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

if you try to wait for a match in training mode while in a player match it just removes you from the line. great feature.

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OK, gotta go have dinner, GG everyone. Thanks for hosting Hobo

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Ok geist that combo was sick (you must know the one)

gee gees everyone

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I think that was in the late set where I bodied you because I just went ham and took a bunch of stupid risks. I felt like we were at a point where the only way I was winning is if I just said fuck it and tried to commit to stopping you from getting any blood gauge at all

yep

half of them are easy, the other half are not possible for mortal beings

for me, stick makes the easy half significantly harder but still mostly fine, and the impossible 4 vaguely feasible. I’d kinda like to play him, but it ain’t happening.

this guy would be broken if he had a double jump

edit: oh my god, he’s a pad character. this is disgusting. I haven’t used a pad in a fighting game for even one second in like 13 years.

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alright with some practice stick is turning out pretty fine. don’t have to resort to pad! hitbox is definitely a no go though

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can’t stop watching this or listening to the song (was made before the actual reveal)

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Well, @HOBO let me know if you do another lobby. Would love to play with y’all.

Probably gonna do another one Friday night.

Will any of us have an acceptable Goldlewis Dicikinson by then??

That throw-into-coffin instant kill idea is amazing

The concept artists for Strive came up with some really cool familiars like this alien, Giovanna’s wolf and Chipp’s otter but then they only actually do something in like one forgettable move

I just realized Chipp’s otter Dodomezaki used to be May’s otter. Some rupture in their relationship must’ve happened, then Dodomezaki grimly equipped an arm blade and started on the way of the shinobi

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:broken_heart::broken_heart::broken_heart:

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I was having this same discussion else where. The new comers look like guilty gear characters and certainly play like GG characters but the nuts and bolts of their actual playstyle lack the theatrics GG characters usually have. If you saw Gio in a previous game it would’ve been a safe bet that wolf would’ve been doing alot more. In her current style I feel like you could take the wolf out visually and you’d barely have to do much animation rework to keep it the same.

UMA looks like a fun character in the taunts that I only wish got spread out into the hard functions. Just some ideas I have to pitch: a command grab or super that looks like an aliend abduction and then they fall into a crop circle or UMA distracts goldlewis and some legendary UMA themed attack comes out of the coffin like a bigfoot limb or mothman scream. Something to keep us guessing at the true identity of UMA in the coffin.

It’s also a shame there aren’t instant kills to give characters a little more life.

I read it more like he’s training under Chipp to be a stronger team member for May after getting inspired by how he help her through Xrd Sign’s story.

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I haven’t tried this yet but it looks like a promising DSFix style of mod. I wonder if they’ll go on to figure out how to reduce “connection failed” in matchmaking

I went into training mode yesterday planning to spend 10 minutes trying to do May’s reversal super, and ended up continuing at it until my hand hurt

My time would’ve been better spent practicing something else probably, but basically I was driven by sunk cost fallacy – I was irritated by the thought that because I get beaten to a pulp if I get up from knockdown just holding forward and pressing heavy slash, having increased my consistency from like 10% to 30% doesn’t change anything about the fact that I shouldn’t ever try to reversal and should always just block or mash throw/punch instead.

I got to the point where I can always do the gesture correctly (including the start timing and staying under the max delay between d-pad presses, themselves each huge execution barriers) but I’m still only 50% consistent on the 3-frame timing of the button. I guess with that maybe the reversal has niche usability for me, since it’s a whiff punish if late and I can always preemptively follow up with a block just in case I’m early? Is that like intentionally how it’s supposed to work for everyone?

It just felt before I started practicing like half-circle reversal super was probably supposed to be a core part of May/Millia/I-No’s gameplan, especially since I remembered geist feeling oppressed by it, but maybe it’s not, maybe it’s more in the same realm of kara cancels or something.

I probably got more value from the 5 minutes I spent practicing reactions to Chipp’s invisible ninja nonsense. It’s such simple trickery, I can’t believe it bamboozled me so much

I know nearly nothing about this game in particular but:

I find in input-heavy games I don’t really know the true value of the practice until I’ve slept on it. I think it’s a combination of the muscle memory solidifying while you sleep and your hands no longer being fatigued. You might find you’re much more consistent tomorrow, or that when you practice it the next time it feels perceptibly easier. Once the motion feels familiar then you’ll naturally start incorporating it into your game, even if you’re not 100% on it yet.

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Right, I haven’t played it again today to give my hands a rest, but I hope that’s true. At least I can casually practice it in the minutes between matches now and hope to continue to improve it that way. The bafflement about why exactly it didn’t work is gone: in the future I can hope to avoid drifting into an unimagined category of sloppiness, which is what leads to those agonizing streaks of regression into near-zero consistency.

I’d almost compare it to those occasional out-of-place complex puzzles in The Witness that come with no hint about the what the rules are and also specifically turn off the usual graphical feedback about the reason why it didn’t work.

reversal supers are deterrents. if you’re playing someone a lot, they should definitely test your ability and willingness to use them, but in a quicker ranked setting most of the time you’re just forced to play around them once your opponent has meter. sometimes I’m real bad at it because this game is so oki focused, and pot in particular really has to take advantage of the opportunities he gets, so it’s easy to be overeager. it often depends on the matchup, too. playing against Ram I give reversal super utmost respect, because 1) Ram players fucking love it, and 2) Ram players love it for good reason, because it’s really good and they both generate meter easily and are not dependent on RCs for their win condition.

but yeah, literally never wakeup with a slow button in this game, it’s way too oki focused and way too high damage, you’ll get blown the fuck up. reversal backdash is a strong option that a lot of lower players completely ignore. you get 4-6 frames of full invulnerability on backdash in this game depending on your character, that plus the distance will get you out of a lot of setups.

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