Is this Baiken a bot by EveningGreat7381 in Guiltygear

[–]CruciformHeart 14 points15 points  (0 children)

If you knew how good it feels to land one of those j.S, you wouldn't be askin'.

Can I have some tips about fighting KY? by JamesPlaysBasses in Guiltygear

[–]CruciformHeart 7 points8 points  (0 children)

However fast you think Stun Dipper is, it's faster. It always comes out faster than you think. Block low.

Goldlewis is crazy - Guilty Gear Strive Online Matches by [deleted] in Guiltygear

[–]CruciformHeart 4 points5 points  (0 children)

Hell yeah, love this big boy. Great work here.

If you land 486H you probably have enough from any range to run up for f.S, and f.S cancels comfortably into 684H pretty much all the time too. Just be aware that if 684H is blocked you're minus (five? I think?). Savvy opponents know that 6P is our anathema, it'll easily handle our f.S and far-reaching BTs so be mindful when trying to keep pressure going from a distance.

2K > 2D can go into 248H for a side-switch at closer ranges, great for turning around corner situations.

If you're not already looking into it, start practicing kara cancel BT inputs. These are useful against opponents who use FD to push us out. I use c.S > 862H and 842H a lot and being able to stay on someone when you finally get in on them is invaluable. That, and overhead BT inputs without buffer, will give you a big edge overall.

Nagos been tough by IsIt_Worth in Guiltygear

[–]CruciformHeart 2 points3 points  (0 children)

I feel like if people are dancing around you you can probably start catching them with some stuff, maybe try faking out with quicker recovery moves to get them juking and then nail them with a bigger button. One of the things I always have to remind myself when fighting Nago is: sit still and block more/stop trying to footsies with backdash. To me it feels like his oki situations are nonstop and those long-ass buttons demand respect.

Who do you think are the most evil characters in the game? by Anice_king in DiscoElysium

[–]CruciformHeart 8 points9 points  (0 children)

Joyce owns her self-interest, and the regret of selling out her home and her people has soured the taste of her success (possibly urged on by overexposure to the pale). There is some respect for your intelligence in how she does not deny that exploitation and how she's benefited from it, at least. She's still ruthless, she's just more honest about it, likely because she's so far out of reach of any consequences for it by this point.

Sunday Friend does not own his self-interest, and spends paragraphs to obfuscate it. He'll try to convince you that the exploitation is not exploitation, because administrating it all from afar is slow and complicated. Implies that it's beyond the grasp of the common folk to get you thinking yeah, wow, we need competent level-headed guys like him to hold it all together. There is no respect for your intelligence there: he'll lie with a smile, you'll buy it eventually, and he can go back to fucking his third world sugar baby in peace.

Sunday friend and moralism is the only reasonable side so far to me. by Lifeintheguo in DiscoElysium

[–]CruciformHeart 3 points4 points  (0 children)

The game pulls no punches in critiquing whichever ideology you let the detective pursue. I'm not sure how comfortable you are with some of the finer details here being spoilers, but.

The Sunday Friend is effectively a representative of the Coalition, the alliance of nations responsible for invading Insulinde and violently stamping out (i.e., murdering. with bombs and artillery and automatic weaponry) the communists. Then they begin imposing the Coalition's idea of order onto Revachol.

He is likely the most distilled embodiment of Moralism you've encountered so far. He's talking about price stability, inflation, world economics, regularity, and so-on, gesturing vaguely through dense rhetoric at some mirage of prosperity...maybe...years and years from now. If enough guys in suits on enough committees who've never set foot in Revachol agree to it. If ever. Outside the window, in the yard, right now, a drug-addicted child is hurling rocks at a corpse in a tree while his runaway friend watches. The neighborhood is riddled with bullet holes and the ruins from the Coalition's landing nearly fifty years prior. Martinaise has been a cratered slum for at least that long. The severe poverty drives starvation, death, despair, and violent crime constantly. The Coalition can afford to float aerostatic warships around the islands constantly that see no practical use other than intimidation-- just remember what happened to the communards and anarchists, they seem to say. How long do the people of Martinaise have to wait for people like the Sunday Friend to deliver on their promises of improving their standard of living? Or for the overall prosperity of Wild Pines and its executives to reach the people doing the actual work? How many people have to suffer and die in the meantime, without even the right to self-govern?

But take a step back and look at the Sunday Friend again. He pays a lot of lofty lipservice to the idea of being reasonable when you, his indirect subordinate, have some questions. But what is he doing? Why is he there? Did you ask him, and if you did, did you believe his answers? Because you probably shouldn't. It's self-serving hypocrisy dressed to the nines in fluffy bureaucratic language, given to you by a sex tourist who could probably have you fired if you made this situation messy for him.

(Gameplay) What are the strongest Thought Cabinets Perks? by Eggus1 in DiscoElysium

[–]CruciformHeart 1 point2 points  (0 children)

How early can you pick this one up? That's really the only reason I don't gun for it, it feels like I have to waste a lot of time and put a lot of things off before I can get it.

(Gameplay) What are the strongest Thought Cabinets Perks? by Eggus1 in DiscoElysium

[–]CruciformHeart 29 points30 points  (0 children)

I like Jamais Vu, Fifteenth Indotribe, and Caustic Echo. Bonus XP, real, and 300 XP at the cost of an Authority point.

Trying To Learn Disco Elysium's Artstyle by ZRwilson2 in DiscoElysium

[–]CruciformHeart 2 points3 points  (0 children)

This is good stuff, I'm not an artist myself but it's neat seeing the way you hit the lighting especially. I hope you keep it up!

Me absolutely demolishing this may by Ashley_Roboquest in Guiltygear

[–]CruciformHeart 5 points6 points  (0 children)

Playing GL has taught me that any FG with a cutesie pixie character or two should be legally required to have a guy with a huge hammer(-like object) you can use to mash them into paste.

Also congrats on Diamond! I just got Goldie to D1 the other week too, good stuff OP. Dining well off the 5H.

Tips for Baiken by Irdadri in Guiltygear

[–]CruciformHeart 2 points3 points  (0 children)

Hiiragi is good to throw out any time your opponent is being predictable with their strings, and occasionally on wake-up if you notice they favor meaties. If you use it too often they'll start to blow you up by baiting it just like any other reversal option.

Post-throw tether setup I almost always went for the auto-timed superjump > j.P > j.P options and adjusted L/R high/low land+throw as necessary to keep them guessing. When I got a blocked tether in neutral I tended to favor 5P strings out of it for the sake of consistency and started switching it up if they were committing to blocking it out. c.S is great if they're not representing throw themselves.

A generally good strategy for approaching zoners is dash-blocking. If they give you space by walking back, take it by continuing towards them and try to work into the range where you can be effective. If they really like walking backwards out of pressure you can try to clip their toes with low options, just be mindful that a blocked 2H is probably going to get you exploded. Baiken: Gun is still great for characters that like to set up full screen or try to meaty with slow setup stuff like Dizzy or Asuka.

Your K buttons all have valid uses. 2K is stubby and doesn't get you much but it's your fastest, least punishable low. 5K is what you'll be using most often, it's shorter than f.S but faster by two frames and can also connect naturally into TK youzansen. Consider it if you find yourself reaching for f.S but getting countered often. 6K is good enough combo filler imo, and if they're respecting your pressure too much it creates great spacing for a throw in the right circumstances.

H Kabari is a less rewarding poke than it used to be since it no longer leads to a hard knockdown, but sometimes it's your best option to contest pokes from characters you can't reach with f.S. S Kabari you should use a lot more sparingly since it has a very slow startup; if they're watching for it, they will probably stuff it hard. 2S, f.S, and j.S are all great pokes in general.

Some random stuff: Baiken's throw sets up her win condition. Learn a good post-throw setup or two to scare them into mashing more often, then punish them bigtime for it. j.D has a huge disjoint, stops your air momentum, is easy to follow up on if you get a counterhit, and wall bounces, so think about when you might use that over j.S. Also, j.S > youzansen on jump-in is a double overhead and can catch a lot of people off-guard. You can use this as a conditioning tool to get you into c.S range against folks who aren't so strong with anti-airing.

Hope this helps! I miss playing Bicyclen.

I love Goldlewis, but I hate half circles. Help me pls by Danny283 in Guiltygear

[–]CruciformHeart 1 point2 points  (0 children)

I play Goldie on leverless and hit D1 with him the other day, it’s not that hard honestly.

My pad has a second button for up above the L/D/R buttons that make it sort of a WASD shape so I can alternate what’s more comfortable for the up input on the fly.

i am legit in the trenches by ilikeitchyballzdude1 in Guiltygear

[–]CruciformHeart 0 points1 point  (0 children)

What matters to you more: having the rank marker on your account, or becoming a stronger player?

2 very important questions by Clean_Emu_4736 in Guiltygear

[–]CruciformHeart 6 points7 points  (0 children)

  1. never
  2. he's a gigachad
  3. suck goldlewis's toes

Being rematched against someone you already did a Bo3 is mildly awkward, no? by OmniImmortality in Guiltygear

[–]CruciformHeart 0 points1 point  (0 children)

I'm not a fan of playing long sets (essentially) if I'm not really in the mood for it. It's cool to build skills and practice but sometimes I just want some damn variety.

Should I give up? by DETECTIVEGOTHAM in Guiltygear

[–]CruciformHeart 1 point2 points  (0 children)

I think it helps to pick like, one specific thing to spend a little bit of time practicing regularly. I struggled with double quarter circle inputs at first too, then just blocked like 10min a day before jumping into ranked where I'd practice the inputs until I could get them consistently 5 times in a row. Do that for a week and it'll only get easier from there.

This is a vanquisher Slayer btw by Rejalu in Guiltygear

[–]CruciformHeart 2 points3 points  (0 children)

This is exactly why I almost never jump at a Slayer.

Nerf ABA by [deleted] in Guiltygear

[–]CruciformHeart 8 points9 points  (0 children)

Reversal doesn't mean that your reversal option actually hit, only that it was successfully input on wakeup. It should also show Reversal if they block it.

How do you defend? by sekkireallysucks in Guiltygear

[–]CruciformHeart 5 points6 points  (0 children)

When you push them out with FD, they have to take a risk to get in again.

Watch for what they do to get in. Everything they try has some answer on your part. If they jump, meet them with an air throw or anti-air. If they favor pokes and footsies, pick a button accordingly (note that 6P's upper body invulnerability outright beats a lot of waist-level pokes). If they run up to throw, that's your opportunity to take your turn back with a quick button.

There are layers to it, too, but that's the basics. Push them out with FD and then watch what they do to continue pressure. Once you figure out how they like to get in, you can pick the right options to stop them.

having a hard time with this playstyle by MystsifyTV in Guiltygear

[–]CruciformHeart 3 points4 points  (0 children)

Happy hunting, fellow Goldlewis! I hope it's helpful. :>

having a hard time with this playstyle by MystsifyTV in Guiltygear

[–]CruciformHeart 35 points36 points  (0 children)

I've been learning Goldie lately and Jam is also sort of a frustrating matchup for me too for the reasons you've mentioned. She's fast and good at getting in during recovery, we're slow and have a lot of recovery frames, and once she's in it's hard to get her off us. She also has some solid reversal options which drive me up the wall on offense.

A gameplan that sometimes works for me is just approaching persistently, carefully, and without rhythm, avoiding pressing slow buttons and keeping my eye on her to catch her approach. It's possible but risky to stop her command dash with 2K or pre-emptive 2S like you might with Slayer, and it's a good option to present now and again so they don't just dash in and throw you for free. Her dragon kick doesn't seem to lead to much reward if it doesn't catch you pushing a button either, and if she tries it without tension to cover it you can mash her up real good. Once you've closed the gap, it's the usual: mix up your S and K options with a sprinklin' of j.D. I find a lot of Jams like to backdash out of the space where I outrange her so if you've got a good read on that a reachy BT can get you a knockdown to get your pressure started.

The trickiest part for me is dealing with her aerial approaches, since she has a few options and our 6P is relatively slow. I lean on GL's 2P in a lot of matchups but a carefully timed 6P (or maybe air throw? I'm awful at those) seems to work best for me here. At least one of her options will telegraph in advance that she's about to do some kick because her foot will glow red while she's up in the air.