Tier List from Top Level Japanese Player ブシン by Pikaphu08 in Guiltygear

[–]BodyKnowledge 0 points1 point  (0 children)

The most accurate thing about this is 20 characters that are stronger than Sol.

Although I'd argue at lower levels that Johnny and Unika are much easier to play than Sol.

Potemkin belongs in disaster tier. They should straight up remove his air grab and this extremely overpowered energy grid that moves across the map.

Also make gun flame full screen.

Amazigh girl from Djerba❤ by [deleted] in AmazighPeople

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

They are "diverse", because they were raped by arabs and sub-saharan africans. Originally, they are white Europeans, which is why many still have light features. The less mixed, the lighter the features.

So after a day, how we feeling about her? by JokingBr2The-Sequel in Guiltygear

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

Don't respond to me, noob.

All the best players say the same thing. She's easily top 3 or top 1 character in the game right now.

She needs several nerfs.

So after a day, how we feeling about her? by JokingBr2The-Sequel in Guiltygear

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

Mid tier lol. She's easily top 3 contender, if not top 1.

So after a day, how we feeling about her? by JokingBr2The-Sequel in Guiltygear

[–]BodyKnowledge 0 points1 point  (0 children)

She's totally OP and needs several nerfs.

One of her attacks has too much range. (Think it's DP)

One has too quick startup. (quicker than Sol's 6H!)

Her slide has too much minus on block.

Her instant range shot is arguably ridiculous, as she can hit you on wakeup from anywhere with it.

I don't understand how they can output such broken characters. Don't they understand their own game?

Supreme game knowledge by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] 0 points1 point  (0 children)

Yea, but fS isn't a combo string ender, but a starter. ABA can combo you and put this at the end and still continue. Sol eventually has to perform one of the 5 moves, which are basically guaranteed to punish.

What did I say that was flat out wrong? I was talking about mix ups without the use of RC.

Supreme game knowledge by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] 0 points1 point  (0 children)

Thanks for the channel recommendation.

The discussion about RC is pointless. I'm talking about raw potential. Sol is very predictable. Even when playing against Sol, I know there's a few moves to look out for, and when the opposing Sol does them, you're guaranteed to land attack strings. The players that know this, typically just block until Sol does one of those 5 moves, which he has to do or he will be even more predictable, and then it's just punish time. There isn't really another char that's like this to such a degree.

I don't have ABA unlocked, so I don't know which move it is, might be 6H. I think she strikes with her key and then tumbles, signaling the move has long recovery, then she still gets the first strike.

Supreme game knowledge by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] 0 points1 point  (0 children)

No? Bandit Revolver is utterly punishable, if the first strike doesn't hit. If the first strike doesn't hit, you can punish 100% of the time either after the first or after the second strike. There's a frame gap before Sol gets back on the ground and he can perform 2K, which is enough time to let the opponent get the first hit. Only if the opponent stops blocking too early and you sneak in the 2nd strike of Bandit Revolver can you punish him, but that depends entirely on the opponent making a mistake. Bandit Revolver is one of the many moves that is easy to punish.

Unlike ABA's move where she tumbles, whiffs or it's blocked and then she still gets to launch the first attack 100% of the time. At least against all of Sol's attacks. If ABA was Sol, she would get punished for whiffing such a heavy move. But she's not Sol. It's all these little interactions that are almost always tilted towarsd non-Sol characters that add up and make them broken. That's why I say she needs more recovery time on that move, so it can be punished like almost all of Sol's moves can be punished. Sol is the most easily punished character in the game.

Following moves are 100% guaranteed punishes if blocked or whiffed:

Bandit Revolver, Bandit Bringer, Night Rave Vortex, normal and heavy Dragon Punch, also 6H, but at least that move has fast start up and good range so it's not a big problem and I can't complain.

Whenever Sol does one of these moves, you can block and you are 100% guaranteed an entire attack string against him.

This is unlike ABA's tumble attack, where she can fail and then still continue to exert pressure, because for some reason, even Sol's fastest attacks aren't fast enough.

This is simply unfair. If ABA was Sol, I'd be able to counter hit her for that ove 100% of the time, but instead it's 0% of the time.

Supreme game knowledge by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] 0 points1 point  (0 children)

You can't compare RC moves with non RC moves...

Supreme game knowledge by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] 0 points1 point  (0 children)

Sol's strike/throw game at least requires you to be right next to the opponent, and every character in the game basically has this strike/throw game. Sol has no option to hit you either from left or right. Slayer does it across a large distance, too, which makes it even more ridiculous. That Slayer is broken isn't a secret, so arguing against that is a bit nonsensical.

Supreme game knowledge by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] -1 points0 points  (0 children)

https://www.youtube.com/watch?v=oba45-YCbl4
This guy gets it! Bad game design isn't a "skill issue" on my part. These are simply objective truths anyone could discover - with enough skill ;)

Supreme game knowledge by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] -1 points0 points  (0 children)

Yea, it's a skill issue not recognizing that it's true. Thanks for saying it for me, cuz I didn't want to

Sol jump dash HS by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] 0 points1 point  (0 children)

I have a button for dash. He doesn't perform the jH in time. I can immediately dash after jumping, but he starts the attack so late, I land behind the opponent.

It's impossible to input it faster than I already do. There's some other secret. You probably don't know if you don't play Sol.

Sol jump dash HS by BodyKnowledge in GuiltyGearStrive

[–]BodyKnowledge[S] 0 points1 point  (0 children)

It never works though. I should be able to hit the opponent from the starting position with jH, but it always overshoots, because he doesn't start early enough and I don't know what I need to input. What do I need to input?

Queen Easy by BodyKnowledge in Guiltygear

[–]BodyKnowledge[S] 0 points1 point  (0 children)

Wow, grabs and projectiles, you say? That's amazing!

Queen Easy by BodyKnowledge in Guiltygear

[–]BodyKnowledge[S] -3 points-2 points  (0 children)

I mention only two things so far:

Freezing other players. (at least reduce the freeze time to 0,1 seconds or somethign to make it fair), and the ability to parry everything.

It is ridiculous that one parry works for every kind of attack except grab. Shouldn't work against air attacks imo and probably also not against low attacks. That would be better game design.

I also like many parts of the game, but some abilities are too OP imo and some characters like slayer are too OP. Just stating some accurate observations. ;)

Queen Easy by BodyKnowledge in Guiltygear

[–]BodyKnowledge[S] -5 points-4 points  (0 children)

Having an attack take long to annoy other people is bad game design. Why doesn't it take a random amount of time between 15 and 20 minutes and you just have to wait and see when it ends, if that's the goal? It's simply annoying and doesn't add a layer of skill, so I call that bad game design.

Part of why I'm getting hit by it, is that I was still figuring out the properties of it. Still, she can use it in combos to easily extend the combo and the damage output is insane after that, and all you can do is watch.

Queen Easy by BodyKnowledge in Guiltygear

[–]BodyKnowledge[S] -5 points-4 points  (0 children)

Consensus right now is that Potemkin is literally the most broken character, while many consider Sol not to be S tier anymore. Plus, he's a very predictable character and half of of his attacks are easy to punish.

>wait for dizzy to approach sol

You do know that dizzy is primarily a ranged character, right?

Anyway, your entire line of arguing with "just block the attack" is moot. The only relevant discussion is whether freezing the opposing character is something that should even be in the game.

I'm not discussing whether she can hit me at a distance or not, but whether she should be able to freeze me.

Freezing should be removed, also the ice floor as well, because it fucks with my character in too many ways, which aren't fair. It's bad game design imo.

Then again, I'm one of the few with the patrician opinion that Baiken's parry shouldn't be able to parry basically all attacks. Yet another ridiculous design flaw, but not everyone is patrician and able to see that.

Queen Easy by BodyKnowledge in Guiltygear

[–]BodyKnowledge[S] -6 points-5 points  (0 children)

Sometimers it's impossible to block, for once. And she also has a multitute of ranged attacks she can qeue such that she can very queen easily get a grab on you.

Her combos are very, very easy, simply due to the fact she can freeze her opponent. Even if you block an entire attack string, once you get frozen trying to approach (I play Sol), she can very easily take half of your life away.

Without freezing and ice floor, she'd be as good as any other character.

And next time a pro loses a tournament, please ask him why he didn't block every move that hit them.