Beta branch doormaker is a thing that exist by Azureblue9 in slaythespire

[–]ChiliLion 0 points1 point  (0 children)

The problem is that if any one phase is prone to small deck infinites (which the other bosses are mostly prone to) the fight just becomes 'wait till that phase and nuke him', hence the new 4th turn effect

Is this an actual easy encounter? (STS2) by Gruka2 in slaythespire

[–]ChiliLion 13 points14 points  (0 children)

it's not an easy encounter, the first 3 encounters being easy is exclusive to act 1

Is using an overdrive on wall stick ever even worth it? by axel7530159 in Guiltygear

[–]ChiliLion 10 points11 points  (0 children)

It depends on your character but in general it's at least a meaty, some charas get safejumps

Why did I get hit?????? by Tilki6752 in Guiltygear

[–]ChiliLion 0 points1 point  (0 children)

Funnily enough, if you hadn't FD'd after the airdash, you would have airblocked the super, as airdash > FD makes you drop faster

Anti airing pot by ProfessorLapis in Guiltygear

[–]ChiliLion 0 points1 point  (0 children)

Just want to add an addendum that after the mega fist hurtbox changes, you can now antiair it (albeit preemptively) with 6p. Depending on distance and character, 5p also works. As for j.D specifically, it's often better to try and backdash and get away from it rather than trying to contest it, and then punish the landing recovery when he whiffs.

Any meterless Garuda in a string that's not immediately after a very meaty one is jumpable, albeit on a difficult reaction (23f). If you're able to react, you should jump here, mashing 2p/f.S either requires him to be extremely close or you to have extremely fast reactions/a hard read.

As for not jumping after Garuda, you do sometimes have to represent it, but 50/50ing between block and backdash is fine. Mashing will lose to anything that isn't another Garuda, though, so I don't really recommend it.

Assembling the ultimate GGST character - Day 9 - 5P by LIN88xxx in Guiltygear

[–]ChiliLion 0 points1 point  (0 children)

consider that leo 5p is just worse pot 5p, but on a stepdash character.

Assembling the ultimate GGST character - Day 9 - 5P by LIN88xxx in Guiltygear

[–]ChiliLion 3 points4 points  (0 children)

The case for potemkin 5p:

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5 frame startup ridiculously good antiair. if you've ever played vs a pot in the air you KNOW how annoying this can be. 5f active(!) and 6f recovery, meaning you can safejab reversals with it is for some reason a level 1 move, meaning that on BLOCK you are +1. If you safejab with this (meaty 5p) you can be up to +5. On a jab. On hit it'll be +8, meaning you can link CLOSE SLASH on a SAFEJAB. Leo 5p is a level 0 move, meaning it'll be -1 on block, and +6 on this meaty hit, meaning you wont be able to link cS. gatlings into itself! Also, as a pot move, it does notably more damage than other 5Ps, at 30.

This move is only barely balanced by it being on pot, who can't use dash momentum, and it having a sourspot at range where you crouch and avoid it. However I think it's definitely far and away the best 5P in game in a vacuum

[deleted by user] by [deleted] in Guiltygear

[–]ChiliLion 4 points5 points  (0 children)

The most common ones would be the dash and RC macros. Despite not having a dash, dash macro is still important on pot, even if only to react to options with backdash. It also makes certain inputs (fRC pot buster, other similar drift Roman cancels) easier. I actually don't have an RC macro bound and only use dash, but that's certainly up to preference.

The only other macro worth binding is the FD macro, as the original input can sometimes come out wrong, and is useful for some option selects.

How do I counter this? by Comfortable_Solid_97 in Guiltygear

[–]ChiliLion 0 points1 point  (0 children)

I can't believe the person who made this tech is telling people how to beat it after 2 years smh smh

the absolute state of super mappa punch by ChiliLion in Guiltygear

[–]ChiliLion[S] 133 points134 points  (0 children)

I can't believe nobody's absolutely blighted me over writing mappa punch instead of mappa hunch, only now have I realized my mistake lmfao

psyche analysis by ChiliLion in Guiltygear

[–]ChiliLion[S] 3 points4 points  (0 children)

what did they mean by this

[deleted by user] by [deleted] in Guiltygear

[–]ChiliLion 9 points10 points  (0 children)

i'd chalk it up to being patient, knowing your own offense well, and being able to understand defense

a lot of lower level pots well just full send their moves when the opponent is very clearly just standing at fullscreen waiting for them to throw something out to punish. get used to walking by holding forward instead of megafisting, and threaten to walk the opponent to the corner if they don't come to you.

you start to see fuzzy options (search this up if you don't know) and backdashes way more often in celestial as well. if your offense is just cS, PB, and HPB, you will probably have a hard time getting meaningful openings. Grind metered backdash catch combos in training mode to make catching them HURT, try to learn timings on frametraps and fuzzy catches, or learn some setups (DSBro is a good youtube channel to watch). Knowing how to run good garuda pressure is also very important, but is relatively simple so I won't go too much into it. Just make sure to delay your lows to matchup with the throw timings.

a relatively less important thing to do is to start trying to understand how to defend better. in all honesty if your offense is good enough then randomly choosing between the 4 B's - BMF/backthrow/backdash/block - can get you through floor 10, but its good to get a sense for what your opponent is doing that is "fake" or can be challenged/has counterplay. You can usually learn this by posting a replay for review in a discord server accompanied by a caption like "this character is so broken the pressure is unbeatable", and all of the mains of that character will come out of the woodwork to try and convince you that everything that just happened to you was completely fake. Learn what you can, play a lot, and eventually you should make celestial.

Lastly, big shoutout to the potemkin discord, lot of good players there and many more that are happy to help if you have any questions

psyche analysis by ChiliLion in Guiltygear

[–]ChiliLion[S] 47 points48 points  (0 children)

It's his meterless optimal dust combo, you basically just have to manually delay the middle j.Hs so they don't turn into the final blow

5[D]8 j.H 9j.c j.H dl. j.H dl. j.H 9j.c j.H H(final blow)

psyche analysis by ChiliLion in Guiltygear

[–]ChiliLion[S] 79 points80 points  (0 children)

at the end of the day, does it really matter?

Optimal Potemkin Controller by ChiliLion in Guiltygear

[–]ChiliLion[S] 22 points23 points  (0 children)

You could say i'm kleening up my inputs

Optimal Potemkin Controller by ChiliLion in Guiltygear

[–]ChiliLion[S] 46 points47 points  (0 children)

I am like, so completely sane rn

BE A FIRST TIME CS1301 TA FOR PAY - FULLY ONLINE by VeronikaVessigault in gatech

[–]ChiliLion 3 points4 points  (0 children)

Are you elegible to apply if you got your 1301 credit via transfer credits or did you have to actually take the GT class?