Must Know Aba Combos for Guilty Gear Strive - Patch 1.36

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ABA the homunculous is back in Guilty Gear Strive & looking for the KEY meaning to life! With Paracelsus in hand it's time to find out if her love is true, or if it falls apart at the seams. Just as complex as her emotions run, ABA's combo structure is equally as complex. Stance characters may scare some away, but keep in mind that the KEY is king to her bread and butter combos. This ABA guide, with her MUST KNOW COMBOS will show you the way.

What has been your favorite part of the season so far? Who are your predictions for the final DLC? Let me know in the comments below, Much Love!

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BGM: Guilty Gear Strive - Symphony (ABA's Theme)

Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3

FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J = Jumping
Jc. = Jump Cancel
CH = Counter Hit
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
FRC = Fast Roman Cancel
~ = pressing the second input immediately after the first.
[X] = Hold button
]X[ = Error follow-up should come out and hit at this part in the combo

Terms used:
Hitconfirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.

Frametrap: Two attacks back-to-back that leave a very small gap between them. The gap will be shorter than the defender's fastest attack, which means if they try to attack with a normal, they will get counter hit.

SafeJump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.

Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown.

Low Crush: A move that is designed to avoid low attacks.

Fuzzy: An offensive technique where you exploit a character trying to crouch block an attack, but the game still thinks they are standing up.

Combo Notation:

Jump in Confirm Combo (jump over button then punish) 0:00-0:23
JHS, CS, 2HS, 214HS, 66RRC, IAD, JH, CS, 5HS, 63214P, DASH, 214HS
-On block JD frametraps into CS so even if they block it don’t give up the offensive

Anti-Air 2S Combo 0:23-0:48
2S, 63214P, CS, 623HS, DASH, 5K, JCJS, JD, AIR DASH, JD, 2K, 214H, 214H

Throw PRC Combo 0:48-1:02
THROW, 66PRC, CS, 2D, 214HS
-This sets up for meaty RAGE CS

Throw RRC Rage Combo 1:02-1:21
Midscreen to corner: Throw, RRC, 63214P, 5K, JCJS, JD, 2K, 214HS, 214HS

Charged Dust Combo 1:21-1:35
CHARGED DUST while holding up, JHS, JK, JCJS, JK, JS, JCJS, JS (finish blow)

Low Crush (236K) Combo 1:35-1:48
236K, CS, DASH, CS, 2H, 214HS/236S, 6S

Low Crush (236K) RC Combo 1:48-2:06
CH 236K, CS, 5H, 236S, 6S, 66RRC, CS, 5H, 236S, 6S, 214H

Wall to Wall Wild Assault RC Combo 2:06-2:30
5H, 236D, CS, FS, 5H, 214HS, 66RRC, DASH, CS, 623H, DASH, 2K, 214HS, 214HS

Midscreen to Corner RAGE BUILD RC Combo 2:30-2:50
5H, 236D, CS, FS, 5H, 214HS, 66FRC, 214H, 214H

Midscreen to Corner Fast RC Combo 2:50-3:06
CS, FS, 5HS, 236S, 6S, 66FRC, 63214P, DASH, CS, 623H, DASH, 2K, 214H, 632146H

Midscreen Close Slash Combo (J.Rage) 3:06-3:27
CS, 623H, DASH, 5K, JCJS, JD, 2K, 214H, 214H

Midscreen Anti - Air 2S J.R. Combo 3:27-3:48
CH 2S, DASH, CS, 623H, 5K, JCJS, JD, F.Jump, JS, JD, 2K, 214H, DASH, 214H

Judgment and Sentiment (623H) RC Combo 3:48-4:08
623HS, 66RRC, DASH, 5K, JCJS, JD, 2K, 214H, 214H

Charged Dust J.R. Combo 4:08-4:21
CHARGE DUST WHILE HOLDING UP, JH, JS, JCJH, JD, JCJH, JH (finish blow)

236K Midscreen to Corner J.R. Combo 4:21-4:44
236K, CS, 623H, DASH, CS, F.JUMP, JS, JH, JD, 2K, 214H, 214H

236K Midscreen J.R. Combo 4:44-4:58
236K, 2K, 623H, DASH, 2K, 623H, DASH, 2K, 214H
-The ending on some characters is harder cause of their hurtbox. If you think your execution is solid and this is the case end with 236S , 6S

236K FRC Low Mix Combo 4:58-5:15
236K, 22FRC, 2D, 623H, DASH, 5K, F.JUMP, JS, JD, CS, 6H, 63214P, 214H

236K Fuzzy Overhead Cross Up Combo 5:15-5:34
JHS, DASH, CS, F.JUMP, JS, DL.JH, 5K, 623H, 2K, 2D, 63214P, 214HS
-Delay the jhs after the first JS

COUNTER 5H Wild Assault Combo 5:34-5:52
5HS, 236D, 6HS, 623H, CS, F.JUMP, JS, JH, JD, 2K, 63214P, 214HS
-5H can also work as last hit before wall splat depending on height/distance to the wall.
- replace the CS with 5K. This makes the combo more stable and allows you more time to close the gap after 623HS.

Chipp TOD Combo 5:52-6:25
6H, 623H, DASH, CS, 6H, 623H, 632146H

#GGST #GGST_AB #GGST_ABA #kairosfgc







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