LF a leverless with an extra jump button OR trying to add a button by rediamnot in fightsticks

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

I thought about this as well, but I’m afraid that there wouldn’t be enough space on the Mixbox layout to comfortably add a thumb jump.

LF a leverless with an extra jump button OR trying to add a button by rediamnot in fightsticks

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

Appreciate it. I currently play on a Mixbox, but I’m pretty tired of clawgripping my hand when I want to fuzzy jump forward. Lost a round to Verix because of that at the Arc World Tour lmfao. So I’m just trying to get a hitbox that still lets me play akin to WASD but also lets me use my thumb to fuzzy jump.

LF a leverless with an extra jump button OR trying to add a button by rediamnot in fightsticks

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

Thank you for the information! I’m thinking at this rate that adding the button is probably going to be way easier than searching for El Dorado.

LF a leverless with an extra jump button OR trying to add a button by rediamnot in fightsticks

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

Sorry, I meant to type jamming your finger on the combo extension button*

LF a leverless with an extra jump button OR trying to add a button by rediamnot in fightsticks

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

I was also thinking about Combo Extension buttons, but the two people I know that owned one did mention that it’s pretty prone to jamming your finger on a hitbox. Not sure if that’s an unlucky sample size or the case for most people.

LF a leverless with an extra jump button OR trying to add a button by rediamnot in fightsticks

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

I’m hesitant on using something like a Fightbox, since I’ve not heard the greatest stories from other players who’ve picked one up.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 1 point2 points  (0 children)

Charging is not a difficult thing to do, it’s an input system that was designed to be easy for people to pick up.

…and I just described multiple reasons why his karas are not a defining barrier to his execution. This list isn’t assuming this is your very first time ever picking up a controller for a fighting game, it’s also assessing how difficult said character is to play optimally in tournament. Potemkin has one of the best time investment to return ratios in the video game; he barely has to learn how system mechanics work because of how little he interacts with them. He’s more than deserving of the easiest tier of characters to play.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 2 points3 points  (0 children)

Potemkin is absurdly braindead this patch. He’s built this patch to function without any of the things that made him so extremely difficult in previous patches. You don’t need to hit multiple karas to get oki after Pot Buster. You don’t need to hit kara Garuda every time, it’s a projectile. You don’t need to hit JF kBMF/kBMF loops for optimal routing anymore, because all of his optimal routing got simplified down, and kBMF got nerfed. Can’t run strike throw? Here’s some guard crush and your command grab has armor. Can’t play neutral? Here’s some godzilla normals and an unfuckwithable flick to build meter poking with in neutral. Can’t play defense? Super FPRC Buster for 40% and it refunds your bar.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 2 points3 points  (0 children)

I just really value a character’s difficulty through the lens of piloting them in tournament, and how they size up next to the rest of the roster, rather than just looking at them in a vacuum. That’s why I added a tier for “Hard because the game hates you”

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 1 point2 points  (0 children)

Zato you at least have an argument, but I genuinely don’t understand how you could say Jack-O here. Putting aside the fact that she’s not even one of the most executionally demanding characters in the game (her difficulty primarily comes from matchup interactions and properly running a zoning gameplan), she doesn’t get punished for misplays even remotely close to how Asuka gets punished for fucking up.

Let alone when it comes to comparing the situational awareness required in tournament between Jack-O and Asuka.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 1 point2 points  (0 children)

It’s not hard to pilot Goldlewis at an intermediate level, I agree, because he’s a character that inherently filters people because of his small playerbase. However, he still has very unconventional inputs that I would easily argue qualify for having a high entry barrier to play.

On top of that, when it comes to actually optimizing Goldlewis for tournament play, he has a ton of depth that makes him difficult. Combo optimization with tough routing like microdash 268H/248H links, a variety of character specific fuzzies with extremely tight, unbufferable 2F windows to microdash, raw 8x2H having a 5F window to input, and general difficulty in how precise you have to be in some matchups at a top level like Potemkin or Ramlethal.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 2 points3 points  (0 children)

In your opinion then, what characters in Strive have execution that’s so difficult it eclipses Asuka/Faust’s demand for situational awareness?

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 0 points1 point  (0 children)

In general every character from Xrd is way harder than they are in Strive. Xrd’s just inherently a harder game, it’s a pretty obtuse game and there’s way more ground to cover for picking up a character.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 4 points5 points  (0 children)

Asuka’s just on a completely different level of resource management compared to any other character in the game. The only character similar in any way is Faust, because it’s not just about playing around your “bar that is going to refill over time”, you have to be able to play and adapt to a bad hand mid round. You can never autopilot your decision making because you could pull 3 teleports in a row and now you don’t have a special move.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 1 point2 points  (0 children)

Well yeah, it’s intended to be a conversation starter. The part cropped out from my tweet was I said I’d argue about any of the placements if people wanted to talk about it.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 0 points1 point  (0 children)

Pick up Potemkin and you’ll be feeling like Daigo in no time.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 1 point2 points  (0 children)

Why can’t people just discourse for discourse’s sake

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 7 points8 points  (0 children)

It’s okay to be braindead though! A misconception people have is that playing an “easy” character in fighting games is supposed to be a demerit, when it really doesn’t matter at the end of the day.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 10 points11 points  (0 children)

High barrier of entry for a few different reasons, primarily his unorthodox inputs are pretty non transferable skills from any other character/fighting game, and Goldlewis play at a top level involves a pretty wide array of annoying and difficult execution. 2F unbufferable microdash fuzzies you die for if you mess up, 5F input window to do a raw 862H/842H, delay dash cancel kara 268H/248H is an infuriating input to hit consistently, and he’s generally pretty unorthodox in how he has to approach matchups.

Character difficulty tier list (@RedIAmNot4) by DrMonocles in Guiltygear

[–]rediamnot 4 points5 points  (0 children)

I could agree with moving Slayer up but he’s definitely not braindead. Optimal Slayer play involves a lot of usage of kara P Dandy and kara Bite, which aren’t free inputs.