So title basically says it all. GG strive does well in informing a lot of the concepts through the mission mode, although it doesn't exactly spell out every little thing, and that is where this video comes in! Timestamps to skip around if you want and hopefully this video can teach you something about the game you didn't already know! If you know something that isn't common knowledge about the game as well feel free to comment about it so we can all learn together!
@@reapercometh I am aware, I have covered that in one of my first videos. However its character specific, and sometimes spacing specific. I intend to show an alternate way around it, while informing people that slide brc is also a short range teleport that can get around many more things
Instant block can also prevent chip damage on the first hit, making it useful against moves with huge damage in a single hit. Edit: ok, I was wrong, you can actually do insta block on multiple hits, and you can also do the insta block on hits after the first one even if you haven't insta blocked the first hit, so, you can actually block the first hits and block the last one, who most of the time is the one that deals most chip damage, keep in mind that after the first hit you character auto block every other hit on the move/combo, so, its not really that risky to try to insta block after you blocked the first hit.
The Potemkin tip actually applies to all 632146 super inputs. If you're having trouble getting a super to come out in a combo on stick, you might have an easier time doing the 360. It also works quite well for I-No's aerial Maximum Fortissimo
I can't believe I missed it! I was like, MAN it would've been funny if he said it. And then I see this comment. That's godlike. Love ya Roofle. Bless ya.
Go at your own pace and do not shy away from hopping to play online, there's a lot of people in the same position as you, there's a lot of players right now, the floor system will eventually place you to players around your skill level so you don't have to worry about being bullied, higher floor players cannot join the lower floors.
As a general rule of thumb it takes 3-4 years to even be a true scrub, 10-15 years to be a top player. 17-20 years to be a master. Now of course there are exceptions to that. I would advice you invest in a quality arcade stick first thing.
Few things to add: 1) The additional damage with positive appears to be 10% rounded down, not 5%. That's a decent boost to deal 10% more damage in a combo. 2) You can instant faultless guard and push them away even farther. I haven't tested it but I assume you can push away most strings on first attack with a standing instant faultless defense.
I wasnt aware of the 360 motion being a thing, I dont hate his motion but the muscle memory not having to change for me definitely helps. Thanks alot, ima go hug some people later
Honestly I love Potemkin's input because in Tekken 7, one of my main characters is Gigas and his command throw is the same input, except it's 1+2 instead of 1. not used to the button names in GG yet but 1 = P and 2 = HP?
not sure this one is true, I did the same block string (without fd) in the video and you can block crouching then stand for the last block where in the always stand block example the next swing misses, and it still misses when doing crouch then stand block. I think its just that the hitbox is wider when you're crouching and so he's still in range to block the next strike whilst when you're standing it whiffs.
@@NightmareShadow013 Am I missing something? I don't get how what you said refutes what was discussed in the video. You did a mixed block string that ended with standing block which pushes them out further than crouch block...like he said. It's the last hit that matters in his example. What are you saying that's any different?
One of the best things about this game is I just started doing Blue Drift RC to phase fireballs because the game 'felt' like I could. Had no idea it wasn't documented in the game, just goes to show how solid the gameplay is...
I can't begin to describe how much I enjoy watching your videos, they are well structured, educational and enjoyable to watch. You pushed me into actually buying the game and I'm currently striving (pun intended) to learn the game and you my guy are doing a great job at helping me. Keep up the amazing work!
I have to keep saying it but yes more videos coming of course! Combo guides should start by the end of this week, hopefully getting started on the first of the character guides next week! Streaming again tonight, played Potemkin yesterday, think playing May today? playing ??? tomorrow. Join in on the fun with the stream! I answer all sorts of questions and by the end of any given stream just taking on all challengers from the chat.
Minor thing to add: Potemkin Buster can be done as 360 forward (632148P), or 360 back (412368P) regardless as to whether you're on the left or the right of the opponent (just like Street Fighter). So don't stress too much in the heat of the moment, just focus on breaking your opponent's back.
this actually explained something I was puzzled on for a second while testing out baiken in training mode because I noticed that her super did more damage the second time around and I was just like "why?" but now I know why
Just want to say I’ve been loving your vids and they have all helped me heaps. I also appreciate that you don’t constantly shout for people to subscribe every 5 mins like some other people I have found. I’m subscribing to you since your content is always entertaining and helpful and not padded with nothingness. Keep up the awesome work! You’ve got a new fan in me!
4:43 so this actually helped me with super inputs. I'm not from street fighter or anything but I always drop the half circle back forward input for chipps super. I hit it waay more consistently with the 360 motion.
I spent A while testing Nago and it seems his teleport has extra or less distances based off how long you hold the forward at the end of the input, These Are useful for some strings mostly counter related ones. (note I know about the teleport chaining but this is a smidge different)
I'm loving that Ram is the thumbnail character for most of the strive vids out there. I've always thought she was the best GG girl and it seems the internet has finally wised up
@@NukeDaHippies it at least mean that, you « always » thought ram was the best girl shows you don’t know the others, the desperate move is more in considering the licence only exists since xrd 😁
Some people might know this but I discovered it by accident. On PS4 in training mode, when you hold left or right + pressing the touch pad it positions you and the CPU in that respective direction of the stage. Down + touch pad takes you back to the middle.
I been learning this game since it came to Gamepass. These videos are really helpful; especially considering that I'm behind a lot of players experience wise.
Man after I watch your videos on my phone, I download them to a external and play them on my 2nd TV when I'm in training mode so I can practice the lessons you are giving out. Thank you so much for everything you do. Hope to see you do Tips and tricks for Virtua Fighter soon too (Sarah first plz 🙏)
I'm not sure if anyone posted this already, but overdrives can be performed with MK inputs (as opposed to regular specials which require the diagonal input as well). For example, Ram's Mortobato (2nd overdrive) can be done by doing down-forward down-forward slash (26-26-S) instead of doing quarter-circle-forward quarter-circle-forward slash (236-236-S). The timing for the MK inputs are around the same as the normal timing. Thought this would help newer players with the more complicated overdrive inputs. This also work for overdrives that have half-circle-forward inputs as well (so forward-down-back-forward or 6246).
I just had a match with Faust against a Millia. Last Round of Match 3, 1-1. We both had slivers of health left and I accidentally did the 3 x quarter circle forward move which barely won me the game. Good to know how to do that deliberately. I'm pretty new to fighting games and Strive so your recent videos have been quite helpful, thanks for making them!
Your channel and info helped me become a better player. Your channel was also what convinced me into buying Strive and give it a go. Keep up the good work, lad!
really appreciate how in an environment where fighting game content is flooded with videos that boil down to inflammatory opinions you're posting actual knowledge
Probably still worth committing to learning the 632146 motion for Pot Buster since that works better with his kara throw but that's a nice QoL feature regardless.
thanks for the tips Senpai. GGST is my first big step into fighting games (built a button-box for it!) Thanks for helping decipher this game for a newb!
Just finished the video. Rooflemonger, you are the GOAT at these tech videos. Always so clear concise and give great examples. Thank you thank you thank you 🙏
Yet again with the important info! Everytime I feel like I'm gettin my head round this game your like here is more depth to play with 😁 glad I got this game my zato coming along nicely, tho negative edge is still pretty new to me 😅, I dunno if you talked about this in a different video but can use 4246 button to do supers as well I've found it easier, also I do zatos super with a 360 as he cant jump cancle his 2h that links to it, damn it I edited myself out of the heart again 😅
As a ram player that part about lows messing with the combo gravity makes sense. Also didn’t know about the extra pushback on standing guard. Thanks for the vid
The 360 motion works well for any move with the Half-circle & forward motion. For instance, I play on pad and when training as Giovanna, I realized that I had a significantly harder time inputting her super motion when facing the left side of the screen. My fat thumb just kept fumbling the input, but I quickly learned that by doing a 360 motion I could pull off the move cleanly and consistently. So no matter the character, the 360 input tip is a big help!
Im new to guilty gear series and I really love your content, after watching the videos I always jump to trainning mode to practice all info shared. keep it up the great job !
Your videos are so good for new players! Are you planning on doing a series that would cover characters individually, like an overview of some most common combos and useful tips?
The circle motion super thing works for anyone’s super, did with Nago just fine. Thank you so much as this info helps me a lot as someone who hates half circle forward motions.
It's also nice to know that buffering input commands is a big thing. for example an input like 2X down, diagonal down, forward could also be a full circle and a quarter starting down and ending in forward (if you for example need to be in the air with giovanna). its also easier to hit the super of milia to do her half circle forward motion directly with a down back X input by just doing a complete circular motion because the down back X input negates any form of jumping (kinda like potempkins input)
Another thing about wall break positive is it eliminates RC meter debuff. After RC you can't can't meter for a short time. But you still can get meter with positive bonus running. Admittedly, I didn't finish all the missions so please excuse me if it was covered there.
4:44 Regarding the Potemkin alternate input, (360>forward) I'm pretty it actually applies to any character that requires a half-circle > forward input. Although depending on when/how fast you do it, your character will end up jumping first, so the special will only activate if it works in the air. But if you do the 360 input "In advance" while your character performs another action, instead of jumping, they will do their special attack when the button is pressed.
Wow, that pushblock tip might just be able to save my sanity when I'm fighting a Ram Might as well practice my ass off with Instant block for that instant faultless defense madness 💀
Dunno if this helps with pot but with zato his 2h can combo into his half circle back forward super. What I do is do a full 360 as he cant jump cancle his 2h it works everytime like a charm
@@dbfzato-1327 for Pot I found out that you can drift forward RC into potbuster. You can‘t jump so it will come out👌 Crazy good with Hammer charge into PB🔥
The crouch vs. stand block thing explains a lot. I like to do a blockstring where I mix it up by stopping at a certain moment for a grab, and I've gotten frustrated as hell when sometimes I find I'm too far away to do it even though I do it the same way every time. It is a bit annoying that it isn't mentioned anywhere in the game.
In the player match mode (the hosue one) you can find a ball that you can pick up and throw around you can pick it up by crouching and throw it by pressing the special action button
I didn't know anything but the Faust one so, thanks!. Besides, I think the las part, the crouch-stand block is due to the hitbox, not the pushback. Usually when crouching, your hitbox expands forward so the last hit after special dont whiff. Im not totally sure about that but I think thats why it whiffs.
Y'know, even I thought Strive would be more restrictive than previous titles and I was positive about Strive from the start (Strive was my first exposure to Guilty Gear). However, now that I'm looking at it all, it starts to all click. It's so deep and filled with intricacies under the hood, even if doesn't show on the surface level. I really hope vid's like this can show people who first disregarded Strive for being too simple that maybe they should take another look.
Outside of gatling combo structure I am convinced strive will have the most depth of any GG series to date in the end. The roman cancels alone are so far beyond what they are in previous games.
Characters with super ending mid-screen can RC it for follow up, another thong is that you can quick RC super after charged dust to prevent opponent from burst (although timing is pretty strict). Scaling is pretty significant, but it is still great tool to close the round.
Another fun fact about the Positive Bonus is that it negates the Tension penalty on RC's! Using an RC halts all meter gain for a short period. The duration of this penalty depends on the type of RC used and whether or not it was canceled. From shortest duration to longest: (Blue RC cancel, Blue RC, Red RC cancel, Purple RC cancel, Red RC, Purple RC, Yellow RC). You don't suffer this penalty with the Positive Bonus and can go nuts with all RC's!
Here's another tip, for Ram but maybe could apply to others. You can do her air special from the ground (as low as possible) by inputting the motion before the jump. So instead of 8->214S, you can do 21478S and it'll come out immediately as you rise into the air
9:41 Faust mains from previous games: "I already knew this." It's kinda strange that it's undocumented in strive tho. I know it was in the list in at least one of the previous entries. I've played more revelator than anything else, so it was probably that.
so, something i've noticed about every fighting game to date is that there are lots of input shortcuts you can do. eg down forward + down forward gets the full dp motion. this is because the sticks only have 4 switches, up down left and right. so you can trick the system by using diagonals to hit 2 switches at the same time. the most important thing is which switches are active when you press the button to activate the special or super.
Using the blue RC to bypass projectiles might be just what I needed to bypass Sol's blockstrings into Gunflame. Also, I noticed that not only are punished DPs treated as counters, but punished throws as well, so I've experimented on what say Potemkin can do off j.HS counter. ^^
So title basically says it all. GG strive does well in informing a lot of the concepts through the mission mode, although it doesn't exactly spell out every little thing, and that is where this video comes in! Timestamps to skip around if you want and hopefully this video can teach you something about the game you didn't already know! If you know something that isn't common knowledge about the game as well feel free to comment about it so we can all learn together!
A lot of people can also 6p through fireballs like ky's just so you know. I know it works with millia for sure
Also if 6p clashes with hammer fist it's basically like just blocking it
@@reapercometh I am aware, I have covered that in one of my first videos. However its character specific, and sometimes spacing specific. I intend to show an alternate way around it, while informing people that slide brc is also a short range teleport that can get around many more things
Instant block can also prevent chip damage on the first hit, making it useful against moves with huge damage in a single hit.
Edit: ok, I was wrong, you can actually do insta block on multiple hits, and you can also do the insta block on hits after the first one even if you haven't insta blocked the first hit, so, you can actually block the first hits and block the last one, who most of the time is the one that deals most chip damage, keep in mind that after the first hit you character auto block every other hit on the move/combo, so, its not really that risky to try to insta block after you blocked the first hit.
@@Killertron00 thats a good one, thanks
The Potemkin tip actually applies to all 632146 super inputs. If you're having trouble getting a super to come out in a combo on stick, you might have an easier time doing the 360. It also works quite well for I-No's aerial Maximum Fortissimo
1:44 The "nice" really added the icing on the cake I couldn't stop laughing
When this happened I immediately came to the comments like i hope someone caught that 😂
I can't believe I missed it! I was like, MAN it would've been funny if he said it. And then I see this comment. That's godlike. Love ya Roofle. Bless ya.
Earned the vid a like from me!
you're the people's champion rooflemonger. thank u
No better way to say it. He's helped my bum ass so much on so many different titles
No that's The Rock.
@@loganshore4520 the rock never explained roman cancels...🥱
A river to his people!
I’m still learning how to do supers and how to launch into the air
One step at a time friend, remember it isn't a race! Go at your own pace and it will all come to you.
Check out the mission mode in the game. It's very detailed :)
Go at your own pace and do not shy away from hopping to play online, there's a lot of people in the same position as you, there's a lot of players right now, the floor system will eventually place you to players around your skill level so you don't have to worry about being bullied, higher floor players cannot join the lower floors.
It’s taken me years to get anywhere. Well worth the effort though.
As a general rule of thumb it takes 3-4 years to even be a true scrub, 10-15 years to be a top player. 17-20 years to be a master. Now of course there are exceptions to that. I would advice you invest in a quality arcade stick first thing.
Few things to add:
1) The additional damage with positive appears to be 10% rounded down, not 5%. That's a decent boost to deal 10% more damage in a combo.
2) You can instant faultless guard and push them away even farther. I haven't tested it but I assume you can push away most strings on first attack with a standing instant faultless defense.
I wasnt aware of the 360 motion being a thing, I dont hate his motion but the muscle memory not having to change for me definitely helps. Thanks alot, ima go hug some people later
Honestly I love Potemkin's input because in Tekken 7, one of my main characters is Gigas and his command throw is the same input, except it's 1+2 instead of 1. not used to the button names in GG yet but 1 = P and 2 = HP?
The Standblock/Crouchblock differences for pushback opened my eyes.
not sure this one is true, I did the same block string (without fd) in the video and you can block crouching then stand for the last block where in the always stand block example the next swing misses, and it still misses when doing crouch then stand block. I think its just that the hitbox is wider when you're crouching and so he's still in range to block the next strike whilst when you're standing it whiffs.
@@NightmareShadow013 Am I missing something? I don't get how what you said refutes what was discussed in the video. You did a mixed block string that ended with standing block which pushes them out further than crouch block...like he said. It's the last hit that matters in his example. What are you saying that's any different?
1:44 I felt the grin on his face as he said that 😂
the potemkin input bit also applies to Nagoriyuki's specials. He has the same movement input.
One of the best things about this game is I just started doing Blue Drift RC to phase fireballs because the game 'felt' like I could. Had no idea it wasn't documented in the game, just goes to show how solid the gameplay is...
I love that you use True Love Makin' as your outro.
I can't begin to describe how much I enjoy watching your videos, they are well structured, educational and enjoyable to watch. You pushed me into actually buying the game and I'm currently striving (pun intended) to learn the game and you my guy are doing a great job at helping me.
Keep up the amazing work!
I have to keep saying it but yes more videos coming of course! Combo guides should start by the end of this week, hopefully getting started on the first of the character guides next week! Streaming again tonight, played Potemkin yesterday, think playing May today? playing ??? tomorrow. Join in on the fun with the stream! I answer all sorts of questions and by the end of any given stream just taking on all challengers from the chat.
pls not may
pls may
You don't "play" May, you just borrow dolphins until you get back to character select.
@@philcoast1031 no .
ma man goes deep into the game like no one could do that
thank you rooflemonger for your hard work bro
you are a legend
Don't have anything to add, but just wanted to say: Thank you yet again Sir Roof, you're out here being a great sensei for the newbies
Your videos help so much. This is my first true arc system game and I’m on floor 7 now! Love to see it
Good job!
Minor thing to add: Potemkin Buster can be done as 360 forward (632148P), or 360 back (412368P) regardless as to whether you're on the left or the right of the opponent (just like Street Fighter). So don't stress too much in the heat of the moment, just focus on breaking your opponent's back.
this actually explained something I was puzzled on for a second while testing out baiken in training mode because I noticed that her super did more damage the second time around and I was just like "why?" but now I know why
Just want to say I’ve been loving your vids and they have all helped me heaps. I also appreciate that you don’t constantly shout for people to subscribe every 5 mins like some other people I have found. I’m subscribing to you since your content is always entertaining and helpful and not padded with nothingness. Keep up the awesome work! You’ve got a new fan in me!
Thanks for this kind of content! I enjoy it despite not even owning/playing the game.
4:43 so this actually helped me with super inputs. I'm not from street fighter or anything but I always drop the half circle back forward input for chipps super. I hit it waay more consistently with the 360 motion.
I spent A while testing Nago and it seems his teleport has extra or less distances based off how long you hold the forward at the end of the input, These Are useful for some strings mostly counter related ones. (note I know about the teleport chaining but this is a smidge different)
You stop the momentum when you hold the opposite direction
Doesn't the move tooltip tell you this? I believe it does. Still useful information, don't get me wrong^^
I'm loving that Ram is the thumbnail character for most of the strive vids out there.
I've always thought she was the best GG girl and it seems the internet has finally wised up
Ram was only introduced in xrd, the only true GG girls are millia and may ( baiken if she ever comes in strive )
@@elythiel Thats a desperate attempt to escape the truth. That doesn't mean anything.
@@NukeDaHippies it at least mean that, you « always » thought ram was the best girl shows you don’t know the others, the desperate move is more in considering the licence only exists since xrd 😁
@@elythiel "Always" as in since her Inception. Lets not start splitting hairs here.
Some people might know this but I discovered it by accident. On PS4 in training mode, when you hold left or right + pressing the touch pad it positions you and the CPU in that respective direction of the stage. Down + touch pad takes you back to the middle.
Coming from fighterz, which was my first fighting game, these videos really make the adjustment a lot more smoother. Thank you.
Great video! The Positive Bonus buff also extends to defense as well, just found out myself yesterday
Im here to learn more before I go back to mashing buttons
I been learning this game since it came to Gamepass. These videos are really helpful; especially considering that I'm behind a lot of players experience wise.
Just bought this game and really want to learn. Spent hours training and felt trash. Hope to improve. Appreciate your guides 💯
That stand block vs crouching thing was pretty insane actually. Thanks man
Just bought the game yesterday , your vids been helping alot!! I appreciate the dedication!
I had no idea about the gravity scaling when you start with low attacks! Thanks for the info as always!
Thanks for all the work, this really helps as someone who never got deep into a traditional fighting game !
Man after I watch your videos on my phone, I download them to a external and play them on my 2nd TV when I'm in training mode so I can practice the lessons you are giving out. Thank you so much for everything you do. Hope to see you do Tips and tricks for Virtua Fighter soon too (Sarah first plz 🙏)
I'm not sure if anyone posted this already, but overdrives can be performed with MK inputs (as opposed to regular specials which require the diagonal input as well). For example, Ram's Mortobato (2nd overdrive) can be done by doing down-forward down-forward slash (26-26-S) instead of doing quarter-circle-forward quarter-circle-forward slash (236-236-S). The timing for the MK inputs are around the same as the normal timing. Thought this would help newer players with the more complicated overdrive inputs. This also work for overdrives that have half-circle-forward inputs as well (so forward-down-back-forward or 6246).
Nice can't wait to try this.
I noticed the crouching combo thing with Ram. Had no clue why it was like that though. Thanks for the vid!
I just had a match with Faust against a Millia. Last Round of Match 3, 1-1. We both had slivers of health left and I accidentally did the 3 x quarter circle forward move which barely won me the game. Good to know how to do that deliberately.
I'm pretty new to fighting games and Strive so your recent videos have been quite helpful, thanks for making them!
Your channel and info helped me become a better player.
Your channel was also what convinced me into buying Strive and give it a go.
Keep up the good work, lad!
really appreciate how in an environment where fighting game content is flooded with videos that boil down to inflammatory opinions you're posting actual knowledge
I def keep it different than 95% of other fighting game content for sure. I am very ok not fitting in with the rest.
Probably still worth committing to learning the 632146 motion for Pot Buster since that works better with his kara throw but that's a nice QoL feature regardless.
thanks for the tips Senpai. GGST is my first big step into fighting games (built a button-box for it!) Thanks for helping decipher this game for a newb!
360 Potemkin Buster just made him even more appealing to me. You're no longer allowed mistakes with me!
Just finished the video. Rooflemonger, you are the GOAT at these tech videos. Always so clear concise and give great examples. Thank you thank you thank you 🙏
I now noticed (when wall-break with Mr. Yamada you can see) that May has a string of hearths tatoo on her right Leg.
2:24
yeah they change with her colours. I thought it was just a paint splotch or something though cause shes kinda dumb lol
Yet again with the important info! Everytime I feel like I'm gettin my head round this game your like here is more depth to play with 😁 glad I got this game my zato coming along nicely, tho negative edge is still pretty new to me 😅, I dunno if you talked about this in a different video but can use 4246 button to do supers as well I've found it easier, also I do zatos super with a 360 as he cant jump cancle his 2h that links to it, damn it I edited myself out of the heart again 😅
You're not appreciated enough on UA-cam to have a 100k followers. You're literally the strategy guide channel of my fighting game life.
Thanks Roof 🦍
Rooflemonger stays giving the master class tutorials, thank you for all your hard work friend
As a ram player that part about lows messing with the combo gravity makes sense. Also didn’t know about the extra pushback on standing guard. Thanks for the vid
The 360 motion works well for any move with the Half-circle & forward motion. For instance, I play on pad and when training as Giovanna, I realized that I had a significantly harder time inputting her super motion when facing the left side of the screen. My fat thumb just kept fumbling the input, but I quickly learned that by doing a 360 motion I could pull off the move cleanly and consistently.
So no matter the character, the 360 input tip is a big help!
Hell yeah way to go dude I've been seeing the channel growing lately keep up the great work been subscribed you for a long time
Im new to guilty gear series and I really love your content, after watching the videos I always jump to trainning mode to practice all info shared. keep it up the great job !
Thanks, roof. I'll keep these in mind whenever i get the game
Your videos have truly been nothing short of great
I've been learning a lot from you, thank you and keep the vids coming!
Your videos are so good for new players! Are you planning on doing a series that would cover characters individually, like an overview of some most common combos and useful tips?
yes character specific guides will be coming as well! Big character guides are what im most known for in the end
@@rooflemonger sounds great, looking forward to them.
The circle motion super thing works for anyone’s super, did with Nago just fine. Thank you so much as this info helps me a lot as someone who hates half circle forward motions.
thanks for the time to do this, very helpful!
I ve founded the positive bonus damage increase by chance while training Dust combos with Sol
1:44 "Does 69 *nice* damage."
At that time I knew I had to subscribe.
It's also nice to know that buffering input commands is a big thing. for example an input like 2X down, diagonal down, forward could also be a full circle and a quarter starting down and ending in forward (if you for example need to be in the air with giovanna). its also easier to hit the super of milia to do her half circle forward motion directly with a down back X input by just doing a complete circular motion because the down back X input negates any form of jumping (kinda like potempkins input)
1:43
"Stand HS. That's 69 - nice. Damage!"
This was so helpful! I didn't know about the pushback between standing and crouch blocking! Thanks a bunch man!
man im so happy to hear about this 360 potemkin grab since playing waldstein in undernight
Another thing about wall break positive is it eliminates RC meter debuff. After RC you can't can't meter for a short time. But you still can get meter with positive bonus running.
Admittedly, I didn't finish all the missions so please excuse me if it was covered there.
Many of these things were unknown to me, thanks for the video! Very helpful
Thank goodness you can 360°, I was interested in using Pot but I was messing up the command a lot.
Thanks for all the great content you've been putting out, it's highly appreciated!
"Does 69 (nice) damage"
4:44 Regarding the Potemkin alternate input, (360>forward) I'm pretty it actually applies to any character that requires a half-circle > forward input. Although depending on when/how fast you do it, your character will end up jumping first, so the special will only activate if it works in the air.
But if you do the 360 input "In advance" while your character performs another action, instead of jumping, they will do their special attack when the button is pressed.
Nice, thanks Roofle.
11:03 "say this basic example here" proceeds to do the most advanced ram combo ever conjured
Wow, that pushblock tip might just be able to save my sanity when I'm fighting a Ram
Might as well practice my ass off with Instant block for that instant faultless defense madness 💀
I am starting to be able to do the Potemkin Buster motion🔥 I do halfcircle back into halfcircle forward+Punch✌️
Dunno if this helps with pot but with zato his 2h can combo into his half circle back forward super. What I do is do a full 360 as he cant jump cancle his 2h it works everytime like a charm
@@dbfzato-1327 thanks bro✌️
@@dbfzato-1327 for Pot I found out that you can drift forward RC into potbuster. You can‘t jump so it will come out👌 Crazy good with Hammer charge into PB🔥
i am binging all your strive teaching vids and i'm so ready to forget it all once i get into training
Idk why I laughed so hard when he said "friendly attack whale"
Wow, these are actually all useful tips. Thanks man.
“...69, nice, damage.”
The crouch vs. stand block thing explains a lot. I like to do a blockstring where I mix it up by stopping at a certain moment for a grab, and I've gotten frustrated as hell when sometimes I find I'm too far away to do it even though I do it the same way every time. It is a bit annoying that it isn't mentioned anywhere in the game.
Best song choice been fishing since release for it
Whats the song name?
@@Wynonyn Blue Water Blue Sky
@@ivanyy i got that in my first pull
OH so that’s how you get the older songs! I was wondering why they weren’t in my song list
I'm really appreciating these videos. A+ would subscribe again
Great video as always!
can you do the character guides you did on fighters for guilty gear.
Yes they are absolutely coming, the game is very new in its lifespan, I didn't have all those giant DBFZ guides out in the first week ya know!
@@rooflemonger Thank you, your videos are the best
In the player match mode (the hosue one) you can find a ball that you can pick up and throw around
you can pick it up by crouching and throw it by pressing the special action button
That combo definitely works in that ram example. It's strict on spacing and timing (kara cancels, counter hits, ect) but regularly as well.
I didn't know anything but the Faust one so, thanks!. Besides, I think the las part, the crouch-stand block is due to the hitbox, not the pushback. Usually when crouching, your hitbox expands forward so the last hit after special dont whiff. Im not totally sure about that but I think thats why it whiffs.
Y'know, even I thought Strive would be more restrictive than previous titles and I was positive about Strive from the start (Strive was my first exposure to Guilty Gear). However, now that I'm looking at it all, it starts to all click. It's so deep and filled with intricacies under the hood, even if doesn't show on the surface level. I really hope vid's like this can show people who first disregarded Strive for being too simple that maybe they should take another look.
Outside of gatling combo structure I am convinced strive will have the most depth of any GG series to date in the end. The roman cancels alone are so far beyond what they are in previous games.
Characters with super ending mid-screen can RC it for follow up, another thong is that you can quick RC super after charged dust to prevent opponent from burst (although timing is pretty strict). Scaling is pretty significant, but it is still great tool to close the round.
For May players, the Potemkin spin 360 spin works for The Wonderful and
Dynamic Goshogawara as well.
Another fun fact about the Positive Bonus is that it negates the Tension penalty on RC's! Using an RC halts all meter gain for a short period. The duration of this penalty depends on the type of RC used and whether or not it was canceled. From shortest duration to longest: (Blue RC cancel, Blue RC, Red RC cancel, Purple RC cancel, Red RC, Purple RC, Yellow RC). You don't suffer this penalty with the Positive Bonus and can go nuts with all RC's!
Here's another tip, for Ram but maybe could apply to others. You can do her air special from the ground (as low as possible) by inputting the motion before the jump.
So instead of 8->214S, you can do 21478S and it'll come out immediately as you rise into the air
Yep we call that technique the "tiger knee" its very important in many fighting games!
Man I just got guilty gear and have been watching all your videos keep the great stuff up man
4:44 See's Potemkin and fears another 8 minutes of hammering in kara canceling 😱
Whew... False alarm😅
Roof always come through clutch.
10:48 ok I thought I was going crazy in training mode thank you for saving my sanity
9:41
Faust mains from previous games: "I already knew this."
It's kinda strange that it's undocumented in strive tho. I know it was in the list in at least one of the previous entries. I've played more revelator than anything else, so it was probably that.
This guy gives me serious Chef John from Food Wishes vibes. Its like Chef John is teaching me how to smash face. I love it.
Thank you for the Potemkin tip!
so, something i've noticed about every fighting game to date is that there are lots of input shortcuts you can do. eg down forward + down forward gets the full dp motion. this is because the sticks only have 4 switches, up down left and right. so you can trick the system by using diagonals to hit 2 switches at the same time. the most important thing is which switches are active when you press the button to activate the special or super.
Using the blue RC to bypass projectiles might be just what I needed to bypass Sol's blockstrings into Gunflame.
Also, I noticed that not only are punished DPs treated as counters, but punished throws as well, so I've experimented on what say Potemkin can do off j.HS counter. ^^