This is super impressively made and really a great idea. I don't play strive anymore but this is useful for any game honestly, and I've improved my mental game a lot the last couple of years but throwing a game away is a sure path for me to tilt and then it all goes to hell because obviously that frustration builds on itself. Great stuff.
1:52 That's some damn good advice right there! I often get too aggressive when I have someone in the corner. So, when my opponent bursts, faultless defense, etc... I'm usually running back in, to "keep the pressure on" but often get air dashed over which puts me in the corner.....or even worse.....if it's a character like May, during that air dash I get clocked upside the head with a damn anchor then comboed through the wall
That damn anchor 😂😂 I felt that. Seeing how people finesse getting out of the corner while I’m protecting it is one of the biggest indicators of how skilled someone is imo.
As someone who picked up Chipp since they bought Strive, this is quite helpful. And I have been meaning to come back to it (because a friend kidnapped me into GBVS lmao), so this is some interesting piece of knowledge!
these are a lot of things people don't think about in chain style fighters/airdashers, me included, but super common in more ground based/footsie games like street fighter. im traditionally a guile/sagat main so i have to use the AA spacing a lot to throw fireballs but also pressure with positioning so they have to either risk getting smacked out the air or taking the chip from a fireball.
Tight video and slick editing! When you're talking about "nothing happening" if you mash a non-gatling button, what do you mean? Does the input just get eaten instead of getting buffered in?
There might be some buffer, but generally buffer is only for combo situations that do cancel into each other. Like if you quickly press Slash twice in the opponent's face, it will cancel C.s>F.s because of the buffer. I don't think going from C.s to 2K for example will give you anywhere near the same leniency, and you're also much less likely to be able to mash fast enough to get something to come out on the right frame you need it to. The game needs at least one frame to register a difference in inputs so every time you mash you have to at least have a 1 frame gap. One frame is button press, next HAS to be button release or else the game just registers it like you are holding the button. So even if you could somehow humanly mash 30 times per second, you would still only have a 50/50 chance at getting the mash to happen on the correct frame. Now, being off by a single frame isn't too big of a deal, but you also have to take into account how fast a human can mash a button anyway. I don't know if this record has ever been beaten, but this is what 16 button presses per second looks like czcams.com/video/oJ4lmAFB7d4/video.html&ab_channel=TRi Most normal humans cant even pull that off, meaning you are getting a SERIOUS amount of inconsistency in when you are pressing the button versus not. Doing a google search, it seems like 12 button presses per second is something most people could feasibly obtain as a skill with practice, but that's one input every 5 frames. That's extremely unreliable to be trying to button mash. You'd be better off practicing the timing and being 1 or 2 frames slow consistently than button mash, wear out your hands in the process, and still be anywhere from 0-6 frames off on a gamble.
I believe he is. By gatling I think he's just talking about moves that actually chain into one another kinda like the revolver system in BBCF, so by throwing out a non-gatling move(in other words a move that doesn't chain with the move you just threw out) you'd have to time is so it won't get eaten by recovery frames on the previous move. At least this is what I think is tryna be relayed.
buttons that can gattling/chain together cancel out the animation for each other and there's no gap in between them. when you try to go from a gattling to a button that you can't gattling into you'll wither A, do nothing because they don't chain together, or B it'll come out once the gattling move is finished. it's called linking. because they dont naturally chain into each other there's a gap in between that can be used for frame trapping.
Honestly rather than this saying GGS Basic Game Sense, I think it would be appropriate to say Basic Fighting Game Sense since this can be applied to all fighting games, other than that solid video fam.
It's funny, I was actually practicing Chipp corner pressure combos cause that was something I was lacking and it was working well but then I met people that knew how to deal with it. After watching this vid, i realized how much I actually been over commiting in the corner and that simple aspect of just waiting for them to either airdash, throw a move, runup or do nothing could have won me alot of matches. Thanks for this video
That’s good tho! That corner pressure you were practicing is going to work really well with this. The more oppressive your corner pressure is the more desperate they are going to be when you finally give them some room. I’m glad the video helped 💪🏾
@@StrawHatCentral yea once step at a time. Gotta work on my neutral game as well but the amount times I've been in corner situations made me focus on that at the moment
Lot of really good advice here for general play. Overall, I think this video is looking at specific examples of recognising your opponents behavior and countering it. The biggest thing that helped me is watching what your opponent does way more than what you do. If you pick up they like to grab on wake up, dash in and then backdash right after for a punish. If they like to wake up DP, don't dash in, wait then catch the DP. Download your opponents moveset and behaviour and once you are in their headspace, you can outplay them.
Thanks for checking it out! You definitely got it! I’m a mind player at heart also so I thrive on picking apart my opponents habits too. I think it will take you far in any fighting game
The Universal Changes to Close Slash in the last patch really strengthen your last point. When the C.s buttons were minus, you could only realistically create frame traps by delaying a gatling into another button, but that's severely limiting on what options you have. Now that every C.s is at least +1, most characters can find ways to do a cheeky reset that is also a frame trap. Doesn't work universally as there are some characters with slower buttons than others so like... Even if I'm frame perfect with Testament's 2P after a C.s, anybody with a 3 frame move will beat me if they're frame perfect and I don't space it correctly, but that's why you gotta lab things out and figure out what you can do. Some characters will slower buttons also have stubbier arms than others, so you might still be in the clear like you showed in the video with Chipp trying to mash punch.
This is a really useful guide. I don't know why I'm watching it though, I don't even play Guilty Gear Strive
"Inserting a small pause" is an awesome way to phrase it, I'm definitely gonna remember that in-game now
damn. this was super useful. thanks man!
This is super impressively made and really a great idea. I don't play strive anymore but this is useful for any game honestly, and I've improved my mental game a lot the last couple of years but throwing a game away is a sure path for me to tilt and then it all goes to hell because obviously that frustration builds on itself.
Great stuff.
1:52 That's some damn good advice right there! I often get too aggressive when I have someone in the corner. So, when my opponent bursts, faultless defense, etc... I'm usually running back in, to "keep the pressure on" but often get air dashed over which puts me in the corner.....or even worse.....if it's a character like May, during that air dash I get clocked upside the head with a damn anchor then comboed through the wall
That damn anchor 😂😂 I felt that. Seeing how people finesse getting out of the corner while I’m protecting it is one of the biggest indicators of how skilled someone is imo.
Thanks for this Strawhat! I started my GG journey last week and this is definitely opening my eyes
Good luck on your journey! It’s gonna be really satisfying when it starts clicking for you. Let me know later if it’s anything I can help with
@@StrawHatCentral No worries i will, ty!
Thanks for this. I've been stuck at a plateau lately and I think this will help a lot.
As someone who picked up Chipp since they bought Strive, this is quite helpful.
And I have been meaning to come back to it (because a friend kidnapped me into GBVS lmao), so this is some interesting piece of knowledge!
Those GBVS bois been recruiting people for a minute lol they game really didn’t get a fair shot
@@StrawHatCentral It's quite underrated if you ask me, and I mean *Criminally* underrated.
Applying as much of this as I can to marvel infinite since I don’t own strive. This was surprisingly well thought out and I like it!
Thanks! It’s definitely applicable to other games so I’m glad you were able to pull from it.
these are a lot of things people don't think about in chain style fighters/airdashers, me included, but super common in more ground based/footsie games like street fighter. im traditionally a guile/sagat main so i have to use the AA spacing a lot to throw fireballs but also pressure with positioning so they have to either risk getting smacked out the air or taking the chip from a fireball.
Man I’ve been waiting on a new video thanks!
Tight video and slick editing! When you're talking about "nothing happening" if you mash a non-gatling button, what do you mean? Does the input just get eaten instead of getting buffered in?
There might be some buffer, but generally buffer is only for combo situations that do cancel into each other. Like if you quickly press Slash twice in the opponent's face, it will cancel C.s>F.s because of the buffer.
I don't think going from C.s to 2K for example will give you anywhere near the same leniency, and you're also much less likely to be able to mash fast enough to get something to come out on the right frame you need it to.
The game needs at least one frame to register a difference in inputs so every time you mash you have to at least have a 1 frame gap. One frame is button press, next HAS to be button release or else the game just registers it like you are holding the button.
So even if you could somehow humanly mash 30 times per second, you would still only have a 50/50 chance at getting the mash to happen on the correct frame. Now, being off by a single frame isn't too big of a deal, but you also have to take into account how fast a human can mash a button anyway.
I don't know if this record has ever been beaten, but this is what 16 button presses per second looks like czcams.com/video/oJ4lmAFB7d4/video.html&ab_channel=TRi
Most normal humans cant even pull that off, meaning you are getting a SERIOUS amount of inconsistency in when you are pressing the button versus not. Doing a google search, it seems like 12 button presses per second is something most people could feasibly obtain as a skill with practice, but that's one input every 5 frames. That's extremely unreliable to be trying to button mash. You'd be better off practicing the timing and being 1 or 2 frames slow consistently than button mash, wear out your hands in the process, and still be anywhere from 0-6 frames off on a gamble.
I believe he is. By gatling I think he's just talking about moves that actually chain into one another kinda like the revolver system in BBCF, so by throwing out a non-gatling move(in other words a move that doesn't chain with the move you just threw out) you'd have to time is so it won't get eaten by recovery frames on the previous move. At least this is what I think is tryna be relayed.
buttons that can gattling/chain together cancel out the animation for each other and there's no gap in between them. when you try to go from a gattling to a button that you can't gattling into you'll wither A, do nothing because they don't chain together, or B it'll come out once the gattling move is finished. it's called linking. because they dont naturally chain into each other there's a gap in between that can be used for frame trapping.
Been a minute fella. Nice video
Honestly rather than this saying GGS Basic Game Sense, I think it would be appropriate to say Basic Fighting Game Sense since this can be applied to all fighting games, other than that solid video fam.
great video will share with my friends
It's funny, I was actually practicing Chipp corner pressure combos cause that was something I was lacking and it was working well but then I met people that knew how to deal with it. After watching this vid, i realized how much I actually been over commiting in the corner and that simple aspect of just waiting for them to either airdash, throw a move, runup or do nothing could have won me alot of matches. Thanks for this video
That’s good tho! That corner pressure you were practicing is going to work really well with this. The more oppressive your corner pressure is the more desperate they are going to be when you finally give them some room. I’m glad the video helped 💪🏾
@@StrawHatCentral yea once step at a time. Gotta work on my neutral game as well but the amount times I've been in corner situations made me focus on that at the moment
Lot of really good advice here for general play. Overall, I think this video is looking at specific examples of recognising your opponents behavior and countering it. The biggest thing that helped me is watching what your opponent does way more than what you do. If you pick up they like to grab on wake up, dash in and then backdash right after for a punish. If they like to wake up DP, don't dash in, wait then catch the DP.
Download your opponents moveset and behaviour and once you are in their headspace, you can outplay them.
Thanks for checking it out! You definitely got it! I’m a mind player at heart also so I thrive on picking apart my opponents habits too. I think it will take you far in any fighting game
Always love watching your vids man, I can't tell ya how many times I've re watched your guide on chipp haha
Thanks for the support! 🙏🏾
Solid video, nice thoughts
mad underrated
Yessir hes dropped
Sorry for the wait 🙏🏾
Excellent video you explained everything really well and held my attention! This video was a 10/10 Keep up the great work fam : )
very nice vid!
The Universal Changes to Close Slash in the last patch really strengthen your last point.
When the C.s buttons were minus, you could only realistically create frame traps by delaying a gatling into another button, but that's severely limiting on what options you have. Now that every C.s is at least +1, most characters can find ways to do a cheeky reset that is also a frame trap.
Doesn't work universally as there are some characters with slower buttons than others so like... Even if I'm frame perfect with Testament's 2P after a C.s, anybody with a 3 frame move will beat me if they're frame perfect and I don't space it correctly, but that's why you gotta lab things out and figure out what you can do. Some characters will slower buttons also have stubbier arms than others, so you might still be in the clear like you showed in the video with Chipp trying to mash punch.
I have three problems with this game:
1) the anchor
2) the dolphin
3) orange kid bad
Please make more content bro
I got you!