While it doesn't beat DP outright, you still havet to hold it lol. #GGST_GI #PS4sharehttps://t.co/aceOcEy6tv pic.twitter.com/4BPVuwuSH4— ムーディー・ブルース (@Shinobuu____) June 23, 2021
Experimenting with other combo routes I've seen. Here's a midscreen anti-air combo. #GGST_GI pic.twitter.com/QD6j7F3AdI— 「Brad ★」 (@BolverkGTM) June 23, 2021
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Sergeant Smuggles — Today at 10:38 AM
okay I have a decent bit of data and a nice base for a formula
[10:38 AM]
Giovanna Meter Build -
Dash (1 meter when close, very slightly less when far away)
Punches = 3 meter
Kick or Slash attack level = 4 meter
6P/6H = 5 meter
5D/2D = 5 meter
5H or cS = 6 meter
2H = 7 meter
214K, 236K = 8 meter
214S second hit only = 7 meter
214S both hits = 12 meter
623S = 6 meter
On block is 50% of on hit build
Counter hits build 50% more meter for that hit
Special move meter build is tied to combo length, seems to be t1 = t0-(n-1) with n = number of moves total including special and t = tension
First move meter build+second move meter build+etc etc, until you get to a special move then it's + t1 from above formula+ next move+++(edited)
[10:45 AM]
Okay hold up
[10:45 AM]
Might not be different for 5H moves
[10:45 AM]
It's just that the numbers are so close to being one way or the other cuz it's not a flat 6 or 7 I guess lol
[10:45 AM]
Cuz cS 214K builds 14 meter
[10:46 AM]
But 5H 214K builds what looks like 13.7 or some shit
[10:46 AM]
Gonna leave out the other calculation thing
[10:47 AM]
Also counter hit only affects first hit it seems
[10:48 AM]
Even when you're in that od counter hit state of a 5H
Guilty Gear Strive - Giovanna full screen carry combos from normal hit S
gio doesn't have much trouble side switching, but there are situations where you may want to go in one direction, like if ramlethal's swords are in your corner. side switch combos also require an earlier rc, meaning these give you more room to build the necessary meter or gauge your opponent's desire to burst.
I suspect it's possible to squeeze one more hit out of that 246 combo for optimal damage with some extremely precise timing and micro walks but after many attempts it seems to be beyond my current ability. notice how a slide down rc results in less damage than a slide right or neutral rc despite an otherwise identical combo to that point, I have no idea why that is yet.
Understanding Giovanna's Offense for Defensive purposes.
I will be referring to the buttons by abbreviations.
P - Punch
K - Kick
f.S - Far Slash
c.S - Close Slash
H - Heavy Slash
D - Dust
If you're watching a lot of fighting game youtube videos keep this website handy for definitions of some terms that may come up often.
https://glossary.infil.net
Here are some terms found in the video that may need defining.
I will be referring to moves by numpad notation where numbers indicate a direction.
7 8 9
4 5 6
1 2 3
The numbers are ordered like a computer number pad. Moves are written with respect to the player one side so 6 is forward, 4 is back, 8 is up, 2 is down etc. See the definition below for an example if needed. It will take some getting used to but this helps breach the language barrier in some instances and makes things concise.
Numpad Notation (e.g. 5K, 6P etc.): https://glossary.infil.net/?t=Numpad%20Notation
Frame Trap: https://glossary.infil.net/?t=Frame%20Trap
Mixup: https://glossary.infil.net/?t=Mixup
Low Profile: https://glossary.infil.net/?t=Low%20Profile
50/50: https://glossary.infil.net/?t=50/50
Turn: https://glossary.infil.net/?t=Turn
Meaty: https://glossary.infil.net/?t=Meaty
Not used in the video but does refer to some situations in the video.
Whiff Punish: https://glossary.infil.net/?t=Whiff%20Punish
Abare: https://glossary.infil.net/?t=Abare
This is by no means an exhaustive list but if I said something you don't understand feel free to look it up in the glossary.
Frame Data: https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-Strive-
Simple Guide on getting started using frame data: https://www.youtube.com/watch?v=on0bG0N-J3U
See your character's frame data here: https://www.dustloop.com/wiki/index.php?title=Guilty_Gear_-Strive-
If you just started fighting games you might face some challenges around the third combo at the missions. Most combos start with "jumping + button", but it's not just that. This video shows when/how to hit this jHS in oder to complete these combos.