Oh yeah, something interesting I saw on Reddit is that you canât sink lower than 2 floors below your highest peak (ie: you hit 10, you go to 8, you hit 8, you canât 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 itâs working.
Oh, that explains a lot. Iâm always hovering in exactly a 3-floor range. I assumed itâs because I was getting more consistent lol
This seems kind of bad for trying out new characters though. Iâm glad I did a lot of messing around before picking a main
You can watch replays to see what itâs like down there. Itâs 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 youâre 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)
r u sure u werent watching celestial
donât be ridiculous, celestial mays are completely different, they donât use S normals and S totsugeki, they use jump back j.hs and hs totsugeki
Can someone explain to me why the RISC gauge exists? The replies say thatâs the main reason Solâs 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 theyâll be wailing and gnashing teeth when the nerf drops. Iâd rather play a character thatâll remain the same over time
nah, guilty gearâs gimmick has just always been trying to make sure no one ever plays defense. itâs a game where you get meter for walking forward
I wouldnât be so sure theyâre going to nerf sol
imo Millia wasted her burst and wasted her setplay opportunities, but like itâs hard not to feel for her when one stray hit got her fucking killed x.x
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 GGâs always been better about that than, like, BB, where there was no guarantee your character would remain intact between revisions.
this is the most useful chunk of advice Iâve gotten on this game and itâs helped me play a lot more consciously
Millia also had the option of yellow roman cancel during Solâs blockstring to reset the situation to neutral. It doesnât seem widely used but Iâve 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 solâs wake up burst. Eats a huge sol string with YRC as you mentioned (canât 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
anyone wanna play in an FT2 lobby for sbutts this week?
Risc is GGâs take on guard break meters that you would see in SF Alpha3 and some KoFâs. In those games you usually get a combo chance for breaking guard but GG tries to split the difference. You donât get a break guard but GG says if you can block good you get to keep blocking but itâs sure gonna hurt when you eat that counter at full RISC. I guess thereâs always been a small damage modifier depending on its bar state but you feel it more in this game.
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