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Yuel pressure and mixups granblue versus rising 

Ditn
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in this video i go over how to pressure / do mixups with yuel in granblue versus rising
like after throw, on oki, jump ins and so on
00:00 intro
00:08 pressure after throw
01:36 pressure on oki
04:24 pressure in corner
05:55 pressure after jump in
06:18 how to deal with delay throw or button
06:49 safe jump setups
07:21 outro

Игры

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7 авг 2024

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Комментарии : 12   
@austinhong1444
@austinhong1444 7 месяцев назад
Thanks for the advice, I am always lost when the opponent starts blocking and this will help a ton!
@ditn
@ditn 7 месяцев назад
No problem :) if they keep blocking just keep resetting the pressure until they start mashing :)
@NoMoarNoMoar
@NoMoarNoMoar 7 месяцев назад
this is a great starting point ty
@ditn
@ditn 7 месяцев назад
no problem, hope it helps bit :) keep in mind that most of the time you wont get past frame trap 1 since everyone seems to be mashing lol :D
@KurisuKuri
@KurisuKuri 7 месяцев назад
really appreciate this, new to fighting games and wasn't sure how to properly pressure when they're blocking lol
@ditn
@ditn 7 месяцев назад
Welcome to fighting games :D In beginning can be very overwhelming or hard to know what to do , thats why i started making this videos (its also the best way for myself to learn) so im glad they help other players as well :) The opponents that always mash or dp are easy to deal with but the opponents that actually block are hard to deal with if you dont know what to do xd
@WickedFlameMaster
@WickedFlameMaster 7 месяцев назад
Thanks for the vid! For safe jumps in the corner, I’ve been using 236H > 5L > 5HHH xx 623L. It reaches combo limit, and if the opponent quick rises, it leads into a safe jump.
@ditn
@ditn 7 месяцев назад
no problem :) im bit confused on the combo, as far as i know 236l is like a flip out, did you mean 236m? also sidenote for myself, check if 623M can give you a safe jump, i think it could.
@WickedFlameMaster
@WickedFlameMaster 7 месяцев назад
@@ditn Oops, sorry, I meant 623L! If it’s the move that reaches combo limit, it forces a knockdown. I tried with 623M, but there isn’t enough frame advantage.
@ditn
@ditn 7 месяцев назад
@@WickedFlameMaster interesting i will check it out thanks :)
@odukomaster5473
@odukomaster5473 7 месяцев назад
One thing you didn't mention is that throw in the corner allows you to framekill with stance 5M to perfectly time a +5 2M that also recovers in time to parry wakeup dp. It's a really easy way to guarantee pressure if you can't time the safe jumps properly.
@ditn
@ditn 7 месяцев назад
i didnt knew about that one thanks :) i just go into auto pilot safe jump most of the time cause everyone mashes or does ex dp etc xd but your setups is better. will try it out thanks! :)
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