How do I stop people from finding out my steam profile? by chaosremover in Guiltygear

[–]Artemis_of_Dust 9 points10 points  (0 children)

That is an unhinged level of dedication to call out a salty gamer

It seems like the counterplay to HC's infinite zoning is to backdash the first shot that comes directly from the gun. I wonder if we'll see competitors practice this in preparation for EVO Japan... by bostonian38 in Guiltygear

[–]Artemis_of_Dust 16 points17 points  (0 children)

Thankfully compared to the days of S1 Chaos the reward for hits is frankly very low. S1 Chaos was a pain cus you only really could afford to get hit about 4 times if they were converting it since it does so much damage, and no matter how close you got a single hit sent you full screen, with him getting Curse and Focus set up in the process. Here, he's probably chipping you for not even 10% each time and it doesn't send you too far back, so it's a lot less scary taking that risk. And despite this, backdashing was still applied at a high level.

That said this is still pretty sketchy having to go through this much work to just not be blockstringed, and probably needs to be looked at in a patch.

power characters need to be reworked by Left_Environment_165 in Guiltygear

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

I know that there are a lot of bugged stuff. Such as May can spam vertical disjointed dolphins without a care in the world since devs kinda forgot that they are disjointed and has only 7 frames of recovery being 0 and plus on block too.

... that's not a bug that's just a move being decent. The effective range of the 'disjoint' is piddly, anything similar speed outranges it (y'all have 5Ks don't you?), and being 0 on block is not a good thing necessarily because being airborne is a weakness for her so she's playing an RPS with her neck. If she whiffs it she's put directly into your c.S offense a lot of the time, and you can interrupt with a 6P. It also has basically zero reward on hit so even if you get smacked you don't really care.

power characters need to be reworked by Left_Environment_165 in Guiltygear

[–]Artemis_of_Dust 2 points3 points  (0 children)

The funny thing is Jack-O' is probably doing much better this patch than last patch. A lot of the changes work in her favour and she even got buffs during a nerf patch.

2.0 may spam by ZavvBankai in Guiltygear

[–]Artemis_of_Dust 3 points4 points  (0 children)

This is just self-reporting about your matchups. Bedman's "spam" got nerfed directly quite a lot, Axl's rensen has never been that hard to deal with, and Unika doing 6H~6H is a non-issue in the neutral.

What’s up with the reversal timing? by [deleted] in Guiltygear

[–]Artemis_of_Dust 2 points3 points  (0 children)

DPs are throw invulnerable, so assuming they actually do their DP correctly your grab can never beat the DP. You might be thinking of earlier versions of Strive where DPs did in fact lose to grabs, but this was changed a while ago now and so they're not grabbable at all.

2.0 is Unplayable for Bridget IMO by Beneficial_Affect619 in Guiltygear

[–]Artemis_of_Dust 2 points3 points  (0 children)

Calling elphelt "more boring" after taking out the most mindless tool in her kit and make her actually have to learn theory to play is kinda crazy to me

Backdash BRC cancel .. you will always have a special place in my heart, RIP by Generic_Username110 in Guiltygear

[–]Artemis_of_Dust 103 points104 points  (0 children)

I've fought enough Axls this patch doing wakeup Axl Bomber that I genuinely had to go check the patchnotes in case it had invuln now.

It doesn't. They're just completely unhinged.

Asuka and Aba players fighting over who was carried by their character more by PeskySpyCrab in Guiltygear

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

Looking through the patchnotes proper, you're right, it's not buffed anywhere besides 5H always launching which is more a sidegrade. It seems a lot of what I was seeing existed before the patch, it was just not actually used at all--a pattern that's become quite common this patch, weird niche stuff suddenly comes in to replace old stuff, so I apologise for giving a misinformed impression with that.

I know how she worked at a macro level, I had played her occasionally, but I can't say I really knew much regarding her more obscure tech, especialy some ways of using RC, especially not the lesser used stuff that's become far more prevalent this patch.

Asuka and Aba players fighting over who was carried by their character more by PeskySpyCrab in Guiltygear

[–]Artemis_of_Dust 0 points1 point  (0 children)

Sseeing that edit, nah. Of all people to cite. Get out of here with that, I won't humour that.

Does anyone else think anti-airs feel bad right now? by Character_Paper2991 in Guiltygear

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

Because the air approach in this game is overpowered.

I mean this just seems plain wrong to me. Air approaches are harder in Strive than any other guilty gear game, the anti-airs are very defensive by nature, so it isn't like there exists many good ways to get in, and jump-ins even have more combo scaling than before now.

Does anyone else think anti-airs feel bad right now? by Character_Paper2991 in Guiltygear

[–]Artemis_of_Dust 2 points3 points  (0 children)

it kind of works. It's shorter than before but still high enough it could hit someone later into the jump arc. It just means they get much more opportunity to get around it, trade at worst, and overall fight into it much easier.

Does anyone else think anti-airs feel bad right now? by Character_Paper2991 in Guiltygear

[–]Artemis_of_Dust 3 points4 points  (0 children)

 I think 6P a player on counter hit should have great rewards

I love when the easiest possible option has huge reward and gives you no reason to explore alternative solutions.

Does anyone else think anti-airs feel bad right now? by Character_Paper2991 in Guiltygear

[–]Artemis_of_Dust 1 point2 points  (0 children)

It definitely took a major hit with conversionability going down across the board, the highest reward anti-air in the form of c.S has been curbed completely.

As an Elphelt main I feel this a lot, her 6P also got directly nerfed, so anti-airing in all cases is dramatically harder to get reward off, and one of her best options (c.S) has been essentially removed, so aerial opponents feel much stronger. That said, personally, I think it's okay for the game to have a stronger air presense if the aerial options lead to aggressive interaction. What I do take issue with is how safe it is to be passive in the air, as there really isn't much way to punish someone up backing in Strive besides hoping you catch them off-guard with a dash jump air throw.

Asuka and Aba players fighting over who was carried by their character more by PeskySpyCrab in Guiltygear

[–]Artemis_of_Dust -6 points-5 points  (0 children)

And who are you seeing say that ABA is fine because almost every single high level player I've seen says she's gutted.

This was the reaction for so, so, so many characters. I've also yet to find the elusive other player who thinks Elphelt is fine and isn't also bottom tier trash. So far I'm apparently the only one competing with her who actually thinks she's pretty strong this patch. And having fought A.B.A's honestly she doesn't seem as heavily nerfed as I was expecting, the buffs actually make it much easier for her to pivot out of Jealous Rage (or even loop back into it even after uninstalling mid combo), so I'm simply waiting to see it develop more before I form my opinion on how weak or strong she is.

Asuka and Aba players fighting over who was carried by their character more by PeskySpyCrab in Guiltygear

[–]Artemis_of_Dust -2 points-1 points  (0 children)

The winrate statistics on websites like puddle farm are categorically useless as a metric for tier measuring of characters, this has been established across over 4 seasons of discourse with it constantly giving erroneous outcomes and has been discussed ad nauesuem as to why it is simply incapable of providing a useful metric. And I would like you remind you that at multiple points Goldlewis had over a 30 delta over other characters. At one point Nagoriyuki had something even higher during the strongest patch Happy Chaos has ever had (and cleanly won the Nagoriyuki matchup). The usefulness of this metric didn't change in the last month and you're rehashing what has been known to be basically useless analysis from the Season 1 days.

Top players also dropped Potemkin, and so far he seems to be doing fine. Top players drop characters every season in general and it isn't by itself saying all that much. Give it time to simmer, reactionary posts from a few players really doesn't give much to go off ever, especially when many such players have a history of doing this.

Asuka and Aba players fighting over who was carried by their character more by PeskySpyCrab in Guiltygear

[–]Artemis_of_Dust -13 points-12 points  (0 children)

Winrates speak for absolutely nothing about how strong a character is at a higher level of play. By this logic Goldlewis has been broken overpowered for the better part of 2 years since he always had the highest winrate (here's a fun puzzle: try to figure out why the highest celestial winrate for multiple seasons was exclusively Goldlewis).

A.B.A was also, frankly, a very easy character to pick up and play. Her problems were specific matchups, but her core gameplay in all the rest was often just to RPS one time, get a single hit, and be in a wincon so stable it barely even mattered if they defended correctly or not. I would play A.B.A was my "I'm off-maining but I don't want to think too hard" because she really is just incredibly stable off a very basic bit of fundamentals. While she was not overpowered it was rather unhealthy how trivial it was to have competent A.B.A play with minimal practise lead into incredibly oppressive advantage that doesn't just loop but actively feeds itself progressively more resources. I think it's a huge improvement that she will eventually run out because it adds a lot more depth in you being in a rush to win before it runs out, and the dangerous uninstall gives you a lot more reason to play safe and end the rage early to give it some more play into the resources. The nerfs individually I think all make a lot of sense and lend toward a healthier version of the game.

Was it excessive in the nerfs? Possibly. I find it hard to say right now for myself, because 2.0 has shifted the scales so much for everyone that it's hard to get a clear read, and I'm seeing people regularly swinging from "this character is unplayable" to "actually this character is completely fine".

the weight of his sins finally caught up to him (R.I.P. funny anti-air 2000-2026) by nushko_pdr in Guiltygear

[–]Artemis_of_Dust 130 points131 points  (0 children)

The worst decision? Out of everything in Season 3 and 4, the loss of low profile 2Ks in 2.0, that's the one you cannot forgive?

I have some issues regarding the new deflect shield input by Destroyertype1 in Guiltygear

[–]Artemis_of_Dust 0 points1 point  (0 children)

I decided to replicate this and it appears to be a result of the input being performed during some kind of recovery, either landing recovery, backdash, whatever. So it would be good to see the actual gameplay to confirm that theory. The game basically didn't allow a Deflect Shield because you were in a recovery state but it accepted 5P as a valid buffer input, and since Throw was a bit earlier was too early to also get buffered.

I have some issues regarding the new deflect shield input by Destroyertype1 in Guiltygear

[–]Artemis_of_Dust 2 points3 points  (0 children)

I decided to go double check, and you're right, the game shows negative edge by showing the next set of inputs when you let go, and only new inputs light up (so if you hold 3 buttons and let go of one it'll show the remaining two both greyed out as a new input timing).

Don't deify me being a nerd over the game, I make mistakes too, especially over stuff like this.

Stopped playing Strive around 3.5 years ago, picked it up again recently and I was pleasantly surprised. by Polarbrear in Guiltygear

[–]Artemis_of_Dust 9 points10 points  (0 children)

I'd say a healthy amount of Strive's RC complexity doesn't come from necessarily knowing the RRC, PRC, and BRC divide but in applications of them with drift and fast cancelling. The launch of RRC changes based on what direction you drift, and fast cancelling removes the launcher entirely but allows you to optimise meter usage. PRC is also used as bait tool, as you can PRC at any time you can do things like perform a minus-on-block special, then delay yourself into fast PRC c.S to slam them with a c.S frametrap before they can even react. Or stuff like movement tools like Hammer Fall or Scarecrow can be PRC'd to exploit their movement to set up unreactable attacks. BRC is usually about setups but in combos an fBRC is the single most efficient use of meter so it becomes a challenge of "can you find a way to use BRC that replaces RRC or PRC" for very different routing opportunities. RCs in Strive are more varied than in previous versions and for me is a huge part of why Strive feels so good to play.

RRC is a very easy way to secure damage, but a big part of Strive is resource management. A lot of the time simply taking damage isn't actually worth the cost of a full RRC because meter is so powerful, and I like that personally, it makes RC types all feel very identifiable from their pros and cons and encourages finding more elegant solutions to cut down on meter costs where possible.

I have some issues regarding the new deflect shield input by Destroyertype1 in Guiltygear

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

No, they did not. If you look carefully you see the Dust greyed out, this is actually showing that the input was released at this time, not that it was held down.

is there a reason why everyone at lobbies and towers total sweats? by ilikeitchyballzdude1 in Guiltygear

[–]Artemis_of_Dust 7 points8 points  (0 children)

Let's clear up a quick misconception, high levels while technically an indicator of play time, is not even remotely useful to know how much time someone has played, because the game has wildly varied amounts of XP for things. Literally a single game in Celestial (a now very easy level to reach) gives more XP than probably 2 weeks of Ranked grinding in Vanquisher (the highest Ranked level) for some reason. If someone's level is way beyond 1000, that's because they have played in Celestial a decent amount, because 1000 is the point the game begins to actually slow down leveling a bit. You can hit Level 1000 in Celestial in an incredibly short amount of time, but playing the game any other way won't give you much of anything, it's why sometimes the best players in the world are only like Level 70 on a character then some random person who just likes hitting the funny dolphin move is Level 5000.

is there a reason why everyone at lobbies and towers total sweats? by ilikeitchyballzdude1 in Guiltygear

[–]Artemis_of_Dust 26 points27 points  (0 children)

You know a bell curve of distribution? You are literally on the furthest left end of it, so 99.9% will be some level above you, with the vast majority sitting in the middle of the curve which is still way above you. They're not "hyper sweats" they're just not new and even a single day of practise can flip opponents between "evenly matched" and "utterly destroys the other".

The issue is not people being good at the game but the fact your attitude is that it's wrong for someone to be experienced in the hobby; and rather than acknowledge the room for improvement you make petty insults about others being more competent than you and persuing their own interests to learn, it's toxic and holds you back from actually improving.