The BETTER Greatsword Guide Part 1 (Combos, Reads, 0TD, And more..)

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all right here we go training alrighty guys you asked for it so here we are i'm finally doing my greatsword guide so there is a lot to cover um we're going to go over the moveset the uh bridging mechanics of the weapon which kind of makes it unique the true combos the dash cancelling and the other tech of the weapon we're going to go over a lot of the dodge reads my favorite is personally magyar if y'all are watching ever watch my streams uh you definitely know that he's uh you know big daddy magyar hey yo what the let's get into it so to start out we're going to go over the moveset of the weapon so to start off uh greatsword is kind of complicated um i'll kind of explain it along the way so typically right you have your down you have your uh side and you have your neutral on the ground and then the same thing in the air for your light attacks greatsword's a little different so you have a starter and there's three different variations of that so you have your side light you have your d light and then you have your end light but then it gets complicated so then you have the same thing but with the second attack so the bridges so you have the daylight bridge the end light bridge and then the side light bridge and then you have the same thing for the finishers the finishers they change a lot though so you have your side light finisher which can look like that or like this and then you have your d light finisher which can look very different it can look like this it can look like this and it can look like this and then you have your end light finisher which is for the most part the same and then you have your aerial moveset so it goes you have neutral air which this one is definitely one of the best moves in the kit has an actually absurd hitbox then you have your ser your side air a lot slower has a decent amount of force and a good sized hitbox and then you have your recovery a very slow but very wide hitbox and a decent amount of force you have your dare kind of a poke downward a lot of uses for this move and you have your ground pound very slow moving but very wide and a very weird hitting it likes to send them diagonally all right now true combos there is only very few true combos on greatsword um there is one that's uh in my opinion overpowered and you should abuse the hell out of it unless you're like me and like to play the other parts of the weapon but it definitely comes in handy from time to time it's kind of a crutch sometimes so you have really only two uh there's a lot more uh very unique and very situational ones uh on higher dex legends like jn and uh arcadia but i'm only going to go over the two that matter um and one of them you can't even get true on on magyar so on magyar you really only have one which is side light d light d light it's a kill option it kills at 150 damage if you get at the edge of the stage you can kill at 130. another great combo and this one is only true in very few circumstances um and it's it can be a kill option um it's it kills very very late however and that is dare nair so essentially you jump and you dare and then you nair as you fall at some damages you may have to jump and that's when it typically becomes a kill option as you can see is two dodge frames on magyar you might be able to get it down to one but in higher damages it can kill it's still not true on magyar however now we get into the bread and butter of greatsword dash canceling this is what everyone wants to know okay and this leads to making great sword possibly the best weapon in the game depending on your skill level um i only say that because typically in weapons there is a skill floor and a skill ceiling so what that typically means is how good do you have to be to play the weapon and how high you can take the weapon based on how good you are and this is a very high skill ceiling and skill floor weapon meaning it is very difficult to pick up but if you can and get good with it it will be very rewarding and take you far so now let's get into it dash cancelling so dash canceling is is you do an attack and then you dash sometimes chase dodge you dash or chase dodge and then you continue the attack so before you would do up to three attacks in a row and you wouldn't be able to continue because you can only do three at a time but however if you do dash canceling you can continue a lot you can go on forever if you so wanted to so it looks a little something like this that's dash canceling and you can go back and forth all day long if you're so pleased the inputs are kind of difficult so as i said it's a kind of a weird input especially if you've never done it before you do an attack and then you dash and you don't have to hit them to do this strategy i do a lot is baiting so you can attack and then dash to cancel the end lag a lot of it anyways because um greatsword is kind of weird is both like the fastest and the slowest weapon at the same time because if you hit them look at all those attacks i can do but if you whiff look how long that is before i move [Music] ages same for all the moves and you can't just do this all day long either you can't just dash cancel in an actual game because if you do they'll just dodge see and then it falls apart so now we got to get into reeds now this is the fun part okay one very very strong thing and this is great swords bread and butter is the 50 50 read a lot of people think that this read is broken in some ways it is and in some ways it isn't the timings are tight uh they can vary their timings to add another layers of reads to it and a lot of the options are jumpable based on which dodge they do so in order to do this part you need to know how to dash cancel you have to do dash cancelling otherwise this weapon will just be straight up bad it will not be a good weapon if you do not know how to dash cancel side note i totally forgot there's some other tech to this weapon as well that can help you cover your whiff it's called weapon throw cancelling so let's say you whiff an n light and because of all that n-lag you're open for punishes right well if you do a weird weird input you can do this but way faster it looks like this see how much faster that is i practically teleport around so the input is you do your light attack you turn around and you hit light attack weapon throw almost right after each other you won't throw your weapon unless you do it wrong miss inputs will probably look like this can also do this with six versus all right back to reeds so there's two directions you're gonna be going this is all off of side light i'll go over other reeds as well but for now we're gonna go over the bread and butter this is the one that will probably alone get you to plat but beyond there things get a little more complicated based on which dodges they do you will either go forward or you will turn it around in this case since they're not dodging at all you would go forward and it would look something like this but if they are dodging it's one of the other you may have to change the timings a little bit based on which dodge they do so you might as well take it slow to catch as many dodges as possible otherwise you're gonna miss a lot one of the most complicated dodges is spot dodge because this dodge lasts longer it kinda changes things a little bit if you go right into it you're gonna miss you have to wait you have to be patient typically the general rule of thumb is you go off of which direction they're going to dodge spot dodge is a little complicated you can go in either direction as well so if they go straight in the middle right they either spot or they up dodge you can go in either direction the rest it depends on where they go they in dodge you turn around they away dodge who goes forward and it works so they go right they go away bam easy as that they go in you go that way same goes for the upward dodges they go up and away you go that way they go in up you go that way up dodges are a little complicated so now here's the correct options you should be doing if you day up dodge if they go in any straight direction or go down it does not matter almost but if they go up you have to be careful because they can jump out a lot of the strings since it catches at the top of the end light what this means is the fact that the the neutral light brings them down will not be enough to continue this string off of side light because in the future during the dash cancel you they'll be already so high up they can just jump out of it that is the one as one very big disadvantage to greatsword is you have to know all the correct options otherwise things fall apart one thing to always remember off of this read is the numbers two and three what that means is you'll do two attacks you'll dash cancel and you'll do three the reason being is that is how many hits you get you can change things up if you want to continue the string but typically this is the route you want to go especially when starting out i'll go over other options later on but this is it for now for the whole string it looks something like this it's six hits i don't know if you noticed but i did a lot of the wrong options there that is probably what a lot of people will do is that string right there you want to be going for either end light finisher or side light finisher d light finisher is only good for two things gravity cancels for kill options and the true combo unless you want to spike them downward as i said earlier there's a finisher that spikes them downward for example it looks something like this so if you finish with something like that and things get kind of cool so price looks something like this and it sends them somewhat downwards that is the only situation and you should be using d light i don't personally do that because i find me only going out to the edge of the stage when trying to kill but for the video's sake that is definitely an option and it can kill quite early now and get into some of the other reads for example what if you start with end light what do you do then well it's kind of similar except one problem with greatsword is you cannot do the same starter twice as quickly so for example let's say i do side light look how much slower that is for me to do i still can hit it but it's very very slow versus this it's not that you can't it's that you shouldn't the only dodge that using the same starter kind of works on is spot dodge like this because of the length of the dodge itself as a matter of fact it might even actually help to do this on spot dodgers now let's go to the other options so there's only you can enter into a string in almost any way you could do dare as a punish tool you could do it with nlight to catch their jumps you could do it with d light to help with spacing however off of all of these other moves the 50 50 read is no more because off the sidelight you have end light which is in a very very large hitbox and can catch any dodge in the game depending on which direction you do it but if you already do end light however it's a lot slower you can't quite make it work and that is only because you're using the same starter twice so if you do end light you either need to read with side light or dlight so let's get into that so first we're going to go in under the reeds off of enlight spot dodge simple as that and then you can do whatever you want from there up dodge gets a little complicated off of endlite you don't really you can't really dash cancel if they do an up dodge off of end light this is where you go take to the air so for example what you just witnessed is a very very very strong part of greatsword we'll get into that how to do that later so for now we're gonna skip ahead for this dodge but i'll do i will go over the reads but i will not go over how to follow up currently i'll do that later when we go over different styles of play so your two different options off of up dodge is end light finisher or jumping air away dodge off of end light side light dash cancel side light and then string from there and dodge off of end light is dash cancel side light but turned around for this your timings need to be a lot tighter as in a lot faster off of side light you can take your time so once again on din dodge enlight dash cancel turn around side light so another option off of nlight is back dashing so depending on which way you want to send them and this works off of the side light read as well so now we're on to up and away off of nlight now this is also where it gets kind of complicated because you can't just dash cancel sideline because they'll be above you and you can't just dash cancel and light because that's what you started with so you have to change things up a bit so this is where you should take to the air once again so typically you can either dash jump nair or you can probably get a recovery and which of these you should do is very dependent on the stage position and damage they are in the game so for up and away dodge you have to diagonal chase dodge nair it's kind of weird but it works it looks a little something like this and then you can follow up from there once again i'll go into the different options for follow-ups when we get into different styles of play but for now it looks a little something like this and then you also could get recovery so for up and in dodge it gets a little weird so you need to do enlight jump turn around dare but don't go into the ground do falling dare so look something like this and you can do follow-ups from there i'll show what follow-ups once again later in the video but for now turn around there there are two options if they down dodge you can either follow up with a bridge don't dash cancel delay it slightly however otherwise they'll go straight through them you will not get as many follow-up hits as normal dodge reads but it will still work and get a decent amount of damage you'll get about four hits it'll look something like this and then they get their dodgeback the other option is dash canceling and turning around so it's a alpha n light is dash cancel turn around side light but as you can see sometimes you may not be able to finish it this all depends on how fast you go typically it's not going to be as clean as the others chances are they're going to have their dodge back by the end of it so if you want to go for another read you can but we'll go into that soon the rest is the same as earlier for a weigh-in in you either dash and side light bridge or turn around inside light bridge or you could back dash it really is dependent on what you want to do and which direction you want to send them so for away it'll look something like this and you can take it from there for in it'll look something like this as i said earlier with down dodges they get their dash back sooner because they're touching the ground so it may not be as clean as the other ones see but you also can backdash so but it's not as quite as clean as doing a dash cancel turnaround you can get it if you time it properly though it's just very close now we get into d light this is a very good approach tool this is really only ranged option however it is very easy for them to jump over but it's still a very good approach tool dashing and doing d light can cover a lot of the stage like look i'm literally on one side of the stage watch how far this reaches almost all the way to the end it ended right here and i was on the other side of the stage and it's relatively instant from one side of the stage to the other d light is actually insane but if they are good if you're facing a very mobile opponent or a very floaty opponent delight will not be a very viable option but if you're going up against a very grounded person this is your spacing tool so now let's get into the reads that was spot dodge so it's a lot of the same so for this you actually have a lot more to work with because dlight you will 99 times out of like 100 will not use d light as a starter in the middle of strings for dash cancels so you still have both end light and side light to work with as i said this is a very powerful option so same deal two and three the reads off of this will be a lot smoother so d light spot dodge so if they if you delight and they spot dodge dash cancel turn around side light and string just like that for up dodge it is end light it's reverse and light all over again and like it was before two and three away dodge it's the same thing as the other ones you can either side light or end light down dodge once again it's a little complicated you can either do a bridge or you could either do turn around and light or turn around side light [Music] and then follow up from there with down dodge once again it gets messy you probably are only gonna get three four and then maybe five five if you're lucky in dodge same thing as before you can catch with side light or you could catch with enlight i'd heavily recommend side light though mostly because it is a smoother of a read and light the timing is very easy to miss upright catches with enlight downright catches with inline or side light down in once again down dodges get a little sloppy so be prepared for it to drop some of the way through it's not guaranteed every time it's very dependent on who you're playing the timing you get and the options you choose up and in turn around and light and that is all for the grounded moves now we get to there so funny thing about grounded dare is it will work with the bridge and finisher effect it will count as the starter now into the reeds off of air dare is typically used as a punish tool so let's say they whiff you can dash jump over them and dare this is a little takes a lot of practice to get good at but it comes in very handy the hitbox is very small so you have to be very precise but trust me it is very good your reads off of dare so let's get into spot dodge these are all going to be very very inconsistent but you can get five hits off of these if you are like precise like so that was for spot dodge by the way since using there it counts as your d light so you're not going to be able to use d light which is fine by the way you don't ever need it so your end light and side light starters are still open for use when you're when you're doing your strings i know this is a lot to think about guys by the way but great swords are complicated a weapon man so by the way when you're hitting this dare you want to be as stacked as possible you don't want to hit it right here you don't want to hit it right here and you don't want to hit it past you want to hit it right on top otherwise your follow-ups will end early like that if you hit it right you can get the full string but once again you have to be very very precise for up dodge it's the same deal you can either do bridge or you can do end light however it will most likely end early this is just because it catches very high up so you will most likely be running out of space or they'll get their dodge back up dodge yeah you also can catch with the bridge catching with bridges is kind of complicated mostly because of the timing and also being able to dash cancel afterwards because if you do it straight away it's going to go straight through so you have to delay it slightly like so to be able to continue from there and a lot of the times you'll be out of stage so you'll have to turn around and then by then you won't get a lot more hits left as you can see you won't get with sidelight it has to be enlight bridge away dodge pretty simple you can catch with the bridge or you can catch with dash cancel down dodge same thing as before it can get messy because of how quickly they get to dodge back it can get very hairy you can get probably up to five but you have to be very very tight with timing and i even struggle to do it from most of the time see that time i only got three in dodge probably better to catch with end light all of these are going to be very very inconsistent from any hits you get but it can happen as you just saw now up and right same deal you can do that downright same deal however it can get complicated right there they didn't this this is the bot's fault i can't quite show it right here in down up and in and there you go folks that is all the reeds from the ground now let's go into what i mentioned earlier okay so with up dodges things get complicated because they are higher in the air so a lot of the options that are normally unjumpable end up becoming jumpable and things can get complicated depending on the timings so to simplify things you can also take this weapon to the air which it is actually very strong with especially this legend in particular magur we'll go into more into legend specific things later but for now as you saw earlier in the video you can do some crazy things in the air my two examples were up dodge off of end light and the directional up dodges off of nlight so off of enlight for up dodge you can just simply do the finisher slightly very very slightly delayed otherwise that will happen very slightly delayed see how easy that was i wasn't even thinking when i did that literally so in the aerial you want to take them as high as you can with magyar specifically you want to save your dodge so you don't want to just chase dodge into the air to keep up with them because you want it because you have a very strong end sig that takes you very high in the air so you do so you start with you read the up dodge with end light finisher you do a very very slight delay okay so off of up dodge you're starting with the two end lights so that it does the starter and finisher like so then you jump turn around recovery this is probably the easiest zero to death you will ever hit in your life you read the dodge right you go in the air you recover it you jump near and you gcn signal simple as that or you can go the other way and you can gc end light at the top so it looks something like this so once again i want to go over it real quick it's very fast so this is with dodges on by the way this is with dodges on so it's two end lights so that it does the starter and finisher this is to read up dodge you turn around recovery you jump near and gcn light this will work on any legend magyar specifically you can do n-sig like so easiest zero to death you'll ever hit so with up and away dodge you can't quite get a zero to death but you can literally kill at 10 damage like so the problem with at zero damage is it gets a little complicated you can't quite get them high enough to get that kill with that nsig you run out of options too soon on 10 damage it makes that small of a difference to where you can do it once again both ncig and gcn light work with up and in dodge it is the same thing except you started off a little bit different but you they need to be at least 10 damage for this kill to work and it looks something like that so the read is jump turn around dare off of enlight and as you know dare and nair is the follow-up so you start off end light turn around dare nair okay and then from here you've touched the ground you've reset your options goes a little something like this so off of the end light jump turn around near dare jump recovery nare and then nsa or if you don't have magyar you can do this you have to gc you have to jump and then gc and light to get that kill off the top your steps in the air should always be recovery nare and anything from there depending on which direction they go if they go away you recover away if they go cover it go in you recover in and then you just follow them on their way up until you get to the final read which is which direction they're gonna be you either nsig or you end light in either direction just deciding which way they're going to go back and forth remember should always be recovery nair and then everything from there
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Channel: GilliamTV
Views: 38,332
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Length: 35min 10sec (2110 seconds)
Published: Tue Jun 21 2022
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