System & General Resources

System & General Resources

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中村 on Twitter
中村 on Twitter
FD漏れ2K安定してきた#GGST, #GUILTYGEARSTRIVE pic.twitter.com/KdYXbYonPd— 中村 (@nakamura_mi) November 9, 2021
mario050987·twitter.com·
中村 on Twitter
XIII.PHANTOM on Twitter
XIII.PHANTOM on Twitter
Universal FD super jump and jump tip to make it easy. Rotate through from whatever jump angle to 4+2 buttons of easier execution. EG 1,9874S+HS #GuiltyGearStrive #GGST pic.twitter.com/DEzH93GwEb— XIII.PHANTOM (@XIIIPHANTOMXIII) November 9, 2021
mario050987·twitter.com·
XIII.PHANTOM on Twitter
XIII.PHANTOM on Twitter
XIII.PHANTOM on Twitter
Universal FD super jump and jump tip to make it easy. Rotate through from whatever jump angle to 4+2 buttons of easier execution. EG 1,9874S+HS #GuiltyGearStrive #GGST pic.twitter.com/DEzH93GwEb— XIII.PHANTOM (@XIIIPHANTOMXIII) November 9, 2021
mario050987·twitter.com·
XIII.PHANTOM on Twitter
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
Not sure if this system mechanic quirk is known but specials can cancel landing recovery, even the hard 3f recovery you get from air movement or air buttons. It can allow for links when faster normals won't combo. #GGST pic.twitter.com/NTXNKO94qw— QCFP|Badoor (@BadoorSNK) November 8, 2021
mario050987·twitter.com·
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
Not sure if this system mechanic quirk is known but specials can cancel landing recovery, even the hard 3f recovery you get from air movement or air buttons. It can allow for links when faster normals won't combo. #GGST pic.twitter.com/NTXNKO94qw— QCFP|Badoor (@BadoorSNK) November 8, 2021
mario050987·twitter.com·
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
QCFP|Badoor on Twitter
Not sure if this system mechanic quirk is known but specials can cancel landing recovery, even the hard 3f recovery you get from air movement or air buttons. It can allow for links when faster normals won't combo. #GGST pic.twitter.com/NTXNKO94qw— QCFP|Badoor (@BadoorSNK) November 8, 2021
mario050987·twitter.com·
QCFP|Badoor on Twitter
XIII.PHANTOM on Twitter
XIII.PHANTOM on Twitter
Universal FD super jump and jump tip to make it easy. Rotate through from whatever jump angle to 4+2 buttons of easier execution. EG 1,9874S+HS #GuiltyGearStrive #GGST pic.twitter.com/DEzH93GwEb— XIII.PHANTOM (@XIIIPHANTOMXIII) November 9, 2021
mario050987·twitter.com·
XIII.PHANTOM on Twitter
火九 on Twitter
火九 on Twitter
今一番修正してほしい仕様。「先行入力受付中フレームはFDよりも押下ボタンの攻撃が優先される」P押しっぱガード入れっぱK連打。同時押しミスの暴発に加え、先行入力受付フレームが伸びて暴発の危険がより高まった。FDが弱いのではなく、暴発が致命傷になりうるだけ。直して。#PS5Share, #GGST pic.twitter.com/OZCSzRaG4Z— 火九 (@kaq895) November 8, 2021
mario050987·twitter.com·
火九 on Twitter
火九 on Twitter
火九 on Twitter
今一番修正してほしい仕様。「先行入力受付中フレームはFDよりも押下ボタンの攻撃が優先される」P押しっぱガード入れっぱK連打。同時押しミスの暴発に加え、先行入力受付フレームが伸びて暴発の危険がより高まった。FDが弱いのではなく、暴発が致命傷になりうるだけ。直して。#PS5Share, #GGST pic.twitter.com/OZCSzRaG4Z— 火九 (@kaq895) November 8, 2021
mario050987·twitter.com·
火九 on Twitter
火九 on Twitter
火九 on Twitter
今一番修正してほしい仕様。「先行入力受付中フレームはFDよりも押下ボタンの攻撃が優先される」P押しっぱガード入れっぱK連打。同時押しミスの暴発に加え、先行入力受付フレームが伸びて暴発の危険がより高まった。FDが弱いのではなく、暴発が致命傷になりうるだけ。直して。#PS5Share, #GGST pic.twitter.com/OZCSzRaG4Z— 火九 (@kaq895) November 8, 2021
mario050987·twitter.com·
火九 on Twitter
PS5:GUILTY GEAR STRIVE ファウスト4,イノ6【アップデートVer 1 .10】
PS5:GUILTY GEAR STRIVE ファウスト4,イノ6【アップデートVer 1 .10】
#GGStrive #ギルティギア#Combo ファウスト 投げ>ガバF式>F式>RCF式中下段コンボ 連ガで3回F式狙ってみたり 詐欺飛び見せた後にでも イノ 画面中央から ホバーJSJD HS狂言派生なしRCC JS 着地6HS ディレイケミ から ①ケミ ②S大木 で 壁張り付く チップは②じゃないと安定せず
mario050987·youtube.com·
PS5:GUILTY GEAR STRIVE ファウスト4,イノ6【アップデートVer 1 .10】
🔥ALL CHARACTERS MAX DAMAGE COMBOS Part 2 / Guilty Gear -strIVe- ver 1.10
🔥ALL CHARACTERS MAX DAMAGE COMBOS Part 2 / Guilty Gear -strIVe- ver 1.10
👊The MAXIMUM HIGHIEST MOST POSSIBLE DAMAGE you can do with all characters in guilty gear strive. 🎥 This video is the second part. Click here to watch the first part: https://youtu.be/YmH-VlZpksE 👍 Please give this video a LIKE to help my channel and SHARE it with others so more people can see this 🔔 Make sure to SUBSCRIBE from the link below if you like these types of contents cause I'm making more https://www.youtube.com/channel/UCKHkOMDPYk_PzNN0D8fEp9g?sub_confirmation=1 🎮 CHECK OUT My Guilty Gear Strive Combo Videos playlist: https://www.youtube.com/playlist?list=PL1qMzqBZ88ZB8LkQMwQeQhQk2fYIwsVMG 🎮 Guilty Gear -strIVe- MAX DAMAGE COMBOS playlist: https://www.youtube.com/playlist?list=PL1qMzqBZ88ZAcQj9yGc_UvErBxjUV9POc 🎶: Storyteller - Guilty Gear Xrd: Sign 00:00 - Ramlethal Valentine 00:10 - Welcome 00:18 - Leo Whitefang 00:33 - Nagoriyuki 00:47 Giovanna 01:01 Anji Mito 01:15 I-NO 01:28 Jack-O 01:43 Goldlewis Dickinson #GGST #GGST_AN #GGST_IN #GGST_JA
mario050987·youtube.com·
🔥ALL CHARACTERS MAX DAMAGE COMBOS Part 2 / Guilty Gear -strIVe- ver 1.10
Diaphone on Twitter
Diaphone on Twitter
PSA - Have you ever missed an FD input? It turns out if you don't have frame perfect timing, you will kara-cancel a normal into FD, and can get CH out of the startup. See below:#GGST Red Bull Kumite Grind Continues: https://t.co/yrVGjrpm7X pic.twitter.com/S6ykx5wfZa— Diaphone (@Diaphone_) November 5, 2021
mario050987·twitter.com·
Diaphone on Twitter
Diaphone on Twitter
Diaphone on Twitter
PSA - Have you ever missed an FD input? It turns out if you don't have frame perfect timing, you will kara-cancel a normal into FD, and can get CH out of the startup. See below:#GGST Red Bull Kumite Grind Continues: https://t.co/yrVGjrpm7X pic.twitter.com/S6ykx5wfZa— Diaphone (@Diaphone_) November 5, 2021
mario050987·twitter.com·
Diaphone on Twitter
Diaphone on Twitter
Diaphone on Twitter
PSA - Have you ever missed an FD input? It turns out if you don't have frame perfect timing, you will kara-cancel a normal into FD, and can get CH out of the startup. See below:#GGST Red Bull Kumite Grind Continues: https://t.co/yrVGjrpm7X pic.twitter.com/S6ykx5wfZa— Diaphone (@Diaphone_) November 5, 2021
mario050987·twitter.com·
Diaphone on Twitter
🔥MAX DAMAGE COMBOS WITH EVERYONE/ Guilty Gear -strIVe- ver 1.10 | Part 1
🔥MAX DAMAGE COMBOS WITH EVERYONE/ Guilty Gear -strIVe- ver 1.10 | Part 1
Maximum Possible Damage you can do with All 9 Original Characters of guilty gear in strive version 1.10 - Next part will be the rest of the cast If you liked this video, Please give it a 👍 to help my channel and SHARE it with others so more people can see this Make sure to SUBSCRIBE from the link below if you like these types of contents cause I'm making more https://www.youtube.com/channel/UCKHkOMDPYk_PzNN0D8fEp9g?sub_confirmation=1 CHECK OUT My Guilty Gear Strive Combo Videos playlist: https://www.youtube.com/playlist?list=PL1qMzqBZ88ZB8LkQMwQeQhQk2fYIwsVMG Guilty Gear -strIVe- MAX DAMAGE COMBOS playlist: https://www.youtube.com/playlist?list=PL1qMzqBZ88ZAcQj9yGc_UvErBxjUV9POc 🎶: Break a Spell - Guilty Gear Xrd: Rev2 00:00 - Chipp Zanuff 00:14 - Welcome 00:23 - Potemkin 00:43 - Faust 01:01 May 01:24 Axl Low 01:40 Millia Rage 01:53 Zato-1 02:07 Sol Badguy 02:18 Ky Kiske #GGST #GGST_ZA
mario050987·youtube.com·
🔥MAX DAMAGE COMBOS WITH EVERYONE/ Guilty Gear -strIVe- ver 1.10 | Part 1
PS5:GUILTY GEAR STRIVE イノ5、レオ3 Combo【アップデートVer 1 .10】
PS5:GUILTY GEAR STRIVE イノ5、レオ3 Combo【アップデートVer 1 .10】
#GGStrive #ギルティギア #Combo レオ 開幕位置から100%コンボ ・light約60% ・medium50%以下 ・heavy約40% の体力で倒し切れます 闇滋はかなり根性があるので重量キャラ並みに減らさないと無理でした ジオはゲージMAXでソル並みの体力になります イノ ダッシュボタン ダッシュ発生 青ロマキャン キャンセルJS ガトリングJD HS狂言派生即 ダッシュボタン即 K+S+HS(ロマキャン) キャンセルJS(連打推奨) ガトリングJHS JD JC JS JHS 低空ホバーSから端端50% これ多分キモはJⅮ3回だと思われる イノコンボホバーSRCCやばい・・・・
mario050987·youtube.com·
PS5:GUILTY GEAR STRIVE イノ5、レオ3 Combo【アップデートVer 1 .10】
Don't like getting grabbed? Try this.
Don't like getting grabbed? Try this.

Summary:

In this video, the creator, LK, discusses a defensive technique in fighting games called the fuzzy jump, which is effective against the common offensive strategy of strike-throw mixups. The video explains the mechanics behind this technique, how it can be applied in different fighting games, and its advantages and limitations.

Main Concepts:

Fuzzy Jump: A defensive maneuver where, after blocking an attack, you briefly continue to block before jumping, making it harder for the opponent to throw you.

Block and Jumping Mechanics: The fuzzy jump works because, after blocking an attack, there is a short window where you can jump without being thrown, since you cannot be thrown for the first five frames after blocking.

Faultless Defense: Using a combination of faultless defense (FD) and jump is recommended to push the opponent further away, making follow-up defense easier.

Timing and Character Choice: The technique requires precise timing, and certain characters with faster jumps (like Millia or Chip) benefit from it more than others, like Potemkin, whose slower jump makes it less effective for him.

Countering Fuzzy Jump: If your opponent anticipates a fuzzy jump, they can use certain moves, such as a delayed throw or an aggressive attack, to punish you. The video discusses how to recognize these counters and adjust your approach.

Game-Specific Variations: The technique works differently across various fighting games. While it’s very effective in Guilty Gear, it may not be as useful or even viable in games like Street Fighter or Melty Blood, where the game mechanics (such as blocking air attacks or throw recovery) differ.

Bullet Points for Quick Review:

Fuzzy Jump: A defensive option to counter strike-throw mixups by blocking briefly and then jumping.

Block and Jump Timing: You can't be thrown for the first five frames after blocking an attack. Use this window to jump and escape throws.

Faultless Defense: Combining FD with jumping helps to create distance, improving the next defensive option.

Character-Specific Considerations: Faster jumps (Millia, Chip) make fuzzy jump more effective, while slower jumps (Potemkin) make it harder to use.

Countering Fuzzy Jump: Opponents can delay throws or use certain moves to catch you if they predict your fuzzy jump.

Game-Specific Differences: The fuzzy jump is more effective in Guilty Gear but less useful in games like Street Fighter and Melty Blood due to differences in mechanics.

Summary in Chunks: Chunk 1: Introduction to Fuzzy Jump

LK introduces the fuzzy jump technique, a defensive option to deal with strike-throw mixups. This technique allows players to block briefly and then jump to escape throws. It can be used in most fighting games, with some adjustments depending on game mechanics.

Key Point: Fuzzy jump counters the common strike-throw offense by jumping out of a block.

Action Step: Practice blocking and jumping quickly in training mode to understand the timing of this defense.

Comprehension Questions for Chunk 1:

What is the fuzzy jump technique?

How does it defend against strike-throw mixups?

Chunk 2: Mechanics and Timing

The fuzzy jump works because you can’t be thrown for five frames after blocking an attack. This window allows you to jump before the opponent can throw you. LK demonstrates this by performing the fuzzy jump technique in-game.

Key Point: You have five frames after blocking to escape throws with a jump.

Action Step: In training mode, test your timing by blocking and attempting to jump immediately after an attack lands.

Comprehension Questions for Chunk 2:

How long after blocking an attack are you immune to throws?

Why is timing crucial for executing the fuzzy jump?

Chunk 3: Character-Specific Considerations

The effectiveness of the fuzzy jump varies by character. Characters like Millia and Chip, with faster jumps, benefit more from this technique, while Potemkin, who has a slower jump, struggles to use it effectively.

Key Point: Fuzzy jump works better for characters with faster jumps.

Action Step: Identify if your character’s jump speed is suitable for this technique and experiment with it in matches.

Comprehension Questions for Chunk 3:

Which characters benefit most from the fuzzy jump technique?

Why is Potemkin less effective at using the fuzzy jump?

Chunk 4: Countering the Fuzzy Jump

LK explains that opponents can counter the fuzzy jump by delaying their throw or using certain moves that punish jumping, such as a dash throw or a specific attack. Recognizing these counters is important for defending against them.

Key Point: Players can hard call out fuzzy jumps with delayed attacks or throws.

Action Step: Train yourself to identify when opponents are likely to counter your fuzzy jump and practice alternative defensive techniques.

Comprehension Questions for Chunk 4:

How can opponents counter a fuzzy jump?

What moves can be used to hard call out a fuzzy jump?

Chunk 5: Game-Specific Mechanics

The fuzzy jump works well in Guilty Gear due to its unique mechanics, but it may not be effective in other games like Street Fighter or Melty Blood, where different rules govern jumping and throws.

Key Point: The fuzzy jump technique’s effectiveness depends on the fighting game mechanics.

Action Step: Understand the game-specific mechanics for defensive techniques and adapt accordingly.

Comprehension Questions for Chunk 5:

Why is the fuzzy jump less effective in games like Street Fighter?

How do different fighting games influence the use of the fuzzy jump?

Super-Summary:

The fuzzy jump technique is a defensive tool used to escape strike-throw mixups in fighting games, especially useful in Guilty Gear. It works by briefly blocking an attack and then jumping before the opponent can throw you, taking advantage of the five-frame window where you can’t be thrown after blocking. The technique is more effective for characters with fast jumps, such as Millia and Chip, and is less useful for slower-jumping characters like Potemkin. Timing is crucial, and opponents can counter the fuzzy jump by delaying throws or using moves that punish jumping. The effectiveness of this technique varies by game, with some (like Street Fighter) making it less viable due to different mechanics.

Actionable Steps:

Practice the fuzzy jump in training mode to refine timing and blocking skills.

Test its effectiveness with your character and explore alternate defensive options.

Stay aware of opponent patterns and adjust your approach if you suspect they’re countering your fuzzy jump.

Optional Spaced Review Plan:

Day 1: Focus on understanding the fuzzy jump technique and practicing it in training mode.

Day 2: Practice using the fuzzy jump with different characters, focusing on those with fast jumps like Millia and Chip.

Day 3: Review counter-techniques and incorporate them into your gameplay to anticipate opponents' reactions to fuzzy jumps.

mario050987·youtube.com·
Don't like getting grabbed? Try this.