Character Matchups

Character Matchups

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Smart Way Too Deal With Gunflame
Smart Way Too Deal With Gunflame
All the best moments from xNightMareEffecT twitch Main Channel https://www.youtube.com/channel/UCSgCjAqjbsBBU0I1ybDeeMA Twitter https://twitter.com/NightMareEffec Twitch Live at https://www.twitch.tv/xnightmareeffect #xNightMareEffecT #GuiltyGear #Strive #Streamer #GuiltyGearStrive #GuiltyGear #PunkDaGod #GGST #GuiltyGearXrd #GuiltyGearAccentCore #GGXrd #GGST #GGAC #StreetFighter #StreetFighterV #SFV #SF5 #Panda #SolBadguy #Leffen #SonicFox
mario050987·youtube.com·
Smart Way Too Deal With Gunflame
Guilty Gear Strive - Punishing reversals with Axl Low
Guilty Gear Strive - Punishing reversals with Axl Low
Quick video on punishing dragon punches with Axl these give some good damage! 0:00 - TKB 5p 6k rensen[8] 66 prc 5k TKB OTG rensen[winter cherry] 0:13 TKB dash c.S TKB 66 fast roman cancel 5p 6k rensen[2] OTG 2h rensen 0:27 TKB dash c.S TKB 66 fast roman cancel 5p 6hs 5k TKB TKB 0:43 TKB TKB 5k c.S TKB 236236hs
mario050987·youtube.com·
Guilty Gear Strive - Punishing reversals with Axl Low
Papa Pentecost on Twitter
Papa Pentecost on Twitter
After blocking 1st of bad moon hold forward, c.s 6h h.stbt 2k hcl #ggst_in #ggst_mi #PS4share pic.twitter.com/vDCEEeDUn7— Papa Pentecost (@Lostpledge) August 2, 2021
mario050987·twitter.com·
Papa Pentecost on Twitter
tomi on Twitter
tomi on Twitter
基本的なことだけど、イルカCHのよろけ復帰をサボらないようにする #GGST #GGST_LE #PS4sharehttps://t.co/1zKofMu1WN pic.twitter.com/XUZebnqBxp— tomi (@tomizawa0909) August 2, 2021
mario050987·twitter.com·
tomi on Twitter
tomi on Twitter
tomi on Twitter
五所川原を暗転返しライデンすると相殺しちゃう #GGST #GGST_LE #PS4sharehttps://t.co/1zKofMu1WN pic.twitter.com/4LKxHuu0sN— tomi (@tomizawa0909) August 2, 2021
mario050987·twitter.com·
tomi on Twitter
SchoolBus on Twitter
SchoolBus on Twitter
If you don't want to deal with far 236H RPS vs Pot Megafist/FDB, you can forward jump j.K to beat both. Dummy set to Megafist/FDB on block at random.Check for hit/whiff while rising, fall with j.S, confirm appropriately#GGST #GGST_RA pic.twitter.com/RvrIGI9boZ— SchoolBus (@Sometimes_Fendo) August 2, 2021
mario050987·twitter.com·
SchoolBus on Twitter
Papa Pentecost on Twitter
Papa Pentecost on Twitter
After blocking 1st of bad moon hold forward, c.s 6h h.stbt 2k hcl #ggst_in #ggst_mi #PS4share pic.twitter.com/vDCEEeDUn7— Papa Pentecost (@Lostpledge) August 2, 2021
mario050987·twitter.com·
Papa Pentecost on Twitter
ユージェ on Twitter
ユージェ on Twitter
セイバー相殺のあとキャンセルできたの知らんかった #GGST_MI #PS4sharehttps://t.co/yRE14287mF pic.twitter.com/FC32DTKnHE— ユージェ (@euge_mi) August 1, 2021
mario050987·twitter.com·
ユージェ on Twitter
ユージェ on Twitter
ユージェ on Twitter
セイバー相殺のあとキャンセルできたの知らんかった #GGST_MI #PS4sharehttps://t.co/yRE14287mF pic.twitter.com/FC32DTKnHE— ユージェ (@euge_mi) August 1, 2021
mario050987·twitter.com·
ユージェ on Twitter
wikiの人 on Twitter
wikiの人 on Twitter
BB反撃地上直ガや空中直ガならまぁ・・・ #GGST_GI #PS4sharehttps://t.co/aANbAWbXCF pic.twitter.com/qc0abuCv00— wikiの人 (@kuroro_w) August 1, 2021
mario050987·twitter.com·
wikiの人 on Twitter
How to BEAT MILLIA | Guilty Gear Strive Guide
How to BEAT MILLIA | Guilty Gear Strive Guide
SHORT VERSION HERE: https://youtu.be/PEa76LPapnA Millia is a pain to fight, so lets talk about beating her. We'll go over her goals in neutral, where she's weak, how to deal with the disc and mirazh, as well as a couple of mistakes that she can punish readily. INFILAMENT GLOSSARY: https://glossary.infil.net/ Socials: Find me on twitch Thurs to Mon from 7pm UK time! https://twitch.tv/oneamongstmanytv Find me on Twitter! https://twitter.com/One_AmongstMany #GuiltyGear #Strive #GGST 00:00 Intro 00:30 General Weaknesses 01:24 No Mashing 01:55 Poor Neutral 02:54 Aerial Pressure & Movement 03:24 Discs & Mirazh 04:10 General Game Plan & Anti-Air 09:37 Mirazh 10:48 Blockstrings & Mirazh 11:49: 6H 14:44 Fuzzy Jumps/Throws 15:05 Punish Repetitiveness 16:00 Faultless Defense 16:30 6P Double Overhead 17:33 2D HDisc Setups & Escapes 22:20 Throw HDisc Setups & Escapes 24:24 Low Damage - Take Risks 25:34 Post Wallbreak 26:20 Recap & End
mario050987·youtube.com·
How to BEAT MILLIA | Guilty Gear Strive Guide
Nagoriyuki vs. May Dolphin Counterplay Guide
Nagoriyuki vs. May Dolphin Counterplay Guide
Hey! This is critical information to utilize with May in case you have problems dealing with her most important move, Mr. Dolphin. Totsugeki, or Mr. Dolphin is a big part of May's pressure. Defending against this move properly is critical to preventing her from just running game and snatching momentum. The situation that happens after blocking Dolphin, S in specific, is the most important interaction in the matchup. So, the first thing to understand is that you cannot merely react to every situation that happens after blocking S dolphin. You must commit to an option, immediately. Indecisiveness is your doom. What you want to do is choose a strong option and then react to the situation that comes after the next interaction. If you try and counterplay everything May can do when she's going, you're just going to get overwhelmed, get counterhit, and lose. Keep in mind, what I'm going to explain is simply an introduction to the layers of interaction with fighting May. There's much more you can do to option select her pressure, and defense against her is still developing. So, what are our options after blocking S dolphin? The first one, and the one I use most is 2S on block, immediately. A few reasons why this is good:. 2S is very likely to crush almost any option May does that isn't defensive after she makes you block S dolphin. That means S dolphin into a button, S dolphin into another S dolphin, S dolphin into backdash into another S dolphin can be blocked after 2S, S dolphin into jump lets you recover from your 2S... It's a strong, mindless option on the part of Nagoriyuki that lets you use your brain on other things, as discussed earlier. The reason why this works is because May dolphin is -5 on block, and 2S is disjointed enough to where May can't fight back against it in most situations. You can pretty safely crutch on it, and just wait for the layers of interaction that come after. Either she evades it, or she does something and gets counterhit by 2S. Take comfort in this. Now, if may is way closer to you, I'd recommend you change out using 2S with 2K or 5K, as May might manage to hit you with another dolphin before 2S starts up, or use some sort of light to stuff you. 2K/5K also stuffs repeated S dolphins while having a faster startup, protecting you up close. The second option is to simply block. It's pretty difficult for May to actually open you up after a blocked S dolphin. Like, she has to run all the way up, knowing that shes super negative, and try and grab you or create more pressure, it's not likely to work if you stay sharp. She may present an opportunity to get outplayed by doing something overaggressive if you're patient. The third option I'd recommend is doing spin, or slide, or 214H. Oftentimes, May wishes to abuse the backdash button to goad your counterattack, then pressure with an immediate dolphin. If you're down to call this tactic out, then slide will hit her right out of backdash, giving you a massive combo, and all the momentum. If you're feeling very brave and disrespectful, you can also just do a 5S as well - If May backdashes and does something that isn't blocking or jumping, you're sure to hit her and get something started. 5S is very slow, however. Again, the key is that you need to use these options decisively and mindlessly so you can use your mental resources in other way. It'll be pretty hard for May to force her offense if you automatically do what stuffs her dolphin pressure, also address her IADing at you afterwards, or trying to command grab, or 3K, a bunch of stuff. Implement this, crutch on it, and life will be alot easier. A little bit on H dolphin - The interactions are much less intricate here. Either you stuff H dolphin with some sort of fast button at close range, or 2S at long range. If you block it, your options are basically only reversal super or block, since May is at massive advantage. I, personally, bank on using Reversal Super often after blocking H dolphin, since May players can't help but try and push their advantage after this happens. That's all!
mario050987·youtube.com·
Nagoriyuki vs. May Dolphin Counterplay Guide
Nagoriyuki vs. May Dolphin Counterplay Guide
Nagoriyuki vs. May Dolphin Counterplay Guide
Hey! This is critical information to utilize with May in case you have problems dealing with her most important move, Mr. Dolphin. Totsugeki, or Mr. Dolphin is a big part of May's pressure. Defending against this move properly is critical to preventing her from just running game and snatching momentum. The situation that happens after blocking Dolphin, S in specific, is the most important interaction in the matchup. So, the first thing to understand is that you cannot merely react to every situation that happens after blocking S dolphin. You must commit to an option, immediately. Indecisiveness is your doom. What you want to do is choose a strong option and then react to the situation that comes after the next interaction. If you try and counterplay everything May can do when she's going, you're just going to get overwhelmed, get counterhit, and lose. Keep in mind, what I'm going to explain is simply an introduction to the layers of interaction with fighting May. There's much more you can do to option select her pressure, and defense against her is still developing. So, what are our options after blocking S dolphin? The first one, and the one I use most is 2S on block, immediately. A few reasons why this is good:. 2S is very likely to crush almost any option May does that isn't defensive after she makes you block S dolphin. That means S dolphin into a button, S dolphin into another S dolphin, S dolphin into backdash into another S dolphin can be blocked after 2S, S dolphin into jump lets you recover from your 2S... It's a strong, mindless option on the part of Nagoriyuki that lets you use your brain on other things, as discussed earlier. The reason why this works is because May dolphin is -5 on block, and 2S is disjointed enough to where May can't fight back against it in most situations. You can pretty safely crutch on it, and just wait for the layers of interaction that come after. Either she evades it, or she does something and gets counterhit by 2S. Take comfort in this. Now, if may is way closer to you, I'd recommend you change out using 2S with 2K or 5K, as May might manage to hit you with another dolphin before 2S starts up, or use some sort of light to stuff you. 2K/5K also stuffs repeated S dolphins while having a faster startup, protecting you up close. The second option is to simply block. It's pretty difficult for May to actually open you up after a blocked S dolphin. Like, she has to run all the way up, knowing that shes super negative, and try and grab you or create more pressure, it's not likely to work if you stay sharp. She may present an opportunity to get outplayed by doing something overaggressive if you're patient. The third option I'd recommend is doing spin, or slide, or 214H. Oftentimes, May wishes to abuse the backdash button to goad your counterattack, then pressure with an immediate dolphin. If you're down to call this tactic out, then slide will hit her right out of backdash, giving you a massive combo, and all the momentum. If you're feeling very brave and disrespectful, you can also just do a 5S as well - If May backdashes and does something that isn't blocking or jumping, you're sure to hit her and get something started. 5S is very slow, however. Again, the key is that you need to use these options decisively and mindlessly so you can use your mental resources in other way. It'll be pretty hard for May to force her offense if you automatically do what stuffs her dolphin pressure, also address her IADing at you afterwards, or trying to command grab, or 3K, a bunch of stuff. Implement this, crutch on it, and life will be alot easier. A little bit on H dolphin - The interactions are much less intricate here. Either you stuff H dolphin with some sort of fast button at close range, or 2S at long range. If you block it, your options are basically only reversal super or block, since May is at massive advantage. I, personally, bank on using Reversal Super often after blocking H dolphin, since May players can't help but try and push their advantage after this happens. That's all!
mario050987·youtube.com·
Nagoriyuki vs. May Dolphin Counterplay Guide
モコ on Twitter
モコ on Twitter
#GGSTポチョのヘブンリーは意外と範囲狭いhttps://t.co/spvK9lFDUf pic.twitter.com/E87YqAEMqW— モコ (@moko_sweet) August 1, 2021
mario050987·twitter.com·
モコ on Twitter
モコ on Twitter
モコ on Twitter
#GGSTポチョのヘブンリーは意外と範囲狭いhttps://t.co/spvK9lFDUf pic.twitter.com/E87YqAEMqW— モコ (@moko_sweet) August 1, 2021
mario050987·twitter.com·
モコ on Twitter
Sammy096 🐬⚓️ on Twitter
Sammy096 🐬⚓️ on Twitter
I saw some people say Gold cant escape from Ram pressure. He can, but you have to superjump and only if she is far away (can FD, dont FD the sword). If she reads your jump, you can 6P. Ofc there is more to her corner game but Gold can do the bare minimum to escape. #GGST_GO #GGST pic.twitter.com/Zst6KuAS4A— Sammy096 🐬⚓️ (@Sammy0962) July 31, 2021
mario050987·twitter.com·
Sammy096 🐬⚓️ on Twitter
Sammy096 🐬⚓️ on Twitter
Sammy096 🐬⚓️ on Twitter
I saw some people say Gold cant escape from Ram pressure. He can, but you have to superjump and only if she is far away (can FD, dont FD the sword). If she reads your jump, you can 6P. Ofc there is more to her corner game but Gold can do the bare minimum to escape. #GGST_GO #GGST pic.twitter.com/Zst6KuAS4A— Sammy096 🐬⚓️ (@Sammy0962) July 31, 2021
mario050987·twitter.com·
Sammy096 🐬⚓️ on Twitter