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- - Guilty Gear Crash Course -
- ~KY~
- Ground to Ground: f.S 5H, and 2S
- f.S - Farthest reaching normal, fast, combos on cr/CH, negative on block.
- 5H - Used as a safer option over f.S, shorter than 5.S but still a far normal.
- 2S - Long range low and hit confirms into knockdown.
- Ground to Air: 6P, 2H and 236D
- 6P - Main AA and used to hit confirm.
- 2H - Farther reaching anti-air that pulls opponents in in air, more active frames.
- 236D - Not used often but is safe on block and on hit blows opponent full screen for great oki.
- Air to Air: j.P and j.K
- j.P - Safe but not much reward, used to hit confirm.
- j.K - Long range and used to hit confirm into good damage.
- Air to Ground: j.H (when spaced properly) and j.236S/H
- j.H - Used to zone, is safe. Not much to it
- j.236S/H - Zoning tool. On CH can lead into a ground combo but that's it.
- Throw OS: 6S+H
- c.S or f.S are great options if not in range for a throw.
- ~RAMLETHAL~
- Ground to Ground: 5K, c.S, and f.S (with S sword)
- 5K - Farthest non-sword normal, good for cancelling into sword summon, chains.
- c.S - Good normal that combos into damage, good hitstun for cancelling into summons.
- f.S - Very far reach, special cancellable, combos into Daruo on cr/CH.
- Ground to Air: 6P and 5H (with H sword)
- 6P - Decent, has small hitbox, chains into several moves, unsafe and has bad recovery.
- 5H - Big hitbox, needs to be spaced as an AA, unsafe but creates a lot of blockstun.
- Air to Air: j.P, j.S (with S sword), and j.8D
- j.P - Great for hit confirming air combos.
- j.S - Same as 5S, on CH has a lot of untech time.
- j.8D - blows opponent fullscreen, great for corner carry, normal j.D can word too but not as good.
- Air to Ground: j.K, j.H (without H sword), and j.2D
- j.K - good vertical hitbox, good for airdash mixups, cancels into summons.
- j.H - NOT AN OVERHEAD, Big hitbox like 5H, can beat out most AA normals if spaced, cancels into 214K to stay safe.
- j.2D - Causes knockdown and can delay landing.
- Throw OS: None, 236K is a better throw.
- Command grab that launches for big damage.
- ~SOL~
- Ground to Ground: f.S, 5K, and 2S
- f.S - Far, fast move, can be cancelled into specials to make safe, good combo potential.
- 5K - Fastest move, great pressure tool, good combo potential.
- 2S - Slow startup but quick recovery, good for pressure.
- Ground to Air: 5K, 623S/HS
- 5K - Second hit is great as AA, fastest move, great pressure tool, good combo potential.
- 623S/HS - Invincible on startup, unsafe, can knockdown with 214K followup.
- Air to Air: j.P, j.S, j.H, and j.D
- j.P - Fastest air normal, used for hit confirming.
- j.S - Best air combo starter, quick, can air to ground at certain spacing.
- j.H - Big hitbox, long active frames, has options after block, most used air normal.
- Air to Ground: j.H and j.S
- j.H - Big hitbox, long active frames, has options after block, most used air normal.
- j.S - Best air combo starter, quick, can air to ground at certain spacing.
- Throw OS: 6K+H
- 5K is a great move to use if not in throw range.
- ~JOHNNY~
- Ground to Ground: 5K, 5S, and 2S
- 5K -
- 5S -
- 2S -
- Ground to Air: 6P
- 6P -
- Air to Air: j.P and j.K
- j.P -
- j.K -
- Air to Ground: j.H and j.236S/H
- j.H -
- j.236S/H -
- Throw OS: 6S+H
- c.S or f.S are great options if not in range for a throw.
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