonstrates spacing to avoid both throws and certain pokes.

Key Concept: Proper spacing allows offense without risking wake-up grabs.

Comprehension Questions:

What is the goal of the space button technique? Answer: To hit the opponent while staying out of throw range.

How does spacing affect both throws and pokes? Answer: It keeps you safe from grabs and makes certain attacks ineffective against you.

Action Steps:

Experiment with different attack ranges to find optimal spacing.

Incorporate spacing into both wake-up offense and neutral game.

Chunk 5: Technique 4 – Perfect Gap Strings

Content: A “perfect gap string” uses block strings with exactly one-frame gaps between attacks. Throws cannot fit into this gap due to their 2-frame start-up.

Example: Spooky shows a string that guarantees a counter if the opponent tries to throw.

Key Concept: Precise gaps in strings prevent throw mashers from interrupting.

Comprehension Questions:

Why does a one-frame gap prevent throws? Answer: Throws require 2 frames to start, so they cannot hit during a 1-frame gap.

What is the risk of mis-timing a gap string? Answer: The opponent may successfully throw you or escape the string.

Action Steps:

Train specific strings to create exact one-frame gaps.

Test in matches against throw-happy opponents.

Chunk 6: Technique 5 – Space String

Content: “Space string” is similar to space button but applies to attack strings. You start a string far enough that the opponent’s wake-up throw cannot reach you, but your string can still hit them.

Key Concept: Spacing during strings prevents grabs while maintaining offensive pressure.

Comprehension Questions:

How does a space string differ from a space button? Answer: Space string is applied to a series of attacks, not a single button press.

What must you avoid when spacing strings? Answer: Being too close, or the opponent’s throw can still reach you.

Action Steps:

Adjust your distance when performing strings.

Learn which strings are effective at spaced ranges for your character.

Chunk 7: Technique 6 – Neutral Jump Mix

Content: After a knockdown, you can neutral jump at the last second, creating a mix-up that looks like you are throwable. If the opponent attempts a throw, they can get counter-hit on landing.

Example: Neutral jump heavy attacks can lead to guaranteed counter combos in certain situations.

Key Concept: Timing the neutral jump right exploits wake-up aggression while creating combo opportunities.

Comprehension Questions:

What is the purpose of the neutral jump mix? Answer: To bait wake-up throws and create counter-hit opportunities.

Why does the neutral jump work against wake-up throws? Answer: Opponents mistime their throw and land in a vulnerable state.

Action Steps:

Practice late neutral jumps after knockdowns.

Integrate this into your mix-up options to punish throw mashers.

Super-Summary (Concise, Actionable)

Key Insights:

Wake-up throws are extremely fast (2 frames) and beat most buttons; awareness of timing and spacing is essential.

Techniques to counter wake-up throws include:

Perfect Meaty: Hit on the first active frame to prevent throws.

Throw-Invincible Moves: Use meaties with throw immunity for safer options.

Space Button/String: Attack from a distance outside throw range.

Perfect Gap Strings: One-frame gaps in block strings prevent throw interruption.

Neutral Jump Mix: Late jumps bait throws and set up counter-hit combos.

Action Steps:

Drill meaty timing and perfect gaps in training mode.

Identify throw-invincible moves for your character.

Practice spacing during attacks and strings.

Incorporate neutral jump mix-ups for wake-up situations.

Optional 3-Day Spaced Review Plan

Day 1: Watch a replay and identify wake-up throw scenarios; practice perfect meaty and throw-invincible moves.

Day 2: Drill spacing techniques (space button/string) and perfect gap strings in training mode.

Day 3: Combine all techniques; practice neutral jump mix-ups in matches against throw-heavy opponents.

mario050987·youtube.com·
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?

Chunked Summary Chunk 1: Introduction & Problem Overview

Content: The video opens with Spooky introducing the issue of being grabbed on wake-up in Guilty Gear Strive. Players often get thrown out of meaties, block strings, or neutral situations. Even skilled players can fall for wake-up throws if they’re too aggressive or mistime attacks.

Key Concept: Wake-up throws are very fast (2 frames), meaning they beat even fast buttons like jabs (4–5 frames) or uppercuts.

Actionable Lesson: Understanding throw priority is essential; pressing buttons at the same time as a throw will often result in getting grabbed.

Comprehension Questions:

Why do wake-up throws beat most buttons in Guilty Gear Strive? Answer: Because throws have a 2-frame start-up, faster than most attacks.

What situations commonly lead to being grabbed on wake-up? Answer: Mistimed meaties, air dashes, block strings, and awkward neutral positions.

Action Steps:

Practice recognizing when you’re vulnerable to wake-up throws.

Learn frame data for your fastest attacks versus throws.

Chunk 2: Technique 1 – Perfect Meaty

Content: A “perfect meaty” involves hitting your opponent on the exact first active frame after their knockdown, leaving no gaps. This prevents them from throwing you and guarantees counter hits or combos.

Example: Spooky demonstrates a counter combo that only works if the meaty is timed perfectly.

Key Concept: Timing and precision are critical; being even one frame late allows a throw to succeed.

Comprehension Questions:

What is a “perfect meaty”? Answer: Hitting the opponent on the first active frame after knockdown to prevent throws.

Why is precision essential in executing a perfect meaty? Answer: Because a single-frame delay can allow the opponent to grab you.

Action Steps:

Drill meaty timing in training mode.

Practice with different knockdowns to internalize exact timing.

Chunk 3: Technique 2 – Throw Invincible Moves

Content: Some characters have throw-invincible moves. Using these as meaties ensures that wake-up throws fail even if slightly late.

Key Concept: Combining throw invincibility with meaty timing gives a safer approach against throw-happy opponents.

Comprehension Questions:

How does a throw-invincible move help against wake-up throws? Answer: It ignores the throw and hits the opponent, preventing them from grabbing.

Can you use these moves even if your timing is slightly off? Answer: Yes, because throw invincibility provides a safety buffer.

Action Steps:

Identify your character’s throw-invincible moves.

Practice using them as meaties on knockdown.

Chunk 4: Technique 3 – Space Button

Content: “Space button” involves spacing yourself out so your attack lands just outside throw range. This keeps you safe from wake-up throws while still hitting the opponent.

Example: Spooky demonstrates spacing to avoid both throws and certain pokes.

Key Concept: Proper spacing allows offense without risking wake-up grabs.

Comprehension Questions:

What is the goal of the space button technique? Answer: To hit the opponent while staying out of throw range.

How does spacing affect both throws and pokes? Answer: It keeps you safe from grabs and makes certain attacks ineffective against you.

Action Steps:

Experiment with different attack ranges to find optimal spacing.

Incorporate spacing into both wake-up offense and neutral game.

Chunk 5: Technique 4 – Perfect Gap Strings

Content: A “perfect gap string” uses block strings with exactly one-frame gaps between attacks. Throws cannot fit into this gap due to their 2-frame start-up.

Example: Spooky shows a string that guarantees a counter if the opponent tries to throw.

Key Concept: Precise gaps in strings prevent throw mashers from interrupting.

Comprehension Questions:

Why does a one-frame gap prevent throws? Answer: Throws require 2 frames to start, so they cannot hit during a 1-frame gap.

What is the risk of mis-timing a gap string? Answer: The opponent may successfully throw you or escape the string.

Action Steps:

Train specific strings to create exact one-frame gaps.

Test in matches against throw-happy opponents.

Chunk 6: Technique 5 – Space String

Content: “Space string” is similar to space button but applies to attack strings. You start a string far enough that the opponent’s wake-up throw cannot reach you, but your string can still hit them.

Key Concept: Spacing during strings prevents grabs while maintaining offensive pressure.

Comprehension Questions:

How does a space string differ from a space button? Answer: Space string is applied to a series of attacks, not a single button press.

What must you avoid when spacing strings? Answer: Being too close, or the opponent’s throw can still reach you.

Action Steps:

Adjust your distance when performing strings.

Learn which strings are effective at spaced ranges for your character.

Chunk 7: Technique 6 – Neutral Jump Mix

Content: After a knockdown, you can neutral jump at the last second, creating a mix-up that looks like you are throwable. If the opponent attempts a throw, they can get counter-hit on landing.

Example: Neutral jump heavy attacks can lead to guaranteed counter combos in certain situations.

Key Concept: Timing the neutral jump right exploits wake-up aggression while creating combo opportunities.

Comprehension Questions:

What is the purpose of the neutral jump mix? Answer: To bait wake-up throws and create counter-hit opportunities.

Why does the neutral jump work against wake-up throws? Answer: Opponents mistime their throw and land in a vulnerable state.

Action Steps:

Practice late neutral jumps after knockdowns.

Integrate this into your mix-up options to punish throw mashers.

Super-Summary (Concise, Actionable)

Key Insights:

Wake-up throws are extremely fast (2 frames) and beat most buttons; awareness of timing and spacing is essential.

Techniques to counter wake-up throws include:

Perfect Meaty: Hit on the first active frame to prevent throws.

Throw-Invincible Moves: Use meaties with throw immunity for safer options.

Space Button/String: Attack from a distance outside throw range.

Perfect Gap Strings: One-frame gaps in block strings prevent throw interruption.

Neutral Jump Mix: Late jumps bait throws and set up counter-hit combos.

Action Steps:

Drill meaty timing and perfect gaps in training mode.

Identify throw-invincible moves for your character.

Practice spacing during attacks and strings.

Incorporate neutral jump mix-ups for wake-up situations.

Optional 3-Day Spaced Review Plan

Day 1: Watch a replay and identify wake-up throw scenarios; practice perfect meaty and throw-invincible moves.

Day 2: Drill spacing techniques (space button/string) and perfect gap strings in training mode.

Day 3: Combine all techniques; practice neutral jump mix-ups in matches against throw-heavy opponents.

mario050987·youtube.com·
How do I beat Wakeup Throw / Defensive / mash throw in Guilty Gear Strive?
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
Just a discussion on how some of these mechanics can be applied and some advanced uses of the mechanics. If you have any questions, please ask away, this was an impromptu stream so I made some mistakes/had difficulty pulling off some things i hadnt really labbed much. Make sure to play around with the mechanics yourself, I hope you ifn this video informative and intend it as a starting place for beginners and intermediate players new to strive to get ideas from. -- Watch live at https://www.twitch.tv/7upjawa
mario050987·youtube.com·
Guilty Gear -Strive- Overview of BRC, YRC (with a brief FuzzyJump detour)
rocamocha on Twitter
rocamocha on Twitter
Here is a screenfreeze OS at this 2D spacing if you have meter to confirm / stay safe against jump.Fish for 2D counterhit on Sol without having to back megafist on block, I guess?Actually not sure how useful this is as a non-Potemkin player. Excuse the bad combos.#GGST_PO pic.twitter.com/TJWXlaM9xs— rocamocha (@cyootlabs) June 15, 2021
mario050987·twitter.com·
rocamocha on Twitter
Guilty Gear Strive Fatal Counter Hit Levels Examples
Guilty Gear Strive Fatal Counter Hit Levels Examples
Strive has a unique counter hit system, where certain moves will slow the game down and give the opponent additional hitstun for a small period of time. During this time, you can actually get some combos that are otherwise impossible. This is actually pretty similar to BlazBlue's fatal counter system, except now we have 4 types of counterhits to keep track of. Light counterhits im pretty sure don't give anything extra. In this video, I'm showing the differences in additional hitstun that medium and heavy chs give. Normally, you can't combo out of Dauro. Out of certain counterhit starters, which give either medium or heavy fatal counterhits, you can link your normals. 2K is a 6 frame normal, 5K is 7 frames. Off a CH 6p, which gives a medium counter hit, you can only link 2K after 6P dauro. You black beat when you try 5k, which means the opponent can block it. On a heavy counterhit 5H dauro, you can link into moves up to 11 frames startup, including f.S, 2D, and microdash c.S and 5K. When you try to link a 2S, which has 12 frames of startup, you black beat. From what I've tested, medium counterhits give "a lot" of additional hitstun, and heavy counterhits give 5 frames more hitstun than mediums. This should make for some unique combos, but this is definitely not new player friendly lmao. Thanks for coming to my TED Talk, and clayton lol.
mario050987·youtube.com·
Guilty Gear Strive Fatal Counter Hit Levels Examples
Guilty Gear Strive Fatal Counter Hit Levels Examples
Guilty Gear Strive Fatal Counter Hit Levels Examples
Strive has a unique counter hit system, where certain moves will slow the game down and give the opponent additional hitstun for a small period of time. During this time, you can actually get some combos that are otherwise impossible. This is actually pretty similar to BlazBlue's fatal counter system, except now we have 4 types of counterhits to keep track of. Light counterhits im pretty sure don't give anything extra. In this video, I'm showing the differences in additional hitstun that medium and heavy chs give. Normally, you can't combo out of Dauro. Out of certain counterhit starters, which give either medium or heavy fatal counterhits, you can link your normals. 2K is a 6 frame normal, 5K is 7 frames. Off a CH 6p, which gives a medium counter hit, you can only link 2K after 6P dauro. You black beat when you try 5k, which means the opponent can block it. On a heavy counterhit 5H dauro, you can link into moves up to 11 frames startup, including f.S, 2D, and microdash c.S and 5K. When you try to link a 2S, which has 12 frames of startup, you black beat. From what I've tested, medium counterhits give "a lot" of additional hitstun, and heavy counterhits give 5 frames more hitstun than mediums. This should make for some unique combos, but this is definitely not new player friendly lmao. Thanks for coming to my TED Talk, and clayton lol.
mario050987·youtube.com·
Guilty Gear Strive Fatal Counter Hit Levels Examples