Welcome to Strive it's very cool to see you enjoy it so much! Something to note maybe for Nago is his kick normals are very good, maybe worth trying to use them a bit more. And yeah, your observation about people running their offensive gameplan and not playing defense is something you'll see a lot in Strive, most characters have very strong offense and ways to get in, so until you run into someone with good defense you can kind of just ignore neutral as long as you have decent enough combos to kill in relatively few interactions. Once you get just a little better at shutting down that kind of reckless play with strong neutral and fundamentals it'll be so satisfying though, those people will flail. Unfortunately there's a lot of knowledge checks in this game that'll let people gimmick you out, so definitely develop a habit of immediately rushing to dustloop to find an answer to something that seems like bullshit, there's usually an answer!
@@qianFGC Well, 5K in particular has *really* good range and frame data, has a lot of gatling and special cancel options for stagger or strike/throw pressure, it's such a good normal that it should probably be the default thing to go for if you don't know what to press in neutral, along with 2S
@@SophiaLingua You're right. 5K is amazing. As new player, I'm just so scared to get up close. Which is why I'm always using 5S, 5H, or 2H. Being up close means there's a chance I might get hit.
As someone new to fighting games with Strive (like 100 hrs now), I’m super impressed with how fast you adapt to the opponent! I could learn a thing or two from you :) Keep making videos it’s so fun watching someone experience the insanity that is this game haha
@@qianFGC btw. that song is called "birtday train" and is commonly used by strong players on strong chars to screw with the opponent. very effectively, i might add
I'd hope every fighting game community would be as welcoming, that's part of how we get people in here! Blue RC gives the most slowdown to the opponent out of all the versions, so it's nice to pop to assist with a whiff punish, cuz it effectively makes your opponents frame data worse for a sec. You can also pop it as they're pressing a button to have more time to react, just be careful with that though because if they hit you during the startup of BRC it'll be a counterhit. Yeah that Baiken blocked your burst, it's possible with a fast enough move, or with enough counterhit hitstop. Also that's not Baikens theme lol that's Birthday Train, it's a song from the story mode of Xrd that wasn't rly intended to be a battle theme but you can still pick it technically lol. Baiken is sort of a parry based character, she can even use it in blockstun, however in blockstun instead of doing a counterattack it just puts the attacker into guard crush, giving her advantage. It's also a little hard to time but man it is annoying. Nagos 2S is super broken for stopping Sin from approaching with his low. That low is pretty slow to come out so it's easy to stuff. He can low crush with his overhead tho so it's mindgames. An additional way to bait burst is to use c.S or 5k in your combos cuz those are instantly jump cancellable, so you can jump cancel into block to bait. You can also just roman cancel and then block with any move to call out a burst. I love Bedman lol, he's honestly sick once you're clued in on what's going on. His specials all have automatic follow ups that activate a set time after the special is used. If you see him sparking up and hear that weird noise, a follow up is coming. Bridget is my main, I think she's really cool. Her normals are obviously ginormous and her movement and mix are also phenomenal but her health and damage are both horrendous, she definently just chips away at you. When she throws her yoyo projectile she gains the ability to basically blanka ball towards it, and while shes in that rolling state she can cancel it into air normals, specials, even one of her supers, she can even airdash out of it. She can also drift up and down in the air with it to avoid mids or try to land quicker. The roll has a fat ass hurtbox tho so shes super swattable if you can just figure out what of the billion options she's gonna pick. Despite the desparity in damage output and health this is still a bad matchup for Nago, Bridgets just too slippery snd stuff. Thank goodness I would not like to have a bad MU into Nago. Oh, about the yoyo she sets out. She has a version that hits on the way out like a fireball and then stays set longer, and another version that only hits on the return to her and doesn't stay out as long. The fireball is a goodlike neutral tool and keeps her blockstrings safe but the boomerang one lets her patch holes in blockstrings later in her pressure and lets her extend some combos, but yeah it just comes back to her automatically theres no manual way for her to bring it back other than if she gets hit by you or blocks an attack. She also can't throw it again until it comes back which is good to know, and she can't roll without it being out either. Man Nago really seems to fit you like a glove, you're picking it up fast, it's cool to see 👍 I'm used to watching ppl play this as their first FG but having more of a background in the genre def helps lol
Thanks for the insight on Bridget. She’s definitely the character I struggle with the most, I think I have a negative WR against her. I’ve been studying up on her a lot on Dustloop, to understand her frame data and options better. Right now, my strategy is to be ready for her rolling attack when she has the yo-yo out. I don’t think I can prevent her from throwing out yo-yo. Her roller skate attack is either negative or highly punishable, right? So I shouldn’t expect her to use it recklessly.
@qianFGC first part where she's actually skating can be made plus if she slows down on it (she can speed up or slow down by holding forward or back), the brake follow up on it is -6 but she can space it to make it effectively safe, the big jump spin follow up thing is super duper minus tho. Also I've found that Nago clone can really shut down her yoyo toss in neutral cuz it's one of the few projectiles that doesn't get destroyed by it
Fun tip: when you do fukyo (teleport) back, you can hold forward during it to cancel your momentum and stay in range. So nago players will do something like f.s > f.ss > 214k[6] > f.s etc to keep the pressure up
@normalrachael Yes, I did know that. Sometimes, it’s hard to get the right distance. I would use the f.ss teleport back, but Id still end up within their jab range when i want to be just outside my S range. I'm Still trying to get the timing down
For the Bedman? matchup, FD is SUPER important to get him off you. His Malfunction (236H) is plus with Guard Crush and his error follow-ups make his strings safe. Usually Bed goes into c.S>2S>2H>Beyblade (236S)>PRC and then loops that first part into Mal instead of Beyblade and then that into Needle. FD-ing that string gives you a gap where he has to roll up and makes the massive chip from errors and Mal not actually chip you. Also be careful pressing on his install super, he has a 4 frame frame trap from f.S>Install>5k. He can jump cancel j.D on hit and block to make it safer and convert, and it’s a kind of up-in-the-air (pun intended) left-right mixup since he goes straight down. He can bait anti-airs with his hover dash and punish you for trying them, so be careful about pre-emptively going for stuff like 6P. His air game is overall really REALLY strong; his j.S has a vacuum which gives him his turn even on block usually, j.D is a strong mix-up tool, j.H hits (up to) 6 times, all overhead, and if it cancels early from landing he can link into 2K>2D. I hope ANY of this helped with your confusion. If you have any questions (especially about Elphelt, Bed, or Ram) just let me know! It’s great to see someone get into this game and improve so much!
This character has so many knowledge checks, and I think it’s going to take me a while to fully grasp him. I actually do have a question about Elphelt. When she does 214S > High/Low > H. Is there anything I can do to punish her as Nago? She's negative but she's right of range for any of my normals.
As another Nago player, something I find really helpful to do for abare on grounded pressure with Nago is 2k -> 2D -> 214HS (Kamuriyuki/Spin) into a plethora of options for a longer combo if you're low on blood or a simple Fukyo to 2k for soft knockdown into pressure or 2S for more damage.. or if you sed up for a hard knockdown (usually after 6HS) you can meaty and/or framekill with c.S (close Slash) and like have so many options after there. It's awesome to see someone so experienced from another series hop into Strive, especially for someone who is also learning! It's validating and I'm glad to hear you're enjoying your experience! Also yeah, jumping is a rough habit of mine I have to also break as Nago, especially coming from something like Blazblue lol. YOU'RE DOING GREAT BTW! The way you're picking things up is so cool, I'm inspired.
OH, and reversal/wake-up grab from Nago is also strong to break up pressure if your opponent's pressure is slow/sloppy OR in some specific situations. His grab range is a little bit further than other characters. In the corner, if you also get a grab, you can 2k afterward for a soft knockdown into some scary pressure with the DP (623HS) mix (either H again for overhead or Spin for low)
@@qianFGC Yup yup! You can also do 623HS as well, the timing it just tight. Spin usually gives you more much easier. You can also combo 6P into either Spin or DP as well.
@@qianFGC You can combo on Counter hit for sure, I believe it also works just fine on non-counter hit, but the extension isn't as long. Lemmie actually do lab that rq and check
I got excited to see you've learned how to RC since the last strive vid ive seen from you. Next you should consider working in wild assault(quarter circle forward dust) to extend your combos or close the gap between you and your opponent. Or deflect (quater circle back dust) if you want o push away your opponent during their attacks. Both of these use burst meter so you have to use them wisely.
@@hmompoint Nago has white wild assault that means it can't be cancelled but it can be used as an ender right? I will incorporate it more into my gameplay I promise.
@@qianFGC White wild assault is basically an invincible neutral skip. It has vulnerability on startup and can be thrown, but invincible and massively plus on block. Also the hitbox extends pretty high in the air. I think Nago needs it less than the other white users. Because he's got range and teleports/beyblade. The other 2 colours are combo or pressure tools.
Using meter for faultless defense is very important, not only does it negate chip, but it also increases the pushback on attacks giving you more space to fight back, or try and super-jump out(though typically Nago doesn't do this since he can't airdash). That said FD doesn't affect projectiles, and some characters either have large normals or attacks that move them forwards allowing them to pressure without FD doing much. Additionally, standing block both regular and faultless have slightly increased pushback compared to crouch block. There is also instant block which negates all pushback, or gives even more pushback when combined with faultless defense, but has a very small window to execute.
@@qianFGC regular block or FD right before an attack connects, it has a 2 frame window. You know you got it when the guard flashes white and "just" pops up on the screen. One of the best times to go for it is on your wakeup against meaty attacks, another is 2D after a 2K since most characters can't vary the timing of their 2D after a 2K.
@@qianFGCif you want to FD I believe it’s block and hold two attack buttons, so punch and kick or slash and heavy slash, you can also bind a macro for it which most people do these days.
Big improvements my friend, you did alot better, two things...well three ig haha you get oki when you super someone through wall dont forget 6p beats any moves the hit the upper body and lastly, strive has one of the worst online systems for ranking and playing, I dont know how else to put it, but they couldnt have done worse, if you have any questions im still here to help answer and it was really cool seeing you use the dustloop to look up bridgets frame data, utterly wonderful Keep it up!
Yeah...that's one gripe I have with the game right now. I don't mind the ranking system, sometimes I do get players that clearly shouldn't be at the floor they're playing at and I just get absolutely destroyed. It's the online connection. Even though it's rollback, I'd say 20-30% of the time the connection is laggy.
@@qianFGC The "ranked" system goes from fine to an absolute disaster when you get above floor 10 and start getting celestial attempts. It's an absolute nightmare if you aren't in the top 0.1% of players but are too good for floor 10. Celestial has a wider range of skill than the entire floor 1-10 and then you're forced to have 83% winrate in a set against the best players in the world to get there. (Not 51%!) And then you have to repeat that every single month so enjoy not playing the game for the first 10-15 hours every month. It works great before you get too good for floor 10, and then it's an absolute nightmare if you aren't a top 16 tournament placement level.
6:02 this is minus on block and if you only get touched by the card projectile its also minus on hit. You can mash 2p or grab. For nago punishing with grab when you can is better since you get knockdown without spending blood.
14:40 the girl next to the bed has some animations that can tell you what the bed is doing. Its not on all moves but the specials at least have tells. Also there is always (to my knowledge) a gap between any hit and the explosion special, so you can press 2P there
@@qianFGCI came here for the Bedman, stayed for the journey. I wouldn’t be caught dead using 6hs over j.h because 6hs has 3 less startup frames than dust and worse combo, it is horrific. Bedman at a high level is terrifying but his pressure does end, it looks way scarier than it actually is. Moves like 2h (the one where he goes in low and hits you five times) into 236hs (the one where he explodes his arm) has a gap, but most people don’t know because 2h has five hits all of which are cancellable. If you fight a Bedman and notice a pattern, call it out
I really recommend installing the sf6 style frameviewer mod. It really helps with labbing match ups. My biggest hurdle when i got into strive was knowing when it was my turn. EVENTUALLY you'll be able to actually see it.
@michael13849 I checked out the mod, on the page it says it doesn't support the latest update. Does it work for you? That's my biggest challenge right now too.
Against people that burst as soon as they get touched you can 5k and then jump cancel to block it and punish. This is a hard bait but against people with bad habits its very effective. Most characters can also c.s jump cancel but nago cant. You can also do burst safe buttons like 5/2p or any air normal (assuming your character can double jump)
@ only c.s (except for nagos) and 5p/k but yeah. This is also a way to bait yrc. Usually you just wanna do 2/5ps and block to bait yrc though. You can also bait burst/yrc by just roman cancelling and blocking it.
I'm not super good at the game but I find blue wild assault to be good to deny the opponents turn on normal wallbreak since doing a dash+brc will allow you to have advantage. It's also useful in neutral since it slows the opponent and gives you a risk free way of getting in (you can just see if you opponent attacked, and if not then just start your offense)! I've seen some mix-ups become borderline impossible to block with the help of brc but I'm not sure how that's done yet
@qianFGC All characters can perform dash+rc! It just makes you slide forward and is super useful when used with prc for conversions and on rrc for combo routing with, for example, c.s which you normally wouldn't get due to push back from attacks. Also fast roman cancel is super good as well. It just involves cancelling your roman cancel early by inputting anything that cancels the animation (like an attack or jump) which will make it end early, leading to better pressure and mix-ups while also costing less tension!
@@memetal5094 Oh man, you guys are giving me some valuable information here. I've learned more about this game from the YT comments than I did from weeks of reading dustloop
you should spend meters on these things: - extend combos into a wallbreak for positive bonus (always try to do super at wallstick to guarantee hard knockdown) - yellow RC/ super if you feel like you're about to be blown up from mixs or stuff - blue RC in neutral to mix up the opponent For beginners, just think that if you lost a round and there's still 50+ meters on you, that is waste of meters (even on wins this could also be the case)
As a nago main let me welcome u into the ggs and excellent choice ur using him very well heres a tip x then forward x staggers do the bite after or u can kick stomp twice then spin
Yeah, you can combo into from 5k 6k. But if they block you can 5k 6k teleport forward and command grab. Which also works as a combo too. But good players often mash when they see you teleport.
Just a random tip. If someone is jumping towards you with a move like Bridget's JS, and you see that their momentum is carrying them forward, you can immediately grab them when they land.
@@qianFGC I don't know about this exact case, but a lot of the heavier jumping attacks are negative on block if they land, or barely positive so throw beats their fastest (non-invincible) move or techs throw. Frame data also depends where they are in the air when they hit your block.
11:58 ill be real with you until you get to celestial everyone has garbage defense😭 Oh yeah also nago heavy slash got changed this patch it did not used to do this 12:43 its based on winstreaks, win like 5 and you go up almost every time and keep winning and youll go up even faster. 13:21 id recommend command grabbing in situations like this more often. Highly rewarding. Also theres no reason to fukyo here f.ss into grab is basically just as fast without costing blood. People with good defense will (almost) always mash on fukyo forward so this is a habit youll wanna stop early on. 14:09 bedman pressure is basically limitless plus frames. You generally wanna just fd him to push him out. But be ready to 5/6p/5k him if he tries to reset pressure with j.s. Also if you think hes gonna do a blockstring into the guard crush explosion (the one with the arm not the head) you can mash 2k on him depending on spacing. Its also plus if you block it. Bedmans projectiles jail into eachother I fucking hate him so much because of this its the most annoying shit in the game imo. 15:25 after this 2h you can fukyo forward meaty 5h or beyblade if you have the blood for it. Also the teddy bear super is plus yes. Id suggest using a lot of 6p and playing patiently against bridget. Once you fight good bridgets youll have to play more proactive but defensive play against lower level bridgets is very effective. The yoyo throw has 4 versions. She can throw it forward and have it hit on the way out or back and vice versa with the up version. 19:34 that was k mappa hunch, it is punishable on block with grab but depending on spacing it can be safe and even plus. I think when you said falcon punch you were thinking of pilebunker which is extremely minus on block. You can get a c.s punish on pilebunker so hit him hard for it‼️I also have a way to option select nearly all of slayers dandy step options and I can send you the video if youd like. 20:05 in situations like this you really should rc to continue the combo and end it in super. Im not sure about the scaling but you might have been able to end the round without giving him another chance to interact. Also in general its good to build a habit of ALWAYS breaking wall with super as nago. He nearly never has a reason not too if he can. The super drains a LOT of his blood bar on top of the hard knockdown so it allows for very quick snowballing. I will say youre really good about not accidentally going into blood rage which is good to see. Its very fun watching people improve at this game, I hope we run into each other online at some point :)
I didn't know that f.ss into grab is just as fast. That's good to know. You're right I do teleport too much. The falcon punch I was talking about is mappa punch. On Dustloop it says it's -2/3, but you can make it plus? You guys are giving me so much valuable information!
@@qianFGCmappa works essentially the same as Terry's sf6 burn knuckle. The later in the active frames it hits = the better the frames. So if he does it point blank you can throw punish, but if he spaces it well he can be slightly plus
I find that blue romans are best used right after wall break, directly after a dash cancel(which nago doesn't have sadly), or during a backdash. Other characters have better or more varied uses for it but these are the ones that my character likes working with sometimes.
@@qianFGC no, after a non super wallbreak. Unless the opponent throws out a 7 frame move, a 66brc allows you to apply slowdown while also giving you time to react to what the opponent is doing.
@qianFGC that's probably the way brc is used the most since it's very difficult to challenge. If you think the opponent is going to 66brc, you can contest it with a 7-9 frame normal (since brc has 7f of startup) or you could backdash or fukyo backwards. Another common way to deal with 66brc is to preemptively jump backwards but that doesn't really work with nago since he has a 10f prejump
@@snescrew4283 The 66BRC never works on me. I'm always afraid to press at round start or after wallbreak reset. I know it's like a little mini game of RPS but I always seem to lose. I need to look up a guide for Nago on this
A tip: Finishing a combo with a wallbreak using a super isn't just good because you, for obvious reasons, deal more dmg than with a heavy or something like that. Wallbreaking's positive bonus (which you gain after wallbreaking) charges your meter way too fast by just moving around, so using a RC to secure the wallbreak or supering to break it is pretty useful except if your character prefers to stay on the corner and deal pressure (I play Ky, so wall pressure isn't as important as it is for other characters). Also, when you break a wall with super, you can move before the opponent because they will be knocked down as fast as they touch the floor, so it is also a tool to keep pressure if necessary.
@@qianFGC I'm playing a character who often in combos doesn't really deal more damage when wall breaking with super, and Wild Assault is directly -10 damage. But his neutral is so ass that getting oki is super valuable.
@@qianFGC Anji. You might be surprised to hear bad neutral with his spin, but it's slow startup and high risk at the high level. Spin definitely bullies people at lower ranks. And then his normal buttons aren't great in neutral. I'm not saying spin is a bad move, it's just a lot weaker and not spammable when people know the matchup.
Yeah Bridget can just throw out that super. Watch out for it when she's over you too, because Roger will always fly at you regardless which direction the super started
instead of his projectile move use his spinning move instead. It costs less blood and is a low. Also If you super when your opponent is near a wall or when they get stuck to the wall they will get put in a hard knockdown when the area changes and you can continue your offense. If you don't have the meter you can use his 6h instead. It gives you blood gauge and does an insane amount of damage as well. Good Luck!
Yeah, using super for wallbreak is something I'm trying to do more. I'm still trying to figure out why sometimes the wall breaks and sometimes it doesn't
@@qianFGC Well, for wall break there are three situations 1: If they're stuck on the wall, they will go through the wall when you hit them. With very rare exception moves. 2: If they are not stuck on the wall, any non-super move will NOT break them through the wall. They have to first stick to the wall, which depends on "wall health" hitting 0. Slayer has one move that ignores wall health and instantly sticks the opponent to wall. 3: If you use a super (which has hits) when opponent is not wall stuck, the game will ignore wall health and the opponent will fly through the wall if they have enough knockback/momentum that they could stick to the wall. They will always go through the wall unless they drop down to the ground before touching the wall, or if their speed when touching the wall is very low. There are very few supers with exceptions to this. Nagoriyuki shouldn't have to deal with any of those. Except the non-blood rage super if you don't hit the full animation version, the knockback is so small that they might not go through the wall. (Single hit instead of cutscene.) There's also the 4th "situation" where the opponent was wallstuck, but you were too slow to hit them so they recover in time and jump away from the wall. If they suddenly fling forward/upwards you were too slow and the recovery is fully invincible until they hit a button or land.
@@killerkonnat Ahh okay. I was wondering yesterday why my super didn't wallbreak. It's because I didn't get the full animation for the knockback. The timing to super is still something I'm trying to get used to. It's not like SF where you cancel a special into a super, I have to wait until my move has recovered then do the super.
Is there an indicator on when the wall is about to break. Sometimes I would end my combo short because I think the wall is about to break but it doesn't.
@qianFGC you can see when the wall is close to breaking because it'll start to Crack. Otherwise it's up to experience with your character to know what is going to make the wall Crack. You can always just end a combo with a super near the qall to insta break it
I'm not good at the game but I main Baiken so maybe I can answer some questions regarding her and the game in general. [1:14] indeed the burst did not hit - the opponent can block your Burst and extend their turn since you no longer have a system mechanic to get them off you. [1:20] this is a trashy song chosen by people with bad taste (sorry not sorry). There's so much amazing music in the game there's little reason to choose something like this unless one is specifically trying to be a troll. The song is fine in isolation but it's really inappropriate for a match (the song isn't even from Strive; it's from a previous GG game) [1:29] this is Baiken's signature move in Strive, the parry. It's frame one and stays active for 10 frames during which she cannot be hit by any non-projectile move. Instead she'll counter the move and deal massive damage to the opponent. But if the opponent is too far away when the move connects, instead of countering + dealing damage, the move pushes the opponent away and puts them in Guard Crush. In the recent patch they gave her a third way to use this move: while in block stun. [1:32] this move is called Youzansen (referred by fans as Yo Johnson) and has a really interesting moving hit box. When it hits in the later half of the move's duration, there's a suction effect to bring the opponent closer to Baiken to continue her pressure. It's also an overhead that can be tiger-knee'd, but very minus on block so be sure to take your turn back if you successfully block it. [2:47] this is the 'proper' full parry version that deals big damage (well it used to be big damage, but they kept nerfing it T^T). It is technically considered a grab by the game internally but functions differently than other command grabs. [3:32] if the defender is recovering and both players are mashing grab, the defender will win 100% of the time so you have to work around that. [4:13] you're right - super indeed would have been a better ender here and for a few reasons. First, breaking the wall gives you positive bonus which passively refills your meter so you'll get back the cash you spent to super anyways. Second, more damage. And third, imo the most important, is because it puts you at an offensive advantage independent of meter gain. Breaking the wall kind of resets the game to neutral but NOT REALLY if you break the wall with super. If done with super, post-wall break you get to start moving before the opponent does since they're still recovering from your super which gives you time to be right up in their face again and continue your pressure. For example my main has at least two safe jumps she do in this very situation. I'm sure Nago has some decent setups as well. [6:26] I think you got hit by the burst while doing Nago's rekka going for the third slash? Not too sure what can be done to burst bait there specifically besides choosing to end on the second slash and then blocking in anticipation of a burst? There are probably better measures. [11:46] honestly, this describes most GG players even at higher levels loool 😅
@UNSPECIFIEDBANANA thank you taking the time to share your Baiken knowledge with me. Character unfamiliarity is my biggest hurdle right now. I'll take any character insight right now.
@@qianFGC Yeah that makes sense, I'm still learning how to fight against the newer dlc characters. Also the open park is a good place to jam in some games to get more familiar with the matchup because in the park you aren't limited to just a set of 3 games before being forced to move onto a different opponent. Hope you keep enjoying the game!
I'm pretty sure you can pop blood rage on wallbreak (using the tp to get blood) to do the alt super. Im not a Nago main and this is from a recent buff so I dont really know how it works.
@@brokenzenith3576 Yes, I read somewhere that that's possible. You really have to be sure youll kill with the bloodrage super or you end up with 1hp. I have yet to try it. I need to go into training mode and see what the optimal route is for it.
To put it short, the reason you climbed so fast, and also the reason people did not block much is simple: Most of the Players below ~floor 8/9 are average at best (and id say the AVERAGE player is between floor 6 and 8) and a lot of them don't tend to play much guilty gear or fighting games in general, or as in my case, its my first actual fighting game. And with all that comes the meme "I didn't pay 40$ to block" which manifests mostly in newer players who don't understand how to block properly and how beneficial it is, most of them disregard it because of course the "offense" feels more impactful. But eventually you learn how much power you gain from blocking and being patient for a block string and looking for an opening, I'm still not all that good at the game, I tend to be too anxious about going into the Tower frequently and spend a lot of time just playing against friends or in training mode, so im stuck around floor 5 or 6. (update, since i had some good practice against my friends last night and felt a little less anxious today. I also felt inspired to play by your video and tried to observe a lot more and mixup my opponent more- and I actually hit floor 7! called it there for now but yeah, very cool :3) Once you get past floor 7 or 8 you should get to decent or quite solid players, Celestial floor is where the actual "top" players play (1of my friends is celestial, another is almost there and another is floor 9 for context too), so I'd say floors 1-9 are to separate various layers of lesser skilled FGC players/newer players, and 10 into Celestial are what i'd consider the real "skill check" to play with the other more experienced players and I'm sure you'll see why that is the case when you get to Celestial Challenge the first time, if you haven't looked it up yet Watching someone who has fighting game experience learn so fast since you're just reframing your prior knowledge to new mechanics is really fascinating, for example you picked up on Roman Cancelling your Super when it was blocked- already, i basically only recently made use of that more lol (i know im not a great player) Fun video though! Really cool to see and impressive rate of improvement, even though you have fighting game experience. Love the perspective it gives on how people learn differently with past experience
Thank you so much for the detailed insight. And congrats on hitting floor 7! Do you know if there’s an MMR system once you reach the Celestial floor, or is it just like any other floor but with stronger players? I was watching a video of someone playing with their MMR rating on their screen, but I couldn’t find any information about it when I googled it.
@@qianFGC it's a separate website called ratingupdate or puddlefarm, but yeah celestial doesn't really have a matching system in it (it's not as bad as it sounds)
@qianFGC Celestial is like any other floor, I'm not sure on the exact details but there is a quick match mode from the menu but most players will use the tower. having direct control over who you can fight is something I think is under appreciated and healthy for the game, cuz you aren't just forced to go by what the MMR says, you can try your luck in the other mode though. (Also you can always try out other rooms of the floor you're on if you back out of one, like if there are no players) Have a nice day!
the music is not the theme but theres an option for choosing different theme from the old ones to the new ones , big blast sonic is prety in sync with the round start , i'd suggest it. u can get different song by fishing ofc ,is mildly entertaining , if u r into gacha or just rolling stuff, is prety good , u can get the coin for pulling by just fighting ppl. i'd suggest try to focus on putting presure on ur opp but not over doing , nago is pretty strong in offence , his 2hs or 2s (i forgor) is a pretty good anti air as it can also convert into combos . for some chracters , air game is really strong for them , so able to learn abit of match ups and counter air is quite good . (im not a nago player but i'd have some idea of how to play all the chracters ;-; im a all rounder ;-;) but yeah good luck on ur journey
@@qianFGC oh another thing is , player one gets to choose the music plays and maps , so if u happen to have some map that is just lagging for you , u dont really have a choice but to go to player 1
0:00 just started the video and we’re already in the middle of a 30 second Bedman? Blockstring. Truly Daisuke’s vision. 1:05 BRC is very situational, sometimes you’ll see high level players dash BRC to reposition or to get a throw, but you need a lot of knowledge to be able to recognize those situations. 1:15 that was a bad burst. Baiken wasn’t in a combo so they were able to block on reaction. It would’ve been better to just take the round loss and start the next round with full burst. 1:30 yeah she just does that. 3:00 good conversion! 14:53 Bedman? Is mid as hell but very annoying to fight. I hate him. 15:02 BUCKET BAGGUETTE BRISKET BRIDGET BIDET BULLET Bro this girlie does not know lows exist. In that entire set she used two lows, her entire gameplan revolves around 2k 2d. 19:41 eh, depends on how it’s spaced. I think they nerfed it this patch but I dunno by how much
@@qianFGC yes, but with the forward momentum from a superjump it leaves you very close to the opponent. Also it gives a better combo off of an air to air hit. And it's a lot faster than j.S so you win air to air engagements more often. j.S is still very good as an air to air at longer ranges though.
@@qianFGC yeah it loses to basically any grounded button or any safejump air normal. I would not anti air with it though. It could be used as one but 6p is safer and doesnt spend blood if they air block and you can hitconfirm 6p into specials.
@@qianFGC your tension meter doesn’t carry over between rounds, so you can go ham with it. Your burst carries between rounds, so that’s the one to save if you know you’re gonna lose. As for reasons not to super wallbreak, if a super wouldn’t kill, you feel comfortable in neutral, and play a character that needs meter for a mixup, then you can save it for the situation after wallbreak. With nago, his super recharges a ton of blood meter, and he doesn’t require tension meter to open up an opponent or to do a full combo, so using your meter to super and break wall is basically always good.
Ofc people will struggle, GG is all about BS. Just look at I-No's kit for a sec (and I play her, I know) : instant overheads all day, low profile low from midscreen away into combo, lingering projectile, etc And that's a low tier character lol This game is terrible, overall, with so many insane range on normals, that COUNTER into 1sec freeze for easy confirms into 80% wall combos that require very little skill to perform. And let's not even talk about QoL features : - no wifi indicator - no matchmaking AT ALL - no replay takeover - no frame data in training mode In 2024. Yes.
Welcome to Strive it's very cool to see you enjoy it so much! Something to note maybe for Nago is his kick normals are very good, maybe worth trying to use them a bit more. And yeah, your observation about people running their offensive gameplan and not playing defense is something you'll see a lot in Strive, most characters have very strong offense and ways to get in, so until you run into someone with good defense you can kind of just ignore neutral as long as you have decent enough combos to kill in relatively few interactions. Once you get just a little better at shutting down that kind of reckless play with strong neutral and fundamentals it'll be so satisfying though, those people will flail. Unfortunately there's a lot of knowledge checks in this game that'll let people gimmick you out, so definitely develop a habit of immediately rushing to dustloop to find an answer to something that seems like bullshit, there's usually an answer!
I definitely overuse his c.s and f.s. What makes his kick normals so good?
@@qianFGC Well, 5K in particular has *really* good range and frame data, has a lot of gatling and special cancel options for stagger or strike/throw pressure, it's such a good normal that it should probably be the default thing to go for if you don't know what to press in neutral, along with 2S
@@SophiaLingua You're right. 5K is amazing. As new player, I'm just so scared to get up close. Which is why I'm always using 5S, 5H, or 2H. Being up close means there's a chance I might get hit.
As a bedman player, our main objective is playing in a way that the opponent doesn't know what the fuck is happening on screen.
real and based
*I hate it
well you guys succeeded
Thank you for explaining Bedbro, this is the way.
What do you mean "objective", that's just how the character is with the amount of visual clutter.
Theres a blockstring I wanna play with, but cant cuz nobody stand blocks and because of that it doesnt work lol.
The saga continues. I'm all for it, this is premium content imo. Loving this!
As someone new to fighting games with Strive (like 100 hrs now), I’m super impressed with how fast you adapt to the opponent! I could learn a thing or two from you :)
Keep making videos it’s so fun watching someone experience the insanity that is this game haha
@@Zyckro thank you. Let us learn this game together.
That song that played when you fought the baiken is not her theme, its an unlockable song from the fishing mode
Yeah, I feel stupid for not realizing it.
@@qianFGC btw. that song is called "birtday train" and is commonly used by strong players on strong chars to screw with the opponent. very effectively, i might add
@ahool54 lol that is so funny. It's very effective I'd say
I laughed hearing Birthday Train in the first match, figured it was the opponent memeing with their music select. Still a good song though
@@adamkampen Good song. Makes me want to hold hands and skip in a circle.
I'd hope every fighting game community would be as welcoming, that's part of how we get people in here!
Blue RC gives the most slowdown to the opponent out of all the versions, so it's nice to pop to assist with a whiff punish, cuz it effectively makes your opponents frame data worse for a sec. You can also pop it as they're pressing a button to have more time to react, just be careful with that though because if they hit you during the startup of BRC it'll be a counterhit.
Yeah that Baiken blocked your burst, it's possible with a fast enough move, or with enough counterhit hitstop. Also that's not Baikens theme lol that's Birthday Train, it's a song from the story mode of Xrd that wasn't rly intended to be a battle theme but you can still pick it technically lol. Baiken is sort of a parry based character, she can even use it in blockstun, however in blockstun instead of doing a counterattack it just puts the attacker into guard crush, giving her advantage. It's also a little hard to time but man it is annoying.
Nagos 2S is super broken for stopping Sin from approaching with his low. That low is pretty slow to come out so it's easy to stuff. He can low crush with his overhead tho so it's mindgames.
An additional way to bait burst is to use c.S or 5k in your combos cuz those are instantly jump cancellable, so you can jump cancel into block to bait. You can also just roman cancel and then block with any move to call out a burst.
I love Bedman lol, he's honestly sick once you're clued in on what's going on. His specials all have automatic follow ups that activate a set time after the special is used. If you see him sparking up and hear that weird noise, a follow up is coming.
Bridget is my main, I think she's really cool. Her normals are obviously ginormous and her movement and mix are also phenomenal but her health and damage are both horrendous, she definently just chips away at you. When she throws her yoyo projectile she gains the ability to basically blanka ball towards it, and while shes in that rolling state she can cancel it into air normals, specials, even one of her supers, she can even airdash out of it. She can also drift up and down in the air with it to avoid mids or try to land quicker. The roll has a fat ass hurtbox tho so shes super swattable if you can just figure out what of the billion options she's gonna pick. Despite the desparity in damage output and health this is still a bad matchup for Nago, Bridgets just too slippery snd stuff. Thank goodness I would not like to have a bad MU into Nago. Oh, about the yoyo she sets out. She has a version that hits on the way out like a fireball and then stays set longer, and another version that only hits on the return to her and doesn't stay out as long. The fireball is a goodlike neutral tool and keeps her blockstrings safe but the boomerang one lets her patch holes in blockstrings later in her pressure and lets her extend some combos, but yeah it just comes back to her automatically theres no manual way for her to bring it back other than if she gets hit by you or blocks an attack. She also can't throw it again until it comes back which is good to know, and she can't roll without it being out either.
Man Nago really seems to fit you like a glove, you're picking it up fast, it's cool to see 👍 I'm used to watching ppl play this as their first FG but having more of a background in the genre def helps lol
Thanks for the insight on Bridget. She’s definitely the character I struggle with the most, I think I have a negative WR against her. I’ve been studying up on her a lot on Dustloop, to understand her frame data and options better. Right now, my strategy is to be ready for her rolling attack when she has the yo-yo out. I don’t think I can prevent her from throwing out yo-yo. Her roller skate attack is either negative or highly punishable, right? So I shouldn’t expect her to use it recklessly.
@qianFGC first part where she's actually skating can be made plus if she slows down on it (she can speed up or slow down by holding forward or back), the brake follow up on it is -6 but she can space it to make it effectively safe, the big jump spin follow up thing is super duper minus tho. Also I've found that Nago clone can really shut down her yoyo toss in neutral cuz it's one of the few projectiles that doesn't get destroyed by it
@@gatr2897 Nago's clone is amazing, I just can't spam it. Maybe it'll deter her from using her yo-yo
Fun tip: when you do fukyo (teleport) back, you can hold forward during it to cancel your momentum and stay in range. So nago players will do something like f.s > f.ss > 214k[6] > f.s etc to keep the pressure up
@normalrachael Yes, I did know that. Sometimes, it’s hard to get the right distance. I would use the f.ss teleport back, but Id still end up within their jab range when i want to be just outside my S range. I'm Still trying to get the timing down
The music in the Baiken match wasn't her theme. You can select your music on character select, by default it's your theme though
Im new to guilty gear strive too, Its nice to see other people getting into the game too
For the Bedman? matchup, FD is SUPER important to get him off you. His Malfunction (236H) is plus with Guard Crush and his error follow-ups make his strings safe. Usually Bed goes into c.S>2S>2H>Beyblade (236S)>PRC and then loops that first part into Mal instead of Beyblade and then that into Needle. FD-ing that string gives you a gap where he has to roll up and makes the massive chip from errors and Mal not actually chip you. Also be careful pressing on his install super, he has a 4 frame frame trap from f.S>Install>5k. He can jump cancel j.D on hit and block to make it safer and convert, and it’s a kind of up-in-the-air (pun intended) left-right mixup since he goes straight down. He can bait anti-airs with his hover dash and punish you for trying them, so be careful about pre-emptively going for stuff like 6P. His air game is overall really REALLY strong; his j.S has a vacuum which gives him his turn even on block usually, j.D is a strong mix-up tool, j.H hits (up to) 6 times, all overhead, and if it cancels early from landing he can link into 2K>2D. I hope ANY of this helped with your confusion. If you have any questions (especially about Elphelt, Bed, or Ram) just let me know! It’s great to see someone get into this game and improve so much!
This character has so many knowledge checks, and I think it’s going to take me a while to fully grasp him. I actually do have a question about Elphelt. When she does 214S > High/Low > H. Is there anything I can do to punish her as Nago? She's negative but she's right of range for any of my normals.
Hooray! More strive!
Thank you for watching!
2:23 they changed the song to Birthday Train from Xrd (previous title) Baiken's theme is actually Mirror of The World
Yeah lol. That makes more sense
@@qianFGC birthday train is like one of the few songs that kinda don't fit the feel of the rest of the music, it's the silly song
Hell yeah you’re definitely improving!
Hell yeah!
As another Nago player, something I find really helpful to do for abare on grounded pressure with Nago is 2k -> 2D -> 214HS (Kamuriyuki/Spin) into a plethora of options for a longer combo if you're low on blood or a simple Fukyo to 2k for soft knockdown into pressure or 2S for more damage.. or if you sed up for a hard knockdown (usually after 6HS) you can meaty and/or framekill with c.S (close Slash) and like have so many options after there.
It's awesome to see someone so experienced from another series hop into Strive, especially for someone who is also learning! It's validating and I'm glad to hear you're enjoying your experience!
Also yeah, jumping is a rough habit of mine I have to also break as Nago, especially coming from something like Blazblue lol.
YOU'RE DOING GREAT BTW! The way you're picking things up is so cool, I'm inspired.
OH, and reversal/wake-up grab from Nago is also strong to break up pressure if your opponent's pressure is slow/sloppy OR in some specific situations. His grab range is a little bit further than other characters. In the corner, if you also get a grab, you can 2k afterward for a soft knockdown into some scary pressure with the DP (623HS) mix (either H again for overhead or Spin for low)
Oh, I didn't know you can combo 2k -> 2D -> 214HS. And you get a 2k after a throw in the corner?
@@qianFGC Yup yup! You can also do 623HS as well, the timing it just tight. Spin usually gives you more much easier. You can also combo 6P into either Spin or DP as well.
@@keybladeokami117 I normally 6p to antiair. Do I have to get a CH on 6p to combo when they're in the air?
@@qianFGC You can combo on Counter hit for sure, I believe it also works just fine on non-counter hit, but the extension isn't as long.
Lemmie actually do lab that rq and check
I got excited to see you've learned how to RC since the last strive vid ive seen from you. Next you should consider working in wild assault(quarter circle forward dust) to extend your combos or close the gap between you and your opponent. Or deflect (quater circle back dust) if you want o push away your opponent during their attacks. Both of these use burst meter so you have to use them wisely.
@@hmompoint Nago has white wild assault that means it can't be cancelled but it can be used as an ender right? I will incorporate it more into my gameplay I promise.
@@qianFGC It can't be cancelled, but on counterhit it can lead to combos
I think...
@qianFGC you can use it in combos but it's mostly used to go through neutral pokes and fireballs
@Levi-111 ahh I see. Okay definitely useful for Nago. I struggle to get in sometimes especially against Dizzy
@@qianFGC White wild assault is basically an invincible neutral skip. It has vulnerability on startup and can be thrown, but invincible and massively plus on block. Also the hitbox extends pretty high in the air. I think Nago needs it less than the other white users. Because he's got range and teleports/beyblade. The other 2 colours are combo or pressure tools.
Using meter for faultless defense is very important, not only does it negate chip, but it also increases the pushback on attacks giving you more space to fight back, or try and super-jump out(though typically Nago doesn't do this since he can't airdash). That said FD doesn't affect projectiles, and some characters either have large normals or attacks that move them forwards allowing them to pressure without FD doing much. Additionally, standing block both regular and faultless have slightly increased pushback compared to crouch block. There is also instant block which negates all pushback, or gives even more pushback when combined with faultless defense, but has a very small window to execute.
How do you do instant block and instant FD?
@@qianFGC regular block or FD right before an attack connects, it has a 2 frame window. You know you got it when the guard flashes white and "just" pops up on the screen. One of the best times to go for it is on your wakeup against meaty attacks, another is 2D after a 2K since most characters can't vary the timing of their 2D after a 2K.
@@qianFGCif you want to FD I believe it’s block and hold two attack buttons, so punch and kick or slash and heavy slash, you can also bind a macro for it which most people do these days.
Glad to see your still enjoying
Big improvements my friend, you did alot better, two things...well three ig haha
you get oki when you super someone through wall
dont forget 6p beats any moves the hit the upper body
and lastly, strive has one of the worst online systems for ranking and playing, I dont know how else to put it, but they couldnt have done worse,
if you have any questions im still here to help answer and it was really cool seeing you use the dustloop to look up bridgets frame data, utterly wonderful
Keep it up!
Yeah...that's one gripe I have with the game right now. I don't mind the ranking system, sometimes I do get players that clearly shouldn't be at the floor they're playing at and I just get absolutely destroyed. It's the online connection. Even though it's rollback, I'd say 20-30% of the time the connection is laggy.
@@qianFGC The "ranked" system goes from fine to an absolute disaster when you get above floor 10 and start getting celestial attempts. It's an absolute nightmare if you aren't in the top 0.1% of players but are too good for floor 10. Celestial has a wider range of skill than the entire floor 1-10 and then you're forced to have 83% winrate in a set against the best players in the world to get there. (Not 51%!) And then you have to repeat that every single month so enjoy not playing the game for the first 10-15 hours every month.
It works great before you get too good for floor 10, and then it's an absolute nightmare if you aren't a top 16 tournament placement level.
that slayer made me backsit sooooo hard.
I'm sad that he didn't get to see slayer's damage
"The more buttons you press the more you win" made me me laugh. It's true you know
@@adamkampen lol. 💯
6:02 this is minus on block and if you only get touched by the card projectile its also minus on hit. You can mash 2p or grab. For nago punishing with grab when you can is better since you get knockdown without spending blood.
You can pick a music and a map on the character selection screen
14:40 the girl next to the bed has some animations that can tell you what the bed is doing. Its not on all moves but the specials at least have tells.
Also there is always (to my knowledge) a gap between any hit and the explosion special, so you can press 2P there
That is great advice. I actually just fought a Bedman and I did way better. 3-0 him.
@@qianFGC nice!
@@qianFGCI came here for the Bedman, stayed for the journey. I wouldn’t be caught dead using 6hs over j.h because 6hs has 3 less startup frames than dust and worse combo, it is horrific. Bedman at a high level is terrifying but his pressure does end, it looks way scarier than it actually is. Moves like 2h (the one where he goes in low and hits you five times) into 236hs (the one where he explodes his arm) has a gap, but most people don’t know because 2h has five hits all of which are cancellable. If you fight a Bedman and notice a pattern, call it out
I really recommend installing the sf6 style frameviewer mod. It really helps with labbing match ups. My biggest hurdle when i got into strive was knowing when it was my turn. EVENTUALLY you'll be able to actually see it.
@michael13849 I checked out the mod, on the page it says it doesn't support the latest update. Does it work for you? That's my biggest challenge right now too.
@@qianFGC the og creator doesnt up it but other people do. Paste this after the foward slash in githubs web address.
Sevoii/StriveFrameViewer/releases
I found an updated version of the mod that works with the recent patch. The mod is so helpful
1:26 people can set musics and stages to their likings instead of auto and random, it will only use P1's set though
That's awesome. There are some kickass music I want to set to
Against people that burst as soon as they get touched you can 5k and then jump cancel to block it and punish. This is a hard bait but against people with bad habits its very effective. Most characters can also c.s jump cancel but nago cant. You can also do burst safe buttons like 5/2p or any air normal (assuming your character can double jump)
I didn't know you can jump cancel normals
@ only c.s (except for nagos) and 5p/k but yeah. This is also a way to bait yrc. Usually you just wanna do 2/5ps and block to bait yrc though. You can also bait burst/yrc by just roman cancelling and blocking it.
I'm not super good at the game but I find blue wild assault to be good to deny the opponents turn on normal wallbreak since doing a dash+brc will allow you to have advantage. It's also useful in neutral since it slows the opponent and gives you a risk free way of getting in (you can just see if you opponent attacked, and if not then just start your offense)! I've seen some mix-ups become borderline impossible to block with the help of brc but I'm not sure how that's done yet
Yea, I'm trying to incorporate brc into my gameplay. But Nago no dash :(
@qianFGC All characters can perform dash+rc! It just makes you slide forward and is super useful when used with prc for conversions and on rrc for combo routing with, for example, c.s which you normally wouldn't get due to push back from attacks.
Also fast roman cancel is super good as well. It just involves cancelling your roman cancel early by inputting anything that cancels the animation (like an attack or jump) which will make it end early, leading to better pressure and mix-ups while also costing less tension!
@@memetal5094 Oh you can do the dash RC with blue RC? I thought it was only for red RC. Thanks for telling me that!
@qianFGC Yep! Works for all RC and makes Nago command grab mix even scarier >:)
@@memetal5094 Oh man, you guys are giving me some valuable information here. I've learned more about this game from the YT comments than I did from weeks of reading dustloop
you should spend meters on these things:
- extend combos into a wallbreak for positive bonus (always try to do super at wallstick to guarantee hard knockdown)
- yellow RC/ super if you feel like you're about to be blown up from mixs or stuff
- blue RC in neutral to mix up the opponent
For beginners, just think that if you lost a round and there's still 50+ meters on you, that is waste of meters (even on wins this could also be the case)
Yeah lol everybody's telling me that. I just found out my meter doesn't carry over
@@qianFGC what does carry over though is your burst gauge
@@ignis488 Yup. TIL
As a nago main let me welcome u into the ggs and excellent choice ur using him very well heres a tip x then forward x staggers do the bite after or u can kick stomp twice then spin
nice to see the journey continue, good luck. also: today i learned nagos 6k staggers if not blocked and you can command grab after.
Yeah, you can combo into from 5k 6k. But if they block you can 5k 6k teleport forward and command grab. Which also works as a combo too. But good players often mash when they see you teleport.
@@qianFGC really? cool
Just a random tip. If someone is jumping towards you with a move like Bridget's JS, and you see that their momentum is carrying them forward, you can immediately grab them when they land.
But won't their j.S hit me?
@@qianFGC I don't know about this exact case, but a lot of the heavier jumping attacks are negative on block if they land, or barely positive so throw beats their fastest (non-invincible) move or techs throw. Frame data also depends where they are in the air when they hit your block.
11:58 ill be real with you until you get to celestial everyone has garbage defense😭
Oh yeah also nago heavy slash got changed this patch it did not used to do this
12:43 its based on winstreaks, win like 5 and you go up almost every time and keep winning and youll go up even faster.
13:21 id recommend command grabbing in situations like this more often. Highly rewarding. Also theres no reason to fukyo here f.ss into grab is basically just as fast without costing blood. People with good defense will (almost) always mash on fukyo forward so this is a habit youll wanna stop early on.
14:09 bedman pressure is basically limitless plus frames. You generally wanna just fd him to push him out. But be ready to 5/6p/5k him if he tries to reset pressure with j.s. Also if you think hes gonna do a blockstring into the guard crush explosion (the one with the arm not the head) you can mash 2k on him depending on spacing. Its also plus if you block it.
Bedmans projectiles jail into eachother I fucking hate him so much because of this its the most annoying shit in the game imo.
15:25 after this 2h you can fukyo forward meaty 5h or beyblade if you have the blood for it. Also the teddy bear super is plus yes. Id suggest using a lot of 6p and playing patiently against bridget. Once you fight good bridgets youll have to play more proactive but defensive play against lower level bridgets is very effective. The yoyo throw has 4 versions. She can throw it forward and have it hit on the way out or back and vice versa with the up version.
19:34 that was k mappa hunch, it is punishable on block with grab but depending on spacing it can be safe and even plus. I think when you said falcon punch you were thinking of pilebunker which is extremely minus on block. You can get a c.s punish on pilebunker so hit him hard for it‼️I also have a way to option select nearly all of slayers dandy step options and I can send you the video if youd like.
20:05 in situations like this you really should rc to continue the combo and end it in super. Im not sure about the scaling but you might have been able to end the round without giving him another chance to interact.
Also in general its good to build a habit of ALWAYS breaking wall with super as nago. He nearly never has a reason not too if he can. The super drains a LOT of his blood bar on top of the hard knockdown so it allows for very quick snowballing.
I will say youre really good about not accidentally going into blood rage which is good to see.
Its very fun watching people improve at this game, I hope we run into each other online at some point :)
I didn't know that f.ss into grab is just as fast. That's good to know. You're right I do teleport too much. The falcon punch I was talking about is mappa punch. On Dustloop it says it's -2/3, but you can make it plus? You guys are giving me so much valuable information!
@ ye basically if you block it and he ends up next to you you can throw him. If he doesnt hes probably plus.
@@qianFGCmappa works essentially the same as Terry's sf6 burn knuckle. The later in the active frames it hits = the better the frames. So if he does it point blank you can throw punish, but if he spaces it well he can be slightly plus
If u don't know the frame data then the only thing u can do is practice blocking when the enemy is attacking.
@Cerbyo that's a great advice.
I find that blue romans are best used right after wall break, directly after a dash cancel(which nago doesn't have sadly), or during a backdash.
Other characters have better or more varied uses for it but these are the ones that my character likes working with sometimes.
Do you mean after a super wallbreak?
@@qianFGC no, after a non super wallbreak.
Unless the opponent throws out a 7 frame move, a 66brc allows you to apply slowdown while also giving you time to react to what the opponent is doing.
@snescrew4283 oh you know what, people have done that to me. Now I get it.
@qianFGC that's probably the way brc is used the most since it's very difficult to challenge.
If you think the opponent is going to 66brc, you can contest it with a 7-9 frame normal (since brc has 7f of startup) or you could backdash or fukyo backwards.
Another common way to deal with 66brc is to preemptively jump backwards but that doesn't really work with nago since he has a 10f prejump
@@snescrew4283 The 66BRC never works on me. I'm always afraid to press at round start or after wallbreak reset. I know it's like a little mini game of RPS but I always seem to lose. I need to look up a guide for Nago on this
A tip: Finishing a combo with a wallbreak using a super isn't just good because you, for obvious reasons, deal more dmg than with a heavy or something like that. Wallbreaking's positive bonus (which you gain after wallbreaking) charges your meter way too fast by just moving around, so using a RC to secure the wallbreak or supering to break it is pretty useful except if your character prefers to stay on the corner and deal pressure (I play Ky, so wall pressure isn't as important as it is for other characters). Also, when you break a wall with super, you can move before the opponent because they will be knocked down as fast as they touch the floor, so it is also a tool to keep pressure if necessary.
Yup. I've been trying to super wallbreak every time I can.
@@qianFGC I'm playing a character who often in combos doesn't really deal more damage when wall breaking with super, and Wild Assault is directly -10 damage. But his neutral is so ass that getting oki is super valuable.
@@killerkonnat Oh which character is that?
@@qianFGC Anji. You might be surprised to hear bad neutral with his spin, but it's slow startup and high risk at the high level. Spin definitely bullies people at lower ranks. And then his normal buttons aren't great in neutral.
I'm not saying spin is a bad move, it's just a lot weaker and not spammable when people know the matchup.
@@killerkonnat When I see Anji spinning at me, what should I do to punish him? Every time I try to hit him, I just get countered
Slayers purple dashing punch is plus ifyou get hit at the end of it.
Ahhh I see. That's good to know
Yeah Bridget can just throw out that super. Watch out for it when she's over you too, because Roger will always fly at you regardless which direction the super started
@@adamkampen she seems really good...
instead of his projectile move use his spinning move instead. It costs less blood and is a low. Also If you super when your opponent is near a wall or when they get stuck to the wall they will get put in a hard knockdown when the area changes and you can continue your offense. If you don't have the meter you can use his 6h instead. It gives you blood gauge and does an insane amount of damage as well. Good Luck!
Yeah, using super for wallbreak is something I'm trying to do more. I'm still trying to figure out why sometimes the wall breaks and sometimes it doesn't
@@qianFGC Well, for wall break there are three situations
1: If they're stuck on the wall, they will go through the wall when you hit them. With very rare exception moves.
2: If they are not stuck on the wall, any non-super move will NOT break them through the wall. They have to first stick to the wall, which depends on "wall health" hitting 0. Slayer has one move that ignores wall health and instantly sticks the opponent to wall.
3: If you use a super (which has hits) when opponent is not wall stuck, the game will ignore wall health and the opponent will fly through the wall if they have enough knockback/momentum that they could stick to the wall. They will always go through the wall unless they drop down to the ground before touching the wall, or if their speed when touching the wall is very low. There are very few supers with exceptions to this. Nagoriyuki shouldn't have to deal with any of those. Except the non-blood rage super if you don't hit the full animation version, the knockback is so small that they might not go through the wall. (Single hit instead of cutscene.)
There's also the 4th "situation" where the opponent was wallstuck, but you were too slow to hit them so they recover in time and jump away from the wall. If they suddenly fling forward/upwards you were too slow and the recovery is fully invincible until they hit a button or land.
@@qianFGC Your probably just not close enough to the wall but you usually wanna ult after the opponent gets wall stuck to do the most damage anyway.
@@killerkonnat Ahh okay. I was wondering yesterday why my super didn't wallbreak. It's because I didn't get the full animation for the knockback. The timing to super is still something I'm trying to get used to. It's not like SF where you cancel a special into a super, I have to wait until my move has recovered then do the super.
@@JoshuaMullins-f3j One time I could've sworn I was close enough but Nago's super without the animation has very low knockback
If possible swap out regular throw for 623P in your pressure so you can use nago's specials more often.
@@Levi-111 I have recently started doing that. His command grab is so good.
You should super on wallbreak most of the time, it knocks them down so you can do something while they get up
Is there an indicator on when the wall is about to break. Sometimes I would end my combo short because I think the wall is about to break but it doesn't.
@qianFGC you can see when the wall is close to breaking because it'll start to Crack. Otherwise it's up to experience with your character to know what is going to make the wall Crack. You can always just end a combo with a super near the qall to insta break it
@@yoohoo236 yeah sometimes it cracks but doesn't break or they don't get stuck in that wall splat animation
I'm not good at the game but I main Baiken so maybe I can answer some questions regarding her and the game in general.
[1:14] indeed the burst did not hit - the opponent can block your Burst and extend their turn since you no longer have a system mechanic to get them off you.
[1:20] this is a trashy song chosen by people with bad taste (sorry not sorry). There's so much amazing music in the game there's little reason to choose something like this unless one is specifically trying to be a troll. The song is fine in isolation but it's really inappropriate for a match (the song isn't even from Strive; it's from a previous GG game)
[1:29] this is Baiken's signature move in Strive, the parry. It's frame one and stays active for 10 frames during which she cannot be hit by any non-projectile move. Instead she'll counter the move and deal massive damage to the opponent. But if the opponent is too far away when the move connects, instead of countering + dealing damage, the move pushes the opponent away and puts them in Guard Crush. In the recent patch they gave her a third way to use this move: while in block stun.
[1:32] this move is called Youzansen (referred by fans as Yo Johnson) and has a really interesting moving hit box. When it hits in the later half of the move's duration, there's a suction effect to bring the opponent closer to Baiken to continue her pressure. It's also an overhead that can be tiger-knee'd, but very minus on block so be sure to take your turn back if you successfully block it.
[2:47] this is the 'proper' full parry version that deals big damage (well it used to be big damage, but they kept nerfing it T^T). It is technically considered a grab by the game internally but functions differently than other command grabs.
[3:32] if the defender is recovering and both players are mashing grab, the defender will win 100% of the time so you have to work around that.
[4:13] you're right - super indeed would have been a better ender here and for a few reasons. First, breaking the wall gives you positive bonus which passively refills your meter so you'll get back the cash you spent to super anyways. Second, more damage. And third, imo the most important, is because it puts you at an offensive advantage independent of meter gain. Breaking the wall kind of resets the game to neutral but NOT REALLY if you break the wall with super. If done with super, post-wall break you get to start moving before the opponent does since they're still recovering from your super which gives you time to be right up in their face again and continue your pressure. For example my main has at least two safe jumps she do in this very situation. I'm sure Nago has some decent setups as well.
[6:26] I think you got hit by the burst while doing Nago's rekka going for the third slash? Not too sure what can be done to burst bait there specifically besides choosing to end on the second slash and then blocking in anticipation of a burst? There are probably better measures.
[11:46] honestly, this describes most GG players even at higher levels loool 😅
@UNSPECIFIEDBANANA thank you taking the time to share your Baiken knowledge with me. Character unfamiliarity is my biggest hurdle right now. I'll take any character insight right now.
@@qianFGC Yeah that makes sense, I'm still learning how to fight against the newer dlc characters. Also the open park is a good place to jam in some games to get more familiar with the matchup because in the park you aren't limited to just a set of 3 games before being forced to move onto a different opponent. Hope you keep enjoying the game!
@UNSPECIFIEDBANANA hmm, I've never tried the park. I'll check it out thanks
Yay yay 2nd episode!!
I'm pretty sure you can pop blood rage on wallbreak (using the tp to get blood) to do the alt super. Im not a Nago main and this is from a recent buff so I dont really know how it works.
@@brokenzenith3576 Yes, I read somewhere that that's possible. You really have to be sure youll kill with the bloodrage super or you end up with 1hp. I have yet to try it. I need to go into training mode and see what the optimal route is for it.
Bro cant see the radiant light
I only see pitch black
To put it short, the reason you climbed so fast, and also the reason people did not block much is simple:
Most of the Players below ~floor 8/9 are average at best (and id say the AVERAGE player is between floor 6 and 8) and a lot of them don't tend to play much guilty gear or fighting games in general, or as in my case, its my first actual fighting game.
And with all that comes the meme "I didn't pay 40$ to block" which manifests mostly in newer players who don't understand how to block properly and how beneficial it is, most of them disregard it because of course the "offense" feels more impactful. But eventually you learn how much power you gain from blocking and being patient for a block string and looking for an opening, I'm still not all that good at the game, I tend to be too anxious about going into the Tower frequently and spend a lot of time just playing against friends or in training mode, so im stuck around floor 5 or 6. (update, since i had some good practice against my friends last night and felt a little less anxious today. I also felt inspired to play by your video and tried to observe a lot more and mixup my opponent more- and I actually hit floor 7! called it there for now but yeah, very cool :3)
Once you get past floor 7 or 8 you should get to decent or quite solid players, Celestial floor is where the actual "top" players play (1of my friends is celestial, another is almost there and another is floor 9 for context too), so I'd say floors 1-9 are to separate various layers of lesser skilled FGC players/newer players, and 10 into Celestial are what i'd consider the real "skill check" to play with the other more experienced players and I'm sure you'll see why that is the case when you get to Celestial Challenge the first time, if you haven't looked it up yet
Watching someone who has fighting game experience learn so fast since you're just reframing your prior knowledge to new mechanics is really fascinating, for example you picked up on Roman Cancelling your Super when it was blocked- already, i basically only recently made use of that more lol (i know im not a great player)
Fun video though! Really cool to see and impressive rate of improvement, even though you have fighting game experience. Love the perspective it gives on how people learn differently with past experience
Thank you so much for the detailed insight. And congrats on hitting floor 7! Do you know if there’s an MMR system once you reach the Celestial floor, or is it just like any other floor but with stronger players? I was watching a video of someone playing with their MMR rating on their screen, but I couldn’t find any information about it when I googled it.
@@qianFGC it's a separate website called ratingupdate or puddlefarm, but yeah celestial doesn't really have a matching system in it (it's not as bad as it sounds)
@qianFGC Celestial is like any other floor, I'm not sure on the exact details but there is a quick match mode from the menu but most players will use the tower. having direct control over who you can fight is something I think is under appreciated and healthy for the game, cuz you aren't just forced to go by what the MMR says, you can try your luck in the other mode though. (Also you can always try out other rooms of the floor you're on if you back out of one, like if there are no players)
Have a nice day!
the music is not the theme but theres an option for choosing different theme from the old ones to the new ones , big blast sonic is prety in sync with the round start , i'd suggest it.
u can get different song by fishing ofc ,is mildly entertaining , if u r into gacha or just rolling stuff, is prety good , u can get the coin for pulling by just fighting ppl.
i'd suggest try to focus on putting presure on ur opp but not over doing , nago is pretty strong in offence , his 2hs or 2s (i forgor) is a pretty good anti air as it can also convert into combos .
for some chracters , air game is really strong for them , so able to learn abit of match ups and counter air is quite good . (im not a nago player but i'd have some idea of how to play all the chracters ;-; im a all rounder ;-;) but yeah good luck on ur journey
also when wall stick , i'd suggest doing over drive / super , that will lead the opp in knockdown state , which give u different plays
oh I didn't know that about the music. Now I feel stupid lol
@@qianFGC oh another thing is , player one gets to choose the music plays and maps , so if u happen to have some map that is just lagging for you , u dont really have a choice but to go to player 1
Ur vids are a vibe man 👍
@marooneer8470 thanks man!
0:00 just started the video and we’re already in the middle of a 30 second Bedman? Blockstring. Truly Daisuke’s vision.
1:05 BRC is very situational, sometimes you’ll see high level players dash BRC to reposition or to get a throw, but you need a lot of knowledge to be able to recognize those situations.
1:15 that was a bad burst. Baiken wasn’t in a combo so they were able to block on reaction. It would’ve been better to just take the round loss and start the next round with full burst.
1:30 yeah she just does that.
3:00 good conversion!
14:53 Bedman? Is mid as hell but very annoying to fight. I hate him.
15:02 BUCKET BAGGUETTE BRISKET BRIDGET BIDET BULLET
Bro this girlie does not know lows exist. In that entire set she used two lows, her entire gameplan revolves around 2k 2d.
19:41 eh, depends on how it’s spaced. I think they nerfed it this patch but I dunno by how much
@@RavenUwU605 lol I love how you include timestamps with your comments. Your comments are always so informative.
@@qianFGC lol I try my best
at least there's no throw loops.
Why can't you throw loop?
There's a lot more protection in wake up so they are possible, but unlike SF6 you have to delay and use them more in pressure strings as a reset.
@@banana_pancake7171 I notice I get grabbed a lot on their wakeup. Like I'm trying to meaty/time my attack but their 2frame grab just beats my normal
@@qianFGC there's 5 frames of throw protection on wake up so a 5frame mash will always beat a throw.
@@HellecticMojo omg no wonder I can never throw my opponent on wakeup and they always throw me. I'm learning so much
It’s your turn at roundstart
@@NottheuserAVeryNormalHuman is it?
20:20 that is Slayers j.S
Yoshi's flutter jump
@@qianFGCI call it the scooby doo run 😭
@@Snooptroop17 lol that's a good one
Nagoryuki has a very good super jump (2,8) if done forward it goes almost full screen. Also i see people using nago j.K more than j.S
why j.k? Isn't the range really short?
@@qianFGC yes, but with the forward momentum from a superjump it leaves you very close to the opponent. Also it gives a better combo off of an air to air hit. And it's a lot faster than j.S so you win air to air engagements more often. j.S is still very good as an air to air at longer ranges though.
Nice improvements, just remember to use ult to wall break because it gives oki.
I will. I just learned today that your tension gauge doesn't carry over to the next round lol.
7:19 nago dp is not a reversal, not sure if you were just joking or if you were serious
oh it's not? No wonder sometimes it doesn't work. On dustloop, it says crouch invul 1-13 what does that mean?
@ it has invuln on the top half of his body but not the lower half
@@dontgotovideos5560 ahh, so it's more for anti airing. Does it lose to standing attacks then?
@@qianFGC yeah it loses to basically any grounded button or any safejump air normal. I would not anti air with it though. It could be used as one but 6p is safer and doesnt spend blood if they air block and you can hitconfirm 6p into specials.
Nice progress
Thank you
If you super to wall break, you get positive bonus btw. Damage buff, meter regen and oki after wall break
So super to wall break is always good?
@@qianFGC 90% of the time
@@hentacletentai2160 you get positive bonus on every wallbreak, but you only get a hard knockdown when you wallbreak with super.
@@hentacletentai2160 the 10% is when the round is lost and I should save my meter right?
@@qianFGC your tension meter doesn’t carry over between rounds, so you can go ham with it. Your burst carries between rounds, so that’s the one to save if you know you’re gonna lose. As for reasons not to super wallbreak, if a super wouldn’t kill, you feel comfortable in neutral, and play a character that needs meter for a mixup, then you can save it for the situation after wallbreak. With nago, his super recharges a ton of blood meter, and he doesn’t require tension meter to open up an opponent or to do a full combo, so using your meter to super and break wall is basically always good.
Nerf Zato
more peak!
Thats not baikens theme lol
lol yes TIL. I feel stupid
Ofc people will struggle, GG is all about BS.
Just look at I-No's kit for a sec (and I play her, I know) : instant overheads all day, low profile low from midscreen away into combo, lingering projectile, etc
And that's a low tier character lol
This game is terrible, overall, with so many insane range on normals, that COUNTER into 1sec freeze for easy confirms into 80% wall combos that require very little skill to perform.
And let's not even talk about QoL features :
- no wifi indicator
- no matchmaking AT ALL
- no replay takeover
- no frame data in training mode
In 2024. Yes.
I do miss the frame data display from SF6