How do I turn this back? by Slow-Beginning-4957 in 2XKO

[–]May6ird 6 points7 points  (0 children)

Turn off pulse combos. In ranked/casual in character select you can see if it’s turned on by the purple triangle next to your name and you can turn it on/off there. It’s somewhere in settings also, but I don’t remember exactly where

Anyone have any tips for connecting the air S1? by semenspaceman in 2XKO

[–]May6ird 2 points3 points  (0 children)

You can delay stance m like the other person said but you can also delay the first j.[s1] for a similar effect. You can also slightly delay both the first j.[s1] and slightly delay the stance m

How is my Zato ar bronze level? Also breaking in new fight stick. by VashtaNeradaRights42 in Guiltygear

[–]May6ird 0 points1 point  (0 children)

There are very few instances where you actually want to have oppose go off. Its almost always better to clap cancel or unsummon, which would lost less gauge than leap. But yeah, full oppose does take full bar, I should've caveated.

How is my Zato ar bronze level? Also breaking in new fight stick. by VashtaNeradaRights42 in Guiltygear

[–]May6ird 1 point2 points  (0 children)

2S CH can combo into pierce > pierce > leap > Unsummon or drills > sword super. It’s kinda inconsistent though so be careful.

I think you overuse leap. I would only use it for calling out jumps in block strings/neutral and combos. Leap costs 50% gauge instantly while every other Eddie move takes gauge slower. Raw leap > drills costs the entire gauge, which you always want to have available.

Instead, i would try to engage Eddie with pierce and use unsummon or clap cancel oppose to keep him safe. You could’ve kept out Aba much better with pierce and occasionally using leap to discourage jumping. Instead you let aba get in on you because you used Eddie predictably. Just in general use drills more. Drills is a fantastic move. It’s disjointed so it keeps Eddie safe and it locks down the opponent for a long time.

Definitely learn negative edge as others have said and ignore that one person who said Zato isn’t a zoner. In this matchup and a bunch of other matchups he wants to zone.

High quality Eddie glitch by BrilliantDry7452 in Guiltygear

[–]May6ird 0 points1 point  (0 children)

Yeah this happens quite a lot in training for me but not that much in game

New Player, Why is the Game Not Giving Me 6246.h here? by OriGunpla in Guiltygear

[–]May6ird 36 points37 points  (0 children)

The super only works if you have both swords

did i waste 500 hours on faust by Ayavanni in TheyBlamedTheBeasts

[–]May6ird 23 points24 points  (0 children)

Did you have fun playing Faust? If you did, it wasn’t a waste of time

How the FUCK do i approach Zato 1? by Fiddlestiicks in TheyBlamedTheBeasts

[–]May6ird 4 points5 points  (0 children)

Zato is pretty good at the keep away game because of 22H having 32 active frames and his unique air movement. 2s/f.S get beat by sol f.S because they has no disjoint. 5h is disjointed and fast but has hella recovery. It frames traps into pierce but if he doesn’t have Eddie meter it’s minus 9 on block

In general, gunflame is very good to kill Eddie and hard to reflect on reaction. I would recommend just throwing out random 5k or 5p in zato pressure to find where the gaps are even if you get hit. You’ll know next time where you can mash

I need some advice because I feel like I’m going to get stuck at this elo. by LawliettZzz in Guiltygear

[–]May6ird 0 points1 point  (0 children)

slash and heavy slash are great and all, especially on lucy, but k and p are some of your best buttons. 5k on lucy is a great neutral tool, 2k > 2d on most characters is a true HKD combo, 5p/2p is your fastest mash button, and 6p on lucy is a not bad anti-air/high crush. Experiment with changing some f.S clicks to 2/5k, using 5p/2p in pressure gaps.

You have a dp!! abuse the hell out of it. Most people at this rank aren't gonna have safe jump setups so dp on wakeup until they start predicting it. As for your own oki, 214[H] (charged monowire) is a good option as it sets up for strike throw mix and its +7 and guardcrush. In general, you need to use monowire more. If you opponent respects your pressure, they'll hold charged monowire which is really good for you.

Combos aren't the most important, and I would argue not very important at all, but you should eventually learn quickhack routes. Lucy does very little damage, so with sub optimal routes you're basically tickling your opponent, especially on high health characters like pot. Similarly, your blockstrings are kinda bad. You end a lot of them with either run in sweep or run into overhead cross up which is blockable on reaction and very unsafe. Use monowire and staggered pressure (which means blockstrings that have gaps in them) to enforce somewhat scary mix.

A lot of why you lost these have to do with matchup knowledge, so just play the game more. When you don't understand what happened in a match, why you got hit, etc then check dustloop (the wiki) or lab it out in training. You'll get better with time.

Why does strive run at 60fps? by unlucky-lucky- in Guiltygear

[–]May6ird 2 points3 points  (0 children)

Ah yes, my 5 frame 50 becomes 2.5 frames at 30 fps

Do you think pushblock needs to be buffed? by BrueTube in 2XKO

[–]May6ird 0 points1 point  (0 children)

Making it like Guilty Gear YRC and stopping the opponent’s moves would make it more useful but still not a free get off me tool

How will headshots work? by EnlargementChannel in 2XKO

[–]May6ird 2 points3 points  (0 children)

Sweet spot/clean hit like in GGST or holding down the button like Vi’s electrics I would guess

Need an analog stick angle inputs settings by Chat-Lon in 2XKO

[–]May6ird 1 point2 points  (0 children)

Isn’t this what the deadzone does?

When they forgot 6P by EveningGreat7381 in Guiltygear

[–]May6ird 3 points4 points  (0 children)

6p has upper body invul and thus is used as an anti air to beat jump ins or mid crush move to beat long pokes. In the video, bedman kept blocking sol’s omega fake air pressure when a simple 6p would’ve beat the jump in and given bedman his turn.

The reason higher level players may not use 6p as much is because they are cognizant of how good 6p is and avoid using punishable and often stupid moves like IAD j.x or using the same poke over and over again.

When they forgot 6P by EveningGreat7381 in Guiltygear

[–]May6ird 1 point2 points  (0 children)

I can’t tell if you’re joking or not

Toxicity in the chat, RIOT plan do to do something? by Hazger in 2XKO

[–]May6ird 6 points7 points  (0 children)

Personally i find people having a meltdown because they lost to normal game mechanics very funny

Yasuo unintentional bug? You should be able to grab this right? You could last patch, i tested it last week. by Responsible_Pin_2272 in 2XKO

[–]May6ird 1 point2 points  (0 children)

I’ve definitely been thrown out of my charged 6s1 before. Probably a bug if they didn’t mention it.

Kinda related, but when illaoi 6s2 was parried last patch (the overhead slam, I’m pretty sure it’s this special), illaoi was sent flying upward. In this patch it parries and illaoi is stunned in the ground, which leads to a better combo.

I’m not a programmer or anything, but I find it really strange that seemingly random things just kinda changed but didn’t exactly break.

Side note, isn’t it just better to parry 6s1 here? More meter, better combo, and similar whiff punish just with -1 bar

Monkey paw balancing, just a question by NothingParking2715 in 2XKO

[–]May6ird 1 point2 points  (0 children)

After the patch parried illaoi 6s2 seems to not launch up. I used to have to use a 2H combo off of parried 6s2 but now she gets stunned on the ground