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Must Know Aba Combos for Guilty Gear Strive - Patch 1.36 

KairosFGC
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ABA the homunculous is back in Guilty Gear Strive & looking for the KEY meaning to life! With Paracelsus in hand it's time to find out if her love is true, or if it falls apart at the seams. Just as complex as her emotions run, ABA's combo structure is equally as complex. Stance characters may scare some away, but keep in mind that the KEY is king to her bread and butter combos. This ABA guide, with her MUST KNOW COMBOS will show you the way.
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BGM: Guilty Gear Strive - Symphony (ABA's Theme)
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J = Jumping
Jc. = Jump Cancel
CH = Counter Hit
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
FRC = Fast Roman Cancel
~ = pressing the second input immediately after the first.
[X] = Hold button
]X[ = Error follow-up should come out and hit at this part in the combo
Terms used:
Hitconfirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.
Frametrap: Two attacks back-to-back that leave a very small gap between them. The gap will be shorter than the defender's fastest attack, which means if they try to attack with a normal, they will get counter hit.
SafeJump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown.
Low Crush: A move that is designed to avoid low attacks.
Fuzzy: An offensive technique where you exploit a character trying to crouch block an attack, but the game still thinks they are standing up.
Combo Notation:
Jump in Confirm Combo (jump over button then punish) 0:00-0:23
JHS, CS, 2HS, 214HS, 66RRC, IAD, JH, CS, 5HS, 63214P, DASH, 214HS
-On block JD frametraps into CS so even if they block it don’t give up the offensive
Anti-Air 2S Combo 0:23-0:48
2S, 63214P, CS, 623HS, DASH, 5K, JCJS, JD, AIR DASH, JD, 2K, 214H, 214H
Throw PRC Combo 0:48-1:02
THROW, 66PRC, CS, 2D, 214HS
-This sets up for meaty RAGE CS
Throw RRC Rage Combo 1:02-1:21
Midscreen to corner: Throw, RRC, 63214P, 5K, JCJS, JD, 2K, 214HS, 214HS
Charged Dust Combo 1:21-1:35
CHARGED DUST while holding up, JHS, JK, JCJS, JK, JS, JCJS, JS (finish blow)
Low Crush (236K) Combo 1:35-1:48
236K, CS, DASH, CS, 2H, 214HS/236S, 6S
Low Crush (236K) RC Combo 1:48-2:06
CH 236K, CS, 5H, 236S, 6S, 66RRC, CS, 5H, 236S, 6S, 214H
Wall to Wall Wild Assault RC Combo 2:06-2:30
5H, 236D, CS, FS, 5H, 214HS, 66RRC, DASH, CS, 623H, DASH, 2K, 214HS, 214HS
Midscreen to Corner RAGE BUILD RC Combo 2:30-2:50
5H, 236D, CS, FS, 5H, 214HS, 66FRC, 214H, 214H
Midscreen to Corner Fast RC Combo 2:50-3:06
CS, FS, 5HS, 236S, 6S, 66FRC, 63214P, DASH, CS, 623H, DASH, 2K, 214H, 632146H
Midscreen Close Slash Combo (J.Rage) 3:06-3:27
CS, 623H, DASH, 5K, JCJS, JD, 2K, 214H, 214H
Midscreen Anti - Air 2S J.R. Combo 3:27-3:48
CH 2S, DASH, CS, 623H, 5K, JCJS, JD, F.Jump, JS, JD, 2K, 214H, DASH, 214H
Judgment and Sentiment (623H) RC Combo 3:48-4:08
623HS, 66RRC, DASH, 5K, JCJS, JD, 2K, 214H, 214H
Charged Dust J.R. Combo 4:08-4:21
CHARGE DUST WHILE HOLDING UP, JH, JS, JCJH, JD, JCJH, JH (finish blow)
236K Midscreen to Corner J.R. Combo 4:21-4:44
236K, CS, 623H, DASH, CS, F.JUMP, JS, JH, JD, 2K, 214H, 214H
236K Midscreen J.R. Combo 4:44-4:58
236K, 2K, 623H, DASH, 2K, 623H, DASH, 2K, 214H
-The ending on some characters is harder cause of their hurtbox. If you think your execution is solid and this is the case end with 236S , 6S
236K FRC Low Mix Combo 4:58-5:15
236K, 22FRC, 2D, 623H, DASH, 5K, F.JUMP, JS, JD, CS, 6H, 63214P, 214H
236K Fuzzy Overhead Cross Up Combo 5:15-5:34
JHS, DASH, CS, F.JUMP, JS, DL.JH, 5K, 623H, 2K, 2D, 63214P, 214HS
-Delay the jhs after the first JS
COUNTER 5H Wild Assault Combo 5:34-5:52
5HS, 236D, 6HS, 623H, CS, F.JUMP, JS, JH, JD, 2K, 63214P, 214HS
-5H can also work as last hit before wall splat depending on height/distance to the wall.
- replace the CS with 5K. This makes the combo more stable and allows you more time to close the gap after 623HS.
Chipp TOD Combo 5:52-6:25
6H, 623H, DASH, CS, 6H, 623H, 632146H
#GGST #GGST_AB #GGST_ABA #kairosfgc

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3 июл 2024

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Комментарии : 16   
@solidawesomeness
@solidawesomeness 3 месяца назад
I stay subbed even when I'm not playing whatever you're covering. Your vids are great and the production lately is 👌
@KairosFGC
@KairosFGC 3 месяца назад
😭❤😭
@AngelzWings
@AngelzWings 3 месяца назад
ABA is such an interesting character! I love this video! Great combos through & through! The one at 1:48 is especially easy to do for me!☺️
@KairosFGC
@KairosFGC 3 месяца назад
😉
@orangereplyer
@orangereplyer 3 месяца назад
I love that you show the combos in context (from blocking and from neutral)
@merlijn305
@merlijn305 2 месяца назад
4:55 she definitely can! She can wallbreak meterless from pretty much anywhere on the screen if youre using jS>delayed jH loops!
@Caulin_
@Caulin_ 3 месяца назад
insane combos
@KairosFGC
@KairosFGC 3 месяца назад
❤🙏🏾❤
@finallyanime
@finallyanime 2 месяца назад
also small note, iad jh unfortunately only works on characters standing up. Anyone even crouch a little like gio it doesn’t work on…hoping they’ll change that but I’m guessing they did it on purpose
@orangefruit1738
@orangefruit1738 3 месяца назад
Banger video
@KairosFGC
@KairosFGC 3 месяца назад
Banger Comment!
@Rambrant
@Rambrant 2 месяца назад
Are these uploaded on strives online combo search
@doda7774
@doda7774 2 месяца назад
Sick video! But I have a few questions about doing them, but your discord link seems to be invalid right now :(. I'm new and I can't connect your first combo properly, after RC dash, I can't match your input speed to RC into jump into forward DASH into HS.
@AngelzWings
@AngelzWings 2 месяца назад
The link seems to be fixed! Try it out now! :)
@NLambo88
@NLambo88 2 месяца назад
I’m somewhat new. what is a meaty?
@kamcosmic
@kamcosmic 2 месяца назад
meatys are relevant when your opponent is stuck recovering in some animation, for example getting up after being knocked down (most common use case of meatys) and you can attack while they are still recovering. you time your attack so that as soon as they are done recovering, they have to block because your attack is already out there in it's active frames (active frames = frames of your move that it does damage, basically your move is startup frames -> active frames -> recovery frames. hope that makes sense, basically you press your attack slightly before they are done getting up, but it depends a bit on the move when exactly.
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