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Howie on Twitter
Howie on Twitter
Zato Dust swag, they nerfed the beta route where you do j.D into j.D so had to find a new one #GGST #GGST_ZA pic.twitter.com/9CMAFFF3HE— Howie (@DanteDemonZ) July 1, 2021
mario050987·twitter.com·
Howie on Twitter
Strive Zato-Nago Cmd Throws n stuff
Strive Zato-Nago Cmd Throws n stuff
Zato command throw meaty mixup stuff. Followed by Nagoriyuki command throw trap. And then a Faust meteor rng fail. Command throws beat normal throws and also wakeup DPs in this game. There is 5 frames of throw invulnerability window on wakeup so characters need at least a 5F startup move to beat a meaty command throw, if the characters fastest move is 6F they can’t mash out. In this situation with Zato, the Eddy move Oppose covers backdashes and also guards Zato. So, even if the opponent has a fast 5F or faster normal they cannot mash attacks to get out of the command throw attempt because they will hit a guard point Eddy instead of hitting Zato. So, backdashing, throwing, DPing, and mashing an attack are not valid options in this situation. Jumping escapes the throw, but any meaty attack will beat a jump-out attempt. This makes the situation a straight 50/50 between grab/attack where the opponent’s only options are block or jump (or use meter for like super or backdash RC or whatever). If Zato has meter he can drift RC the command throw on successful grab for a combo. And on whiff he can PRC or drift PRC on reaction to the whiff which keeps him safe or potentially allows him to punish the jump. If Nagoriyuki attacks too soon after a jump he will still hit Eddy instead of Zato but attacking too late allows Zato an opening to drift PRC into airthrow (or whatever). In the Nagoriyuki sequence the 5SS causes Nagoriyuki to step forward quite a bit allowing him to cancel into command throw, and since Axl’s fastest normal is 6 frames startup he cannot beat the command throw with a normal attack. Axl can jump out of the command throw, however, Nagoriyuki’s 5SSS beats jump-out attempts as it catches prejump frames, thus Axl will get hit if he tries to jump when Nago does 5SSS instead of 5SS into command throw. There are correct answers to both these situations but it forces the opponent to commit to a risky option, where guessing right gets you out but guessing wrong gets you hurt quite a bit. All of this is more proof of concept and, more about understanding what is happening in order to be aware. The setup itself may or may not be good or practical but it’s more about understanding throws and command throws as that knowledge is universally applicable in Strive and that knowledge is therefor perhaps valuable. And the last clip is just RNG sadness with Faust meteors. Gaps between meteors can happen but the size of the gap in that clip is comedically large.
mario050987·youtube.com·
Strive Zato-Nago Cmd Throws n stuff
Mark Kirollos on Twitter
Mark Kirollos on Twitter
You can go into Corner Sun Void oki from midscreen loops, too. Just dash in and meaty with -K-. It's good when you land the hit on the second loop and can't sandwich combo. It's also good when you want to maximize your meter gain with a few extra hits. #GGST #GGST_ZA pic.twitter.com/vWbYYYnkzD— Mark Kirollos (@Mark_FGC) June 30, 2021
mario050987·twitter.com·
Mark Kirollos on Twitter
乱レボ on Twitter
乱レボ on Twitter
#PS5Share, #GUILTYGEARSTRIVE 跳ねるを入れなくても一応可能なんだね。あ、昇龍ガード後のコンボはテキトーですw #GGST #ZATO pic.twitter.com/zMpidIj3kE— 乱レボ (@ranrebo) June 30, 2021
mario050987·twitter.com·
乱レボ on Twitter
Zato Close -P- 210
Zato Close -P- 210
214H-[P] -P-(1) 2S -P-(2) [3] 22H-[S] -S- 66 2[S] -S- 5H Don't 66 too early after frog as the edge of the screen will let both hits of frog connect. You can 632146S before second hit of frog connects to break the wall with it.
mario050987·youtube.com·
Zato Close -P- 210
聖剣のセギノール on Twitter
聖剣のセギノール on Twitter
ザトー使いに聞きたいんですが画面中央付近で、つつく2>近S>2HS>跳ねるのみをザトー飛び越しつつ安定ってします?端背負いとかなら適当でもいいですが、中央だと跳ねる2ヒットせずに拾えない事が頻発するんですよね#GGST_ZA— 聖剣のセギノール (@jAcXRcBMwnWpRYo) June 30, 2021
mario050987·twitter.com·
聖剣のセギノール on Twitter