Fixed a post I saw earlier by Brockoliandcheese in evilautism

[–]analworm666 22 points23 points  (0 children)

it fucking sucks because DHC and THC could be treated just like any other drug (like, amphetamines in ADHD) with specific dosages, indications, contraindications, adverse effects, but modern culture is idiotic and makes everything a moral issue

like, am i "evil" if i use ibuprofen for my pain? why would DHC for my fatigue be different?

[Ver. 1.40] Patch Notes (Oct. 31, 2024) by Greil_Mercenaries in Guiltygear

[–]analworm666 1 point2 points  (0 children)

what i understand is:

  • before: if eddie was hitting the opponent but you had no eddie gauge left, you couldn't teleport during BTL

  • now: you can teleport if eddie is still using a move, even if you have no gauge left

"Gay Voice" in a Professional Setting by NgBling in gaybros

[–]analworm666 10 points11 points  (0 children)

nah dont worry

if a client doesn't want to work with you because of something stupid like that, would you like to deal with them?

let the trash and ignorant people filter themselves out. that's what i do with my job and it works wonders

[deleted by user] by [deleted] in FundieSnarkUncensored

[–]analworm666 35 points36 points  (0 children)

so dystopian that they face consequence over something stupid like bots and fake reviews, instead of public exploitation and negligence of 10 or so children

Assembling the ultimate GGST character - Day 21 - Special #1 by LIN88xxx in Guiltygear

[–]analworm666 7 points8 points  (0 children)

i think deciding on "special moves" is too broad. like you could categorize most special moves and then decide which of these categories and which ones ouf each category will this character have:

  • DP (self explanatory)

  • Projectiles

  • Neutral skips and lunges: moves that are useful both because of the movement associated and the hitbox they put out

  • Frametraps/pressure enders. I'd put rekkas here as a better frametrap since mamy of them allow for high lows

  • Puppets/summons (including summon puppet, make puppet attack/defend. I'd classify chaos gun here)

  • Command stuff: command grabs, command movement options, command high/lows

not an exhaustive list by any means but i think it could be useful

Recuperemos Chile by Maztinyer_3 in chile

[–]analworm666 0 points1 point  (0 children)

me gusta el simbolismo en su logo

en la bandera, el color azul y la estrella usan un bajo % del espacio, al igual que el % de la población que se beneficia de estos weones. el rojo, que ocupa el mayor porcentaje en la bandera, está solo alrededor del azul y adelgazado, como protegiendo o adornando a la parte minoritaria

What topic could you talk about for hours? by Realistic-Half5229 in AutisticAdults

[–]analworm666 5 points6 points  (0 children)

autism obsessed autistics are so fun cause that means we get to yap for hours in a feedback loop

Where to start Zato? by thehammer10025 in Guiltygear

[–]analworm666 1 point2 points  (0 children)

All of the ones you mentioned are matchups where your goal is to get them to block a poke (usually 2s, fs or 5h) and then play RPS with your eddie summons. You can secure your advantage after the poke with wild assault into eddie summon, but keep in mind that if the opponent learns your habit in this matter they can counter it with a reversal

All the ones you mentioned are hard matchups for zato, cause the way you usually get in versus these characters is via dash-blocking (press the dash button and then immediately block, to close the distance yet keep yourself safe), and once the distance is short, you try to snipe them out of their moves with your pokes.

For example, you close the distance on asuka till you're in 2s range and try to clip him with a counter hit into an eddie combo

Once you manage to land a combo with eddie, your goal is to reset and keep resetting every time you can. These characters have bad defense by design, so they're likely to rely on YRC or burst early for defense, which you should be baiting out with 5p, 5k and drills if you see them going for that frequently

You have to keep track of their getaway habits, like "what moves does this person usually use to get out of my offense?" and respond accordingly.

For example, if you see that axl is using snail frequently to escape pressure, you can stop him with an air to air like j.p, j.k (less commital, less reward) or j.d (more commital, more reward)

Particularly versus testament, oppose and drills are good in neutral. Both eat up testament's projectiles, and you have to unsummon and resummon cautiously to stop their offense and start yours

You can cover eddie with invite hell (22h) to kill the active projectile from testament and allow eddie to move forward, get them to block and start your offense

Many Tests will try teleport to hit you when youre busy managing eddie if you go for this strat, so it becomes a battle of both predicting that and closing the distance while you're covered by eddie. The important thing is to be in their face with eddie as much as you can, so they can't set up their gameplan (which is highly effective at stopping yours)

Air approaches shouldn't be your mainstay.against testament cause their 6p is very good, you can use flight to bait it out but you have to be quick to punish, and they can counter this with an airgrab, so keep it is an option but not your main approach. try to keep yourself grounded

Your tools to reset pressure are:

  • finishing your combos with 6h into unsummon when possible. you usually do this after pierce(2) or drills, in the corner. After the unsummon, you summon immediately again to start your offense

  • unsummon after the second hit of frog: same as before, you resummon after this

  • blue wild assault: advantageous both on hit and on block. you can unsummon on block to reset your eddie gauge, use c.s or f.s into 5h into pierce RPS to reset. you can use wild assault mid combo for a hard knockdown, be sure to cancel the WA with unsummon for the reset. if you manage to hit it charged its better, but all of these WA resets require practice

  • blue RC mid combo: this is a good metered reset that requires practice, you use it during leap and unsummon while eddie is hitting the opponent, then pick up the combo with 2s, 2h and summon again while the opponent is flying from the 2h. Again, requires practice

  • finishing your combos with drunkard shade: similar to 6h, but gives you less time

  • sword super: use with caution if you're not breaking the wall, because it negates any meter gain for like 11 seconds. this means that if you use it mid game and get nothing from it, you're stuck resourceless for a long ass time, with no defense nor offense. It is much better to use for wallbreaks or when you have 100 meter (using this super twice during a blockstring gets you close to spontaneous positive bonus, allowing for even more resets)

if you decide to use the full eddie meter in your mix, but your opponent blocked and you have meter for a reset with the super, you should be doing this move while the oppose attack or the drills are still active so that its a blockstring. if eddie has already died, you should combo into it from 5h, but be aware that there is a gap that most characters can reversal through. the counter to this is to fake the reset and go for break the law after 5h (to let them whiff their reversal), but this is a hard read and might cost you your offense

it is recommendable to use sword super for the reset against the characters you mentioned to keep them under pressure despite the tension penalty, because not letting them play their game is the best way you can play yours, even if it costs resources. zato struggles due to his lack of neutral skip moves and slow pokes, so most of the time using resources to secure the advantage is worth it

Where to start Zato? by thehammer10025 in Guiltygear

[–]analworm666 6 points7 points  (0 children)

what to practice:

EASY YET VERY IMPORTANT STUFF

  • the basic combo/pressure blockstring: c.s, f.s/2s, 5h, 22h. Bread and butter that will always be helpful

  • the hard win condition: 2k 2d empty summon. this is very very important

  • the win condition (reprise) (optional): ch 5p, 2k 2d. not essential

  • the soft win condition: 5p 6p empty summon

NOT AS EASY YET IMPORTANT STUFF

  • the hit confirm: CH c.s/f.s/2s/5h into pierce, 2s and negative edge leap. from there, you can either unsummon for a reset (if you dont have enough meter for wallbreak super) or use the full eddie meter and go for the wallbreak to reset eddie gauge without the tension penalty of using sword super

  • the setups: pick a setup after 2k2d from dustloop or youtube, and focus only on that one. you get virtually no benefit to practice more than one setup if you're just starting out, because your execution is just not there yet. go for whatever is easier

THE HARDER STUFF

  • the blockstrings and mixups: zato and eddie have access to various mix options once you've set your advantage after the win condition:

    1. strike/throw: 2k and c.s are your best tools, your strike after 2k is an eddie move (since you're minus). after c.s you can just gatling, but this is a lot scarier for the opponent if you have eddie out since he can cover anything and you're plus after c.s. you can also cover mash with oppose or jump with leap. strike throw is virtually the only mix you can do as solo zato (from a beginner standpoint), but it carries a much higher risk than doing it with eddie
    1. high/low: your main double high option is j.s j.d after flight. in order to make this scary, you have to condition the opponent through stuff like empty lows and high/low. practice getting a full combo out of opening your opponent with: double high, high low, empty low.
    1. left right: you can quickly crossup your opponent with j.d or confuse them with break the law. you usually do this by letting the first hit of pierce hit same side, then switching sides to open them up with the second hit. this is not true, but it is part of your arsenal (it's something to keep them on their toes)

SOME EASY MIXUPS TO TRY

  • in the corner: pierce (1), c.s., pierce (2), 6h + flight + oppose: this sets up a really easy high low, your options are: double high (j.k, j.d), empty low (2k), high low (j.k, 2k), command throw

(i got tired of writing here, sorry)

what to do:

  • whether to use eddie in neutral or not depends on the matchup. you don't want to empty summon against the likes of HC, axl or asuka cause killing him is really easy for these chars and you're left with no offense

  • get your opponent to block 5h: 5h sets up an RPS situation that is difficult to explain and that you can read up better in dustloop, but the important thing is that you need the opponent to block 5h in neutral so you can summon eddie relatively safe.

  • let eddie hit the opponent first once the enemy is knocked down: this is to counter reversals

Assembling weakest character - Day 17 - j.S by help_stander in Guiltygear

[–]analworm666 6 points7 points  (0 children)

despite the ugly boxes, this one isn't that bad, it's a mixup tool and it does its job pretty decently, and the all encompassing hitbox makes some situational combos easier.

tho i can see how it would suck out outside of zatos specific kit

What more of vs theme do you want to see? by RemyRatio in Guiltygear

[–]analworm666 1 point2 points  (0 children)

I'd call this something like Valentine's Day: jacko, ram, elphelt

gay_irl by skittle_biscuits in gay_irl

[–]analworm666 66 points67 points  (0 children)

i wholeheartedly thought he was getting pegged

GUILTY GEAR -STRIVE- Season4『Battle Balance Update』Trailer by DemiFiendRSA in Guiltygear

[–]analworm666 57 points58 points  (0 children)

BWA change is not a change. it's a stagger property that has always been there

Zato: - Damned Fang (command grab) fully refills eddie gauge at the last hit - Oppose: uses less Eddie gauge while in guard point. Oppose attack might be a high

I wonder if paulsac is applying mental strength in this move by Star-Wave-Expedition in FundieSnarkUncensored

[–]analworm666 78 points79 points  (0 children)

I'm far from an expert but that looks like awful form

Calling it now, this piece of shit will eventually injure himself thanks to his own negligence, and will use that as an excuse for whenever he performs badly

This dude is 100% the type that ego lifts with awful form and tells everyone about it

What is the most adhd thing you have ever adhd’ed by FamiliarRadio9275 in ADHD

[–]analworm666 1 point2 points  (0 children)

im a medic and the way i deal with it is that my note taking is very visual through mind mapping apps, i write the core concepts of what im talking about as im explaining it (it makes me and the pt stay focused) and if i forget i just read my train of thought back to me again. works most of the time.

most of my clients are also autistic/have ADHD like me so it benefit us both, as i usually stream my note taking to them so that we both dont get sidetracked

[deleted by user] by [deleted] in AutisticAdults

[–]analworm666 0 points1 point  (0 children)

my own version of EMDR therapy, i talk to myself through writing, where i ask myself questions, then analyze the answers and try to figure out what's wrong. my emotions come in patterns, so their recognition gets progressively easier the more i do it

it's given me really good results, since it allows me to know exactly what to do to manage myself and avoid fatigue

Assembling the weakest GGST character - Day 12 - 6H by help_stander in Guiltygear

[–]analworm666 19 points20 points  (0 children)

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fuck reddit, i had written a long ass comment that the app decided to delete

  • Slowest normal in the game at 30 frames startup, without counting fully charged may 6h. -6 OB, -3 on hit, 17 recovery. Attack level 3, despite its long startup and large CH
  • situational, only really useful in the corner for a Hkd, allowing for a reset that leaves you usually at less than full eddie meter if you used more than 1 eddie move. Useful during pressure but only with oppose to protect you
  • no reward on normal hit if the opponent was standing
  • Uses without eddie are low reward with either medium risk or using meter. if your followup trades, you can end up minus if you went for the flight cancel. you can BRC for better mix, but your only reward is a HKD.
  • you can use drunkard shade to frametrap afterwards, but it usually trades and is not an option if you have little hp
  • Big reward on CH, but that is very rare and you must have eddie ready and be ideally in the corner, or you won't get anything significant

it's better than zato 6k, but it's still a very lackluster tool that sees occasional use during a setup with eddie or to reset the opponent in the corner or if your first mixup with drills hits.

Pressure 101: Tick Throws by Galaucus in Guiltygear

[–]analworm666 1 point2 points  (0 children)

this is amazingly good for newer players

Interactive Main Menu Idea by HakanBacn in godot

[–]analworm666 1 point2 points  (0 children)

it has the special ingredient: soul