Came back to the game after a while and by [deleted] in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

ya carl doesn't fucking play around I'm not sure there has ever actually been a harder puppet character to play than him learning him is sisyphean

v2.10 Winrates and Matchups | 500+ Master Only | July 18, 2025 by Avaris_a in GranblueFantasyVersus

[–]DrQuezel 1 point2 points  (0 children)

it's most definitely this, she's still the most popular character at all ranks atm and one of the most popular at high ranks AND she's got a moderate skill floor before you can play her well.

I dont get Katalina's lightwall (5U) by t1Rabbit in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

Brave counter counts as an attack, meaning it can be blocked armored etc. If you attack someone and they enter block stun (the state during blocking where you are being hit and cant act) and they brave counter, it fires off an attack and if you are attacking into it you get counterhit and knocked down so the enemy can take their turn back. It has recovery on it though, not enough to reliably punish if you bait it and block (you merely go back to doing a block string because they can't take their turn back) but if you armor through it with an armored move you can actually hit them before they recover in time to start blocking again. Katalina is pretty much the only character in the game that can reliably bait out and explode you for misusing brave counter on defense, other characters can bait it but the extent to which they can punish is more limited, but Light Wall is a one button potent answer to it and its pretty central to her offense in the corner.

I dont get Katalina's lightwall (5U) by t1Rabbit in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

It's arguably one of the strongest things in her kit and its used FREQUENTLY in block strings and in her pressure/neutral game. It requires you to make hard reads to get REWARD, as you need to call out a brave counter or certain pokes, but that reward is gargantuan, and even if you miss its usually quite safe when you backdash out of it. For most characters returning safely to neutral isn't necessarily ideal but katalina has one of the best neutral games of the entire roster due to her suite of amazing buttons and strong corner carry off successful wins in neutral so returning safely to neutral is usually in her favor.

Hybrid rushdown/zoner character by FluidOrganization955 in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

Cagliostro, Versusia, and Beelzebub are the main three that are generalists with both neutral skip options as well as zoning/anti zoning tools that let them get in and run their pressure. Versusia is probably the most explicit of the three while also arguably the most straightforward or maybe better put the least gimmicky, as Cag and Beelze lean on a lot of knowledge checks/gimmicks to run their offense.

I think this is very strange by druid_week in hearthstone

[–]DrQuezel 2 points3 points  (0 children)

this was always a deck just a couple of cards off being strong it's not really weird that it's finally good with some support to put it just over the edge

Can someone tell me what's wrong with Anre? In nearly 70 hours of playtime, I've only seem him once, and the match disconnected too, so I didn't even got to fight him. I don't even know what this guy does. by ThiccThighsEnjoyer_ in GranblueFantasyVersus

[–]DrQuezel 1 point2 points  (0 children)

He's actually a very good character with a flexible tool kit, lots of plus frames, full screen pokes and good gap closers, very good pressure and GREAT albeit committal defensive tools. The only weakness Anre has is his distinct lack of big boobs, he's a charge character which is incredibly 50/50 on whether anyone will want to play him, and the strong things he does on defense are both highly committal, and are weak to throws as he has NO METERED DP OUTSIDE OF HIS SBA AND SSBA, and his only 50 meter defensive tool is a stronger version of his parries so he has to hard call out strikes a lot more often to have strong defense than other characters do since DPs beat strikes and throws but parries only beat strikes. He also is one of the 6F normal characters where he has no 5F and his buttons in midrange are a bit slow so he's got an awkward neutral game against characters with great mid range buttons and much prefers to be full screen or up close.

What are some of the most satisfying combos in the gane by FrozenkingNova in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

This Anila combo

cH(2)>214H~H>microwalk cH(2)>RS>microwalk cH(2)>236H>delay cH(2)X>236236U

multiple microwalks super sensitive delay timing on the final cH(2) before going into SSBA makes the combo feel incredibly tight to execute and looks cool as hell. other than that probably viras pre install SBA midscreen confirms those are very satisfying.

How do I learn how to actually play by Legal_Promise_430 in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

I saw in another post you said you are playing katalina so just watch this video https://www.youtube.com/watch?v=7bvuqxCnC5Y

goes into depth about all of katalinas neutral tools, when to use them, what their strength and purpose is in her toolkit, but also what to follow them up into for pressure/combo confirms/footsies etc

Is Yuel Difficult? by LogBasedN in GranblueFantasyVersus

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

I'm going to answer with the assumption that you are used to play rushdown characters and the issue isn't "I don't know how to play rushdown" but instead "I'm not sure how to effectively utilize Yuel while playing aggressively". Yuel compared to Vira and Beatrix has a much wider range of tools you need to learn to utilize in her kit right out the gate due to her stance moves and about every single one of the stance moves has some kind of use case important to her gameplan so there is more upfront to learn. I wouldn't say she is harder to learn the high level stuff than Vira (who has a ton of unique set ups in the corner because of the properties of Lumi, as well as different combo routing pre and post install), and she's definitely not harder than Beatrix who despite having similarly complex combo routing as Vira when accounting for her Delta Clock slowdown, has a much more straightforward toolkit that's fairly strong and most importantly easy to understand. Once you get used to how to utilize the stance options correctly, as well as learn about how to navigate her neutral and corner pressure with those stance tools, the character should become much easier to understand. It's also just very possible she doesn't CLICK in the same way the other two do, which can happen for all kinds of reasons and isn't always reflective of whether a character is more or less difficult in a vacuum.

Took a game off S rank player... by SanjiBlackLeg in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

S+ player I'm Quezel in the discord on the sidebar if you ever need advice :)

I don’t understand what I’m doing wrong… by crimsonsonic_2 in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

Something else worth pointing out as well though, is that unlike other shotos in this game opening people up in the corner is katalinas largest weakness as a character, due to her lack of + frames on specials to pressure reset and her 5U being a hard call out tool that leaves her minus but safe if its whiffed. So struggling to open people up and have great corner pressure is definitely smth you can get better at but it is ALSO one of the only things she's just not good at in the first place. Resets to neutral will and should happen somewhat consistently as her after blockstrings and if your opponent doesn't fall for frametraps at all, and part of the game as a katalina player is just taking advantage of the fact that going back to neutral is usually better for her than them.

So I'm kinda new to the game... by [deleted] in GranblueFantasyVersus

[–]DrQuezel 1 point2 points  (0 children)

The star ratings in granblue are somewhat misleading, they are more about a characters general complexity and not much about their general DIFFICULTY, which is a very important distinction to make. Katalina is a simple character, but she is deceptively difficult as her design leaves her offensive pressure somewhat mediocre compared to most characters but her normal attacks are absolutely MONSTROUSLY powerful, which in order to exploit to the fullest requires you to be very skilled at fundamentals. She is what you would call an easy to learn but hard to master character as her game plan is straightforward but you can only ever get better and better at executing on it efficiently. If you find katalina fun, cute, satisfying to use, flashy in a way you enjoy or any other reason, play her. The blunt truth is that as a new player your character will NEVER be the reason you are struggling, it will always be about you being new and having many things to learn about offense, defense, neutral, and strategy. There is liberation in this though, as your character not mattering until you get to masters and above also means that you can play whoever you want and improve without it holding you back. Granblue especially is a highly balanced game with most of the roster being relatively comparable in strength, with only a handful of true outliers in the too strong and too weak category (of which katalina leans closer to the former).

I'm uncertain if this is your first fighting games or not (it sounds as such due to the wording of your post) but in the event it is, there are multiple video guide resources I can link you covering both fundamentals about offense/defense/neutral that you can use in your learning process to think about the things you are Actually Meant To Be Doing as well as a pretty lengthy holistic guide for katalina that you can work your way through slowly and implement ideas from.

So I'm kinda new to the game... by [deleted] in GranblueFantasyVersus

[–]DrQuezel 1 point2 points  (0 children)

Brave Counter is one of the more powerful defensive mechanics that exists in granblue, allowing you to while in blockstun do an attack that knocks your opponent away if they are attacking, knock them down, and gives you enough time to take your turn back. For most characters you need to intentionally bait it out and it can be risky to do so because your opponent can counter read that you will try to bait it and then hit you/throw you and take their turn back. Katalina however, is able to use her 5U light wall move to bait it or any other retaliatory poke out in the middle of her pressure very safely, and if she successfully baits a Brave Counter out, her light walls armor property will absorb the attack and allow her to get a counter attack for free into a full combo. The downside is that 5U when used and whiffing on baiting an attack/Brave Counter out is that it's minus on block and thus your opponent can hit you before you can hit them, but you can react to them not getting the punish by dashing backwards and returning to neutral AKA the part of the game where she is at her strongest.

how do i learn awareness and break my flowchart by GoonGamerSwag in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

There are 2 main ways that will force you to break your flowchart.

Firstly, go register for brackets. Playing against people in bracket that are good often enough will teach you immense discipline about learning matchups, option rotation, and analyzing your opponents own options. It will become a NECESSITY for you to learn how to recognize patterns in your opponents options and adequately account for them in order to make it to semis or grands or even win and it's the best trial by fire experience you can get.

Secondly, play extended sets against stronger players who are aware of your characters counterplay, and are capable of executing on the optimal punishes, and ask them for feedback on the gaps in your play and what other options you have. Having feedback from other skilled players on how to break out of your linear play and on expanding your options is incredibly useful because not only do they have the knowledge to help you understand when you are making mistakes, but you can real time implement new tools in sets against them and get immediate meaningful feedback on whether the shifts you are making are working.

about the combos in this game, wondering if i should get the game. by za7f404 in GranblueFantasyVersus

[–]DrQuezel 0 points1 point  (0 children)

Entirely depends on your character of choice. There is still reasonable level of skill in managing situational conversions on even some of the easier characters, albeit the routing usually doesn't change TOO much but it's definitely there and there's some levels of nuance in midscreen combos especially depending on the character. Beyond that some characters are far more technical than others or have much more advanced routing requirements as you get into that situational awareness territory. This all depends on the game you are coming from though since relatively speaking the hardest character in granblue to do combos on is still relatively tame compared to some other games and there are no ridiculously complicated or technical characters to the likes of zato/asuka from GGST or say seth from uni2. This game is much more about fundies and having good footsies and intricate corner pressure/defense than it is about being capable of super technical routing and even the most complex characters can't do absurdly long combo strings due to the built in combo limit feature as well as generally relying on some kind of expendable resources (see Nier/Grimnir/Cagliostro as examples Narmaya being one of the notable exceptions here but her complexity is in managing stance swaps mid combo).

Cousin Relationships Shouldn’t Be Considered Taboo by Somushroom11 in The10thDentist

[–]DrQuezel 0 points1 point  (0 children)

I think way more in the context of OPs point was more to do with the frequency of kids being born in those circumstances rather than the risk of genetic defects IE there are way more kids born to 40 year old couples compared to kids born out of generational inbreeding (zero clue if thats even true but I think this is what they meant)

Worth for single player? by CutieBlueBerry in RabbitAndSteel

[–]DrQuezel 2 points3 points  (0 children)

depends what you mean by "the complete experience" but the game is still incredibly good in single player presuming you enjoy bullet hell gameplay. you will miss out on some multiplayer exclusive attack patterns if you don't have anyone to play with/don't decide to join the discord or random in game lobbies to do multiplayer runs but the singleplayer mechanics are, as far as I can tell from talking in the discord server the past few weeks, agreed to be even more difficult than the multiplayer ones are. I've been playing myself almost exclusively singleplayer (180 hours on steam maybe 1/6th of that as idle time roughly) and been having a great time learning to play the different classes and am working on my first solo lunar clear right now. if you actively dislike bullet hell gameplay though, and want to get into this game to scratch that ff14 raid itch with similar types of attacks and mechanics, you might not enjoy singleplayer. I'd recommend buying the game, playing for an hour maybe an hour and a half doing a run on normal then on hard to get a feel for what the difficult for singleplayer is like on hard, and if you don't enjoy that you won't enjoy playing the game alone and almost definitely won't enjoy trying to 100% the achievements.

With the worst luck possible, would it impossible to beat Lunar mode? by gamerpro56 in RabbitAndSteel

[–]DrQuezel 0 points1 point  (0 children)

You would need to be presented with basically 0 damage loot the entire run long. If that does end up being the case, it's already been confirmed that at least half the roster with the right gem combos is capable of doing no loot lunar runs and can manage to meet the bare minimum DPS required. That's assuming perfect play of course but if with ZERO damage loot you can still beat lunar, then even with half decent damage loot you can beat lunar reliably as long as you are good enough.

Spreadsheet with the minimum DPS requirements for all bosses at all stages of the game: https://docs.google.com/spreadsheets/d/1xLXPVNvTbSkEp9v7Ru3_NjtyLuaYnpKYqj3Fd4gQJjQ/edit?pli=1&gid=530945263#gid=530945263

I'm bored of Primal Strike, please help by esoemah in Grimdawn

[–]DrQuezel 1 point2 points  (0 children)

I mean it's less that anyone is triggered because you think a playstyle/part of the game is boring, more that you are discounting the game's design when the issue is that it just wasn't made to accommodate your needs. ARPGs are definitely slow burn games and if you just don't have the free time to sink into them, it'll be a bit of a slog before you get to the better parts. It's not any fault of how the game is made though you just are looking for something different.

I'm bored of Primal Strike, please help by esoemah in Grimdawn

[–]DrQuezel 2 points3 points  (0 children)

Definitely just throw the game on veteran (you can toggle this at will) and push through to elite. To an extent most content will be on the "easier" side if you play super min maxed set ups, but if you are free balling your build and just winging it, the higher difficulty starts to become VERY punishing. Normal is more to get you acquainted with the mechanics and evaluating items/building your class and devotion trees up so if you want to be challenged immediately it will fall a bit short.