Here is a complete game overhaul of
#GGST
, which includes massive changes to ALL the characters, from new moves to new mechanics or entire reworks. Many system mechanic changes and more.
Changelist:
Download here:
This mix is so messed up, you can do so much and they can barely see and react to any of it. You can j.h crossup on landing aswell as a bunch of other stuff. Have fun.
#GGST
#GuiltyGearStrive
#GGST_GL
#GGST_GO
Manaless BnB combo routes for Asuka with variations for resource/spacing/damage/safejump. Use 5k route if you have no dash inertia or are spaced.
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#GuiltyGearStrive
#GGST_AS
Here is an extremely plus on block reversal safe wakeup option for Bridget. C.S OTG TK j236h
This tech is very important for the Baiken matchup so make sure to practice it. Avoids all DP's except Leos and Bridgets(?) so no RRC safety.
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#GuiltyGearStrive
#GGST_BRI
#GGST_BR
Asuka has insane Kara cancel pressure with his most basic projectile, oh god. Do not forget that Asuka can do 4X 6X to frame trap after as well...
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#GuiltyGearStrive
#GGST_AS
It's fucking time, for the DOUBLE LASER SUPER COMBO. Not only is this combo insanely reliable, but it's also from a legit setup.
Have fun.
#GGST
#GuiltyGearStrive
#GGST_GL
Manaless c.S CH optimal. (Final 2k is a bit tricky, try to delay the final slightly 2h) You can instead do c.S JC route instead which is just as good since its easier.
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#GuiltyGearStrive
#GGST_AS
I just realized a very important aspect about Asukas 2D.
Due to it being a projectile, Asuka is actually more safe when canceling into spells because he doesn't have hit stop, making him have safer pressure sequences.
#GGST
#GuiltyGearStrive
#GGST_AS
Here's the actual 6h optimal combo. Uploaded the wrong video, but that one is cool too. This 6h combo is very consistent on grounded CH punish.
You can also squeeze an extra 1 damage + tension if you time the last 214s+Super properly.
#GGST
#GuiltyGearStrive
#GGST_BR
#GGST_BRI
Here is a very strong overhead mixup that true strings and is safe to do after throw. You can pickup with any projectile, or just double super like in the clip.
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#GuiltyGearStrive
#GGST_AS
Found out at Asuka potentially has 1.75~78 defense modifier when he runs out of mana. This is Ky with the same defense modifier and 3 guts (Asuka might have 0!!)
#GGST
#GGST_AS
#GuiltyGearStrive
Okay so after some heavy verification and math magic, the real percentages after including height and learning that there's a circle 'hitbox', the accuracy chance are as follows:
Grounded:34.98%
Airborne:8.74%
Conclusion: GAMBAAA
Huge props to Emo_Tarquin
#GGST
#GGST_HC
So sometimes you get stray random hits on Asuka and you don't know how to confirm, unironically just looping 5k Spell Bookmark is legit. It works really well if you can't get your BnB and gives a lot of tension.
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#GuiltyGearStrive
#GGST_AS
So after some experimenting, this seems to be the BEST guard crush loop I could find, although still weak to FD pushback but with airdash and minimal 2h block routing to reduce pushback. Do it on ANY 236s combo ender.
No 5Fr gaps within the string
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#GuiltyGearStrive
#GGST_BE
Thanks to
@MBFtrace
for making this image, you can see what each 'Page' should do based on what we've seen.
Please note this is not totally accurate and is not perfect, but it will be updated post-Asuka release.
#Asuka
#GGST
#GGST_AS
Wow, finally a real reversal BT from a j.H setup. And it's INSANELY GOOD. How in the world do you block this.
You have to manually time j.H to hit just before blocking in order to get reversal BT, skipping landing recovery.
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#GuiltyGearStrive
#GGST_GL
We are COOKING with these staffs. Also good night it's fkn almost 4am. I'll be back tomorrow with more stuff probably...
#GGST
#GuiltyGearStrive
#GGST_AS
Very important optimization, you can use your specials briefly before spaced super wallbreaks. This can allow you to bookmark a card or switch testcases.
The further the super confirm, the more time you have to use your specials.
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#GuiltyGearStrive
#GGST_AS
TIL that you can buffer specials from the beginning of a super animation and it will come out in frame 1 after the animation ends. 2k+Hours smh
I also learned that any version of block overrides this buffer if you are within proximity, otherwise use FD.
#GGST
#GuiltyGearStrive
Here is an auto-timed safejump on any c.S OTG in corner. It also allows you to get a fuzzy jc mix, but be careful because you will be in a tricky situation on block, and it's not the easiest to confirm off of.
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#GuiltyGearStrive
#GGST_AS
TIL Ram has a bug that gives her untechable throws. During Sword explosion, you can't throw tech Rams throw. (But they can tech your throw)
#GGST
#GGST_RA
Seems like ending combos with 214s~p/s~hs gives Elphelt worse 214k OKI. (Only +1 and in throw range). Ending with only 5hs seems much better. (+3 and not in normal throw range). Also this combo seems to be the most optimal c.S CH here.
#GGST
#GGST_EL
So some people asked me for examples of 5k Spell combos in game, these are a few examples from one set. Also bonus meme at the end.
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#GuiltyGearStrive
#GGST_AS
Here's a really cool combo route I found for Bedman using !H and Install. You must karacancel 5k into 236p/214p, otherwise you will not be close enough for c.S. Alternatively you can do 2s 2h 214p 2h 236s.
#GGST
#GGST_BE
#GuiltyGearStrive
So I got to labbing, and discovered you can get 236hs[] even when letting go early instead of doing the full charge. Now I'm doing this on any 236hs{} block because it's fucking broken.
#GGST
#GGST_BE
So DTM and Apreggio have auto timed crossups with GoToMarker after a 2d 22X/214X.
This works amazingly well with DTM when close for the cube to hit straight away. Appregio needs to be far away otherwise crossup protection kicks in.
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#GuiltyGearStrive
#GGST_AS
Something to keep in mind when trying to zone / pressure from a distance, you should try to use 5h over 2d sometimes due to 2d requiring travel time to reach the opponent. (If you are 1fr too slow here, Pots 2s wins)
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#GuiltyGearStrive
#GGST_AS
Interesting safejump setup from 2k2d oki. Can OS DP and crossup, with a really fast fake overhead into throw mix. That said, the sameside/crossup is fake since its based on 2k2d spacing. Can catch backdash but requires reaction.
#GGST
#GGST_EL
Here is an auto-timed safejump that works on any c.s OTG midscreen, it also enables you to get resources on 2d cancels. I personally recommend doing 2d OTG if your low on resources or need to bookmark.
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#GuiltyGearStrive
#GGST_AS
"After a certain amount of attacks, the warhead explodes causing critical damage for both players. Goldlewis will then enter a boxing stance to deal with his opponent".
Final combo marking the end of my February Marathon, thanks for watching everyone! Will be back after a bit of a break.
I'm sure this Zato won't miss me tho.
#GGST
#GuiltyGearStrive
#GGST_GL
They nerfed GLD pressure >.>
I really don't understand why they changed 268hs... the most random change I've ever seen.
5k kara 268hs has to be fr1 kara, or else it always loses to 5fr mash. (268hs is almost always throwable, and 4frame win ggs)
#GGST
#GuiltyGearStrive
#GGST_GL
I did some testing and I just realised that the only thing that matters when doing the reversal BT tech is to just press HS a few frames before landing...
This is so much more consistent now that I know lol.
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#GuiltyGearStrive
#GGST_GL
Two optimal Manaless j.X CH combo. One for zoning, one for closeup pressure. First route requires a lot of dash inertia to link 2nd c.S.
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#GuiltyGearStrive
#GGST_AS
Some Testament tech also seems to apply for Elphelt. If you do 214hs, you do not turn around on crossup. But if you do a jump cancel 214hs (TK), you turn around. Pretty big.
#GGST
#GGST_EL
Goldlewis doesn't need positive bonus to make an infinite...
(Mostly true, some 3frame trade gaps, obviously FD pushback would require some changes to the route but still scary)
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#GuiltyGearStrive
#GGST_GL
#GGST_GO
Now, combining everything we just learned, doing reverse BT setup for both jumps. The ultimate reverse BT setup. (Note: Second j.H is somewhat mashable)
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#GuiltyGearStrive
#GGST_GL
Here's a really good setup for setting up a true string/frame trap 236h[] off any 236s ender. Safejumps and if near corner leads to the c.s f.s 2h 236p !H loop. You MUST dash cancel the c.s after 5[D]!
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#GuiltyGearStrive
#GGST_BE
So heres a pretty solid setup for combo / mixup potential.
dl.Metron into Arpeggio frametraps pointblank, lets you draw two cards and gives you a highlow truestring inbetween the waves. You can also c.S/5k jc airdash to crossup on 1 card draw.
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#GuiltyGearStrive
#GGST_AS