Sabitlenmiş Tweet
Bormo
1.2K posts

Bormo
@BormoTime
it's bormo time || the girl who used to make the funny arduino guitars || ggst slayer, dm's open || maybe i'll do another guitar drop || pfp by @GummieBnuuy
Katılım Nisan 2016
440 Takip Edilen374 Takipçiler
Bormo retweetledi
Bormo retweetledi

so apparently you can go into 13 booms from a few different starters
Bormo@BormoTime
this took FAR longer than i wanted but HOLY THIRTEEN. THIRTEEN MINION EXPLOSIONS. (pay no attention to me having my ultrakill playlist on shuffle)
English
Bormo retweetledi

Labbed out the confirm off of the hit in the first clip of this. Generally works with 2P RRC too I just had to use 2K bc of distance. This might be the coolest combo in the game.
ないおろ@nay_or_putu
もし機会があったら使ってみてください… この赤RC暗転ガード不能シリーズを🎱
English

@BoobusMcScoobus it's a combo of cat-ears, glasses, and the mecha-prism skin!! here's links :3
gamebanana.com/mods/416758
gamebanana.com/mods/484683
gamebanana.com/mods/536576
English

@BormoTime What jack o mod is that its sick
English
Bormo retweetledi
Bormo retweetledi
Bormo retweetledi
Bormo retweetledi
Bormo retweetledi
Bormo retweetledi

#GGST_SL
Bite BRC 2.0 tech dump🧵
Bite BRC is a way to use BRC after bite lands to mix up your opponent. You can choose between 5D, a jailed MH or a crossup pile.
(Full writeup is available in slayercord per usual. Check dustloop > slayer > resources > community links to join!)
slykatari@slykatari
#ggst_sl Bite BRC tech dump 🧵 Full writeup is available in slayercord per usual Bite BRC jails your opponent into a real mix high/low situation that they can't reversal out of due to BRC slowdown, as well as a (not so real) crossup option in pilebunker, all of which convert.
English

@One_Hunch_Man @zhenyaloginov @GUILTYGEAR_PR plus on block k.mappa was def unhealthy imo, with the direction they are taking the game it needed to go. i think it should be universally -3 or -4 with pushback instead of being spacing dependent -6~-1, but im sure it'll play out fine in the end with how it is currently
English

@BormoTime @zhenyaloginov @GUILTYGEAR_PR If reverting some of the balance decisions are on the table, the first thing they need to revert IMO is kmappa as it severely hurts his midscreen oki as he can't become plus with meaty kmappa anymore. Kmappa move on block still gives spacing traps so we will see if its still good
English

【#GGST From the Dev Team】
An article regarding battle balance adjustments after Ver. 2.00 is now available on the official website.
It covers what we are able to share at this time.
guiltygear.com/ggst/en/news/p…
#GGST #GuiltyGearStrive
English

@One_Hunch_Man @zhenyaloginov @GUILTYGEAR_PR you can just do the old routing in the corner with c.s>d.2s>d.2h>p.pb, but at that point you might as well do the new routing (and tbf it's not even "new" routing bc it's the old big-body routing, so you should already know how to do it). would be a redundant and unhealthy change
English

@BormoTime @zhenyaloginov @GUILTYGEAR_PR It would be pretty easy for them just to add a follow up hitbox on 2H that fixes the problem as right now 2H just barely doesn't reach and like I said, when you are doing a loop and get cornered, a c.S > 2S extension isn't going to work as they will whiff over your head.

English

@One_Hunch_Man @zhenyaloginov @GUILTYGEAR_PR they're not going to bring back old loops, it's a result of a base mechanic rework (hitbox changes while in hitstun), there's no bringing it back, especially alongside the new routes. again, if you don't want to learn them, there are near 1-1 substitutes for the old routes w/2s
English

@BormoTime @zhenyaloginov @GUILTYGEAR_PR I agree, however I didn’t really think they would give those back, so I’m trying to take what I can get
English





