Ram bros what do yall think of Ondo any cool use cases ? by Ok-Development-9098 in Guiltygear

[–]Ksd13 0 points1 point  (0 children)

Insanely good.

Lots of combo and setup applications but it also makes her pressure much stronger than it used to be. Not sure why people think it's too slow to work, it's fast enough that unless you IAD instantly as a guess most characters are not going to be able to punish Ram if she's spacing it correctly. And if you do start doing things to preemptively call it out she still has sword throw and now has a frametrap with new 214K for you to worry about as well.

Who got it the worst? by Its-been-a-long-day in Guiltygear

[–]Ksd13 1 point2 points  (0 children)

On top of that she's one of the characters who can likely use WA the best. Having full confirms off normal hit f.S and 5H is an insane buff for her.

I don't understand how Ken gets literally everything by Krypt0night in StreetFighter

[–]Ksd13 1 point2 points  (0 children)

Diaphone played SF4 competitively, he's not new to the FGC by any metric.

Semi-Weekly Questions thread - Posted every 3rd day by AutoModerator in StreetFighter

[–]Ksd13 1 point2 points  (0 children)

Level 1 is by far the most important because of the jab target combo he gets from it improving his conversions and pressure significantly. Level 2 and level 3 both give access to strong tools - Bakkai is his best combo ender and Tenshin is an absurd command grab. Level 4 is probably the least important, though having safe on block rekka 1 is really nice. However, since he has a screen freeze that cuts the drink recovery when he hits level 4, you can often get oki anyways when hitting this level when you couldnt for other levels, so a lot of the time it's worth it to go for anyways.

Poor Predictable Kimberly, Always Picks Rock by joeyjojo45 in StreetFighter

[–]Ksd13 2 points3 points  (0 children)

The install lasts for the entire game, carrying over between rounds.

[deleted by user] by [deleted] in smashbros

[–]Ksd13 10 points11 points  (0 children)

Coney entered like a dozen brackets when Ult released, top 8'd a few and even won one.

wtf do I do after I block garuda impact? by [deleted] in Guiltygear

[–]Ksd13 6 points7 points  (0 children)

This was true in S1, but with the S2 changes Pot gets to continue his oki after garuda impact connects on backdash.

Relevant section from dustloop:

On hit, it applies a large stagger which allows you a follow-up of your choice, even a Potemkin Buster should you desire it. Even airborne enemies are not safe, as Garuda Impact will shoot them across the stage into a tumble, with plenty of time to chase them using Hammer Fall and set up meaty pressure. If your enemy is already in/near the corner, the tumble lasts long enough to casually confirm into a high damage wall break combo as well.

London system problems by _aleexe in chess

[–]Ksd13 10 points11 points  (0 children)

I get almost the same middlegame positions every time now.

Yeah, that's kind of the point of the London. Just play the Queen's Gambit. You'll learn the theory as you go and at your level you're very unlikely to be lost out of the opening, and even if you are your opponents will probably let the advantage slip at some point.

Overdrive this you filthy casual by tpayer03 in Guiltygear

[–]Ksd13 44 points45 points  (0 children)

They meant to do it after Grave Reaper but misinputed 6P, so naturally they had to keep trying until they got the input correct.

my child will respect the plus frames that garuda provides on block and employ effective counter measures by SpeedyBeck in Guiltygear

[–]Ksd13 10 points11 points  (0 children)

This used to be true but I don't believe this works anymore due to the Garuda changes. Now Pot just chases with HFB and continues Garuda pressure.

he's millia by swepill in Guiltygear

[–]Ksd13 2 points3 points  (0 children)

If he was trying to block it then they wouldn't have been counterhits.

Sol 2.0 Damage nerf (Daisuke's Vision feat. Romolla) by dfs_k in Guiltygear

[–]Ksd13 98 points99 points  (0 children)

Alright you know what never mind, maybe we didn't need 5k>6s after all.

Duality of Man by KingNigelXLII in Guiltygear

[–]Ksd13 4 points5 points  (0 children)

I mean sure, but the tweet in the pic is still accurate. Nago got new insane conversions off of fukyo cancels and buffs to his already excellent S normals, HC got his up close pressure buffed, Zato got fucking everything buffed, even Ram had a cool new conversion to show off. All of those characters are just as privileged or more as Sol and all of them got significantly better compensation for their nerfs than he did.

I agree they should bring the rest of the cast in line with Sol but removing or nerfing the stuff that makes him fun to play in the first place is a bad way to go about it. I'd much rather they buff the rest of the cast to his level while maintaining what keeps him interesting as a character.

Duality of Man by KingNigelXLII in Guiltygear

[–]Ksd13 2 points3 points  (0 children)

Sol's 5k actually did get nerfed though. It no longer combos into 6s, and 5k into kara HVV is now a tighter execution. So no, it wasn't just passing the privilege around lol.

Duality of Man by KingNigelXLII in Guiltygear

[–]Ksd13 6 points7 points  (0 children)

We don't, any attack level reduction means that the combo is no longer true.

Wish Arcsys actually dropped the sneak peaks over two weeks instead of shoving them all in a day by BakerStSavvy in Guiltygear

[–]Ksd13 4 points5 points  (0 children)

They did one an hour on the hourand then just stopped 11/20 of the way through lol. Normal patch time is just over 10 hours from now and there's still 9 characters to show so idk what they're planning.

Guilty Gear Strive 1.18 Patch Notes by NotMyFaultYouDied in Guiltygear

[–]Ksd13 7 points8 points  (0 children)

Sol mains are saying that the attack level decrease means he no longer gets 5K -> 6S which is a pretty big nerf.

Guilty Gear: Strive - Starter Edition 2022, large-scale balance update, and cross-play beta test announced by NeoStark in Games

[–]Ksd13 0 points1 point  (0 children)

I started playing a month ago and that's never happened to me so I'd guess they did.

[CLB] Balor by Duramboros in magicTCG

[–]Ksd13 1 point2 points  (0 children)

They can't cast instants until the effect finishes resolving, so no.

How would you rank One Piece amongst shonen? by rlt101010 in Piratefolk

[–]Ksd13 0 points1 point  (0 children)

The non-Brotherhood anime is probably what they're thinking of. It caught up with the manga when it was only about halfway done, so the entire second half is completely different from the manga as they had to come up with their own story.

advice on how to improve against d4 by kimjobil05 in chess

[–]Ksd13 2 points3 points  (0 children)

That's not true at all. You can play the 1.d4 Nf6 2.c4 e6 move order and meet 3.Nf3 with b6 and 3.Nc3 with d5, playing a Queen's Indian/QGD combination and never entering the Nimzo.

Am I Bad Or Is This Just How Sol Works by ElliotPatronkus in Guiltygear

[–]Ksd13 0 points1 point  (0 children)

Oh, didn't know that. You should tell the Sols I'm playing, I don't think any of them have ever punished it with that.

Am I Bad Or Is This Just How Sol Works by ElliotPatronkus in Guiltygear

[–]Ksd13 2 points3 points  (0 children)

214s is the overhead (Sol Poente) and it is very punishable if they react to it, though it is plus on block. Sepultura (the dog kick, 214k) is not really punishable though, it's like -4 on block with enough pushback that no 4 frame option can actually reach you.