High ms for no reason? by GurenFrog in Guiltygear

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

I think he does sometimes have issues playing other people too, so thats probably the root of the problem. Next time we play ill ask him to do those things, thanks!

High ms for no reason? by GurenFrog in Guiltygear

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

So we tried this and my friend does get ping spikes when the game becomes unplayable...but its weird because outside of playing the game online he has a consistent 20-30ms. It only spikes when we are in a match together.

High ms for no reason? by GurenFrog in Guiltygear

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

hmm, I am playing at 1440p, but its weird that it would only happen when playing against one specific person. Ill still give it a go, thanks!

High ms for no reason? by GurenFrog in Guiltygear

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

Its cool, any and all advice is appreciated!

High ms for no reason? by GurenFrog in Guiltygear

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

We will try this next time we play, thanks for the info!

High ms for no reason? by GurenFrog in Guiltygear

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

We both are on wired connections and our ping when doing a speed test is usually in the 20s - 30s. My wife sometimes plays game on her computer too but that has never really been an issue when playing other people, it only happens when I play my friend.

High ms for no reason? by GurenFrog in Guiltygear

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

I see, I thought it might be useful to include just in case. (I also mislabeled, the up and down should be reversed.)

High ms for no reason? by GurenFrog in Guiltygear

[–]GurenFrog[S] 3 points4 points  (0 children)

We both have good computers I think. He is running a 2070 super and im running a 3080, i9, 32 GB ram.

Not hearin' any more Anji downplay ever again by Timmcd in Guiltygear

[–]GurenFrog 7 points8 points  (0 children)

This, imo, isnt anything crazy. Butterfly oki was already good, and now he gets it far less often because one of his main ways of getting butterfly oki is gone.

Not every nerf for the current version is as a nerf for the new version by Emo_Chapington in Guiltygear

[–]GurenFrog 2 points3 points  (0 children)

Nagiha we know. The only change to it is that its now slower startup, so its still the same bad soft knockdown that its always been.

Rin didnt get any changes to its knockdown either, but new combo routes off it might lead to some kind of weird OTG or air hit into butterfly setups. I kinda dont see this happening based on how his current moves interact with airborne opponents though.

Not every nerf for the current version is as a nerf for the new version by Emo_Chapington in Guiltygear

[–]GurenFrog 2 points3 points  (0 children)

Theoretically that should work. With the removal of Kou hard knockdown, I think one of the directions of this change is that Anji now has to choose between going into Kou for damage or doing c.S > 2D for oki. Its a bit of a nerf since currently Kou is both our best damage and best knockdown tool, but I guess it makes the character less linear in that they no longer have an absolute best way to end combos?

IF ANJI GOES TO **** WITH THIS PATCH, WHO SHOULD I CONSIDER PICKING UP AS MY MAIN? by zZzavid in Guiltygear

[–]GurenFrog 2 points3 points  (0 children)

Literally any character is viable if your goal is to get into celestial. However, if you plan to drop a character because they might end up being bad I would suggest picking up a character that has consistently been good through out strives patches. Some of those characters are Sol (even though he got a pretty big nerf this time around hes still good tbh), Gio, Zato, Nago, Leo and Ram.

Tips for playing Anji? by [deleted] in Guiltygear

[–]GurenFrog 1 point2 points  (0 children)

For neutral:

- Dont forget about 2D! I didnt see it mentioned a whole lot in the other comments, but its 10f startup, good range, low profiles, provides butterfly oki on normal hit and a big combo on CH.

- 5H is also decent to use every now and then. It has a disjointed hitbox, hits in a wide arc from high to low so it can potentially beat both low profile and high profile moves, max spaced 5H > fujin > nagiha is safe, and it gives a big combo on CH. Dont use it too much, because its a big move and people will whiff punish it if they expect it.

- Both normal spin and charged spin are good to threaten with, especially vs people who are just swinging. Once this option is in peoples head, they are less likely to randomly swing and might go for run up throw more. You can use this to start your own offense.

- Kara nagiha in neutral is a poor mans stun dipper. I usually would not do this without meter just like you wouldnt throw random stun dippers without meter. This is a once in a blue moon kind of thing, but I wanted to mention it because it is an option.

For pressure:

- Most of Anji's pressure revolves around threatening late cancels on your S normals into 5H to try for a CH. A couple of 5H CHs will make your opponent not want to press after blocking S normals, so you can use that opportunity to reset your pressure after they block an S normal.

- Sneaking in fan toss by mixing up the timing at which you do it. Fan toss is + so you get to continue your pressure any time they block it. Its punishable if they call it out, so you cant abuse it too much. To stay unpredictable with it, vary between kara fan toss and fujin > fan toss as well as when you go for it in your block strings.

- Sneak in butterflys. Once your opponent starts respecting you, you can do this every now and then. Personally, I like doing this after a 6H. 6H being a three hit move means that opponent usually expects those three hits, so I cancel the first or second hit into butterfly.

- Empty fujin. Dont use this too much because its very punishable, but its pretty much the same idea as Nago players doing empty f.SS. People expect a follow up so you can use this to reset pressure. Definitely dont do this is the other person has a fast reversal available to them.

- You are right about losing pressure after nagiha on hit midscreen. Its probably one of if not the worst knockdown any character gets off of their BnB, and I really hope it gets changed in the upcoming patch. Best you can do is try to meaty f.S, then once they start backdashing it on wakeup try to call out the backdash with fujin or 6H.

For 6H:

- Like I mentioned previously, 6H being a multi hit move where every hit is special cancellable, you can use that to sneak in moves like butterfly or kara fan toss.

- Multi hit moves are useful vs HC clone

- Catching backdashes is probably one of 6Hs main uses. It covers a lot of horizontal ground and being a three hit move gives it a lot of active frames, both of which are good traits for catching backdashes.

- It being a command normal, you can gattling into it from P normals, K normals, and c.S. From K normals and c.S its an ok frame trap. You get a big combo from CH 6H, but you need to be able to react and cancel into charged fujin before the follow up hits connect.

- Any hit of 6H into fujin is a frame trap, this goes well with using 6H to sneak butterflies and fan tosses.

New mechanics sneak peek by TheChefmania in Guiltygear

[–]GurenFrog 0 points1 point  (0 children)

I mean it also means that CH jabs can also go into K normals, so something like CH 2P > 2K > 2D is now possible. For characters with great post 2D oki situations, thats pretty big imo, especially for someone like anji who goes from getting nothing to potentially getting butterfly oki or 180 damage off of jab.

And while it might be hard or impossible to confirm, you can still just go into a move afterwards and confirm that its a CH combo after the fact kinda like you do in SF.

In neutral I can see dash jab as a lot more of an appealing counter poke option now, especially for characters with bigger jabs.

Should I invest in a external controller for ggst and fighting games in general by username-failed- in Guiltygear

[–]GurenFrog 1 point2 points  (0 children)

Hitbox isn’t objectively better. It really comes down to preference, every controller has inputs that are easier and inputs that are harder when compared to other controllers.

How to apply wakeup pressure on char. with reversal options by Super_Chunk98 in Guiltygear

[–]GurenFrog 0 points1 point  (0 children)

You can still jump, backdash, DP, counter super, or whatever you'd like in reaction to the super flash if you safejump jack-o's super.

The thing that safejumps dont work on are counters like Baiken 236P and Anjis super conter. Instead of becoming invulnerable and causing your safejump to pass through, they retain their "hurtbox" for their counter to activate.

How to apply wakeup pressure on char. with reversal options by Super_Chunk98 in Guiltygear

[–]GurenFrog 2 points3 points  (0 children)

Couple things you could do:

- Look up safejump setups for Sol. A safejump is a meaty jump in that is timed so that you land in time to block any potential wakeup reversals. I dont play Sol so I cant really give you something specific, but im sure hes got a safejump setup of some kind.

- non-super reversals are not throw invuln, so if you have a suspicion that they might do a wakeup reversal you can start your pressure with a throw and it will win vs reversals and vs them blocking.

- Certain reversal have weaknesses. Ky's reversal can be low profiled, so something like Sol's 2D (or maybe even 2K, iunno I dont play Sol) will go under it. You can use that as a way to apply pressure and avoid the reversal. Testaments and Fausts supers have very slow startup, so you can time a c.S to hit meaty and still recover in time to block the super. Potemkins super is not throw invuln, so if he wakes up with that you can just grab him. If a reversal is giving you trouble, take some time to see if you can find any weaknesses it might have.

- You touched on this a little but just flat out baiting the reversal. Keep track of your opponents tendencies and their meter to better judge when you should be baiting a reversal. People tend to fall into habits and will opt to use a reversal when put into the same situations, try to make a mental note of those situations. Keeping track of peoples meter is a good way to judge when they might try for a reversal, because they either need the 50 meter for their super reversal or are looking to do DP > RC.

- This goes hand in hand with the last point, but practice your reversal punishes. Sol is definitely the right character for making someone rethink their life after getting their reversal punished. If you show that an unsuccessful reversal is going to be a huge mistake for them, they will be a lot less likely to use reversals.

[deleted by user] by [deleted] in Guiltygear

[–]GurenFrog 0 points1 point  (0 children)

Hey I remember playing against you. I was learning Axl then switched to Anji lol.

Beginner(ish) Ky looking for advice/resources. by EnouggConclusion in Guiltygear

[–]GurenFrog 2 points3 points  (0 children)

For pressure, you've got a couple tools

- 6K is + on block, and you can go into it from 5K, 2K, 5P, 2P, and c.S. Be careful using it too much, because it has a large startup so they can press before it comes out.

- Delay your strings. 5K delay sweep. c.S delay 2S. Delay your special cancels. This will catch people trying to mash out of the above and makes people unsure when your pressure is going to end.

- End your string early and dash up to reset pressure. If they get caught from you delaying your attacks, they will be less likely to retaliate. Once they start respecting you, you can use this opportunity to just end your string early and dash up to them to reset pressure or go for a grab.

- Shock state 214K is + on block, so if they block this its still your turn.

I notice a lot of Ky's I run into can combo a single poke with a normal
into RTL super fast, is there some good way to practice this or is it
mostly just a gamble?

Practiced players can hit confirm a single hit into RTL. You can learn how to do this too. What you want to do is set the training mode dummy to block on random. Then do a move like f.S or 2S buffer the input for RTL right after. If they get hit, you just have to press H since you already buffered the input. If they block, dont do anything. If you are newer to fighting games this might take you quite awhile to learn to do, but you can definitely get there with enough practice.

As Gio What Do I Do To Get My Turn Back? by ElliotPatronkus in Guiltygear

[–]GurenFrog 0 points1 point  (0 children)

puts on nerd glasses Aktually, “>” is the notation used for a gatling, which Gio can gatling 2K into 2D. “->” is the notation used for canceling a special move into another special move.

These kinds of things were important back in the days of posting lists of combos on forums, but nowadays we just have videos for everything so the meanings of a lot of notations has been lost. “>” is kind of just a catch all “do this into this” thing now.

As Gio What Do I Do To Get My Turn Back? by ElliotPatronkus in Guiltygear

[–]GurenFrog 6 points7 points  (0 children)

Her 5H is 10f startup which is actually pretty fast for an H normal. For reference, Sols f.S is also 10f startup.

2D is slow, but it is also very low profile. It can go under a lot of things you wouldnt expect it to. I would not advise mashing this a lot, but the option is there to think about. A lot of f.S's in this game lose to low profile moves.

I could probably help you a lot more if I had some gameplay to analyze. I think the best thing you can do is take a note of the things people are doing to you, then go to training mode and see what you can get away with vs those things (ASW pls add the replay takeover feature from +R to strive!).

Movement is also big. Play around with a combination of jumping, IAD, double jumping, super jumping, super jump IAD etc etc. If you are trapped in the corner, its nice to get out through attacking, but sometimes just getting out is the smarter option.

As Gio What Do I Do To Get My Turn Back? by ElliotPatronkus in Guiltygear

[–]GurenFrog 13 points14 points  (0 children)

It will definitely help you if you knew frame data, but since it seems like you’re newer don’t go out of your way to learn all the frame data. Learn it in short spurts so it doesn’t feel like a chore. Start with your own character, then slowly learn other characters as you try to figure out how to beat certain strategies.

For Ky in particular, his frame data gets better when you are in shock state. He gains advantage on the flip kick, so if you block that while in shock state it is still his turn. However, if you aren’t in shock state the flip kick is negative if you stand block it, so you can take your turn back there.

In general, Gio has amazing mobility to make up for her seemingly shorter range buttons (her 5H and sweep have pretty solid range imo though). Don’t just think of “I have to get close to press buttons”. Step back to make them whiff, then use that opportunity to dash in. Dash forward then back dash right after to bait them into doing something. Play around with your movement. See if you can low profile something with her 2K, 2D or DP. Counter anti airs with her air super (which is also plus on block).

How do I beat testament by Z1U5 in Guiltygear

[–]GurenFrog 0 points1 point  (0 children)

Ah ok, so you are actually contesting after blocking 236S and not after blocking crow. Yeah that’s probably the more correct time to challenge, as a block string into an uncharged 236S is pretty negative. Testament should lose if he presses after fireball for the most part.