GGST Ver4.01 | Axl - Blue Roman Cancel High/Low Mixup
Автор: CarDriver6
Загружено: 2024-11-30
Просмотров: 478
Описание:
#ggst #ggst_ax #guiltygearstrive #guiltygear
0:03 - Explaining the setup
0:18 - Demonstrating High and Low version on Hit and on Block
0:46 - Combos
0:53 - 2D Starter
1:35 - j.K 2D Starter
2:18 - j.H Starter
2:53 - j.K j.H Starter
3:17 - c.S Starter
3:55 - Counterplay: Burst, YRC, Deflect Shield
4:29 - Counterplay: IBFD on j.K
How to read Numpad Notation, which is what I use in this video - https://www.dustloop.com/w/Notation
Reason why j.K causes opponent to stand when crouch blocking in this setup - https://glossary.infil.net/?t=Fuzzy%2...
Fuzzy Guard - https://glossary.infil.net/?t=Fuzzy%2...
Notes:
Combos
There are more combo routes that you can use than what I presented in the video. The combos I show may also not be optimal. My goal was to show multiple routes for each starter which will lead to advantageous situations such as Rensen Oki, c.S Oki or Wall Break. Also, note that any corner combo shown will likely Wall Stick earlier in an actual match, as the best way to start this mixup is from a knockdown. The preceding combo or throw will usually damage the wall.
Does this work on every character?
I tested this on Giovanna, who I thought could cause issues due to her standing height, and Faust, who I thought could cause issues due to his crouching height and the setup worked. The blockstrings and the combos did work on both of them. However, I have not tested on every character, so I can't guarantee that it does. But it does seem unlikely that characters with short standing and crouching positions will cause issues, due to the far downwards reach of Axl's j.H.
Why jc 66BRC j.K into 2D or j.H instead of 66BRC into 2D or j.H?
The j.K is required to make it so that 2D and j.H hit after a similar amount of frames. The falling time after j.K makes 2D hit in ~14f instead of 10f, and the combination of skipping the prejump frames by already being airborne and the opponent being standing makes j.H connect in ~15f instead of the usual 20f from grounded position. The frame data can vary depending on how low your BRC was and how fast you input 2D or j.H after landing or jumping respectively.
IBFD
The biggest weakness of this setup is IBFD on j.K in my opinion. Since the j.K is required, it will become predictable when used enough times on one opponent. I have not used this setup enough in matches to determine if it is viable in spite of this. Delaying the j.K may help with this, however I am not sure to what degree.
Songs used:
GUILTY GEAR XX ACCENT CORE PLUS SOUNDTRACK - Shadow Festival [Ino's Theme]
GUILTY GEAR XX ACCENT CORE PLUS SOUNDTRACK - Momentary Life [Baiken's Theme]
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