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]
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]
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
Neutral in Guilty Gear -Strive- can be hard to navigate. Characters like Ramlethal, Nagoryuki, and Faust have long range and can make it really hard to get in especially with Chipp. Faultless Defense brake is an advance neutral mechanic that can help you punish players for using these long ranged normals. This is an essential skill to have with Chipp as it allows him to fully utilize his speed to get in. While also giving his opponent something to constantly worry and think about making them easier to approach overall.
mario050987·youtube.com·
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial
Neutral in Guilty Gear -Strive- can be hard to navigate. Characters like Ramlethal, Nagoryuki, and Faust have long range and can make it really hard to get in especially with Chipp. Faultless Defense brake is an advance neutral mechanic that can help you punish players for using these long ranged normals. This is an essential skill to have with Chipp as it allows him to fully utilize his speed to get in. While also giving his opponent something to constantly worry and think about making them easier to approach overall.
mario050987·youtube.com·
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial
Guilty Gear Strive | Faultless Defense Brake Tutorial
Neutral in Guilty Gear -Strive- can be hard to navigate. Characters like Ramlethal, Nagoryuki, and Faust have long range and can make it really hard to get in especially with Chipp. Faultless Defense brake is an advance neutral mechanic that can help you punish players for using these long ranged normals. This is an essential skill to have with Chipp as it allows him to fully utilize his speed to get in. While also giving his opponent something to constantly worry and think about making them easier to approach overall.
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