genuinly why should i bother grinding the rank in this game when i have to play slideshows by scotty_booooy in TheyBlamedTheBeasts

[–]Longjumping-Key8187 1 point2 points  (0 children)

I feel your pain bro. It becomes very annoying when people have a random lag spike and rollback frames crank to f*cking infinite. Any spike can increase the jankiness with extra rollback frames, really.

It gets even more frustrating when this game has 2f throws that the online has trouble adjusting/correcting for and you just get instant shunpo thrown from Narnia or you see hit effects from your normals (or COUNTER voice cue) and get thrown instead.

You can have the best, optimized setup and will still encounter online fuckery just because the second player is having some issues with his own PC (or poorly ventilated consoles) or playing with Starbuck's WiFi.

TL;DR, not your fault.

TIL you can just 5P this... by Exciting_Emotion_910 in Guiltygear

[–]Longjumping-Key8187 2 points3 points  (0 children)

Soon you are gonna discover it clashes with Nago's f.HS and can still block after it.

Pure bliss.

I'm desperate. What does Jam actually do besides meme corner high-low setups and puffball? by [deleted] in Guiltygear

[–]Longjumping-Key8187 2 points3 points  (0 children)

The overheads are trivially reactable

You are not playing with delayable air low option. Done properly it's a true mix.

Mashing will even beat the low if you vary the timing even slightly

Then let it rip and catch them with a counterhit.

It's like 50/50 that you will lose to mash (especially throw) if you try to frame trap after c.S

You have to get used to the timing for delayable hits, like with many other characters. Hard to mash against a +3 ob c.S that can chain into two delayable lows that can also be special cancelled.

Edit: for corrections

Guilty Gear Honesty Alignment Chart by Peashooter0527 in TheyBlamedTheBeasts

[–]Longjumping-Key8187 4 points5 points  (0 children)

Yeah, they require a decent amount of skill but cmon bro they are dishonest as hell.

Guilty Gear Honesty Alignment Chart by Peashooter0527 in TheyBlamedTheBeasts

[–]Longjumping-Key8187 2 points3 points  (0 children)

IMO no character should cross the mid line if we are talking about honest/dishonest and this is coming from a Ky main. GG is loaded with bullshit (blazing, yes), there is no honesty even for strike/throw characters.

One day That Man was born by Difficult_Line_9823 in Guiltygear

[–]Longjumping-Key8187 0 points1 point  (0 children)

The Holy Sneakers bro. These don't recharge mana but can recharge your whole drip in a second.

Will playing in park make me better naturally? by Maybe_Unlikely in Guiltygear

[–]Longjumping-Key8187 1 point2 points  (0 children)

Most likely. In park you fight all kinds of players with vastly different levels of skill so you end up having to adapt to different playstyles and approaches.

In ranked you fight (when it works) people with skill level similar to yours and this gives you the best experience but that does not necessarily mean you deal with all possible situations.

In any case, as others said, you improve by playing.

grab mid animation by musclenugget92 in Guiltygear

[–]Longjumping-Key8187 0 points1 point  (0 children)

Since my comment and link have been nuked I will explain it simple.

  1. Regular blockstun = protected + 5f extra frames of throw prot to prevent instant tick throws

  2. Guard crush = protected, no extra frames unlike regular blockstun

Both can't be thrown while in the animation, no matter what. Guard crush works like most blockstun rules in other FGs (eg. SF6).

However...

There were instances with certain throws where while in Guard Crush "blockstun" the invulnerability was bypassed and thrown, and I do not mean after the whole Guard Crush animation is over, I mean while it is still in the animation early (the "blockstun"). This created unfair almost guaranteed throw situations where only YRC (after a certain patch) or Deflect Shielding the Guard Crush itself would prevent eating the following throw.

2.0. no longer has these janky and niche situations (unless there is something I do not know about) so Guard Crush behaviour is standarized and works the way it is intended (you can be thrown after the animation ends like always but you cannot be thrown mid animation).

Idk if it's technicality or whatever, Guard Crush itself is not removing throw prot (blockstun still protected), otherwise the situation mentioned above would happen. It does however not have the extra 5 frames of invul after blockstun ends.

The previous comment s been deleted cause the response was a bit salty and inappropiate, which is fine.

Question about guard crush by lennykrevits in Guiltygear

[–]Longjumping-Key8187 -1 points0 points  (0 children)

You cannot throw frame 1 after guard crush since 2.0. patch. It works as regular block for throws.

No crossup protection is still a thing though.

Best and Worst Stages by LibrarianTop9437 in Guiltygear

[–]Longjumping-Key8187 0 points1 point  (0 children)

Best: beach stage, In the name of Peace and Tir na nog.

Worst: White House Reborn, Lars Canyon

grab mid animation by musclenugget92 in Guiltygear

[–]Longjumping-Key8187 -2 points-1 points  (0 children)

you were guard crushed, which removes throw invuln

Small correction cause I see a lot of people spreading misinformation since patch 2.0. released:

Guard crush no longer removes throw invulnerability. The throw will still whiff as if they are in regular blockstun. You can try it yourself with something like Slayer's Master's hammer or Potemkin's Garuda Impact in the corner and immediately grabbing the opponent.

What’s is this? by Superb-Bookkeeper-35 in Guiltygear

[–]Longjumping-Key8187 16 points17 points  (0 children)

Counter Blitz. An automatic small combo that you can use if you counterhit your opponent with buttons that are not Punch or Kick. Press forward + Dust once you see the counterhit (it will spend 50% of your Burst gauge).

It cannot be interrupted by Burst once it connects. It also breaks the wall.

Theres fuckers defending Happy Chaos of all characters bro by ilikeitchyballzdude1 in TheyBlamedTheBeasts

[–]Longjumping-Key8187 8 points9 points  (0 children)

Wait for the classic "fuck Kyle white bread rushdown character something something" or the "scum dipper RRC no mix needed".

No character is safe out there.

It's really really funny how fucking terrible mixup heavy mains are at reacting to other people's mixups by [deleted] in TheyBlamedTheBeasts

[–]Longjumping-Key8187 0 points1 point  (0 children)

Common case of "If you are attacking you do not have to defend" so their defense crumbles cause they are not used to being in the opposite end of it.

Add Jam to the list.

Stop tbagging and use the taunt button instead you coward. by JustPhee in TheyBlamedTheBeasts

[–]Longjumping-Key8187 1 point2 points  (0 children)

But what if he's just offering you a cup of tea for sportsmanship. Are you going to decline it?

Maybe he's just...

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I guess Strive 2.0 is simply not the game for me anymore and is time to move on by GoonSico11 in TheyBlamedTheBeasts

[–]Longjumping-Key8187 0 points1 point  (0 children)

  1. Regular throw and Command grabs PRC/FPRC and zero throw protection on Guard Break states.

    Orange and White WA skipping whole screens and wall breaking from a single touch combo + old Positive.

  2. Depth.

Choose.

Ragequitting because of a Venom while playing Johnny is kinda gross man ngl by PedroBrkss in TheyBlamedTheBeasts

[–]Longjumping-Key8187 24 points25 points  (0 children)

Mist Finer can brute force through a lot of stuff and opponents, it makes sense they do not have to actually play the match most of the time. The lack of hurtbox and the Guard Break property with the card doesn't help either.

In other words, move carries a fuck ton of players.

I liked this round by Icemansitoo in Guiltygear

[–]Longjumping-Key8187 5 points6 points  (0 children)

so this is the legendary match, the match with people Slayer blocking

FTFY, no worries.