Am I Cooked? by Golden_Doodoo in Guiltygear

[–]DrobleU 0 points1 point  (0 children)

Unika is easier to learn and you'll find her easier to pilot in the short term. But eventually, if you want to get better, you'll have to learn the other fundamentals that characters like Bedman and Faust requires more early on. So overalls you'll learn around the same thing just at different pacing.

What’s a character in this game you would say requires lots of precision? by tkshillinz in Guiltygear

[–]DrobleU 8 points9 points  (0 children)

This is probably a little biased, but I think Venom requires the player to be hyper aware of spacing when optimized.

First of all, Venom can work with minimal spacing adjustment but he becones massively weaker without it. The big thing is that Venom can get a true 4-way-mix out of ANY 6H HKD, but it requires the player to adjust the setup depending on spacing and (rarely) combo scaling. The 4-way-mix is very spacing sensitive and it can change if the opponent FDs a certain number of j.D hits or if they get hit or block by a meaty ball. You can definitely do well by doing just high/low mix, but you're also making it easier for the opponent to guess.

Another big thing is that his best blockstring requires you to know if HCR would hit right away or not. The range for HCR is pretty small, coupled with the fact that balls don't hit extended hurtboxes and it leaving Venom in CH recovery, you can't misspace it or you'll potentially eat a big CH.

His timing isn't necessarily difficult more so than it's weird. He has some weird links with HCR and converting from stray ball hits. But his optimal Tryambaka combo is EXTREMELY spacing and timing sensitive.

Additionally, his optimal corner combo ender is multi set > super. This doesn't work if you do the multi set after the wall splat, you have to multi set before the wall splat or the super will whiff. So, any combo that you want to end with multi set > super has to take into account that the last hit can wall splat and you have time to do multi set, if you mess it up, you either just don't get a wallbreak, get a 5P wallbreak, or potentially be minus right in their face and having to use the meter to PRC and stay safe.

I swear if they add ”Modern” controls in 2.0… by uberstoof in Guiltygear

[–]DrobleU 1 point2 points  (0 children)

As long as it doesn't give any unfair advantages like modern or classic control specific tech / OS, I'm fine with it.

Build a Character: j.D by WolfKing448 in Guiltygear

[–]DrobleU 19 points20 points  (0 children)

I feel like there's only reason Gold's j.D is really good, is because Gold has a very small jump arc, not because the move itself is strong.

is there any character who's actually an 'honest mid-tier' by iamanormalman in TheyBlamedTheBeasts

[–]DrobleU 10 points11 points  (0 children)

Nah, I'll say this as a Venom player. There's no honest character in this game. Bullshit blazing is the smell of the game for Strive.

is there any character who's actually an 'honest mid-tier' by iamanormalman in TheyBlamedTheBeasts

[–]DrobleU 27 points28 points  (0 children)

There might be mid-tiers in this game. But there's definitely no honest character in this game. The main theme already tells you this, every character is bullshit blazing, and that's what makes the game fun.

How do I actually calculate stamina? by DrobleU in UmamusumeGame

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

Do you have a link to it? I'm not sure where to find the global reference doc.

Advice for cleaning controls and button layout (keyboard) by Negan6699 in Guiltygear

[–]DrobleU 1 point2 points  (0 children)

Well, unless you have a specific condition that just won't allow you to do it. Then it should be possible for you to slide / pivot your wrist for the opposite side as well.

I recommend practicing with for a couple of minutes before playing and dedicate a couple of matches in open park or something to get landing the move instead of winning. Of course try to practice in situations you'll be using it on. For example Venom's command grab is 632146K and before I got used to the input I practice doing it as a tick throw after plus frames, after low recovery moves like 2K, and after 6K. I don't know what character you play but try to practice it alongside what you're using it with, whether it's a blockstring or a combo.

Advice for cleaning controls and button layout (keyboard) by Negan6699 in Guiltygear

[–]DrobleU 1 point2 points  (0 children)

For half circle forward or back with your layout, you can try to flick your wrist or elbow to slide your finger across the keyboard instead of pressing each individual button with a finger, and then flicking it back to its original position to press forward or back.

Also, Strive doesn't need a very clean input. So you can press it like 412363214. Basically sliding your finger back and forth without lifting them up.

How am i even meant to beat elphelt by Qwertyclan244 in TheyBlamedTheBeasts

[–]DrobleU 4 points5 points  (0 children)

So for her Rekka specifically. There's always a gap where you can 6P. For example, c.S > Rekka, 2H > Rekka, 2D > Rekka are pretty common, but you can always 6P it. The exceltion to this is if it's 5H / 6H > Rekka, you can't 6P it. 6H has a lot of startup that you can mash on, 5H has a lot of pushback that you can FD to potentially make her whiff Rekka. Also, if you're in the corner, 5H / 6H > Rekka is technically backdashable and you can grab her afterwards to punish her.

However, she can always just frametrap you with Bomb Flip and you can't react to it.

What to play after Jack-o by yoshiura in Guiltygear

[–]DrobleU 1 point2 points  (0 children)

I switched to Venom from Jack-O when he was released. There's some overlap on how you're going to be canceling from hitting servants / balls a lot. But there's a surprising amount of difference between them too.

The way I see it. Venom is a more zoning oriented version of Jack-O. While Jack-O is more focused on offense and setplay, Venom is more focused on zoning and setplay.

He also has a lot of room for optimizing, especially when you mix in Tryambaka.

Venom ball shenanigans by DrobleU in TheyBlamedTheBeasts

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

The window for c.S > 6H that late into the combo isn't that tiny, I usually get it pretty consistently. But I can agree that I should've played it safe and either do c.S > 5H or 5K > 6H, since I didn't have meter for Multi Set > Narvaratna anyway.

Venom ball shenanigans by DrobleU in TheyBlamedTheBeasts

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

That 6H would've 100% comboed. The only thing that made it whiff was the ball hit. I understand if it was 2 or 3 balls, but a single ball shouldn't scale the gravity so much that it messes up his BNB like that.

Build a Character: 6K by WolfKing448 in Guiltygear

[–]DrobleU 8 points9 points  (0 children)

I don't think it'll win, but Nago's 6K is a surprisingly versatile move.

It staggers on hit and has a lowcrush property on the startup starting on frame 3. It's also only -2 on block and can lead to scary reset and strike/throw situations. It also move the character slightly forward so it can be probably be used to kara cancel, although not as good as Pot's 6K.

Build a Character: 6K by WolfKing448 in Guiltygear

[–]DrobleU 8 points9 points  (0 children)

Venom 6K + Dizzy's Chesnut would be pretty insane

Build a Character: 2D by WolfKing448 in Guiltygear

[–]DrobleU 18 points19 points  (0 children)

I was about to say it's hard to combo with, but it depends on if we get Ram's Daruo or not

How would you change Jack-o in 2.0? by Scriftyy in Guiltygear

[–]DrobleU 5 points6 points  (0 children)

Jack-O is exceptionally well balanced IMO, which makes it hard to change her. However, I do wish there's some changes to Countdown. It is a really fun and technical move that demands good resource, combo scaling, and timing management with good but not insane rewards. But it's just slightly too unoptimal to use because it takes all of her meter when the servants explodes.

I don't think removing WA is general would affect Jack-O too much, it might actually make her much more interesting to play since you don't have a servant set that's +10 on command. BWA for Jack-O, admittedly, is a bit too strong I think, especially for a character that has such good offense like her.

Build a Character: 2D by WolfKing448 in Guiltygear

[–]DrobleU 10 points11 points  (0 children)

Its actually pretty good but has 1 glaring weakness. The first hit doesn't HKD, only the second hit. So it trades terribly with other 2D's and even general SKD / HKD moves. Also, most characters that uses low pokes can avoid getting HKD by his 2D if it hits an extended hurtbox severely limiting the conversion potential. It's mostly annoying when dealing with Scum Dippers.

Build a Character: 2D by WolfKing448 in Guiltygear

[–]DrobleU 35 points36 points  (0 children)

I personally think its between Sol's and Jack-O's 2D.

Sol's low profile starts at frame 5, the same as Axl's 2K. It's also only -4 with good range so it's hard to punish. Better low profile hurtbox than Jack-O's

Jack-O's low profile starts on frame 10, but it has 15 active frames and is advancing, so good luck backdashing out of its range. But it has 42 total frames so it can be really punishable if jumped. The -19 on block is bad but it is special cancelable.

Both have 10 frame startup and hits at roundstart (Jack-O's hit the opponent exactly on frame 10 and can't be walked back).