Great video Topic! I just wish I knew how to apply frametraps with C.H more often though. Everytime I try to leave some sort of gap, they immidiately try to counter or DP out, So I usually have no time to structure offense this way.
If you get more into video editing you can try playing with only sound effects during recording and edit the music in later. Makes editing way more flexible
would recommend looking up how to separate the audio tracks in your recording software, that way you can adjust desktop volume and mic volume in editing separately.
@@Holidoll I'm using OBS to record and I do have game and mic audio separated. Like I said I really needed to do a sound test at the start. I'll probably redo the video and make a new upload.
@@affinity601 I wouldn't option select 214L because it can be interrupted on reaction. 236L is -3 on block so it's still safe. You can do 22H as your follow up and combo into 5H or far 5M depending on how close you are. Technically you can interrupt 5H>22H but it is very difficult to react to so up to you to decide if it's worth the effort.
This is *super* cool, dude (especially the grounded version), but i have a doubt: using Narm as an example, after a CH.[g]c.H you normally would keep the AA combo going midscreen for corner carry and only *then* you'd use [g]214X to cancel into her M/H Kyokasuigetsu, while a blocked c.H needs M/H Setsuna as soon as it can so you can stay plus. Given that i'll run tests as soon as i can, can you buffer a simple H too? It is also possible that ihave missed a part of the video where you said that.
[g]c.H is a bit special because it hits multiple times. You dont particularly need to hitstop OS for potential counterhits because you already have extra time to react and buffer the correct option.
Great video Topic! I just wish I knew how to apply frametraps with C.H more often though. Everytime I try to leave some sort of gap, they immidiately try to counter or DP out, So I usually have no time to structure offense this way.
Very cool this is a super cool video. Thank you! I never thought to do TWO specials like this.
Thank you for the video! Never knew about option selects before, that's so cool
counterhits do not give damage boost in GBVSR, quick note to make.
hello ana marquez the half black death is still following you wherever you go
Very helpful, I will definitely practice this. Thank you!
Informative but your voice is too low compared to the game's BGM.
Yeah I should have done an audio test first but by the time I went into editing I would have needed to rerecord everything
If you get more into video editing you can try playing with only sound effects during recording and edit the music in later. Makes editing way more flexible
would recommend looking up how to separate the audio tracks in your recording software, that way you can adjust desktop volume and mic volume in editing separately.
@@Holidoll I'm using OBS to record and I do have game and mic audio separated. Like I said I really needed to do a sound test at the start. I'll probably redo the video and make a new upload.
Excellent guide!
The tech is appreciated! going to test this out today :D sounds a bi tlike persona shadow frenzy buffering
also if im playing yuel, it would be 5H > 214L / 22H right? or do i not need to do this since 22h is plus
@@affinity601 I wouldn't option select 214L because it can be interrupted on reaction. 236L is -3 on block so it's still safe. You can do 22H as your follow up and combo into 5H or far 5M depending on how close you are. Technically you can interrupt 5H>22H but it is very difficult to react to so up to you to decide if it's worth the effort.
tyty, ill test things out and see how both options work out@@MrCactuar13
Amazing and concise thorough explanation.
This is *super* cool, dude (especially the grounded version), but i have a doubt: using Narm as an example, after a CH.[g]c.H you normally would keep the AA combo going midscreen for corner carry and only *then* you'd use [g]214X to cancel into her M/H Kyokasuigetsu, while a blocked c.H needs M/H Setsuna as soon as it can so you can stay plus.
Given that i'll run tests as soon as i can, can you buffer a simple H too?
It is also possible that ihave missed a part of the video where you said that.
[g]c.H is a bit special because it hits multiple times. You dont particularly need to hitstop OS for potential counterhits because you already have extra time to react and buffer the correct option.
I wanna say Vaseraga's 66H gives you the screen flash on jumping opponents on CH, someone tell me if I'm wrong.
It's true. It also does it when grounded if I recall right. It lifts them into the air for you.
How can y’all hear him
Kinda hard to hear what ur saying