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- Guilty Gear Crash Course -

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Nov 29th, 2015
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  1. - Guilty Gear Crash Course -
  2.  
  3. ~KY~
  4. Ground to Ground: f.S 5H, and 2S
  5. f.S - Farthest reaching normal, fast, combos on cr/CH, negative on block.
  6. 5H - Used as a safer option over f.S, shorter than 5.S but still a far normal.
  7. 2S - Long range low and hit confirms into knockdown.
  8. Ground to Air: 6P, 2H and 236D
  9. 6P - Main AA and used to hit confirm.
  10. 2H - Farther reaching anti-air that pulls opponents in in air, more active frames.
  11. 236D - Not used often but is safe on block and on hit blows opponent full screen for great oki.
  12. Air to Air: j.P and j.K
  13. j.P - Safe but not much reward, used to hit confirm.
  14. j.K - Long range and used to hit confirm into good damage.
  15. Air to Ground: j.H (when spaced properly) and j.236S/H
  16. j.H - Used to zone, is safe. Not much to it
  17. j.236S/H - Zoning tool. On CH can lead into a ground combo but that's it.
  18. Throw OS: 6S+H
  19. c.S or f.S are great options if not in range for a throw.
  20.  
  21. ~RAMLETHAL~
  22. Ground to Ground: 5K, c.S, and f.S (with S sword)
  23. 5K - Farthest non-sword normal, good for cancelling into sword summon, chains.
  24. c.S - Good normal that combos into damage, good hitstun for cancelling into summons.
  25. f.S - Very far reach, special cancellable, combos into Daruo on cr/CH.
  26. Ground to Air: 6P and 5H (with H sword)
  27. 6P - Decent, has small hitbox, chains into several moves, unsafe and has bad recovery.
  28. 5H - Big hitbox, needs to be spaced as an AA, unsafe but creates a lot of blockstun.
  29. Air to Air: j.P, j.S (with S sword), and j.8D
  30. j.P - Great for hit confirming air combos.
  31. j.S - Same as 5S, on CH has a lot of untech time.
  32. j.8D - blows opponent fullscreen, great for corner carry, normal j.D can word too but not as good.
  33. Air to Ground: j.K, j.H (without H sword), and j.2D
  34. j.K - good vertical hitbox, good for airdash mixups, cancels into summons.
  35. j.H - NOT AN OVERHEAD, Big hitbox like 5H, can beat out most AA normals if spaced, cancels into 214K to stay safe.
  36. j.2D - Causes knockdown and can delay landing.
  37. Throw OS: None, 236K is a better throw.
  38. Command grab that launches for big damage.
  39. ~SOL~
  40. Ground to Ground: f.S, 5K, and 2S
  41. f.S - Far, fast move, can be cancelled into specials to make safe, good combo potential.
  42. 5K - Fastest move, great pressure tool, good combo potential.
  43. 2S - Slow startup but quick recovery, good for pressure.
  44. Ground to Air: 5K, 623S/HS
  45. 5K - Second hit is great as AA, fastest move, great pressure tool, good combo potential.
  46. 623S/HS - Invincible on startup, unsafe, can knockdown with 214K followup.
  47. Air to Air: j.P, j.S, j.H, and j.D
  48. j.P - Fastest air normal, used for hit confirming.
  49. j.S - Best air combo starter, quick, can air to ground at certain spacing.
  50. j.H - Big hitbox, long active frames, has options after block, most used air normal.
  51. Air to Ground: j.H and j.S
  52. j.H - Big hitbox, long active frames, has options after block, most used air normal.
  53. j.S - Best air combo starter, quick, can air to ground at certain spacing.
  54. Throw OS: 6K+H
  55. 5K is a great move to use if not in throw range.
  56.  
  57. ~JOHNNY~
  58. Ground to Ground: 5K, 5S, and 2S
  59. 5K -
  60. 5S -
  61. 2S -
  62. Ground to Air: 6P
  63. 6P -
  64. Air to Air: j.P and j.K
  65. j.P -
  66. j.K -
  67. Air to Ground: j.H and j.236S/H
  68. j.H -
  69. j.236S/H -
  70. Throw OS: 6S+H
  71. c.S or f.S are great options if not in range for a throw.
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