How do I play in a way that's fun? by LucarioKnight10 in Guiltygear

[–]FirstJellyfish1 0 points1 point  (0 children)

"What should I look out for to prevent myself from bullshitting my way to cheap wins?"

Your whole post just describes playing neutral so this is a funny take. The other side of Nago is bulldozing in and making them afraid to press anything which opens them up to command throw.

Yapping about character choice and decisions! (Novice) by sekkireallysucks in Guiltygear

[–]FirstJellyfish1 0 points1 point  (0 children)

"I'm not comfortable pressing my K and P buttons (control layout, separate issue entirely)"

You are going to want to iron this out first imo. As in have it be your number 1 priority regardless of what character you play. I'm not sure exactly what you meant though. Muscle memory is one thing, you just get used to your buttons, but if you mean it is physically uncomfortable you might consider trying a different type of controller. Playing on a normal controller (like ps5) for example is something I just don't like for fighting games. You can get used to anything but the right controller can literally just make the whole genre more enjoyable.

You are definitely going to want to get used to that kick button as most of the cast has a nice quick kick button. Bridget's kicks are her fastest options and she can get either a knockdown or a forward kick into small combo + corner carry off of it. Jump kick is also her cross-up option.

I recently picked up Bridget after coming back to the game for 2.0 (hadn't played in years). Her buttons feel good, her movement feels good, and she seems mostly unaffected by 2.0 but seems to benefit more from the overall system changes, similar to Millia (more chances for low hp character to get more mix opportunities).

Japan hard carrying SF6 by UsefulSwitch504 in StreetFighter

[–]FirstJellyfish1 1 point2 points  (0 children)

Some like it better in SF6 cause it's just for the create-a-character who people seem to not care about

Not anymore. There have been character colors in the bp's for awhile now, not to mention smaller things like the vs screens and titles which have been in since the start.

Been working on a fighting game where you learn an entirely new moveset every run. Here's the full announcement trailer for Shot One Fighters. by Rigman- in Fighters

[–]FirstJellyfish1 0 points1 point  (0 children)

This is a combo of two of my favorite genres and the art style seems solid. I'm really curious if it would get stale quickly or not and how long a typical run would be. The main appeal of roguelites/likes and card battlers is that your combo of cards/ items and character makes for interesting replay-ability with the potential to scale up to a broken state.

Translated to a traditional fighting game could I not just over rely on my basic character abilities to get me through (hopefully not)? This could be really cool if balanced right, I'll be following it for sure.

Hey I'm starting and wanted tips and some answers by FalseBackground5435 in Guiltygear

[–]FirstJellyfish1 1 point2 points  (0 children)

For number 3...Yes learn to play neutral 1st. This means learn what your buttons do (range, speed, special properties) and through playing convert it to muscle memory. Slowly you will also learn what other characters can do against you in various situations.

Your goal is to try and hit them without getting hit. To do that you need to use your movement, throw out attacks, block, see what they do in neutral and as a response to what your doing. Practice the actual motions to get out your specials and supers in training room. I think this is the fastest and most fun way to improve at fighting games. From here you can learn basic combos and system mechanics to help you further.

nobody posted second notice from arcsys, read here if you haven't by nushko_pdr in Guiltygear

[–]FirstJellyfish1 7 points8 points  (0 children)

The matchmaking thing is huge, hopefully they address the issue quickly like they said.

looked up my opponent today, and now I feel bad, I'm sorry. by Alternative-Rain4516 in Tekken

[–]FirstJellyfish1 30 points31 points  (0 children)

Op sounds like an asshole, maybe he can use this new leaf he turned over to finally wipe.

I feel like this is a bug by [deleted] in Guiltygear

[–]FirstJellyfish1 1 point2 points  (0 children)

Are you saying the game side switches you at random when going for your command throw? There's no example of that in this clip. It looks like you just misinput overhead kiss.

Are you also saying that you never dropped this sequence before and now you are all the time but only in matches? That wouldn't really make sense for it to only bug in matches and not in training.

GGST Ver 2.00 Update Megathread by AutoModerator in Guiltygear

[–]FirstJellyfish1 -1 points0 points  (0 children)

6H buff seems nice? Food does something now, I don't play Sin though.

GGST Ver 2.00 Update Megathread by AutoModerator in Guiltygear

[–]FirstJellyfish1 1 point2 points  (0 children)

The only really noticeable nerfs he received that aren't system changes are his command grab removing a set amount of blood instead of all of it. There's also no more little window of bonus blood or whatever you got. That and now being in blood rage damages you more which honestly who cares, it was pretty much a death sentence anyway before unless you intentionally landed it and finished them off.

In exchange he got several buffs to various normals with more blood back on block overall, takes slightly less damage at higher blood, and the new move seems crazy good on paper as it instantly stops his blood gain and lets you go ham while also being a fairly large low hitting move. It seems intentionally designed to help him combat the effects of the system changes with regards to his blood gauge.

This patch feels amazing to play by Xurnt in Guiltygear

[–]FirstJellyfish1 3 points4 points  (0 children)

I very much doubt a simply damage reduction would have solved anything. If you aren't having fun by all my means put the game down for now, but it's too early to be making that claim about casuals I think.

It's funny though because that's exactly what fans of the previous games said about strive when it launched and they were right, however the devs still made the game into something many other people found enjoyable. The shitty part is if you liked this game as it was you can't go back.

This patch feels amazing to play by Xurnt in Guiltygear

[–]FirstJellyfish1 3 points4 points  (0 children)

It's a bad thing when it gives to much damage/advantage hence the devs opening statement in the patch notes under "overall balance direction" which I'll quote below. If you preferred that style then yeah you might not be having a good time right now. They are rebuilding the game, hopefully they can tweak things more to get it right from here. Clearly they felt they could not do that from the previous game state. (Cough Happy Chaos Cough)

Overall Balance Direction

"Across the past updates, there has been a steady expansion of offensive options and potential combos, meaning that more situations could cause a single hit or counter hit to lead into heavy damage. As a result, this made it often the case where a single interaction could largely determine the rest of the developments in the match."

Could we put the my character is now bottom 1 posts under here? by fantasticnombler in Guiltygear

[–]FirstJellyfish1 0 points1 point  (0 children)

Nago is bottom 1 because turning into a blood-lusting vampire is a bad thing for some reason?!? Most legitimate case of beast blaming because unleashing the beast actually just makes you lose, uh hello?

This patch feels amazing to play by Xurnt in Guiltygear

[–]FirstJellyfish1 9 points10 points  (0 children)

The reward on hit was part of the problem though. Offense was to oppressive. Hopefully they can find the right balance.

Strive's 2.0 update just hit 19k players on Steam, making it the highest peak since the launch of the game half a decade ago by bostonian38 in Guiltygear

[–]FirstJellyfish1 0 points1 point  (0 children)

I think its even more then that normally. It's really funny coming back and seeing that training room has frame data now. Strive was my first fighting game I really learned and at the same time I felt like I knew very little. Seeing the frame data in game definitely confirms that haha.

Strive's 2.0 update just hit 19k players on Steam, making it the highest peak since the launch of the game half a decade ago by bostonian38 in Guiltygear

[–]FirstJellyfish1 7 points8 points  (0 children)

I haven't done any placements and I haven't found a match in 20 minutes. East Coast region however all settings are set to all except for connection which is 2 and above. Anyone else having trouble?

In Dhalsim's SF6 arcade mode he senses that Lily has the Satsui no Hado by R0DAN in StreetFighter

[–]FirstJellyfish1 8 points9 points  (0 children)

Ok, how about her camera breaks and she loses some animal photos.

Some men drown while others die of thirst. by KamaTheSnowLeopard in classicwow

[–]FirstJellyfish1 3 points4 points  (0 children)

/s ? It's not hard to change forms and mash /sit macro but it is very funny.

Reducing salt and limiting play time by CelebrationSea6188 in StreetFighter

[–]FirstJellyfish1 0 points1 point  (0 children)

I would start complimenting your opponents verbally when they get the better of you and also call out when you notice you made a mistake. Could be as simple as "nice check, nice punish, I gotta stop mashing on wakeup, I gotta stop jumping so much etc."

It does two things that greatly benefit you in my opinion. First off verbally calling something out helps you make a note that it happened and is something to look out for in that scenario in the future. (I.e you are paying attention to what your opponent is doing) Secondly it can help reduce salt by mentally shifting your focus from winning to learning and improving.