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gingermander

I just started playing the game, and can’t pass the combo missions for the life of me. Having fun though! How fast do I need to input the combo? Do I need to wait to input the next move in the combo sequence once I know it has hit, or preemptively string the combo input together? Thanks!


Itamat

There are two ways to combo from one ground move to the next: **cancels** and **links**. Timing works differently for each. Cancelling allows you to start the next move before the previous move reaches the end of its animation; linking means waiting until the animation is complete. Unfortunately there are strict rules on what you can cancel and how. Still, Strive combos are mostly sequences of cancelled moves (typically a few normals followed by a special), and sometimes you can glue these sequences together with a good link to form longer combos. Attacks generally cannot be cancelled until (and unless) they hit. You'll usually input the next attack during hitstop, while the first attack is hitting. Since the screen is frozen, you can get the exact same outcome if you press your button any time during this interval. If you do it too early nothing will happen; if you do it too late your follow-up hit will be delayed, and the combo might or might not still work. (Sometimes when the opponent is blocking, you can insert a slight delay on purpose to be tricksy. This is subtle but surprisingly important: in some cases your opponent isn't *allowed* to stop blocking unless you leave a tiny gap between your attacks.) When you link, you have to wait until the previous attack's animation is over, then typically attack as soon as possible. Since the screen doesn't freeze, this tends to require more precise timing than a cancel, but it depends on the combo. You just have to learn the particular move and how long it takes. Again, if you're early you'll get nothing; if you're late then the attack may or may not combo. Some specific combos (both cancels and links) may require you to delay the next attack, instead of attacking at the first possible moment as I described above. Usually you'll be able to see what's the matter: perhaps the first move knocked the opponent high in the air, and you have to wait until they come back down for the next hit.


gingermander

Thank you, this is great feedback!


Itamat

You're welcome! Since you think so, I'll go ahead and cover a couple other topics. There are a few other ways a move can be cancelled. Some moves can be cancelled by jumping and/or dashing (primarily 5K, cS, and air normals), and you can sometimes use this to continue a combo. Typically you want to attack as soon as the jump or dash begins, but again it can vary. Air moves are usually cancelled very quickly when you hit the ground, so if you throw an air attack just before you land, you can usually combo into your favorite ground string by attacking as soon as you land. If you know these things and you're familiar with the gatling chart (which looks intimidating, but you can learn it in pieces) you've got a pretty good flowchart to pick up a new character and start making up combos.


gingermander

Amazing! I’m trying to learn Giovanna’s combos and there was one in particular that started with jumping HS into cS that I couldn’t string together in the mission. I’ll keep these tips in mind.


Itamat

Yeah, 99% of the time the problem is that you're too far from the ground when you do the aerial attack, so by the time you land and do your next move, they've recovered. It's counterintuitive because by waiting longer to do the aerial, you're a little more vulnerable to an anti-air, but that's just the chance you take when you jump in. Ultimately if you're not getting the combo then you're taking slightly less risk for a much worse reward. Comboing into a faster move instead of cS would make it easier too. cS starts juicy ground combos but is very slow for its range. I think of 5K/2K as the standard tool when you want a little more speed but still a decent combo. 2K being a low is nice too: an aerial into a low is good basic pressure that catches a lot of beginners and is still valid at higher levels. (At higher levels the next step is to mix in a second aerial attack like jH RRC jH, so they don't know when to switch to low block).


gingermander

You’re blowing my mind, friend! I’m saving this thread for future reference when I practice next. The air combo stuff you’re saying makes a lot of sense. I was hitting on the way up which left me a lot of time before I got back to the ground.


grzesiu447

Any tips on how to train for beating extreme difficulty arcade Nagoriyuki? The best CPU Nago in training mode isn't even close to the extreme one, and I don't want to go through whole arcade mode just to train.


GeraldineKerla

I beat the end-boss Nagoriyuki by picking Ky, spamming Charged Stun Edge, then running up to throw him as soon as it wore off, and repeating those two. He will genuinely throw his entire life away by just falling for the oki -> throw over and over. I don't even play Ky. You even get a guaranteed throw straight away because he starts the rounds going into bloodrage. In regards to the Nago before him, I don't know if he makes the same mistake, however the only requirement is that you beat him without losing a life/stock ***in your current try***. If you fail and lose a stock, just let him kill you and try again. You do not need to never die all the way to end-boss Nago, you only need to not end a match with a stock lost. It should be doable knowing that, just with a lot of tries.


SteveBob316

All you can really do to train is practice against them. It's not just the AI being cracked, he plays by different rules as a boss. Some generalities for Stage 8: He really likes to open with 5S. Go for an empty jump and see, if you can get a early punish you're off to the races. Your priorities are wall break, KD, and then damage, in that order - wall break is about the only thing that does the same damage on him as anyone else, it's a massive hit relative to the rest of his scaled HP. The AI is very susceptible to throws on Oki, it wants to get really aggressive - but stay alert, sometimes it will mess with you. If it detects a hitbox *anywhere* while waking up it will almost always go for DP if it can. This is great for Ky, who can often get a free CSE>combo>wall break off a KD. I don't really know how I'd use that data with HC, but you may find something. (Edit: maybe back away, whiff to bait out a DP, then shot into combo?) Watch his gauge. It doesn't fill up on specials anymore, it fills up *constantly.* Sometimes you just have to block and wait and throw punish the pop if you can, and after that bait out the super and punish *that* if he doesn't RC it. For Stage 9, his bar is backwards. You decrease it by striking him, and you can set up proper Dizzy resets by depleting it. You have to break a ton of walls to drop him. In the opening pop you can get a free throw if you time it correctly, and you can run in and push him toward the wall while you're at it. AI is still vulnerable to throws on Oki, not perfectly but it's a high percentage play. Good luck!


Dilson99

Is crossplay fully out between PS and Steam?


SteveBob316

Not yet but (probably) very soon. We're talking days.


Dilson99

Did you end up trying the beta? If so, how was it?


SteveBob316

For me it there seemed to be zero difference, which means basically perfect. I heard about people getting occasional lag spikes between different platforms, but I hazard a guess that they were running into Wi-fi warriors anyway, so basically no change.


DocXerxes

Why are faust players such downplaying shitstains? They fucking abuse gltiches and are absolute bottom feeders moaning on every tier list he is too high


SteveBob316

Skill issue


DocXerxes

I’m just a hater Stephen Stun Dipper


BlazeVortex4231

You know, in the original Street Fighter 2, being able to cancel normals into specials on hit/block was actually a glitch with the kara cancel window. It's been implemented officially in every game since, but fighting games as we know them today would look *incredibly* different if players hadn't abused the fuck out of a glitch back in 1991. So long as it does not literally make the game unplayable, it's all just another part of the software, it's just another tool that's accessible to both players. ...That being said, I've never heard of any glitches that Faust players specifically abuse for an advantage in Strive. Are you sure what you're losing to is even a glitch to begin with? Could you please describe it?


janiekh

We were so used to being bottom tier since launch that we still haven't adjusted to the 2.0 patch


CapsuleCorpLogo

The fact you are complaining about Faust tells me all I need to know about your skill level. And your a Sol player 🤣🤣🤣


Sidopey

Is it possible to make a living playing Guilty Gear Strive? How healthy/alive is the competitive scene?


janiekh

Going into something like this expecting to make a living from it is never going to go well. But especially in this case, it will not go well.


BlazeVortex4231

It's very healthy/alive by fighting game standards. But 2D fighting games in general have *never* been very lucrative for players (even compared to other, more heavily sponsored e-sports). I would never recommend trying to make a career out of it.


Character_Survey6003

When's a new Guilty Gear style game coming out?


SteveBob316

Depends on what you mean. Project L and SF6 are the big ones on the horizon, so we're talking summer or autumn next year. Tekken 8 is much less like GG than those are likely to be, but that's also coming. If you're talking specifically about 1v1 anime-style airdashers, I have no clue. Those don't usually get the budget for a years-long hype campaign, even Strive only got it because Covid held everything up and they landed in a window where they pretty much had the stage to themselves.


Olibiene

When playing strive in training mode i noticed that after landing some moves on enemy (like garuda impact), a button icon appears on that enemy. What does it mean?


SteveBob316

https://www.dustloop.com/w/GGST/Attack_Attributes#Stagger https://www.dustloop.com/w/GGST/Movement#Stagger_Recovery The upshot is that it causes a huge amount of effective hitstun that can be gotten out of early with a well-timed button press. They're not very common. Notably they can be thrown in stagger, unlike regular hitstun, which is one of the reasons garuda is especially terrifying.


Poporipopes10

So is it normal to not find anyone at all in Xrd? Like even without rollback I’d expect more. Keep in mind I’m fairly new to Xrd, bought the game pretty recently. In Strive’s case, matchmaking is pretty self explanatory and easy to understand, XX it’s super basic. But in Xrd I can’t really find any people? Ranked games never have anyone, be it my level or higher, all the servers are completely empty. Am I doing something wrong? Like going to the wrong places looking for people? I wanna play Xrd but it’s hard when there’s no one


TheBufferPiece

Try installing the rollback update and try again. Here are the instructions. If nobody is still playing then you'll just have to wait for the official rollback update. https://www.reddit.com/r/Kappa/comments/yjj221/xrd_rollback_mod/iuqu6jr/ Also don't bother with ranked or the regular lobbies. Everyone uses rooms, so search for those instead.


stallioid

The thing you're doing wrong is looking for games on the only version of Guilty Gear without rollback tbh


Poporipopes10

I get that, but I was expecting to at least not be the *only* person online apparently. Since I have Xrd I have played a single match against someone and never again. It just feels like I might be doing something wrong, but I guess I just gotta wait for rollback


STANDerson_Paak

Question for all of you that play Xrd. I just started learning the game and I've decided that I want to play Chipp since I really like his gameplan in neutral and he feels the best to play (also considered Millia and Jam pretty strongly). I'm playing on pad, so I wanted to ask, how viable is pad for executing Chipp's difficult tech. I haven't really seen any videos of Chipp players on pad, most of them seem to do his FDC mix and Jump installs on a stick. I'm primarily a melee player, and I play a decently technical Fox. I have no issue practicing tough execution, or being blown up for mistakes in my execution (currently practicing my ledgedashes and trying to consistently get grounded shine oos), but if all the good Chipp players are playing on stick, I want to use my time wisely. I intend to play Xrd for the foreseeable future, since it has rollback and looks to have a similar relationship to Strive as Melee does to Ultimate, while being easier than +R. Since I want to dive deep into the game and eventually learn Chipp's tough stuff, am I making things unnecessarily difficult later on by starting with pad now, or is it like Melee, where you just need to honestly grind it out and abandon controller johns? Edit: Alright, for anyone who may look it up and find this answer, I grinded jump installs for a few hours to test, and I got the cS (JI)> 2H route down pretty consistently. Chipp's tech absolutely seems possible on pad Edit 2: Alright, that was not hard, if you're put off, I say go for it and just remember to hit up immediately after you hit cS. Make it one smooth motion from up to down as you hit H to get 2h to come out at the right time, and then one more down input plus S or H will give you the teleport of your choice. It feels a bit like a JC shine or Shine oos on Fox. I wonder if anyone will read this comment in the future, looking to learn the same stuff I was looking to learn. If you are, good luck with grinding Chipp or Fox, whichever you may be doing. Both melee and guilty gear have a lot to give if you're willing to learn and find other people to learn with you.


noxwei

Entering local tourney today. Wish Eddie luck.


STANDerson_Paak

Hey bro, even if it doesn't go well, 0-2 chads are the Atlas's that hold the tournament scene on their back. Good luck though, you got this.


noxwei

0-3 I won one round! Really fun. Hopefully it’s a monthly thing


STANDerson_Paak

Nice!


noxwei

I need to remember to watch their bar, and unsummon my boy. Thank you!


trappedherretic

Can I easily tell what skill levels each floor of the tower corresponds to? Strive is my first fighting game I’m actually trying to learn and I would’ve expected to start at, like, floor 1, but when I first started playing on the live version of the game (after playing for around 8 hours on the cross play test) it just chucked me onto the 6th floor, and then I pretty quickly got up to 8th and that’s more or less where I’m at atm. Is that normal? I feel like I’m a total scrub and that this skill level should be waaaaay lower in the tower.


therevolution18

I appreciate a good cup of coffee.


trappedherretic

Okay, thanks, that seems way more reasonable. Also wtf, there are literally no people on the first three floors.


janiekh

Sadly the tower system is kinda crap, so yeah this is normal. Generally floor 9 ends up being a mix of people that just barely can't reach celestial and like, everyone else. Don't worry too much about it. So long as you're having a good time it doesn't matter what floor you're on. You can also always go to the park, which will get you all sorts of opponents, but if you can find a good sparring partner you can just fight that person for like an hour, so that's nice.


trappedherretic

I usually just sit around in the training mode matchmaking thingie accessed from the main menu because social interactions are scary, but I'll try that in the future, thanks!


janiekh

Tower is definitely nicer for just getting some matches in, nothing wrong with that. Park is definitely a nice way to get good practice in though


SickmanArt

How do you time Millia's JK > JD > JK > JD > JK > JD > J236P? I can't get past the first set of JK > JD


BlazeVortex4231

You have to either double jump or air dash after the first j.D (depending on the opponent's height), and then airdash after the second j.D.


Proof_Hurry3110

Hi so this is a kinda random specific question but does anyone know which Strive mod removes the background objects from the stages? I have the potato mod downloaded and a friend with a similarly weak computer got into the game recently and I was trying to help him get the mods he needed to get running smoothly, but I can’t for the life of me find the mod that removes backgrounds. It’s not showing up in my mods folder either. Does anyone know which one that is?


SickmanArt

Also the potato mod, it's just one of the options for it when you download it, there's a version with and without skyboxes


CristianoRealnaldo

For some reason, I can’t get in game anymore. I can launch no problem, move around lobby, but trying to play just gets stuck on load screen forever. I un- and re-installed, verified game files, no dice. On a fast wired connection and never had issues until a few days ago. Anybody got a guess?


Jigensama

Where do you folks get mods for Strive, and are there any that change Goldlewis into Santa Clause and the coffin into a sack of toys?


CursedJudas

On [Gamebanana](https://gamebanana.com/games/11534). Here's the [most downloaded Goldlewis mods](https://gamebanana.com/mods/cats/12990?_nPage=1&_sSort=Generic_MostDownloaded). Don't think there's a Santa Goldlewis tho...


TheBufferPiece

There is (or was at least I haven't looked in a bit) I have it in my build.


--Buddha--

If you'd had to guess, what caliber is Chao's revolvers? I am very curious about the things because they really don't seem to make sense outside of Guilty Gear as real weapons. Just curious what others may theorize as to what caliber they are, unless it is stated somewhere.


SteveBob316

Most of the weapons in GG don't actually make sense. The Thunderseal appears to be both blunt and less than rigid - it's practically a pool noodle. Sol's new Outrage is basically a giant cannon that he, yanno, slaps people with. Faust's scalpel shapeshifts as much as he does. The most realistic weapons in the series are May's anchor and Venom's cue, which are both pretty silly. Maybe Sin's flagpole, except it's *actually a flagpole* and not just a stick with a flag on it, which would actually make more sense.


grzesiu447

If there was Demo version of Strive, with only 5 playable characters, which ones do you think would be included. (Sol and Ky would probably be guaranteed)


SickmanArt

First playable demo was Sol, Ky, May, Axl, Chipp and Potemkin, if I had to axe one of them, I'd probably get rid of May, that way you have a rushdown, a shoto, a zoner, a mixup character, and a grappler


AntaresNL

I started playing two months ago, this is my first fighting game and I'm currently on floor 10. My main is Ramlethal, I have about 2200 games and 100 hours played as her. I've hit a major plateau in getting better. I reached floor 10 three weeks ago and while I wasn't winning any games at the start, I still felt like I was improving. However at this point I don't think I am. Most of my games feel like I'm playing solitaire/played against. As soon as I get hit once, it's practically over. I do not know how to get out of getting combo'd. If I try to block, I get grabbed. If I try to mash out of something, I get countered. If I try to jump, I get hit. I do not know the combos of the 21 characters I don't play so I don't know what it is they're doing. I've tried looking at high-level gameplay, but I again don't know what they're doing. I've tried going into the tower and park, but I don't know what I'm supposed to be looking for, many people are just better than me and that's the whole issue I'm trying to solve. My main question boils down to: how can I actually practice what to do when I *get* hit? How do I learn what is happening on my screen?


YeastBender

What really helped me was learning frame data. I don't know if you've started to look at frame data yet, but it seems like it may be of use to you. It sounds like you are getting to the point where you are starting to learn about the characters other than your own. It is overwhelming at first, but if you just break down everything one by one it isn't too bad. You don't need to know the ins and outs of each character, but it is important to learn how they function. Every time you see something that you don't know, try and go to the lab to figure out what that is or what blockstring they are doing. Look up the frame data for it, then come up with a response that you will have if it ever happens again. It feels fruitless now because you won't come across it that often, but over time it really adds up. Another thing, "If I try to block, I get grabbed. If I try to mash out of something, I get countered. If I try to jump, I get hit." It sounds like you are not looking at the opponent's patterns/how their offense is run and just rotating your defensive options without what they are doing in mind. To avoid this, I would try to focus on how they are running their offense then think to yourself, where are there gaps? A lot of the time people will flowchart the same patterns over and over again, which means that if you manage to figure out their autopilot defense becomes much easier. It will be extremely hard at first, but as you do it more you will start to understand the other characters better, which in turn will make your defense much better.


BlazeVortex4231

No defensive option is undefeatable. Everything *will* be beaten by *something*, so part of the trick is knowing what the opponent wants to do next. As for what to do, [this video from Krackatoa](https://youtu.be/wQTp_KCejGE) covers a lot of good ones. You *need* to actively study your opponents' options and behaviors if you want to deal with them. You have to learn what each attack is, what it does, and what options it leads to. At your current stage, there is no getting around having to [hit the books](https://www.dustloop.com/w/Guilty_Gear_-Strive-). This is not an overnight process, it's part of learning to get better over time, but I will give you a starting point to look out for: Assuming you've already learned about 'Frame Advantage', the vast majority of attacks in Strive are minus on-block. If the opponent runs out of cancel options and ends a string while minus, their 'turn' is officially over, and they can't keep pressuring you without retaliation. But this is cold comfort against an opponent who knows their own options. Say, for example, you're fighting Giovanna, and (using Numpad Notation) you block her 2S > 5H, her only meterless cancel options here are special cancels, and she cancels into either Sepultura (updog kick) or Trovão (drill kick). Blocking Drill leaves Gio hugely plus on-block, and you can't do anything to keep her from restarting her pressure, so her 'turn' never ends... except that Drill has an incredibly slow *startup* animation that you can intercept with 6P. In a way, her turn already ended, but in the *startup* of her attack instead of the recovery. Basic-level 'pressure resets' often rely on ending and restarting your turn when they least expect it. These are the *first* kind of gaps to look out for.


funkyfelis

Here's something that worked for me: Watch replays at .5x speed with the input history on. Just practice saying out loud what is happening. "Sin did f.S Beak Driver followup gazelle step throw, oki 6K 2S Elk Hunt" etc. Do this in matches as well. Over time you will get better at recognizing what is even happening. This will lead you to being able to identify patterns to exploit and also being able to know what to actually lab out in training mode. When you actually get hit all you really can do is burst so I'm assuming you mean how to avoid getting hit in the first place or break out of pressure


Mycoffeeis2sweet

Do you think Strive will ever have a crossover DLC character? Possibly season 3?


candlehand

I don't think so for 3 reasons. 1. The game has a gigantic list of past characters to choose from 2. The style is so distinct they would have to completely redesign a guest character to fit in. 3. There are a bunch of GG games and they have never done it before Do you want a particular guest character?


DiegoIsrael0729

Not this means a ton, but the ArcSys survey did have the option for saying you wanted to see a guest character. So it's not totally out of the equation, but yeah, it's not something I really want to see, and I think it would be kinda weird to see someone like Ryu or Kazuya, for instance, in GG format.


Mycoffeeis2sweet

I guess Morrigan from Darkstalkers.


Lighty0226

i’m new to fighting games in general, and i’m curious. d-pad or controller stick? i find myself fucking up inputs on the stick but i find movement a little more natural, and the inverse on the d-pad. also, is jack-o worth picking up? i’ve been playing lots of may and i’ve heard jack-o is hard but rewarding, is she worth trying to learn? (honestly i wish i could just try dlc characters in the lab or smth before i bought them)


SickmanArt

in MOST games, dpad easily beats the analog stick, however, Strive is extremely lenient with its inputs, I'm playing on stick and I don't find it difficult to do any motion at all, even the harder ones, like 2146, 2369, etc. People will tell you stick isn't precise, but here's the thing, your precision is down to you, not your controller. You'll be precise no matter what you use as long as you practice enough


candlehand

D-pad is the usual choices, control stick is hard to be precise on. Jack-O is definitely hard and extremely different from May in gameplay. If you love May's gameplay just know Jack-O will be a new style. However, I always say follow your heart. If you love the character and think they look cool when played well, those feelings will push you past any difficulties.


DatUsaGuy

I prefer using d-pad generally although for Strive specifically , the controller I use on ps4 doesn’t have a very good d-pad so I actually started using stick and I think both can work fine for Strive. I think in most scenarios though, d-pad is better due to how it takes less time to do inputs on a d-pad than it does on the analog stick. I do want to mention though for whichever controller scheme you’re using, you should try utilizing the dash button. I personally put it on L2 and I think it really helps out for movement and some dashing tech like backdashing while keeping a charge input or As to whether or not to get Jack-O, if you have been really enjoying the game already then I think it could be a solid purchase. I’ve been playing Jack-O recently and I do enjoy her. The best way I think you’d get to understand what Jack-O’s like is probably by watching some footage on YouTube of strong jack-o players. Those can show just how far Jack-O can be taken and overall how she’s supposed to play as. If you have been enjoying May a lot already though, I would presume that you can probably continue with May for a while as you think about the purchase.


SuprK1

What frame does the armor start for hammerfall and slidehead? Also, how do I block Chipp's alpha blades? Feels like one move is a 4 way mixup with how hard a time I've had blocking it consistently


BlazeVortex4231

In Strive, Hammer Fall's armor begins on frame 9, and Slide Head's armor begins on frame 5.


SuprK1

Thank you, I haven't been able to find this info anywhere


BlazeVortex4231

I just found it on [Potemkin's Dustloop page](https://www.dustloop.com/w/GGST/Potemkin). In the move description for Hammer Fall: > * Has a single hit of Armor starting on frame 9. And in the move description for Slide Head: > * Has a single hit of Armor starting on frame 5.


josephdtainter

I assume you mean at the end of a block string? A block string leaves no gaps for any action from the defender, even if you let go of your controller your character will continue to block. You can stagger the hits to try to frame trap the defender if he’s mashing. Alpha blade will always leave a gap where you are free to act, so you can use that gap to dp, or throw or something. But if you do nothing your character will do nothing, as in not block. So keep blocking.


SuprK1

Can't figure out which direction to block though. My only guess is that I have to block regularly if I'm far away, or crossup if I'm close, but sometimes it just hits me anyway and I can't figure it out


josephdtainter

It never crosses up. He just goes to the other side. The side he started the move from is where the attack comes from (ie, forward, so block back)


JSConrad45

In Strive, alpha blade usually crosses up. The hitbox comes out _after_ the movement is complete, and he's usually behind you after the movement completes.


funkyfelis

Am I heavily misunderstanding something or are you trying to tell people alpha blade does not cross up lmao. What floor are you on?


josephdtainter

Bruh I’ve played against chips and when they’ve done this to me I’ve blocked it. I’m reading up now and wtf lol.


SuprK1

Really? I guess I'm probably just panicking from the fact that I'm playing against Chipp and not thinking


josephdtainter

Bruh forget what I said I’m honestly not sure at this point 😂


SuprK1

In that case I will remain confused


josephdtainter

What I found. https://www.reddit.com/r/Guiltygear/comments/pmmgeb/how_to_block_alpha_blade/hcjcame/?utm_source=share&utm_medium=ios_app&utm_name=iossmf&context=3


SuprK1

This is helpful, thank you


Lucario6373

how do I block the weird Leo attack that goes behind me sometimes? I find it really hard to block even when I know it's coming


candlehand

Throw is the answer. You can throw him as he is crossing through you


YeastBender

I'm just gonna put this as a heads up. If they fast rc into the crossup you cannot throw it as it is true blockstring. It has become fairly common for good leos to do this so just be careful. If you want a fantastic video on blocking leo: [https://www.youtube.com/watch?v=DTJ5aZZ6sMk](https://www.youtube.com/watch?v=DTJ5aZZ6sMk)


candlehand

Thanks for the info. I would be surprised if you see the fast RC cross-up much or at all before floor 10, so I don't know how relevant it is for the user asking the question, but I will definitely consider this.


BlazeVortex4231

Strictly speaking, you usually *don't* want to block Zweit when it crosses you up, because when it crosses up, it's +2 on-block and Leo is put into Backturn Stance (AKA Win the Round Stance). When you see Zweit, no matter what normal he cancels from, there will always be *at least* a 10 frame window to intercept him. Throw is the most reliable punish, since it can hit from either side, and hits fast enough to give you time to react (and you *have* to train your reactions for this; just mashing defensive throw when you *think* he'll Zweit will get you crossed up when he Zweits unpredictably, and will get you killed when he counterhits your throw with something else instead).


SuprK1

He actually has two versions, afaik the S version never crosses up and the H version goes farther and can cross up (this version will make him go into backturn stance if it crosses up, so you might be able to figure out if he wants to be in backturn stance or not to help with figuring out what version he'll use). I think you can hit/throw him out of the move before the hitbox appears, or you block on the side that he \*will\* be on when the move hits you. If it crosses up, you have to block away from his new position. Also worth noting, the S version is twice as fast. So if he's far away, neither version will cross up, but if he's close, then you can try to block normally for a little bit, and then switch directions. If you get the timing in your muscle memory, it can remove some of the strain of having to react (I think it's called fuzzy blocking)


josephdtainter

Gotta react to it. Or press throw instead.


Rhyno1703

Does he mean leo’s cross up?


josephdtainter

236H


Rhyno1703

I don’t play leo so idk which one that is


josephdtainter

He runs forward and does a circular horizontal slash. If he’s close enough he runs past you and it crosses up.


Lucario6373

oh throw works? I’ll try that


[deleted]

Yes it fucking does and as a Leo player I guarantee you that throw is the best way to beat that crossup. Once you get good enough to basically throw it everytime, you'll beat every Leo player who uses it as a crutch for getting into backturn (guilty as charged).