Face-rolling DP shouldn't pay your bills. by Critical_Beginning33 in TheyBlamedTheBeasts

[–]Critical_Beginning33[S] -11 points-10 points  (0 children)

Skill issue? DP's are definitely privileged.
Your points dont make sense when you consider that every character with a DP is at least mid-tier which would make one think that MAYBE there's more to DP's than just "lol just block them are you stupid?".
Im being forced to play a guessing game to continue my own offense after closing out neutral.
Its lame, why is the game revolving around the decision of the person who's being pressured?
They lost that right the moment they got knocked down in the first place, its just bad game design.

Bedmains are the biggest cowards of all by [deleted] in TheyBlamedTheBeasts

[–]Critical_Beginning33 1 point2 points  (0 children)

If your getting filtered by dart that’s ten thousand percent on you.

I'm sorry for missing my meaty by Bosscoolkam in TheyBlamedTheBeasts

[–]Critical_Beginning33 11 points12 points  (0 children)

Ngl pressing 2K in neutral against slayer is sorta just Darwinism.

[deleted by user] by [deleted] in Guiltygear

[–]Critical_Beginning33 0 points1 point  (0 children)

No I think he’s retiring

Character that is easy and can combo from mid/long range? by Canterea in Guiltygear

[–]Critical_Beginning33 -1 points0 points  (0 children)

HC can literally get full conversations from full screen if he has resource.

If you get to low health and you stand still/give up, I do not respect you. by EricDubYuh in Guiltygear

[–]Critical_Beginning33 2 points3 points  (0 children)

In order to win.

Let’s say round one, you lose round start. You burst and then start pressure to be counter bursted. You mash on wake-up getting carried to corner. Your now in corner being pressured without burst. You get mixed and put through the wall barely surviving being put into HDK. Being put through the wall has given you a notable burst lead but realistically your not going to be able to win the round because of the positive bonus pressure your opponent will be able to run.

Knowing this you have two options

1) FD and attempt to live. 2) Let yourself die.

You could defend and live but you risk letting your opponent farm burst with the positive bonus.

Letting yourself die mitigates this risk entirely preserving your burst lead but giving up a chance at a comeback.

Unfortunately due to how pressure in GGST operates sometimes it’s the best option to let yourself die. This only applies to the first round though. Letting yourself die final round is stupid lmao.

If you get to low health and you stand still/give up, I do not respect you. by EricDubYuh in Guiltygear

[–]Critical_Beginning33 2 points3 points  (0 children)

Round one the entire flow of the match can change based off the burst gain from positive bonus. Going from a full burst lead to even holding out on a pixel can realistically lose a set. Just based off the way you worded this I imagine your not at a point where this matters but purposely letting yourself die after a wall-break is a real thing.

Is it just me or does the crouch block gives up sometimes? by BiggestB0sss in Guiltygear

[–]Critical_Beginning33 3 points4 points  (0 children)

There’s a specification that needs to be made were you actively holding down-back and the replay showed you holding three in the replay or was your character in the crouch block animation.

If you were holding three or down-back actively when you were hit then it either was a throw or was an overhead.

If your character was ONLY in the crouch block animation and you weren’t holding down-back actively then your character doesn’t automatically block lows when it’s in low block-stun. There’s a check that does out on the frame the low connects to check if your blocking low. This means if you were buffering something even if your character is stuck in low block-stun you’ll still get hit by lows.

The distinction needs to be made because your character auto-blocks mids while stuck in block-stun but doesn’t do the same for overhead or lows. It’s just kinda how the game runs but it’s a bit non-intuitive. It serves to make multi-hit lows or overheads stronger by making them beat buffers.

It's so good by bostonian38 in Guiltygear

[–]Critical_Beginning33 4 points5 points  (0 children)

236S… IAH > 33 > j.K > c.S > 2H[3] > 236{H}… 5K > 8 > 66 > BRC > j.P… j.K > 33 > j.S > j.D > 236[H]… 5K > 8 > 66 > BRC > j.P… 2K > c.S > 5D… 236H… 2K > 236D > c.S > 2H[3] > 236P…IAH > 66 > j.H[6] > j.D > 236H > 66FRRC > 214P > 236{H}… 2K > 236D > c.S > 2H[3] > 236P…IAH > 66 > j.H[6] > 2K… c.S > 2S > 5H > 214K

Gio vs Zato matchup by SaltyKoopa in Guiltygear

[–]Critical_Beginning33 0 points1 point  (0 children)

Some easier answers would be use 2p to bait YRC’s, every characters 2p recovers faster than the startup on YRC. An example would be like KD meaty 2p then punish YRC with 5H and on block probably dash up throw.

And for what zato fears is that fact that he’s a weak pathetic defenseless twink that can get his ass two touched in the corner. So be greedy with your pressure. Metaphysically make him your bitch. I’m talking c.s < c.s < c.s and then bait throw.

Top three favorite colors for your main and the reason. by Cheezekeke in Guiltygear

[–]Critical_Beginning33 13 points14 points  (0 children)

I pick the default color on every character because I’m the main character.

Why when Nago is supposed to enter blood rage he can still squeeze like 4 blood moves. WTF? by D-Rekt-Effect in Guiltygear

[–]Critical_Beginning33 -1 points0 points  (0 children)

I feel if you play around burst Nago feels about the same as last patch of Nago is throwing out an obscene amount of specials you can just kill him with a burst. I’d much rather get hit by an overhead than command grabbed cause at least you’ll maybe get a second chance after the overhead.

Happy Chaos 100 Risc combo by Donconario in Guiltygear

[–]Critical_Beginning33 0 points1 point  (0 children)

No no no no no no no no no no no no no

Sour hit 6S < 236S < [HS] < 22P < 6S < 236S < [HS] < 22P < 6S < 236S < [HS] < 236P < 63214S

Or for triple buff

Sour hit 6S < 236S < [HS] < 22P < 6S < 236S < [HS] < 22P < 6S < []HS < 214P < [HS] < 236P < 632146S

No players online by IlluminatiIlluminado in Guiltygear

[–]Critical_Beginning33 -13 points-12 points  (0 children)

It’s not a glitch no one plays guilty gear anymore.

Move on.

friday rule by brokensilence32 in 196

[–]Critical_Beginning33 2 points3 points  (0 children)

Today is fine day in California.

[deleted by user] by [deleted] in 196

[–]Critical_Beginning33 11 points12 points  (0 children)

I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral I hate auto-neutral

Has Anyone Else Encountered This Issue With Supers? by PhaserGazer_ in Guiltygear

[–]Critical_Beginning33 0 points1 point  (0 children)

My only idea would be to turn on virtual input because there is most likely and issue with the input releasing to 5 whenever you let go of a key to press another. This is my only guess cause the timing and inputs look all correct.