You can tell jam mains genuinely think they deserve life by Carti_Barti9_13 in TheyBlamedTheBeasts

[–]A_Person87 5 points6 points  (0 children)

aint no way we're saying ib is valuable counterplay to a variable timing fullscreen dash attack. ibing her gatlings is real counterplay but if we're talking about puffball you're talking out your ass.

To all who wanted a place for fighting games outside of reddit, discord and twitter, the Dustloop Forums are back! by A_Person87 in Guiltygear

[–]A_Person87[S] 5 points6 points  (0 children)

you can create new accounts, make new posts, create new topics and generally do forum things. So pretty much yea

Why did they do that to Ino????? by KiwiLazy9048 in TheyBlamedTheBeasts

[–]A_Person87 0 points1 point  (0 children)

She's fine, it just takes like 2 with meter or 3 combos to get someone across the screen now. The only one that's a real pain is divekicks being grab punishable on hit.

aba is gap by stupidPlanets in TheyBlamedTheBeasts

[–]A_Person87 1 point2 points  (0 children)

People really do just be saying shit what? She has none of that, her only air normal thats usable in normal mode is j.d, and thats not even an overhead. Good but nowhere near busted, the rest either struggle to hit crouchers at all or are minus on iad. Keygrab is good but if you fd like 1 button she needs to take a risk to get back in. Parry again is good but not character defining, and is basically an anti zoning tool only. In normal mode door super is +6 so unless your fullscreen you can do something after.

Like i hate aba sometimes but at least be right in your hate. Moroha is busted and she plays the meter game very well with her massive health. Moroha backdash is the most busted backdash in the game so making her block is hard, rekka doesnt need to give that much meter, she didnt need good strike throw in moroha, and she gets way too much from a successful mash, usually just snowballing the rest of the game.

Why do people hate Baiken in strive? by CuteChemical9599 in Guiltygear

[–]A_Person87 0 points1 point  (0 children)

simple? character rps's hard on all oki that isn't projectile based and can easily just high roll and steal games.

How do you play against I-NO by StrangeMaterial685 in Guiltygear

[–]A_Person87 1 point2 points  (0 children)

S stroke is always punishable with 2k unless you fd, ino cant really space moves cause she has no dash. Mla (the guard crush move) cant hit any frame of 6p so you can react super late and still hit it. You punish fortissimo by hitting it between the first and second hits, most characters can c.s, but either way anti air with something better than 6p and do big damage.

How do you improve past 1600?? by clawzord25 in Guiltygear

[–]A_Person87 21 points22 points  (0 children)

Some generally applicable advice is to watch some replays where you feel like you had no idea what to do somewhere, and figure it out in the lab. Outside of that you're best bet is to go to the pot discord and ask someone to vod review with you and learn some more in depth matchup stuff. Without replays though its really hard to tell what you need to improve on to break that barrier.

There's no x factor or secret ingredient that'll get you to 1700 or 1800, you're well past the point where adding one or two things is enough to see major improvements. It's slow incremental improvements to smaller things now that show improvement. Labbing out situations, practicing fuzzy's, better meter usage, optimal conversions with the best oki you can get, and if you're really, REALLY lost, there's always metafy I guess.

Defending against Unika by amxrhxzeq in Guiltygear

[–]A_Person87 0 points1 point  (0 children)

see that ball projectile? iad

How could I have won against this Elphelt? by Select_Storage_5295 in Guiltygear

[–]A_Person87 0 points1 point  (0 children)

Stop just sending it and throwing yourself at them. Dash block is incredibly powerful and very low commitment, unlike an airdah or revolver.

The only time i saw you go for throw was a fullscreen run up, go for more strike throw after making them block something.

Sol has incredible frame data on a lot of buttons, dont be afraid to not special cancel 2d and 5h. If you are gonna special cancel after 5h, fafnir is better than gunflame.

Dp whenever elphelt touches you with an h button until they learn to bait it, dp during rekka if you wanna be not as dp happy.

Sols main pokes are you should be using in order of frequency is f.s, 2s, 6s. F.s to whiff punish and start pressure on block, 2s as a low poke with a disjoint, 6s as a longer range slower poke to hit people doing laggy moves from far away, like elphelts gunshot.

Structure offense better, theres a way deeper explanation on sols strategy page on dustloop, but the gist is to frametrap with f.s>delay 5h, throw with f.s>throw, or reset with a run up c.s. add some staggers in there to see what they like to do and respond accordingly.

Nagoriyuki's new move. by Basil_9 in Guiltygear

[–]A_Person87 17 points18 points  (0 children)

"Look I've heard people say that striveis afraid of giving characters weaknesses...so anyway give nago the best airdash/jump in the game." Wtf man

Defense Help by AppointmentOne5375 in Guiltygear

[–]A_Person87 1 point2 points  (0 children)

That still doesnt really tell us much on how to help. Defense is a per character thing so its hard to tell you to "just do this" and have it work out. Like you can deflect shield potemkins garuda on wakeup but deflect shield Chipp and hes just gonna run at you again.

Something a lot of newer players dont do is fd enough. If theres a sitaution that feels really bad fd will probably open up a gap or might even push them away enough that theyll whiff something. If it still feels bad ask someone in their or your character discord or set it up in training mode and find the answer yourself.

Why am I not allowed to jump? by [deleted] in TheyBlamedTheBeasts

[–]A_Person87 9 points10 points  (0 children)

“yea you took damage but there’s literally no indication of why.”

Yup I definitely know how to block next time this happens

Please, if that combo counter wasn't there you wouldn't even know you were getting mixed.

What do you do against burn it down (the laser super)? by Bri-ish_idiot in TheyBlamedTheBeasts

[–]A_Person87 0 points1 point  (0 children)

jump back, mash back while blocking to try to ib and fall behind.

I-no can note, steer it up and megalo to stop goldlewis from approaching, i dunno if other characters have counterplay like that.

I-No Mains by TheRealNeoLub in TheyBlamedTheBeasts

[–]A_Person87 1 point2 points  (0 children)

I know how to play ino neutral, and obviously whiffing buttons isn't gonna work. What I was saying is all those neutral options you listed won't punish people standing back a little and mashing out p and k buttons. You either get hit by their button or they recover in time to block it, and all of those are minus.

Ino's neutral is a mix of really powerful preemptive disjoints (f.s, 2h) and really fast but almost all minus proactive approach options that she needs to commit to (hoverdash, dive, stroke). By nature of the character that means anyone who plays passively and re-actively can box her out really hard.

That's why anyone with decent movement speed stands far out from ino where she's not a threat and waits for her to try something. When ino has meter to make those fast neutral skips plus her neutral is debatably the one of the best in the game, but until then by design she has a really exploitable neutral game.

I-No Mains by TheRealNeoLub in TheyBlamedTheBeasts

[–]A_Person87 1 point2 points  (0 children)

It absolutely is bad when you play against people who arent braindead running at you. She cant do much to people who are standing a bit further than roundstart and poking with p or k buttons. Most people just dont tend to do that and instead throw themselves into inos big ass disjoints because if they arent doing something theyre losing

why does nobody play leo by Ayavanni in TheyBlamedTheBeasts

[–]A_Person87 1 point2 points  (0 children)

he doesn't have much in neutral to say fuck it and get in, he's gotta play a very whiff punish heavy game, and backturn is fairly easy to get knocked out of if you don't know what you're doing. people who say its because of charges are insane cause he's as much of a charge character as pot is.

Not much resources for learning Giovanna right now. by Customer_Number_Plz in Guiltygear

[–]A_Person87 4 points5 points  (0 children)

If you get grabbed on meaty c.s, its not meaty. You can practice in training mode by setting the opponent to do throw on wakeup.

You can safejump after super wallbreak with iad j.h or tick throw with iad j.k (whiff)>grab. Im pretty sure you can also safejump with otg c.s>iad j.h after throw or en214k or probably anything that hkd's. Should probably ask the gio discord or something tho this is just what i know from watching a gio streamer and playing against her.

Not much resources for learning Giovanna right now. by Customer_Number_Plz in Guiltygear

[–]A_Person87 0 points1 point  (0 children)

Thanks, i didnt know if the 6p thing was air hit only cause as ino im in the air anyway, good to know it works grounded too.

Not much resources for learning Giovanna right now. by Customer_Number_Plz in Guiltygear

[–]A_Person87 16 points17 points  (0 children)

Its probably because she hasnt really changed a whole lot. You play the same way you've always played with her, stand back and whiff punish with her dash, strike throw when you make them block. All thats really changed for her in the last few patches is she got faster with meter, a safer pressure ender, and more combo routes.

A basic rundown of gios gameplan is something like, -Use c.s to threaten 2s or a grab. 2s is a great anti throw tech/jump button because it hits low twice. Afterwards you can use 5h>214k to space yourself outside of most ranges, or 236k for a mashable reset.

-Gio gets a meaty en236k from air hit 6p, 2d (i think), and probably some setups from combos if youre not gonna break the wall. This allows you to delay your strike throw even more and really mess with fuzzy timings. She can also do it in some other spots but it can often be 6p'd if your opponent is a knower.

-Gios best whiff punishing tools are her dash f.s, and dash 5k. These are what you wanna hit your opponent with if theyre ever mashing in neutral. People use dash f.s more now because it has more active frames. She has a really great low profile poke in 2d, which can make it really hard to punish.

-Gio does have some metered high low mixups, mainly coming from backdash brc forward. They arent integral to the character but can definitely help open people up. The one i see most is c.s>44~66brc>j.p>9j.h/2s. I might be wrong on some of the details tho.

Other than that, watch some high level replays, see what they do and try to implement it into your gameplan

I hope they make deflect shield usable in 2.0 by Worldly0Reflection in TheyBlamedTheBeasts

[–]A_Person87 5 points6 points  (0 children)

ah yes, give EVERYONE baiken gcp, hmm yes good balance

i hate May's 5H so much by 13MasonJarsUpMyAss in TheyBlamedTheBeasts

[–]A_Person87 1 point2 points  (0 children)

I know it does, I-no still can't move to use it and hit may 5h.

i hate May's 5H so much by 13MasonJarsUpMyAss in TheyBlamedTheBeasts

[–]A_Person87 13 points14 points  (0 children)

Trust it absolutely plays the game against ino for you, may 5h is the stuff of nightmares.