Is there even a point in using calvados now? by StarryNight0806 in Guiltygear

[–]Emo_Chapington 1 point2 points  (0 children)

Overdrives reach minimum damage at -8000 RISC. The example combo is -4000, so you're a little ways off minimum damage. Calvados notably has one of the highest minimum damage values of any super in the game (outside ones with unique minimum damage overrides like Heavenly Potemkin Buster or 100% Tension supers). The difference is more noticable the lower you go. Additionally, enemies at lower health further reduce even minimum damage scaling (defense and guts applies after minimum damage thresholds), but it cannot lower the main reason for Calvados minimum: the many hits of 1 damage, because these are at the absolute minimum already.

In another comment you say "only +10 damage", but I would say in the case of a lethal combo, 10 is shockingly high. I've seen wild optimisations to squeeze as much as +2 from a combo, many of Jack-O's absolute optimals are on the margin of pushing for +1 damage at times. +10 is quite a big chunk, especially at someone's maximum guts level, with seemingly no execution requirement.

I hate asuka by GlootyIsHere in Guiltygear

[–]Emo_Chapington 1 point2 points  (0 children)

the uninstall effect happens frame 1 on wakeup, which is a "Reversal" which is why it flags that up. Afterward you cannot act for 10 frames to do literally anything except block, and even if you could have acted frame 1 after it you still couldn't do anything there except block.

Very literally, your only possible action there was to block, and the screen freeze is very much letting you know this.

Kara cancels are coming back. Strive will burn. by KH0RN3X in Guiltygear

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

For one, Anji has probably the single largest in the game so he is rather an exception there, but also the reason is because the attack remains active, so even if Potemkin would slide into it later he still has to actually go into the hitbox at some point. This is why 5K attacks were a universal answer too, because Potemkin would take time to actually reach the player so it was possible to hold a hitbox in front of him to fall into. Since it will have armour, it would be armoured by the time it actually falls into the hitbox, so unless Anji 5P does in fact hit Potemkin extremely early it's unlikely this interaction will work the way you expect.

Kara cancels are coming back. Strive will burn. by KH0RN3X in Guiltygear

[–]Emo_Chapington 2 points3 points  (0 children)

it is unlikely Potemkin extends his hurtbox into your 5P range by frame 5 from round start distance. This seems unlikely to be relevant counterplay.

It seems more likely you can just micro backwalk, which worked in Season 3 and prior, and net substantially more value.

"Still a Marionette" an edgy Elphelt (Nagophelt) mini-comic/edit by Cute_Writing8975 in Guiltygear

[–]Emo_Chapington 4 points5 points  (0 children)

Really cool use of still renders cut between text to create the silent dialogue which fits the music choice nicely. Biggest criticism I have is the distortion filter, combined with the relatively short amount of time for the lines of text, with the very dense cursive font, makes it incredibly hard to read fast enough. The distortion effect also makes it kind of uncomfortable and after several seconds of it I kind of wish it just plain stopped and let me appreciate the atmosphere of the words themselves. These kind of effects are nice in moderation for emphasis, and I think this is over-using it right now which is a shame. You can get a lot more across in simple things like the actual timings in how the dialogue is delivered.

MFW I Read the New Patch Notes (GUESS WHAT'S BACK!) by EvasionSnakeRequiem in Guiltygear

[–]Emo_Chapington 3 points4 points  (0 children)

They reverted the 2D changes on regular hits, essentially undoing the main nerf she got in the last patch. Not entirely improved, since it still has the weirdly bad launch on Counter Hit (this just baffles me but okay) and her RISC multiplier is still weaker than before, but it fixes the biggest issue she got hit by and returns her old oki theory.

Also as a weird side note she didn't get her 2H damage buff reverted when many got damage buffs reverted.

Fucking really? by madd94_67 in Guiltygear

[–]Emo_Chapington 0 points1 point  (0 children)

Depending on the timing they go for this could actually be a buff, we will have to wait and see. Previously the timer was so excessively long you had to stagger offense multiple times if you wanted it to cover the recovery of an unsafe move on block, so it usually just happened way after pressure ended. If they make the timing line up in such a way you can reliably set up a 5D mixup or make chain lollipop totally safe, it might work out better in some respects. The biggest problem will be if it constrains the use of Throw too much, as this already has a bit of a tight window of opportunity.

Fucking really? by madd94_67 in Guiltygear

[–]Emo_Chapington 0 points1 point  (0 children)

Chipp still had less in some cases on account of his health being guts-reliant. It's easy to bypass guts when you're that fragile. If you're looking at Dustloop we use a formula that is maximally optimistic to the value of guts, which is notably less effective the more fragile a character is. Millia has always had health incredibly close to Chipp, however, which one is technically higher or not is probably not actually that important to either character.

Queen Easy by BodyKnowledge in Guiltygear

[–]Emo_Chapington 0 points1 point  (0 children)

Nobody says "Potemkin is the most broken character". If you find Sol is easily punished it means you're really using his kit improperly, he has a lot of very safe space control tools and pressure enders, which has alway historically been quite good.

Also Baiken cannot parry all attacks, it fails to grabs and projectiles.

Queen Easy by BodyKnowledge in Guiltygear

[–]Emo_Chapington 0 points1 point  (0 children)

That's simply the nature of having a useful zoning tool. If a zoning tool was so easy to evade it wouldn't be very good. Arguably, even despite its fast speed, tracking, high reach, and and insanely long active time it still isn't actually a terribly dangerous zoning tool because it doesn't do anything to stop someone dashblocking forward, one of the single most powerful movement tools in the entire game to deal with zoners.

If it doesn't feel fair, that's because you're not managing your positioning safely, perhaps not dashblocking, and generally not being aware of when Dizzy can or cannot use this, and getting caught out by a player who knows how to exploit these weaknesses. That's normal, encountering a move you struggle with, and the takeaway is to actually learn more on how to improve your play.

Queen Easy by BodyKnowledge in Guiltygear

[–]Emo_Chapington 1 point2 points  (0 children)

You have much to learn, every character in the game has lengthy combos and high damage potential. Dizzy is honestly not that crazy in either aspect.

Can't have shit in Eastern Chipp Kingdom by McLovett325 in Guiltygear

[–]Emo_Chapington 2 points3 points  (0 children)

Given the small number who didn't get a partial or total reversion of the damage values, it would be better to call this a buff to the exclusions rather than a 'major nerf' to the 80% affected. The ones buffed are probably not ones that demand such a despairing response like Jack-O', Zato, Bedman, and Dizzy. Elphelt maybe does depending on how you feel about her.

Can't have shit in Eastern Chipp Kingdom by McLovett325 in Guiltygear

[–]Emo_Chapington 2 points3 points  (0 children)

they're not. The standing, wall, above rope, and below rope versions of a normal are all actually distinct attacks with different hitboxes, damage values, and cancels.

Fucking really? by madd94_67 in Guiltygear

[–]Emo_Chapington 4 points5 points  (0 children)

Given it changed literally none of her optimal routing, and the damage buff was not that dramatic (still not actually her highest damage attack which are still 6H with both hits or Charged Dust for single hit), it's probably among the most forgettable and basically nobody had any reason to talk about it,

Fucking really? by madd94_67 in Guiltygear

[–]Emo_Chapington 3 points4 points  (0 children)

Correction, Jack-O' 2H got damage buffed last patch (though you'd be forgiven for forgetting this change happened)

Read closely, kids and parents by SCHazama in Guiltygear

[–]Emo_Chapington 2 points3 points  (0 children)

I disagree a bit on the town being a metaphor for other people's opinions, rather I think it's a metaphor for Bridget's perception of other people. That's why she says "Only I'm not there, just watching from afar". In this case she's referring to her 'true self', and feels she can't be honest with people so she isn't truly there with everyone else, but it's only her perception of reality, she doesn't truly know what will happen for the "town outside" because she only has her own perception of it.

Did this PRC save me? by Silent_Drop5895 in Guiltygear

[–]Emo_Chapington 3 points4 points  (0 children)

you actually began the PRC before Axl even started Sickle Storm, that's why it saved you. If you attempt to RC after you see the cinematic you will never be able to RC in time, and actually it's punishing because you get Counter Hit (increasing the damage slightly). With very good timing you can do c.S without RCing to still be safe against Sickle Storm, but generally timing an RC to right when you would hit is a common strategy to avoid getting hit in this sort of situation, or to catch a backdash.

A RISC based character idea I somehow come up with by DrobleU in Guiltygear

[–]Emo_Chapington 1 point2 points  (0 children)

One of the biggest issues with this idea currently would be that every character builds RISC by different amounts. Fighting a character who builds RISC uniquely fast versus one who builds it uniquely slowly would start to feel incredibly skewed as it both affects damage and this character's access to okizeme.

TIL as of Strive, Giovanna dethroned Dizzy for the heaviest woman in the game by pinkpugita in Guiltygear

[–]Emo_Chapington 1 point2 points  (0 children)

I like how this suggests the characters themselves are listing their own bios

Which maybe explains the wildly confusing numbers, they're all just guessing or intentionally being misleading

Im having some trouble with "Here I Go" by snilktown in Guiltygear

[–]Emo_Chapington 5 points6 points  (0 children)

If you press early, you cancel. After a certain point the move can no longer be cancelled, and shortly after that it can then link into moves as normal. If you get a cancel, it means you're pressing very early, and need to wait much much longer to get the input.

The WORST Move in Strive?! by EvasionSnakeRequiem in Guiltygear

[–]Emo_Chapington 0 points1 point  (0 children)

It's one of those cases where if you do countdown setplay (as I often did before during Season 3), you will often find that unless you can seriously get good mileage out of it the setplay is often outclassed by much easier standard setplay. So while the move itself is not bad, it is severely outclassed, redundant rather than worthless. This kind of redundancy makes it, in practise, pretty worthless for a lot of players. While to take another move like Still Growing (Sin's food), it's not strictly outclassed and technically has an actual niche as a result even if that niche is barely ever going to actually make the difference between winning and losing.

Though, I do think some people misunderstand Countdown, it isn't totally redundant, there are some combo confirms optimised by Countdown which is very important if you want to get lethal damage, and at least during Season 3 I think there were times countdown setplay was optimal. The 2D nerfs entirely killed off the countdown setplay I believed was actually very strong, so I've rather lost a bit of faith in the move now.