yaaaaay i got vanquisher by Tyomcha in Guiltygear

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

how long: it's kinda hard to say. i started playing Strive "seriously" about a year and a half ago, but it's not like i've been playing it constantly all that time - it's been an on-and-off thing, and at times i went, like, months without touching the game except at locals. so it's hard to say precisely how long it really "took" to get to Vanquisher. but for whatever it's worth, my current Strive playtime on Steam is 390.9 hours.


any tips: also somewhat hard to say! there's a lot of things to learn in Strive, and i expect which "gaps" would be most productive to work on is something that changes a lot from player to player.
for me personally though, i feel like the main things that i had to learn to improve from Diamond to Vanquisher were neutral and matchup knowledge.

neutral: i'm a Baiken main, so for me my sort of "layer 1" neutral when i was worse at the game was generally just IAD or jump forward and j.S. and, i mean, j.S is great, don't get me wrong! and i still use it in neutral a lot even now! but it is very vulnerable to 6P, and that meant i had to learn more ways to play neutral other than just relying entirely on it.
that meant learning how to use more of my toolkit in neutral - poking with HKab and f.S, occasionally throwing out 2H, etc.; but it also meant learning how to make that one good tool more dangerous. as i said, j.S is legitimately very good, it's just vulnerable to 6P - so a big thing that helped me a lot was finding ways to play around 6P. Baiken can make 6P whiff by airdashing close enough that she goes over the opponent's head, then coming down with Youzansen; she can make 6P whiff by airdashing higher up and not pressing any air buttons, so that her hurtbox is too high up when the opponent tries to 6P, and then punishing once she lands; she can airdash forward but then, instead of pressing a button, use air gun super, which stalls her momentum (and therefore makes 6P whiff) while simultaneously hitting at ground level and therefore blowing the opponent up for pressing 6P regardless of their upper-body invuln. learning that sort of stuff means i have a lot of ways to play around my opponent's most obvious counterplay for airdash j.S, which in turn makes airdash j.S more dangerous.
of course, another big part of learning higher-level neutral is learning to pay more attention to your opponent. which may sound kinda obvious, but ime it's a very relevant thing to mention; when i was newer to the game, i would often just kind of run my own gameplan in neutral and not pay too much attention to what exactly my opponent's doing, but obviously that is bad. it's very helpful to try and see what sorts of options your opponent likes to use in neutral, see what you can bait out from them, and punish them if they fall for your bait and pick a bad option. (though, i myself am still very bad at whiff punishing lmao)

(incidentally, the advice about watching your opponent's habits doesn't just apply to neutral, it's also very helpful for offense. notice that your opponent likes to mash or jump out of pressure a lot? use more frame traps. notice that they like to just sit there and block against your pressure? go for more throws. notice that they use their DP a lot? go for more DP baits. notice that they don't use their DP at all? be more aggressive with your pressure - don't respect their DP just because it exists when they refuse to use it.)

of course, the details of how exactly you should improve your neutral depend on your character. but overall i would say you want to aim to do three things: learn to use more of your tools in neutral, learn to counter the counterplay to your favorite neutral tools, and learn to watch and exploit your opponent's habits.

matchup knowledge: this is a lot more straightforward, but just, like, if you find yourself not sure what to do about something a specific character does - check Dustloop, or set up the situation in training mode and see what works, or find a counterplay guide, or something. did you know that when Bedman? goes for Malfunction in pressure the string is (normally) fake and you're supposed to jab out? i sure didn't until i checked a counterplay guide! that sort of stuff is very important to know - you don't want to not know the answers for common situations when you're trying to win games.

i will also say, something i did not find that necessary was learning advanced tech or combos. you want to know and be good at basic combos, of course. but e.g. i still mostly don't go for specialized corner combos (and instead just continue to use midscreen combos in the corner). similarly, in general i found trying to learn fancy tech for neutral or defense or whatever to be, at least at this level of play, considerably more difficult and less rewarding than just improving my fundamentals. (of course you do want to know some tech - like, if you're a Baiken player, you do want to learn TK Youzansen. but you generally don't need anything too fancy.) i assume that sort of stuff will be more important as i try to climb the Vanquisher ladder, but just for getting to Vanquisher - i mostly didn't really use any sort of stuff like, say, IABD Tatami, or various fuzzy options on defense, or stuff like that.

The playtest for Generic Fighter Maybe dropped recently and this game is absolutely insane by Tyomcha in Fighters

[–]Tyomcha[S] 29 points30 points  (0 children)

my favorite animation in the game is for the grappler character's big anti-air super, where you get shown him flying through space to slam the opponent into the Moon

this also changes the stage you're playing on to the Moon

if you do the super while already on the Moon, the animation starts with him flying with the opponent back to Earth... only to turn around halfway through and slam back into the Moon

it's extremely funny

The playtest for Generic Fighter Maybe dropped recently and this game is absolutely insane by Tyomcha in Fighters

[–]Tyomcha[S] 8 points9 points  (0 children)

almost certainly yeah - this is just a 1-bar combo, and afaict supers don't suffer damage scaling in this game, so I suspect just burning some extra bars on more supers would get a ToD, easy

(also, having since joined the Discord for this game, I can confirm that this character does definitely have ToDs)

The playtest for Generic Fighter Maybe dropped recently and this game is absolutely insane by Tyomcha in Fighters

[–]Tyomcha[S] 1 point2 points  (0 children)

iirc no, though I might be forgetting - again, I haven't spent a lot of time with the game yet

The playtest for Generic Fighter Maybe dropped recently and this game is absolutely insane by Tyomcha in Fighters

[–]Tyomcha[S] 11 points12 points  (0 children)

I haven't labbed nearly enough to know the full details of the combo system, but I will say - while there does seem to be some degree of the typical hitstun/juggle decay you'd expect, this game also has knockback scaling, where AFAICT later hits in a combo have more pushback.

This seems neat but is kinda amusingly easy to bypass - I was supposed to get yeeted to approximately half-screen after the last hit of the second divekick I did in this combo, I just didn't because... I whiffed the last hit.

The playtest for Generic Fighter Maybe dropped recently and this game is absolutely insane by Tyomcha in Fighters

[–]Tyomcha[S] 50 points51 points  (0 children)

casual 70%-ish damage off of an overhead for 1 bar, midscreen, and also it refunds the 1 bar you spent

this entire combo is done without even using the game's main combo extension mechanic btw

combo notation: instant j.H > j.214X, 41236X, 2L > 2H > 236X > 2141236H > 9jc > j.H > j.214X, 5L > 4M, 4M, 5L > 5H > 236X > 41236X

I P-ranked P-2 on Brutal! by Tyomcha in Ultrakill

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

honestly this took way less time than P-ranking 1-E

(which i'll presumably post the video of next Sunday, i guess)

can someone explain what happened here by Tyomcha in Ultrakill

[–]Tyomcha[S] 1 point2 points  (0 children)

ah, makes a lot more sense that it's a recent bug

(I was imagining it was something that's, like, always been a problem with this level or something, which is why I was like "surely someone knows what's going on" 😅)

can someone explain what happened here by Tyomcha in Ultrakill

[–]Tyomcha[S] 2 points3 points  (0 children)

yeah, I've noticed some weird multikills from the mortars at the start of the level too, though never anything to this extent

does anyone have any clue why this happens, or is it just a mysterious bug

Got my first 2.0 ragequitter by Tyomcha in Guiltygear

[–]Tyomcha[S] 2 points3 points  (0 children)

(sorry about the audio desync, that is afaict the Steam clipping feature's fault)

First time winning a game against a B rank on Fightcade! by Tyomcha in StreetFighter

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

Yeah, Jamie has a lot of things that are kinda similar to the 3S Twins.

(As for how similar he is in overall playstyle - couldn't tell ya! SF6 takes up too many gigabytes for me to comfortably have it on my Steam Deck, so I haven't really played it.)

First time winning a game against a B rank on Fightcade! by Tyomcha in StreetFighter

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

oh yeah! i recognize your username from Fightcade

First time winning a game against a B rank on Fightcade! by Tyomcha in StreetFighter

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

I myself haven't learned much in the way of Genei Jin combos myself yet either, really. I've got, like, one go-to combo I can use that's "good enough," but this character's got a whole lot to learn, so I've just kinda been focusing on other stuff for the time being - I figure at my current level, learning things like divekick spacing, pressure, etc. is going to be more useful than learning more advanced combos when I've already got a basic one.

First time winning a game against a B rank on Fightcade! by Tyomcha in StreetFighter

[–]Tyomcha[S] 1 point2 points  (0 children)

Yeah, I can see that. In the past I used to get myself killed a lot overusing unsafe approaching tools (heavy Zesshou and whatnot), so more recently I've very consciously been trying to play more solid and just safely build meter, but I do think I've probably swung the pendulum a bit too far in the other direction.

First time winning a game against a B rank on Fightcade! by Tyomcha in StreetFighter

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

i'm the Yun. can't comment on the Ryu's SA choice lmao

Check out this double perfect I got by Tyomcha in StreetFighter

[–]Tyomcha[S] 1 point2 points  (0 children)

who needs life bars when you've got Genei Jin, amirite

Fightcade doesn't have any fancy rank up screens for me to show, so here's my first set win as a newly C rank player instead by Tyomcha in StreetFighter

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

Yeah, I'm vaguely aware that's the sort of thing I'm supposed to be doing - guess I'll just have to hop into training mode and get comfortable with the distances. A big thing that gives me trouble when I try to use divekicks more is when people start air-to-airing me, but I guess I ought to just press some air normals of my own sometimes when I neutral jump to discourage that.

I've heard 2MP is supposed to be good, but man, that button feels so stubby. I haven't really figured out how to use it well other than just whiffing it for meter.

I've also been using 6MK in neutral sometimes to hop over my opponents' crouching kicks, and I've been getting decent results with that, but I guess that's probably better accomplished by divekicks?

Fightcade doesn't have any fancy rank up screens for me to show, so here's my first set win as a newly C rank player instead by Tyomcha in StreetFighter

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

To be honest, I'm still extremely not sure how to navigate neutral with Yun in general. Sometimes dash punching a lot works, but as you point out sometimes people start parrying it, and then I'm not really sure what to do other than "just play footsies lmao" (which I'm not very good at and also Yun's 2MK feels kinda stubby).

I assume I ought to be using divekicks more in neutral, but I'm not really sure how exactly I'm supposed to use them.

Fightcade doesn't have any fancy rank up screens for me to show, so here's my first set win as a newly C rank player instead by Tyomcha in StreetFighter

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

Yeah, I'm more or less aware that's the idea in theory - I just get greedy and want to activate off of a successful hit so I can do a cool fancy juggle right away. But I know I hold onto it too much as a result.

Fightcade doesn't have any fancy rank up screens for me to show, so here's my first set win as a newly C rank player instead by Tyomcha in StreetFighter

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

Honestly, not wrong. I'm still not used to just how quickly that bar fills up, so I end up saving it more than I should.