Guilty Gear Strive is the best fighting game I've ever played

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Oh yeah, something interesting I saw on Reddit is that you can’t sink lower than 2 floors below your highest peak (ie: you hit 10, you go to 8, you hit 8, you can’t fall below six)

i think this plus being able to challenge floors higher than your current + the streak bonus bumping you up rapidly + the weird autodetection that takes place in the AI fight that places anyone that can vaguely play an FG high up is why I pretty much saw zero smurfs. as opposed to SFV where the low leagues are a mix of people who are total fucking killers and guys that can barely throw fireballs.

like why bother smurfing to play 5 games on 7f?

and p sure going online and getting wrecked is a big part of why so many people hate FGs. I see people on other sites who are sub floor 4 and still having a good time. Without being able to see for myself sounds like it’s working.

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Oh, that explains a lot. I’m always hovering in exactly a 3-floor range. I assumed it’s because I was getting more consistent lol

This seems kind of bad for trying out new characters though. I’m glad I did a lot of messing around before picking a main

You can watch replays to see what it’s like down there. It’s kind of interesting the matchups at very low ranks. It can turn into a stripped-down game of fundamentals like Divekick: I saw a replay of May who literally only used S-normals and S-totsugeki the whole match and won. It so happened to counter the moves the other player was doing.

Personally I felt that even before you get to stuff like RCs this game has too many buttons to remember when you’re just starting out. 5 different attack buttons is kind of crazy by the standards of any non-fighting-game genre: you can be very experienced at games in general and still overwhelmed by all the options this game gives you right off the bat.

It makes sense to just use S (as it does the appropriate thing based on distance) until you discover a specific reason to prefer another button. (Pure S > mashing any of the 5 buttons at random)

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r u sure u werent watching celestial

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don’t be ridiculous, celestial mays are completely different, they don’t use S normals and S totsugeki, they use jump back j.hs and hs totsugeki

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:upside_down_face::honeybee:

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Can someone explain to me why the RISC gauge exists? The replies say that’s the main reason Sol’s combo did so much damage. Was there some version of Guilty Gear where turtling was OP and then they introduced RISC as a corrective measure?

Anyway the Sol mains are having fun now but they’ll be wailing and gnashing teeth when the nerf drops. I’d rather play a character that’ll remain the same over time

nah, guilty gear’s gimmick has just always been trying to make sure no one ever plays defense. it’s a game where you get meter for walking forward

I wouldn’t be so sure they’re going to nerf sol

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imo Millia wasted her burst and wasted her setplay opportunities, but like it’s hard not to feel for her when one stray hit got her fucking killed x.x

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If they nerf Nago or make me learn anything new or change my playstyle I am quitting this fucking game and never coming back!!

Though GG’s always been better about that than, like, BB, where there was no guarantee your character would remain intact between revisions.

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this is the most useful chunk of advice I’ve gotten on this game and it’s helped me play a lot more consciously

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Millia also had the option of yellow roman cancel during Sol’s blockstring to reset the situation to neutral. It doesn’t seem widely used but I’ve been thinking of making more use of it.

Yep, at 0:07 she drops a combo that could have ended in a knockdown into oki hell. at 0:15 does another wack combo drop (attempted burst bait?) yet still eats sol’s wake up burst. Eats a huge sol string with YRC as you mentioned (can’t interrupt because her moves are slow AF) as mentioned, also wastes her burst on a gold burst to get meter she does nothing with

but yeah still dying off one stray hit into a stupid high damage clean hit dp is probably overkill. Hard to feel too much mercy for a milia after eating enough J.S to get a loyalty card though

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anyone wanna play in an FT2 lobby for sbutts this week?

Risc is GG’s take on guard break meters that you would see in SF Alpha3 and some KoF’s. In those games you usually get a combo chance for breaking guard but GG tries to split the difference. You don’t get a break guard but GG says if you can block good you get to keep blocking but it’s sure gonna hurt when you eat that counter at full RISC. I guess there’s always been a small damage modifier depending on its bar state but you feel it more in this game.

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informed consent? imagine this fella giving you grs!!! :laughing:

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in strive, RISC gauge stops combo scaling until it is depleted by successive hits. this has the benefit of guaranteeing good return on getting through defense but the downside of sol badguy

awwww yeah here comes big alien boy

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Oh hell yeah

That’s what I like!!

I’ll try and do a lobby later this week if no one else does.

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