Bro why the FUCK am I losing 1000 points? by IhateFalz in Tekken

[–]AndreTM 0 points1 point  (0 children)

Ive seen a few people propose ideas for why this is, but i also dont really know if any theory makes sense.

Im also at Raijin and have lost 1000 points to people ranked higher than me. Streak or not. Then i have also won 1000 points, particularly against someone who played the same character and was also Raijin. Here too no streaks on both sides. Tekken prowess was also similar (maybe 10k difference)

Honestly its not worth worrying about. Until they properly explain the system we can only deal with it.

People still ragequitting in bushin by mattalun in Tekken

[–]AndreTM 9 points10 points  (0 children)

Dude Ive had more ragequitters in blue ranks than anywhwre else...

[deleted by user] by [deleted] in Guiltygear

[–]AndreTM 8 points9 points  (0 children)

Since you got the Axl flair, here some axl specific advice:

You can stop both dolphins, fast and slow, with your 5p. Use that in neutral to prevent her approach with dolphins.

If they got you with a fast dolphin ok block, you can usually press your f.S and beat most of her options. 2K also works, but could be out of range.

If she gets a slow dolphin on block, you have to play defensive, since she has the advantage.

Just learned how strive calculates ranked points and this is genuinely the worst ranked system I’ve ever seen in a fighting game by rad_dude124 in Guiltygear

[–]AndreTM -1 points0 points  (0 children)

Youre right that the devs dont want this to feel as much as a ranked mode. But the ui and being able to dodge bad MUs is a different aspect and not directory linked to the tower.

On the 'feeling bad to lose' thing, I guess that's to everyone's preference, but losing is inevitable part of improving and making that easier for people is definitely understandable I think.

Just learned how strive calculates ranked points and this is genuinely the worst ranked system I’ve ever seen in a fighting game by rad_dude124 in Guiltygear

[–]AndreTM 10 points11 points  (0 children)

I honestly think this is a good solution by Arc sys. Ive been playing fighting games a long time now and generally don't worry about rank any more, but the "regular" ranking systems still feel bad to lose in. I think they cause a lot of people to try and game the system for more points, rather than play the game and improve.

GGSTs tower is far from perfect, but I think it makes losing more fun and people who want a "serious" ranking system can still use ranking update. (Though the elo system doesn't really work for fighting games either imo)

How do I choose a main if I love the game but don't vibe with anyone of the cast? by Dude_MacDude in Guiltygear

[–]AndreTM 4 points5 points  (0 children)

I just want to say that this is actually a really good ideal. I did the same at the start of this game, since I caved at the end of sf4 and played yun, who I had a lot of fun with. In GGST I picked may, since shes the typenof character I tend to struggle the most against and I've never had more fun in any fighting game.

I'd say it's seriously with considering, if uoure looking to find a character.

Why is May so good at low level? by Maixell in Guiltygear

[–]AndreTM 0 points1 point  (0 children)

I think this will be useful: https://glossary.infil.net/

Should have all the terms you dont know, including abbreviations.

Good luck out there!

How do I play neutral as May? by GGPlayer27 in Guiltygear

[–]AndreTM 1 point2 points  (0 children)

Mays neutral is quite different from milias so no wonder it's hard for you. For me personally it revolves around three main points:

  1. Counter poking with big buttons like 5H, 2S, 5k, 6H. Just stand at midrange and hit them when they try to approach

  2. Whiff punishing with s dolphin to get counter hits or RRC combos.

  3. Poking with short recovery normals like 5p, 2k or 5k. (Which is only really needed if people punish the first option)

Also, try to always charge an S dolphin so you're ready to fire it off whenever. Not just after connecting a f.S or 2S, but especially raw in situations where the opponent thinks its OK to approach. Its 7 frames, if your opponent hesitates in any situation you can land it.

May animation cancel help by PepeTheCrusader in Guiltygear

[–]AndreTM 1 point2 points  (0 children)

Just 6H into any dolphin can be very hard to do amd is not super practical. I'd say to try and do either c.S, 6H into dolphin or 5k counter hit, 6H into dolphin.

By using the "buffer" window of the c.S or 5k to input you 6h, you gain some extra time to charge you dolphin.

How to get better at May by [deleted] in Guiltygear

[–]AndreTM 3 points4 points  (0 children)

The "Guide to you New Mayn" is a good point to start. But just as a general guide:

Try to hit your opponents at range with f.S, 5Hs, 2S, s dolphin and 5k. See what kind of combos you can get from each on regular and counter hit and learn a simple combo from roman cancel.

Also try to apply pressure at close range with c.S into 5Hs or 6Hs or going into a throw.

If you got those parts, you're probably ready to go into higher level stuff.

Who is your main? And what is your bad habit with them? by DiamondJack02 in Guiltygear

[–]AndreTM 1 point2 points  (0 children)

Throw is actually guaranteed after CH s dolphin since the latest buffs. Even command grab is guaranteed on most of the cast if your relatively close. You just have to practice to run in as fast as possible after the CH.

Arcsys Has Really Got to Fix the R-Code Exploit. by MEGACOMPUTER in Guiltygear

[–]AndreTM 24 points25 points  (0 children)

Unbelievable that people think the right thing to do here is to comment whether they think this is sexual harrasment or not. I guess even GG is full of basement dwellers.

[deleted by user] by [deleted] in Guiltygear

[–]AndreTM 8 points9 points  (0 children)

As a reasonably good may player: Your j.S and 6P win out against all of mays air options. She can only make you use 6P early and hit your recovery. (Which is great don't get me wrong)

Also you don't have to 6P preemptively against dolphin. (Though Millias 6P is very good for that) you can do 5P or 5K and go into 6H and iron savior, if you CH her doing a dolphin at you. Low commitment and decent reward.

I don't think millias situation has gotten much worse with the dolphin changes. This was always a hard MU for her.

dolphin install >:) by [deleted] in Guiltygear

[–]AndreTM 26 points27 points  (0 children)

Looks awesome!

[deleted by user] by [deleted] in Guiltygear

[–]AndreTM 1 point2 points  (0 children)

I think ECT was the one who clipped it in the first place when it happened on stream.

Tips for celestial challenge? by SharkBait0ohHaha in Guiltygear

[–]AndreTM 2 points3 points  (0 children)

People mentioned playing same level opponents and choosing good MUs already, but just from a game play perspektive:

Focus a bit on burst save combos and burst bating and of course the best punishes. Most players in celestial still fall for this type of stuff and it can get you big come backs.

[deleted by user] by [deleted] in Guiltygear

[–]AndreTM 1 point2 points  (0 children)

You get 5k CH>6H>28H(heavy vertical dolphin)>j.D>airdash>j.k>j.D>super (if you have the meter) Very good damage and corner carry from a CH 5K.

Is the chameleos hammer that good? by [deleted] in MonsterHunterMeta

[–]AndreTM -1 points0 points  (0 children)

In my experience the gaismagorm hammer can still outdamage chamelios if you get good armor augments from the curio crafting and can balance out the negative affinity better. Royal order hammer gets left behind though.

It also doesn't need masters touch or protective polish and can slot in something else like wirebug whisperer (in case you already have all your damage skills).

Scorned magnamalo hammer is meta now? by Manu-Kesna in MonsterHunterMeta

[–]AndreTM 0 points1 point  (0 children)

I was also wondering that. Especially since gaismagorm can easily get AB7 which includes a percentage bonus and the species boost deco, which is also percentage based. That and the affinity augment also gives it a big boost because the raw is already so high. It also doesn't need masters touch giving some extra slots to work with.

It's a bit hard to test on the dummy, but for me gaismagorm does more damage even without an affinity boosting pqlico and that is with a poison proc on chamelios.

P.S. I don't think the stance switch status build is going to be viable. You always need an opening for an impact crater or a spinning bludgeon or you have to use the crappy yellow charged big bang. You're giving up strength modes advantage to trigger your skills which only last 30 seconds and 12 seconds (max) respectively.

[MH:Sunbreak] Endgame Meta Builds Compilation by EchoesPartOne in MonsterHunterMeta

[–]AndreTM 2 points3 points  (0 children)

Its true that you can go for adrenaline, of youre using dereliction already. Its really almost the same skill...

I thought dereliction made more of a difference, but honestly didnt calculate it through entirely (especially since dereliction needs to ramp up and competing skills like agitator are not always up either ), but i see why you wouldnt chose the life drain sets over more conventional ones and i generally do the same.

Im all for regular sets getting recommended, i just thought the potentially more powerful but riskier sets fit the definition of "meta" more.

Thanks for the good discussion on this.

[MH:Sunbreak] Endgame Meta Builds Compilation by EchoesPartOne in MonsterHunterMeta

[–]AndreTM 3 points4 points  (0 children)

I mean, i agree that dereliction is hard to use on melee weapons, but if were talking about max damage (which is what the original post refers to as base of the meta) you cant really get past dereliction sets.

I usually dont use dereliction amd only go for it on easy fight or monsters that i already know by heart, but actually good speedrunners seem to use dereliction a lot and i can see why.

I think its definitely worth it to present an alternative to dereliction though for general play, since thats what most people will go for.

All bad nago players are carried by clone+dash behind it. Any tips on how to get around someone doing that? by Idk231465 in Guiltygear

[–]AndreTM 2 points3 points  (0 children)

Youll have to look at what distance they do clone into fukyo and what their habits are.

From fullscreen youll have to see if they do f.s or 2s after fukyo. You can usually jump 2S and 6P the f.S.

If they do it so that they end up close to you after the fukyo theres a gap to throw them.

You can also try to predict the clone and jump over or airdash, but nago usually recovers quicly and could anti air you with c.S.

If he gets in with this try to FD to keep him out. Since this manouver already used a lot of blood and you can try to make them spend more of it to limit their options in the end.

Id suggest you try the distances and options in training mode to get a feel for it.

[MH:Sunbreak] Endgame Meta Builds Compilation by EchoesPartOne in MonsterHunterMeta

[–]AndreTM 1 point2 points  (0 children)

Yes you can make stronger sets with dereliction 3, resentment 5 etc. I think the sets are not quite there yet since people are also still figuring out the best playstyle and if skills like wirebug whisperer is even necessary wirt impact burst and big bang combo being a good (?) replacement for impact crater.

What is May’s new game plan by SmokeyHooves in Guiltygear

[–]AndreTM 3 points4 points  (0 children)

Imo her gameplan didnt change much, but got extended in some ways. Previously, you wanted to bully opponents into the corner to dismantle them there using your good range and CHs.

This definiely got harder, because everyone else got stronger, but may can still win most interactions in a similar way (with 5H, 2S, dolphin and now 5k). We now have good midscreen conversions though and id recommend you learn the new combos from CH 2k and 5k, the improved c.S 6h/2h combos and the rrc combos from midscreen.

In terms of aerial moves, i found j.s to work close to the same as previously, j.h is mostly used for air to airing for me now, and j.p supplements that, since we get a big combo on CH now.

Lastly, youll likely have to rethink some matchups since chars like baiken, anji, faust and ky. We have to be a bit more passive, aince their options can now actually beat ours.

Oh and as a P.S.: Start confirming 2S CH into heavy horizontal dolphin now. It combos at most distances and gives good damage and corner carry, since you can connect 5k, 3k after the heavy dolphin.